Date: Wed, 07 Aug 1996 14:23:38 -0700
From: GDW 
Subject: Dirtside II Fighter Combat Rules

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These are preliminary house rules covering simplified fighter 
combat in Dirtside II. They have undergone minor playtesting and seem to 
work well. We hope you will consider them for publication on your web 
page, as it is one of the definitive Dirtside II pages out there. If 
they are unsuitable for publication plese e-mail any 
suggestions/improvements you might have to offer us. Thank you for your 
						Gene D. Warren
						Casey Robinson

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								Gene D. Warren
								Casey Robinson 


Dirtside 2 Fighter Combat

Additional Fighter Activations:

	Dogfight: Attack another aerospace vehicle. The attacking player rolls a d
ie for ECM type and a additional die based upon pilot quality(Green:D6, Blu
e:D8, Orange:D10), and the defending player does the same. Compare the high
est die from each player. The winning player gets to make one attack on the
 loser at a rage depending on the amount by which he beat his opponent. Thi
s attack will be made on the side or rear armor. The base range is 72 inche
s minus 1 foot for each point over the loser's highest die(minimum of 1 foo
t). In the event of a tie no advantage is gained and noone gets to shoot.  
This will also use the activation of the defender unless the defender wishe
s to ignore the attacker in which case the attacker automatically gets to m
ake his attack at a rage of 12 inches. Guidance packages and warhead techno
logy is assumed to have advance far enough for GMS systems to perform both 
anti-ground and anti-air roles.

	Intercept: Any unactivated aerospace craft may be used to intercept an opp
osing craft's activation(it may also be used to intercept air dropped troop
s). This cancels their activation(not for troops) and forces a dogfight. In
terceptions cannot be intercepted.

Air Superiority:

	Air Superiority is defined as having control of the skies uncontested by e
nemy aircraft.

	Air Dropping Troops: If air superiority is not achieved then a reaction is
 necessary for the troops to get the nerve to jump and for the pilots of th
e transport plane(assumed to be the same quality as the troops they are car
rying) to achieve a clear path steady enough for the troops to disembark. I
f the dropping player's side has more aerospace craft than the enemy then a
 threat level 0 reaction roll is required to jump. If there is an equal num
ber of aerospace craft then a threat level 1 roll is necessary with a threa
t level 2 reaction roll required if the opposing player has more aerospace 
craft available.

	 Air Dropped Troops: Air dropped troops may be intercepted upon their way 
to the ground. This is treated like a dogfight with the infantry having bas
ic ECM and no other die. Note that infantry CANNOT be hit with guided missi
le systems. The infantry CANNOT fire back.  

	Orbitally Dropped Troops: These cannot be intercepted, molested or otherwi
se annoyed on their way to the ground. Too damn fast, and won't show up on 
aircraft radar until its way too damn late. Also beyond the scope of these 
rules which only cover atmospheric combat. For space conflict rules, see Fu
ll Thrust.

Off-Table Support:

	Off-Table Support is vulnerable to attack by air forces once it has fired(
until then we can assume the large area to hide in and camouflage are suffi
cient to conceal them from aerial retribution). An activation may be spent 
to perform a normal ground attack upon the artillery, which are assumed to 
be dug-in in their original position. 


Artillery may become concealed again if they scoot and are unmolested(not a
ttacked) during that turn. However if they are attacked while moving they a
re not in cover. If they are reconcealed they are considered to be in  soft
 cover only, unless an engineering vehicle is assigned to the off-table for