(Message gzg:318) Date: Wed, 28 May 1997 20:05:51 EDT To: Full Thrust Mailing list From: Brian Bell Subject: DS2: Battletech Conversion (long) Return-Path: cowell@cs.utk.edu Resent-Message-Id: <199705290010.UAA01935@CS.UTK.EDU> X-Listname: Full Thrust Combat Game Mailing list Warnings-To: <> Errors-To: owner-ftgzg-l@bolton.ac.uk Sender: owner-ftgzg-l@bolton.ac.uk Reply-To: FTGZG-L@bolton.ac.uk Mime-Version: 1.0 Content-Disposition: inline Resent-To: cowell@icx.net Resent-Date: Wed, 28 May 1997 20:09:58 -0400 Resent-From: Andrew Cowell =Unofficial= Battletech to Dirtside II Conversion by Brian Bell As Combat Walkers on page 14 of Dirtside II with the following changes: Mech Size: Light: Size 3 Medium: Size 4 Heavy: Size 5 Assault: Size 6 Effective Size of Targets: Because of the Mech's Height, all ground vehicles within 30" have an effective signature 1 larger than their actual size. Fire Control Type: All Mechs have Superior Fire Control Systems A Mech may use any weapon in an ADS role. All Mechs may target multiple AFV's. All attacks against targets after the first are made as if using Enhanced Fire Control Systems. Armor: Mechs attack the TOP armor of ground vehicles within 30". A Mech's armor rating is equal to it's center torso armor points / 5 (round down). A Mech's side armor rating is equal to it's L or R torso armor points/ 5 (round down). A Mech's back armor rating is equal to it's center torso rear armor points /5 (round up). A Mech's top armor is equal to its front armor rating. A Mech's Bottom armor is equal to its L or R leg armor points /5 round up. A Mech's signature from above (air attacks) is 2 less than it's actual size. A Mech ignores all '2' chits drawn against it. Movement: A Mech's movement is equal to twice it's Battletech(R) walking value. Ie. a Mech that has a walk of 6 would have a DS2 movement of 12. A Mech may use evasive maneuvering. A Mech with Jump Jets may move up to 1/2 its movement away using jump jets. While it does this it may: 1) Fire then move. 2) Attack at the top of its arc. This amounts to a Pop-Up Attack (p32 DS2) if it is jumping into cover. 3) Move then fire. Physical Attacks: A Mech that is within 1" of a AFV may attack it physically. In this attack the defender gets no bonus for any cover (soft cover, dug in, etc.). The physical attack is a d12 attack. If successful, the Mech will draw a number of chits equal to its size + 1. If using a hatchet or club, draw a number of chits equal to the Mech's size +2. A Mech may physically attack infantry, but no damage is done. Place an under fire marker on the infantry. Weapons Conversions: BT Weapon DS2 Weapon AC's Includes Caseless, HV, LBX, & Ultra AC2 2 HPK AC5 3 HVC AC10 4 HVC AC20 5 HVC Angel ECM - As Guardian ECM & Negates Clan Targeting System Artemis FCS - Adds extra d6 to the GSM/SLAM attack Beagle Probe - Identifies hidden units within 12" Bloodhoud Probe - Identifies hidden units within 24" C3 System - Attacks from the entire unit are ranged from the closest element of the unit. Clan Targeting System - Roll 2 die in attack use the higher value of the 2. ER PPC 5 HEL/5 DFFG if within 20" Flamer APSW Gauss Rifle 5 MDC Guardian ECM - Reduces the attackers Fire Control Type by 1. Negates Artemis, NARC FCS & C3 System. Laser, Small APSW Laser, Medium 3 HEL Laser, Large or ER Large 4 HEL LRM Includes ELRM & DFM LRM 5 3 SLAM LRM 10 4 SLAM LRM 15,20 5 SLAM Machine Gun APSW NARC Beacon - Adds Extra d6 to GSM/SLAM attacks. PPC 5 DFFG Pulse Laser, Small APSW Pulse Laser, Medium 3 DFFG Pulse Laser, Large 4 DFFG SRM includes Inferno, DFM, & all warheads. SRM/Streak 2 GSM/H SRM/Streak 4 2xGSM/H SRM/Streak 6 3xGSM/H Thunder Warhead - Places a mine marker Battletech(R) is a registered trademark of FASA used without permission. Dirtside II is a registered trademark of Ground Zero Games. Used without permission ==========http://ourworld.compuserve.com/homepages/pdga6560/bt2ds2.html==== ======= Dirt Side II Page

Unofficial
Battletech®
to
Dirtside II

Conversion

by Brian Bell

Dirtside II page | Battletech® page


As Combat Walkers on page 14 of Dirtside II with the following changes:

Mech Size:

Light:   Size 3
Medium:  Size 4
Heavy:   Size 5
Assault: Size 6

Effective Size of Targets:

Because of the Mech's Height, all ground vehicles within 30" have an effective signature 1 larger than their actual size.

Fire Control Type:

All Mechs have Superior Fire Control Systems

A Mech may use any weapon in an ADS role.

All Mechs may target multiple AFV's. All attacks against targets after the first are made as if using Enhanced Fire Control Systems.

Armor:

Mechs attack the TOP armor of ground vehicles within 30".

A Mech's armor rating is equal to it's center torso armor points / 5 (round down). A Mech's side armor rating is equal to it's L or R torso armor points/ 5 (round down). A Mech's back armor rating is equal to it's center torso rear armor points /5 (round up). A Mech's top armor is equal to its front armor rating. A Mech's Bottom armor is equal to its L or R leg armor points /5 round up.

A Mech's signature from above (air attacks) is 2 less than it's actual size.

A Mech ignores all '2' chits drawn against it.

Movement:

A Mech's movement is equal to twice it's Battletech® walking value. Ie. a Mech that has a walk of 6 would have a DS2 movement of 12.

A Mech may use evasive maneuvering.

A Mech with Jump Jets may move up to 1/2 its movement away using jump jets. While it does this it may:

1) Fire then move.
2) Attack at the top of its arc. This amounts to a 
     Pop-Up Attack (p32 DS2) if it is jumping into cover.
3) Move then fire.

Physical Attacks:

A Mech that is within 1" of a AFV may attack it physically. In this attack the defender gets no bonus for any cover (soft cover, dug in, etc.).

The physical attack is a d12 attack.

If successful, the Mech will draw a number of chits equal to its size + 1. If using a hatchet or club, draw a number of chits equal to the Mech's size +2.

A Mech may physically attack infantry, but no damage is done. Place an under fire marker on the infantry.

Weapons Conversions:

BT Weapon                 DS2 Weapon
AC's Includes Caseless, HV, LBX, & Ultra
AC2                       2 HPK
AC5                       3 HVC
AC10                      4 HVC
AC20                      5 HVC
Angel ECM - As Guardian ECM & Negates Clan Targeting System
Artemis FCS - Adds extra d6 to the GSM/SLAM attack
Beagle Probe - Identifies hidden units within 12"
Bloodhoud Probe - Identifies hidden units within 24"
C3 System - Attacks from the entire unit are ranged from the
            closest element of the unit.
Clan Targeting System - Roll 2 die in attack use the higher
                        value of the 2.   
ER PPC                    5 HEL/5 DFFG if within 20"
Flamer                    APSW
Gauss Rifle               5 MDC
Guardian ECM - Reduces the attackers Fire Control Type by 1.
               Negates Artemis, NARC FCS & C3 System.
Laser, Small              APSW
Laser, Medium             3 HEL
Laser, Large or ER Large  4 HEL
LRM Includes ELRM & DFM
LRM 5                     3 SLAM
LRM 10                    4 SLAM
LRM 15,20                 5 SLAM
Machine Gun               APSW
NARC Beacon - Adds Extra d6 to GSM/SLAM attacks.
PPC                       5 DFFG
Pulse Laser, Small        APSW
Pulse Laser, Medium       3 DFFG
Pulse Laser, Large        4 DFFG
SRM includes Inferno, DFM, & all warheads.
SRM/Streak 2              GSM/H
SRM/Streak 4              2xGSM/H
SRM/Streak 6              3xGSM/H
Thunder Warhead - Places a mine marker
 


Battletech® is a registered trademark of FASA used without permission.
Dirtside II is a registered trademark of Ground Zero Games. Used without permission.

Brian Bell pdga6560@compuserve.com http://ourworld.compuserve.com/homepages/pdga6560/fthome.html Includes the Full Thrust Ship Registry. 161 Designs now listed! Is your ship design here?