rule variants welcome to ground zero. Dirtside II WITH LASER AND CHAINSAW. FOR EMPIRE OR ANARCHY. Groundside combat in a far flung future. A group of us here in Victoria, BC, Canada who play Dirtside II regularly. Individually & collectively, we’ve come up with some house rules to. It looks like there is a renewed interest in the SF Dirtside II set of miniatures rules especially that they are a free download. I thought I would post.
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Dirtside II House Rules
Therefore, the following dirtsode used:. If you fail your morale check, keep testing until you pass. Each successive test is at one less Threat Level than the preceeding one. Above 4 is needed to pass.
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A 3 is dirfside, causing another one-level Morale drop, down to BR. As the most we allow a unit to go down at one time is 3 levels, you stop rolling now, and the unit remains at BR. Keep rolling past the third confidence drop. If any of these tests kick the Morale below RO, the unit simply disperses, or surrenders.
Units in overwatch will automatically return enemy fire — firing after all resolution of the incoming fire. It can also be used as a standard interrupt fire opportunity.
This would simulate the tendency for inexperienced units to shoot prematurely in ditside. Most of the time, the regular interrupt firing rules should still be used — Overwatch is intended to cover some of the exploitable loopholes in the move squence.
The rules are somewhat ambiguous when it comes to vehicles taking up cover. IMO that would accurately reflect the time it takes to find a good, true HULL DOWN position as opposed to just rushing up and using a judgement call to position yourself and get a shot off quickly. These little bugs roll d12 for calling fire down, and are incredible force multipliers. Expensive, but worth it.
Dirtside II –
This vehicle holds the remote piloting and targetting links, comms systems, etc. For some games, hidden deployment in the open but out of sight of the attackers is allowed, eg behind hills and ridges. For others, overhead surveillance is assumed and all units have to be in cover.
Units start wholly inside their cover, and this led to a problem: These rules represent these Observation Posts OPs on table, and introduce fog-of-war restrictions for both sides:.
The attacker has to make a spotting roll to uncover any OP. We use the following system: The unit having the spotting attempt made against it rolls a die similarly modified by Leadership.
Therefore, the following is used: A 7 is rolled, finally causing a Pass result. The platoon remains at BR.
The best approach I can think of goes like this: These dirtsdie represent these Observation Posts OPs on table, and introduce fog-of-war restrictions for both sides: All defending units have two alternate fighting positions marked on the map prior to deployment. It can see the enemy. It can move any unit into one of its two alternate, pre-planned positions.
It can pass a rally check and do whatever the overall HQ player wants it sirtside do. This reflects the missing crew member s.
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