> At 1:35 PM -0500 11/11/99, Thomas Pope wrote:
The plastic tanks have just barely enough detail to be good drybrush subjects,
so they paint up fast and look good. One thing you've gotta give RL, the grav
tanks look *sweet*. The rules though, here's a trivia question: what's the
largest target that a 200cm gun (biggest in the game) can kill with one shot
against an undamaged target?
And use 'em for DSII and we're back on topic. And there's DSII stats for the
whole Centurion array of tanks.
> At 11:46 PM -0500 11/11/99, BDShatswell@aol.com wrote:
here's a set of conversion rules, I'll see if I can't find the file with the
vehicle designs in it. Last seen on AOL if I recall correctly
I heard a nasty rumour that my last post of this bounced, so here we go again.
Now, with examples!:)
===
Centurion to Dirtside II Conversion Notes
or How to Take Over a Galaxy on 4mil Credits a Day
Alexander Williams
_________________________________________________________________
Table of Contents
* Introduction * Vehicles
+ Size
+ Power Systems
+ Weapons
o Projectile Weaponry # MDC Equivalency Table # Gauss Cannon Equivalency Table
o Missiles
# Missile Equivalency Table
o Lasers
# Laser Equivalancy Table
+ Defenses
o Anti-Missile Weaponry
# Vulcan Anti-Missile System Equivalency Table
o Armour
o Shields
# Shield Rating Equivalency Table
+ Movement
+ Vehicles in Closing
* Infantry * New Rules
+ Grav Shields
o Grav Shield Rating Cost Table
+ Grav Movement (Updated)
o Grav Drive Difference Table * Examples
+ TOG Trajan
+ RL Wolverine
+ CW Scorpion
_________________________________________________________________
Introduction
One of the more popular wargames of the past few years is CENT, originally
produced by FASA, but licensed to Nightshift Games, along with the rest of the
Renegade Legions wargame line, to languish in
near-obscurity while a dedicated fanbase scurries about and
continues enjoying not only the game but the setting even moreso. Many of its
fans (myself included) are afficinados of obscure wargames in general, and
have a certain affinity for the clean simplicity and excellent integration of
the DSII mechanics. It seemed inevitable, then, that someone would compile a
guide to reproducing the Renegade Legion universe in DSII.
This is that guide. We'll start with CENT, the futuristic game of ground
combat, in which grav tanks provide the force and infantry provide the
backbone of a tremendous military machine that spans the galaxy.
[Note: From time to time, suggestions about how to handle things in
Stargrunt II, Ground Zero Games' squad-level infantry-combat game,
will be pointed out. That *would* have been the province of the
never-released Phalanx in the Renegade Legion line; for those that
want to get into man-to-man combat (or, at least, squad-to-squad)
Stargrunt II would make an excellent investment.]
Vehicles
The first thing to note is the dichotomy of vision exemplified between the
basic CENT and DSII. In CENT, the system is geared to generate wide diversity
because it only has the single setting to deal with, while in DSII the generic
system has, by necessity, to do a very many things well and so must simplify
things a lot. The conversion between the two will not be perfect, but it sure
will be a whole lot of fun!
Size
Next, let's look at the comparitive sizes of vehicles in CENT and DSII. In
CENT, there are two basic classes of vehicle, grav and
non-grav, while in Dirtside II there are several, all but one
non-grav
(leaving VTOL aside for the nonce). Non-grav vehicles in CENT are
considered 'the usual size,' as it were while grav vehicles are generally
depicted as *much* larger, in both volume and surface area, yet are no harder
to hit. This can be represented in DSII by making
grav vehicles SIZE from 3 - 7, requiring (at least) STEALTH 2 to
make the effective signature less. For those using the optional rule that
FIRER SYSTEMS DOWN - TARGET deactivates active STEALTH, these two
points cannot be removed. Handwave it as the inherent ECM of the
system that is on highly-redundant backup.
One of the advantages this gives the DSII designer in emulating CENT is that
gravs are now much more able to carry heavy ordinance in the
form of missiles, large gang-fired guns and the like. Given the
withering firepower that most CENT gravs lay down, this makes the recreation
ring with much more versimilitude. Given the space requirements of infantry in
DSII, the larger frames give the MICV gravs the ability to carry infantry that
they should have.
Power Systems
All gravs use FGP for power. Most non-gravs in CENT use HMT, with
the
appropriate limitations. If you want to simulate low-tech outposts
or TOG auxillia, you may want to create some with CFEs.
Weapons
Now that we've got the size of vehicles scaled, let's look at weapon
selection. In CENT, there are a fairly limited number of weapon choices
because the system mimics the setting, one in which
near-constant war has 'worn the edges off' the technology, leaving
just what seems to work the best.
Projectile Weaponry
MDCs come in an 8, 10 and 12 ratings and scale pretty cleanly to MDCs in DSII
in sizes 1, 3 and 5. What in CENT are called Gauss Cannons (massive slugs
accelerated down railgun tracks) (in bores ranging from
25mm - 200mm are handled well by 25 and 50mm Gauss Cannons to HKP/3,
100 and 150mm to HKP/4, and the all-powerful 200mm Gauss Cannon
equates to the HKP/5.
MDC Equivalency Table
MDC 8
MDC/1
MDC 10
MDC/3
MDC 12
MDC/5
Gauss Cannon Equivalency Table
25mm, 50mm
HKP/3
100mm, 150mm
HKP/4
200mm
HKP/5
Missiles
There are two distinct types of missile in CENT, which is a good thing as
there are two distinct types of missile in Dirtside II, making a
match simple. SMLMs become GMS/Ls while TVLMs are GMS/H
(representing their superior penetration). A problem rears when you consider
that missile packs in CENT are of limited capacity, while in DSII the racks
are assumed to house suffiCENT armament to last out a typical battle (and,
let's be honest, who ends up running out of missiles in a game with the
average engagement between units running to two turns?). One
way to address the problem is to give the DSII vehicle one GMS/L or
/H, as appropriate, for every 12 missiles carried. Thus, two
TVLG(12)
packs becomes 2xGMS/H and, unless you're carrying an entire grav
packed with them, you're unlikely to ever see more than a 2xGMS/L.
Missile Equivalency Table
SMLM
GMS/L
TVLG
GMS/H
12 Missiles
1xGMS
Lasers
One of the laser weapons in wide use in the CENT system appears to be
the Anti-Personel Laser, found on nearly every grav in existance.
Typically, this is *not* an externally mounted fixture but within its own
turret, so the basic APSW will cost 2 spaces and 4pts from the vehicle (odds
are there's already a much larger weapon in the turret; if not, the APSW
requires 3 spaces). The other major use of lasers in
CENT is as a laser painting/targeting system, allowing weapons to
penetrate grav shields (about which more will be said later). This costs a
basic 50 points and can be used for all the usual purposes of
a DSII spotting laser as well as CENT-specific purposes.
For vehicular damage, there are a spread of lasers available. The
match-up between CENT lasers and DSII HELs is as follows:
Laser Equivalancy Table
1.5/1
HEL/1
1.5/3, 1.4/4
HEL/2
1.5/5, 1.5/6
HEL/3
3/6, 5/6
HEL/4
7.5/6
HEL/5
Defenses
Anti-Missile Weaponry
The Vulcan anti-missile system is invaliable on the CENT
battlefield.
In CENT, this is an auto-firing Phalanx-type system intended to gun
down incoming missiles and is found on a goodly number of gravs and
other vehicles. Vulcan-1 generally is covered by a PDS/BASIC in
DSII,
a Vulcan-2 or -3 by an PDS/ENHANCED and a Vulcan-4 by a
PDS/SUPERIOR.
ADS doesn't appear in the basic CENT rules.
Vulcan Anti-Missile System Equivalency Table
Vulcan-1
PDS/BASIC
Vulcan-2, Vulcan-3
PDS/ENHANCED
Vulcan-4
PDS/SUPERIOR
Armour
There are no special rules for Armour except to note that gravs typically are
heavily armoured beheamoths. Don't skimp on the armour; remember that a goodly
number of these monsters are oversized and able to carry oversized armour
because of it. The heaviest gravs, with
ARMOUR/7, will be difficult to damage, even with good shots from
HKP/5s. Some gravs also have ABLATIVE armour; this, along with grav
shielding (see section Shields), reduces the use of lasers as the 'heavy
punch' of grav tanks.
Shields
All grav vehicles in the CENT universe have grav shields which deflect
light-weight projectiles, energy-based attacks (including targeting
lasers) and scramble the warheads of incoming missiles, making most weapons
that don't hurl large hunks of something at relatively high speeds
ineffective. The actual mechanics of grav shielding are treated in another
part of this article (see section Grav Shields).
To convert to the new Shield rules, note that there are ten possible values
for Shields in CENT and 5 possible die types; this works out well. Divide the
(average) Shield rating by 2, rounded up, and take that as the die, starting
at the d4, to use.
Shield Rating Equivalency Table
Shield 1, Shield 2
d4
Shield 3, Shield 4
d6
Shield 5, Shield 6
d8
Shield 7, Shield 8
d10
Shield 9, Shield 10
d12
Movement
Grav vehicle movement rules already exist in DSII; however, they don't match
the behavioural characteristics seen in CENT's depiction. To really match the
performance envelope of grav vehicles in the source material, DSII gravs need
to buy VTOL movement instead of Grav. More information on how gravs move in
DSII can be found in See section Grav Movement (Updated).
Conventional movement vehicles should buy the form of movement in DSII that
fits their deployment; in CENT, you simply bought a certain number of MP to be
spent every Turn.
Vehicles in Closing
Keep in mind, oft times, design compromises will have to be made to fit the
design into DSII. One of the main changes to occur is that,
because of the lack of weapon-specific hits, multiple mounts can be
dropped unless absolutely necessary for concept. Occasionally, less important
weapons will be dropped altogether (often missiles). Think of this as the
effect of streamlining the system for more efficency.
Infantry
New Rules
Grav Shields
In CENT, grav shields allow your vehicle to be impervious to the effects of
missiles, lasers and MDCs... as long as they don't hit while the shield has
flickered off! Gauss cannons (and probably SLAM packs but must definitely not
DFFGs) ignore grav shields completely as
their rounds are too heavy and too fast-moving to be deflected.
In DSII, vehicles with grav shielding have an overall rating of a
given die type, -1 on its roll when attacked from the rear or bottom
(but not sides). This die adds another die when defense rolls are made; if the
grav is in cover, then three dice are rolled to compare to the attacker's.
Grav shielding, especially powerful grav shielding, makes your vehicle nearly
impervious to most fire.
Because of the game effect of shields, they are considerably expensive. Each
level of shield adds 50% to the overall cost of your vehicle. Eg. a shield
rating of d6 would double the cost of your grav tank, while a d12 would add
250% or multiply the cost by 3.5x, weapons included. The costs involved in
equiping a force with grav shielding can add up quickly.
Grav Shield Rating Cost Table
d4
50%
d6
100%
d8
150%
d10
200%
d12
250%
Grav Movement (Updated)
Grav vehicles in DSII buy VTOL movement, but do not act entirely like VTOLs in
every way. The differences are due, in large part, to the design of gravs as
seen in CENT and certain additional deployment possibilities. Gravs have
entirely taken over the helicopter and VTOL support role in the Renegade
Legion universe because of this additional flexibility.
The major differences can be summed up as follows:
Grav Drive Difference Table
* The grav vehicle uses the 'grav' movement chart for both terrain and inches
moved when in 'Low Mode,' not the VTOL chart. When in 'Hi Mode,' they have
30in of movement while in 'Low Mode' they receive only 15in.
* Like VTOLs, gravs may execute 'pop-up attacks' (See DSII, pg 32)
* When deployed as a 'drop' the grav has a velocity of 90in/Turn
which must be burned off at 30in/Turn (the speed of grav/VTOL
gunships). Until the grav is moving at less than 31in/Turn, the
maximum deflection of motion they can execute is 45deg, from the beginning of
movement to the end, to either side of the beginning axis of motion.
Examples
TOG Trajan
Componant Spaces Cost
SIZE 7, 35 VSP 35 -
Armour 6, Abl, 63Add 98 FGP 58.8 VTOL 490 Frame cost: 646.8
HKP/5, FF 25 50
BASIC FC - 10
HEL/5, FT 10 60
APSW, FT 8 4
GMS/H, ENH 4 45
PDF/SUPERIOR 0 60
STEALTH/2 - 280
TARG LASER - 50
Frame+Equip - 1205.8
SHIELDS d12/Lv5 - 4220.3
Notes: Notice that this version of the Trajan has lost the redundant laser and
missiles, mainly to fit in the frame. It also has Ablative
armour, as a half-step between the original Trajan and the Ferrox
Rex.
RL Wolverine
Componant Spaces Cost
SIZE 3, 15 VSP 15 -
Armour 3, 9Add 24 FGP 14.4 VTOL 120 Frame cost: 158.4
HKP/3, FT 6 30
BASIC FC 6
GMS/H, ENH 2 45
APSW, FT 0 4
STEALTH/2 - 120
TARG LASER - 50
Frame+Equip - 413.4
SHIELDS d6/Lvl2 - 826.8
Notes: A fairly simple conversion; the HKP is dropped a level to have
a chance of fitting in the chassis with the GMS/H.
CW Scorpion
Componant Spaces Cost
SIZE 4, 20 VSP 20 -
Armour 4, 16Add 36 FGP 21.6 VTOL 180 Frame cost: 237.6
HEL/3, FT 11 36
BASIC FC 6
GMS/L, ENH 9 30
GMS/H, BAS 5 30
PDS/ENHANCED 2 45
APSW, FT 0 4
STEALTH/2 - 160
TARG LASER - 50
Frame+Equip - 598.6
SHIELDS d8/Lvl3 - 1496.5
Notes: Again, the laser cannon has been stripped down fairly extensively to
fit the other accoutrements into the frame. It now makes more sense for the
Scorpion to depend more on its GMS complement than the laser.