Marks DSII House Rules Marks Dirtside 2 House rules
I had A Link to Marks page at one time, but he disbanded the page and I took on his house rules for show here.

Mecha: King of the Battlefield.

Optional Combat Walker Rules for GZG's Dirtside II.

Introduction and Objectives.

Although there are rules for mecha (aka combat walkers) in Dirtside II, they are included with the caveat that mecha are "just another type of AFV, and will get KO'ed just as quickly as anything (or possibly quicker)..." Some of us like powerful mecha. These rules are meant to provide for mecha that are more powerful than other units on the battlefield.

These rules are meant to be used with Dirtside II from Ground Zero Games. All rules from DS2 are in operation, unless specifically contradicted by this document.

Design Changes.
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Mecha still must take fusion powerplants and walker mobility. The cost of walker mobility has been increased in order to balance the improved capabilities.

Mecha now have two different weapon mounting options: arm mounts and body mounts. Arm mounts provide for a 270 degree arc of fire (everything but the rear 90 degrees) and take up twice the weapon's size class in capacity. Body mounts are limited to firing in a 90 degree arc directly in front of the mecha. However, body mounted weaponry takes only 1.5 times the weapon's size class in capacity (rounded up).

Mecha no longer suffer from an increase in their signatures- they may be taller, but they're narrower and much more maneveurable than most vehicles. Mecha may increase their stealth normally, like any other AFV.

The major advantage of mecha is armor. Any mecha design may takes as much armor as a vehicle of one size class larger. For example, a size 4 mecha could have as much armor as a size 5 tank. Howver, the armor of a mecha is more expensive, so mecha pay 1.5 times the normal CP cost for armor. The size 4 mecha listed above would have to buy the equivalent of 8 levels of armor.

The Mecha in Combat

Mecha are more maneveurable than any other vehicle, and are always capable of taking cover or attempting to dodge attacks. To reflect this, mecha always have a D6 secondary die.

In any activation that a mecha uses less than 1/2 its maximum move, the mecha may declare itself to be going prone (hull done) and get a D8 secondary die.

The arm mounts of a mecha act as turrets- mecha may move and fire weapons on their arm mounts. Body mounts count as fixed mounts and must fire before moving.

Appendices

Combat Walker Mobility is 200% of BVP

Transport Walker Mobility is 160% of BVP

Copyright by Mark Langsdorf. All Rights Reserved. Dirtside II is a licensed trademark of Ground Zero Games.

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