Date: Sun, 14 Jan 1996 09:14:57 -0500
To: FTGZG-L@bolton.ac.uk
From: burg@eznet.net (Iceburg)
Subject: Some DSII House Rules

Here is the latest colection of my cool house rules for Dirtside II, the
best tactical ground combat miniature game ever made.

Feel free to put these on web sites, give them to friends, use some and not
others, use none, use them all but change a few, etc...

Please send me feedback on these rules. Do you think I have any real cool
ideas here? Do you think some of the rules are stupid? Do you want to send
me money? :)

Enjoy!
-Greg



 	HOUSE RULES


INFANTRY MORTAR TEAMS:

A MORTAR TEAM consists of two or three men carrying a RAM (Rocket-Assisted
Munition) MORTAR.  These Mortar Teams are treated as vehicles in that they
may only fire their mortar before they move, and they have a 180o arc of
fire.  They are able to spot for themselves, but not for other artillery.
Any spotters can call on them for fire just as any artillery element would
be called.  They carry only close-defense weapons in addition to their
mortar.  Their slow movement rate makes them easy targets for
counter-battery fire.

They are only able to carry enough ammunition for one effective bombardment.
They can be resupplied in the same way as other artillery.

A Mortar team costs the same as for a rifle team plus 30 points for the RAM
Mortar.  Ammunition must be bought separately.

INFANTRY COMMANDOS:

A COMMANDO TEAM is a highly trained unit of individuals (like Navy Seals or
Army Special Forces and Rangers).  Their special training and equipment
gives them a definite edge over normal infantry.  They are usually used for
special stealth missions such as hostage rescue and sabotage.

Commandos are as normal rifle teams except for the following:
=B7 They do not have to role for fire effectiveness in firefights, they
automatically are all able to shoot.
=B7 They draw 1 extra damage chit when they are engaged in a close assault
(militia, line=3D3, powered=3D4).
=B7 They require 2 more valid damage points than other infantry to kill when
engaged in close assault combat in urban or wooded areas (militita=3D5,
line=3D6, powered=3D7).
=B7 They have the DEMOLITIONS special ability of engineers (see p.45).
=B7 They can act as =93specialized observers=94 for calling down artillery=
 fire
(see p.38-39).

They are never purposely used for head to head battlefield combat, but they
can add an interesting element to the game by giving them special missions
that would help or hinder friendly or enemy troops.  They are usually used
either as drop troops (dropped behind enemy lines) or delivered with VTOL
vehicles.  They almost always operate in small units of 2 elements.

Commando elements can be MILITIA, LINE or POWERED.

Units can not mix commandos with other infantry types.

Commando elements cost 70 points plus the cost for its type.

CLOSE ASSAULTS:

If a unit consisting of all vehicles intends to perform a close assault
against a unit that has no vehicles (i.e.: all infantry) than it may add 2
to their threat test die roll.

If the target unit contains vehicles, but all of them have lower armor
values AND a smaller =93largest guns=94 than all of the vehicles in the
attacking unit, then the attackers can add 1 to their threat test die roll.

Only defenders can claim to be =93dug-in=94 during the first round of a=
 close
assault combat.

Defenders can claim =93soft cover=94 during the first round by just being in=
 it
(as normal).  If the attackers are advancing though soft cover, than they
may claim soft cover for the first round also.

COUNTER-BATTERY FIRE:

OFF TABLE batteries may be equipped with Counter-Battery Radar just as ON
TABLE batteries can.  Off table batteries may ONLY fire against enemy
batteries which are on table.  Off table batteries can not attempt
counter-battery fire against enemy off table batteries as it is assumed that
they are too far away.

On table light artillery may not perform counter-battery fire against enemy
off table medium or heavy artillery.  On table medium artillery can not
perform counter-battery fire against enemy off table heavy artillery.

VEHICLES IN ASSAULT COMBAT:

Vehicles taking place in close assault combat can use any of their weapon
systems except GMSs when firing at enemy vehicles just as if it were normal
direct fire.  All shots hit on a d6 roll of 4, 5 or 6 instead of using
normal firing procedure (A defending vehicle that claims =93hull down=94=
 during
the first round of the assault requires a 6 to be hit and one claiming =93so=
ft
cover=94 requires a 5 or 6).  But still draw the normal amount of chits for
their type.

This rule takes the place of the one that says vehicles are treated as if
firing with IAVRs when in assault combat against other vehicles.

GMSs are excluded because in such close fighting, there is no time for the
missile to properly acquire its target.

Vehicles equipped with APFCs can fire them at any one infantry element each
combat round of an assault combat (in addition to its normal weapon) UNLESS
there is also friendly infantry involved in the assault combat.  APFCs in
close assaults draw 2 chits. (Same as small arms)

EMPLACEMENTS:

Emplacements can be made just like any normal vehicle except for a few=
 things:
	- They don=92t have a mobility type.
	- Power Plants cost half as much as if they were on vehicles.
		CFE:	10% of BVP
		HMT:	20% of BVP
		FGP:	30% of BVP
	- Emplacements do not have a rear and so have equal armor
	  on all of their sides.
	- Emplacements can have an armor value one larger than its
	  size class.

Emplacements can be of any size or oversized or modular.  Usually large
emplacements will only be used in special scenarios.  (Maybe targets of a
commando raid!)

Watch this space!  More special rules to come.


RAPID FIRE AUTO CANONS:

RAPID FIRE AUTO CANONS (RFACs) are typically gatling type guns with an
extremely high rate of fire.  This makes them very deadly to infantry.

Instead of the rule of p.36, RFACs draw 2 chits per shot against infantry at
medium range and 3 chits per shot against infantry at close range.

RFACs in close assault combat can be counted as additional APSWs.=20

As inactive ADSs counts as RFAC/2s (see p.19), they follow the above rules
as well.

Due to the increased anti-infantry power of RFACs given here, increase the
point value to 6 x Class of Weapon (from 5x).

MULTIPLE FIRE CONTROL SYSTEMS:

Instead of only allowing oversized vehicles multiple fire control systems,
any vehicle may have as many fire control systems as its size level. (i.e.:
A size 3 vehicle can have up to 3 fire con systems.)

ALL fire control systems in a vehicle MUST be of the same quality.  The cost
for the first one is as normal.  The cost for the second one is 2 4 or 6
(depending on quality) x the class of the second largest weapon.  The cost
for the third one is 2, 4 or 6 x the class of the third largest weapon.  And
so on...  (APSWs count as size class 1)

Firing an APSW or a GMS as direct fire will still use up one fire control
(even though GMSs have their own fire con). =20

In close assault combat, fire control systems must be used to fire APSWs
and/or RFACs firing as APSWs.

APFCs DO NOT use a fire control system, they automatically fire.

Don=92t necessarily think of multiple fire control systems as more=
 computers,
but as more gunners in the vehicle.

CRUISE MISSILES:

Cruise missiles are basically small, unmanned, suicide aircraft with a big
warhead (or lots of small warheads).

A cruise missile must be fired from a launcher in order to get to the
battlefield.  As these launchers are usually very expensive, very high
priority targets for the enemy, and take a while to set up, they are almost
always located off the map.

A player who has bought one or more cruise missiles can use one of his
activations to launch one or more missiles.  The player must place a target
chit on the board (for each missile) and declare that he is launching cruise
missiles.  The player can also place up to two dummy counters on the table
to try and fool his opponent  (only 2, not 2 per missile launched).  On the
turn a missile is launched, it is said to be on its way.

During the players next turn,  he must use one of his activations to fly all
of the missiles in that where launched the previous turn.  Cruise missiles
act just like aerospace fighters making an attack run.  They must enter the
board from the side of the player who fired it and travel directly to a
point ANYWHERE within 6=94 of the target chit.  This represents the AI of=
 the
missile being able to slightly alter its course.

Just like a normal aerospace attack, the missile can be fired at by any ADS
systems within 36=94 of any point on the flight path and by any LAD systems=
 in
the target unit.  (But a cruise missile will never abort, it does not need
to take threat or reaction tests.)

A cruise missile counts as having a target die of d12, no ECM and an armor
value of 0.

If the missile is hit, it in the air and does no damage.  If it gets
through, it hits the target spot and explodes.

A cruise missile can carry a HEF or a MAK warhead (equivalent to the heavy
artillery version) as well as a mine(DMR), a nuke or a biochem warhead.

It may also carry a single high explosive warhead meant for taking out
reinforced buildings.  Anything *directly* hit by this warhead will take 5
chits worth of damage with all colors counting.  Anything within 1" of the
target point will count as if hit with a light artillery HEF round.  A
crater about a half inch in diameter will be created at the target point
(Count as ruble).

If a "Firer Zapped" chit is drawn for damage, the missile fails to detonate
and just slams into the ground causing no damage.

Cost for cruise missiles is as follows:
	HEF, MAK or HE	150 points
	Mines		200 points
	Biochem		300 points
	Nuke		1200 points

And a number of launchers must be purchased in order to determine the
maximum number of missiles which can be launched in one turn.

	1 launcher	50 points
	2 launchers	150 points
	3 launchers	300 points
	4 launchers	500 points
	5 launchers	750 points

ARTILLERY AND AMMO SUPPLY:

Instead of artillery weapon mounts taking up 3x the size class of the
artillery and automatically coming with 3 bombardment chits and extra ammo
using 4 cargo spaces, use these rules.

Artillery takes up this much space:
	Light Artillery	       4 cargo spaces
	Medium Artillery       9 cargo spaces
	Heavy Artillery	       14 cargo spaces
They still count as sizes 2, 4 and 6 though.  They just don't use that
number to figure out how much space they take up.

All artillery vehicles can carry 1 bombardment chit already loaded (instead
of 3). The amount of cargo space that an extra chit occupies in the
artillery vehicle or a separate ammo supply vehicle is:
	Light Artillery	       1 cargo space per chit
	Medium Artillery       3 cargo spaces per chit
	Heavy Artillery	       6 cargo spaces per chit

All ammo chits must be bought at normal cost.

All artillery can spot for themselves.  (They can fire at any point on the
field that they can see themselves without needing a spotter.)

AEROSPACE VEHICLES:

Aerospace vehicles are always in one of two locations.  Either they are over
the battle area, or they aren't.  Aerospace vehicles must be over the battle
area in order to make attack runs, drop troops or attack other aerospace
vehicles or high flying VTOLs.  Aerospace craft which are over the battle
area can also be shot at by other areospace craft and by SAM systems.

Over the battle area DOES NOT mean just over the table.  The battle area is
the area above the table AND above the area extending a few yards from all
four sides of the table.  It's is more of an abstract concept than an area
defined by any tangable boundaries.

An aerospace vehicle must use its activation to fly away from the battle
area or to enter the battle area from outside of it.  The battle area is not
only to space directly above the table, but also within a few (scale) miles
from it.  (Thus, when making an attack run, an aerospace vehicle does not
just then enter the battle area and then leave the battle area once it
leaves the board.  It must actually use a full activation and declare that
it is leaving the area.)

Sometimes, you might want to have a bomber leave the area after it has
dropped all of its ordinance, or you might want to only bring an interceptor
to the battle area if your opponent brings on a ground attack fighter.

It MUST be obvious to both players, which aerospace craft on both sides are
over the battle area and which ones are not.

DECOYS:

In the two sections below, reference will be made to =93decoys=94.  Decoys=
 are
objects that aerospace craft or VTOLs can drop in order to confuse incoming
missiles.  They include flares for fooling IR missiles and chaff for fooling
radar guided missiles.

Decoys can be added to any aerospace craft or VTOL vehicle for 20 points and
take up 2 capacity points.  The supply is of mixxed type (it is assumed the
pilot drops the correct type for the situation) sufficient to last the whole
battle.

AIR DEFENSE SYSTEMS:

Besides the normal ADS (basically a radar hooked up to an RFAC/2), there are
also longer range Surface to Air Missile Systems (SAM).

A vehicle can be equiped with a SAM system for:
	Basic	        300 points=20
	Enhanced	400 points
	Superior	500 points

A SAM system uses the same amount of space as an ADS.  (10, 15 or 20
depending on if it is basic, enhanced or superior.)

A SAM radar system must be either activated or deactivated just as an ADS
radar system must be.  Like an activated ADS, an activated SAM has its
effective target die increased by one and counts as having no ECM and no
stealth.  Unlike a deactivated ADS, a deactivated SAM system can not fire at
ground targets and SAMs can never shoot down guided missiles.

During its activation, a SAM equiped vehicle can turn on or turn off its
radar system or fire a surface to air missile if the system is activated.
SAMs CAN NOT interupt the movement of a VTOL or aerospace craft during an
attack run.  They can ONLY fire during their own activation.

When a SAM is fired, it can be targeted at ANY aerospace craft or high
flying VTOL in the ENTIRE combat area (thus, only craft outside of the
combat area are safe from SAMs).  When a craft is targeted, its pilot must
make a reaction test with a threat level of +1 just as with ADS fire.  If
the pilot passes the test, he can stay in the combat area and may try to
evade the missile.  If the pilot fails the test, he decides that he=92d be
alot safer somewhere else and he IMMEDIATELY leaves the combat area if the
craft is an aerospace craft, or he drops down out of high flying mode if the
craft is a VTOL.  In either case, if a pilot fails the test, his command
marker is flipped if it isn=92t already.

If the pilot stays, the player rolls a die based on the targets ECM (d4, d6,
d8 or d10).  If the pilot evades , he can roll a second die based on the
color of his command marker (d6, d8 or d10).  If the craft drops decoys
(such as flares or chaff), he can roll a second die of d4.  If the craft
evades AND drops decoys, it can roll a second die based on 1 die type higher
than the pilots command marker color (d8, d10, d12)

The attacker rolls a die based on the quality of the SAM (d6, d8 or d10).

If the attcker hits, the target craft explodes in a ball of fire (or is
damaged so much that it crashes).

If an aerospace craft evades, it must flip over its command marker.  If the
craft has already had its activation for the turn, it can not evade.  If a
high flying VTOL evades, it automatically drops down from high flying mode.
Only normal size aerospace craft can evade, anything of size 6 or bigger
(transports, radar planes, strategic bombers) can not evade (but you
probably wouldn=92t be using very many of them in this game anyway).

A SAM system can not shoot at cruise missiles as they travel too fast and
too low to the ground.

AEROSPACE AIR TO AIR COMBAT:

Aerospace ground attack craft can be very deadly.  One way to eliminate them
is with ground defence weapons.  Another way is by shooting them down with
other aerospace craft.  An accurate system of air to air combat would be WAY
out of scope for a rule set for ground combat, but the following rules can
be used to incorporate air supperiority into your battles.

An aerospace craft or unit of craft over the battle area can use their
activation to shoot at an enemy craft or unit of craft (or VTOLs in high
mode) that is also over the battle area.  When a player declares he is doing
this, the other player can choose to have the craft being fired at evade.
If the craft evades, that uses its activation for the turn and its command
marker must be flipped (thus, a craft can not evade if it already moved
and/or attacked this turn).

An aerospace fighter can attack with one of three weapons, RFAC/1s, HELs or
AAMs (Air to Air Missiles).

If attacking with RFAC/1s or HELs, the attacker rolls a die based on the
fire control of the attacking aircraft, (d6, d8 or d10) modified down one
die type if the pilot is green, up one die type if the pilot is an ace=
 (orange).

The target rolls its effective target die and, if evading, can add a second
die based on the quality of the pilots command marker (d6, d8 or d10).

If the attacker rolls a higher die, he has hit and can draw 1 chit with RED
numbers doing damage (and special chits do count).  If the total damage done
is equal to the targets armor value, the craft is damaged and must fly back
to base (it=92s out of the game but not destroyed).  If the damage exceeds=
 the
armor value, the craft is destroyed.  Whenever an attack hits, the target
craft loses one confidence level and its activation for that turn.
NOTE:  The special chit =93M=94 will destroy an aerospace craft.

If attacking with AAMs, the attacker rolls a die based on the guidence
control of the missile (d6, d8 or d10).  The target rolls a die based on its
ECM (d4, d6, d8 or d10).  If the pilot evades , he can roll a second die
based on the color of his command marker (d6, d8 or d10).  If the craft
drops decoys, he can roll a second die of d4.  If the craft evades AND drops
decoys, it can roll a second die based on 1 die type higher than the pilots
command marker color (d8, d10, d12).  If the attcker hits, the target craft
is vaporized in a ball of fire (or is damaged so much that it crashes into
the ground).
NOTE: VTOLs can fire AAMs but can not shoot at aerospace craft with RFAC/1s
or HELs.

If a aerospace craft evades, it must flip over its command marker.  If the
craft has already had its activation for the turn, it can not evade.  If a
high flying VTOL evades, it automatically drops down from high flying mode.
Only normal size aerospace craft can evade, anything of size 6 or bigger
(transports, radar planes, strategic bombers) can not evade (but you
probably wouldn=92t be using very many of them in this game anyway).

RFAC/2s can not be used against other aircraft as they are too large and the
recoil is too great for them to be accurate.  They are mainly ground attack
weapons.  (Like on an A-10 Thunderbolt)

When an aerospace fighter attacks another flying vehicle, it can use either
its RFAC/1 or its HEL or one AAM.  It can not use more than one system  nor
can it fire more than one AAM per turn.

When an aerospace craft or unit of craft declare an attack against another
aerospace craft or unit of craft, the target unit can declare a dog-fight.
If a dog-fight is declared, then both units go at each other at the same
time.  Any craft firing AAM missiles can fire them first (all missiles are
fired at the same time).  After that, any surviving aircraft can fire their
RFAC/1s or HELs (all guns are fired at the same time).  Aerospace craft in a
dog fight may not evade.  Only units that havn=92t yet been activated during
their turn OR who have just arrived in the combat area (even though they
have already been activated) can declare a dog-fight.  A unit that declares
a dog-fight must flip over its command marker.  VTOLs and aerospace craft
bigger than size 5 can never declare dog-fights.

AAMs cost 30, 45 or 60 points based on their quality (Basic, Enhanced or
Superior).  The points paid assume a sufficient quantity to last the entire
battle (8 to 12).  They use 8 capacity points.  They can be put onto
aerospace craft and VTOLs only.

Cruise missiles can be shot down by RFAC/1s and HELs in this way on the turn
after they are launched (the turn they are scheduled to hit), but not by
AAMs.  They travel to fast for AAMs to be able to catch them.  And
obviously, cruise missiles can not declare dog-fights.