The GZG Digest V1 #213

1 posts ยท Mar 13 1999

From: djwj <djwj@e...>

Date: Sat, 13 Mar 1999 13:51:48 -0700

Subject: Re: The GZG Digest V1 #213

Okay I finally got the Digest with the other suggested modifications from
Andrew & Alex

 I wrote
> GMS/P rules for Dirtside II: there are no GMS/P systems in Dirtside II
if
> vehicle mounted requires 1 space, and costs: 10 for basic, 15 for

Andrew wrote
> I would agree that this seems about right, except that, at half the

This will need playtesting to determine an appropriate range. 18" may be
better suited than 24" for such a small and relatively cheap weapon.

> Andrew wrote:
I made a comment to this effect at the end of the original post. I used the 2
x D10 to keep using 1d10 as all chits valid for clarity of what I was doing.

I wrote
> Critical Hits and Critical Failures:

> Andrew wrote:

I agree with this one.

Critical Hits:

Andrew wrote
> Instead, I would suggest, for resolving damage against a target,

The 2 less for a rear attack dosen't follow the basic armor rules. The rear
armor is the same as the side armor. Anything else is a personal house rule. I
am trying to stay within the confines of the original DS2 rulebook.

0 armor for the original chit draw system meant that if the firer drew only
the 0 markers then the vehicle was damaged, anything above that and the
vehicle was killed. For the purpouses of the dice armor system, 0 armor has no
armor die, only if the attacker rolls a 1 is the vehicle damaged, anything
else slags it. Special effects on such hits are largely irrelevant, as there
is rarely anything left to have a hit.

Crits are going to take more thought to figure out. The original proposal
rolled 1 die times the weapon class, so weapon size had nothing to do with the
odds. Though for those that prefer the bell curve probability this won't work.

After much thought and headahche this might work better.

For every damage die that equals the target's armor level, roll on the table
below. Total all other dice and figure damage as normal with them.

A better table for the probabilities might be on a D 20**
1-2 No special (add this die to damage as normal) (was Systems Down
Firer, we handle in the to hit phase)
3-10 Mobility
11-15 Systems down target
16-20 Boom
** There are 20 special hit counters, 2 sysD firer, 8 mobility, 5 sys down
target, 5 boom

Example: A MDC/5 hits a class 3 tank, with level 3 armor at close range.
The dice come up 3, 1, 5, 3, 3. Three of the dice are the same as the armor
level so three checks on the critical hit chart are necessary. They are
2,
5, and 13. So the target suffers 9 points of damage (original rolls 1,
5,
and the 3 that crit checked on the 1-2 and is added as normal) a
mobility hit ( the crit check 5) and a systems down (the crit check 13). With
the static armor resolution fix below that means that the only status effect
NOT placed on this poor tank is a destroied.

This should be closer to the chits specials.

Armor Dice

Andrew wrote
> Sorry, but this is wrong! Average chit damage, ignoring special

Thats right I miscalculated, at least someone caught it. However you don't
need tables to show the relationship between firepower and armor. The average
damage for 1 chit (assuming that it will be valid) is 1.56 (10 x1s, 7 x2s, 5
x3s, 3 x0s for 39 total divided by 25 possibilities = 1.56*) Now if the armor
die is a D10, (We are assuming that any chit we draw will be valid) the
average damage for the weapon will be 5.5 and divide that by
the chit average damage 5.5 /1.56 = 3.52... or 3.5  average armor giving
us almost exactly a D6 for standard armor die. *Counted off the yellow chits,
which are the same as the green chits, which are half of the red chits.)

If you couldn't follow that, just trust me it works out.

Anyways that means that for variable armor levels the D6 is standard, for
static armor, multiply armor by 3.

This still holds true for infantry as I did not alter the attack procedure,
just the numbers.

New armor types and Static armor multipliers: Okay with all this new armor
resolution those that want to keep static levels of armor need multipliers for
their new armor types. Well that's relatively eazy, divide the dice type by 2
to get the static atrmor multiplier (D4 = 2, D6 = 3, D8 = 4 ect.)

Why use Static armor instead of armor dice? With some of our luck that rather
expensive D20 level 5 armor might seem to keep flowing to the other side of
the tank, while our oponents D6 level 1 armor is touger than our own. Another
reason? When D12 isn't enough and D20 is too much. We should be able to
extrapolate the cost for armor that has a multiplier of 7 (D14) or 8 (D16)
when we don't have any dice to roll that armor.

(NO 2d8 will NOT serve as armor dice for static multiplier 8 (D16) for two
reasons: {1} with 2d8 you cannot roll a 1. {2} the probability of one die is
linear (1 in whatever chance for any number) the probability of two or more
dice is bell curved, when rolling multiple dice for each armor level you get a
statistical mountain landscape, each bell curve pushing the total average even
higher. the upshot of all that is that a 2d8 level 5 armored tank will be
better protected on average than a 1d20 level 7 armored supertank.)

Costs and Armor With the D6 as the standard armor it will become difficult to
cost armor of different levels. Suggestions will be greatly appreciated.
remember that a D6 or Static Armor Multiplier 3 must equal a cost of 20% VSP.

Okay I think I'm finished ranting this time.