To: Full Thrust GZG Mailing ListSubject: DIRTSIDE II - House rules Date: Wed, 15 Nov 95 11:52:44 -0500 From: Iceburg -- [ From: Iceburg * EMC.Ver #2.5.02 ] -- DIRTSIDE II - HOUSE RULES By Greg Burger burg@eznet.net Nov. 15, 1995 >> 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 however. They are only able to carry enough ammunition for one effective bombardment. They can be resupplied in the same way as other artillery. (But they'd still be able to lay down the harrassing fire.) 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. 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: They do not have to roll for fire effectiveness in firefights - they automatically fire at full effectiveness, they draw 1 extra damage chit when they are engaged in a close assault (as APSW teams), they require 2 more valid damage point than other infantry to kill when engaged in close assault combat in urban or wooded areas, they have the DEMOLITIONS special ability of engineers (see p.45), and they can act as specialized observers 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. (In other words, put them in scenarios as opposed to just letting players buy them for normal "kill everything that moves" games.) 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 largest guns 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 dug-in during the first round of a close assault combat. Defenders can claim soft cover 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. >> REQUESTING ARTILLERY FIRE: << Besides unit command elements and specialized observer teams, any element may request artillery fire in this manner: Roll a d6. A roll of 4 or more is required to successfully call on table fire, a 6 is required to successfully call off table fire. Only command elements and observer teams can call ortillery. If the call is successful, the artillery battery will fire during its activation (which MUST be the next one for that player). It will follow the deviation rules for ortillery however. This is because normal troops, while able to call for artillery support, will not have the specialized equipment or training to always give accurate coordinates. >> 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 hull down during the first round of the assault requires a 6 to be hit and one claiming soft cover 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 squad 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) >> 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 1 chit per shot against infantry at long range, 3 chits per shot against infantry at medium range and 4 chits per shot against infantry at close range. For close range direct fire, the 4 chits drawn can be split up between two separate infantry elements if they touching each other (Such as a two element squad from a single APC). In this case, draw two chits per element as if each was shot at by a separate weapon. RFACs in close assault combat can be counted as additional APSWs. 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 7 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... Since GMSs have their own fire control, they can always be fired. In close assault combat, fire control systems must be used to fire APSWs and/or RFACs firing as APSWs. Don't necessarily think of multiple fire control systems as more computers, but as more gunners in the vehicle. NOTE: Multiple guns of the same type mounted next to each other can still fire at the same target and use only one of the fire control systems. >> 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 2x the size of the artillery piece (just like any direct fire weapon). They still can not be mounted on turrets though. 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.
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