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dirtside:modern_rules [2023/07/23 12:37] samdirtside:modern_rules [2024/01/03 15:48] (current) sam
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 ====== Modern Rules ====== ====== Modern Rules ======
  
-For a more modern or near future setting, there are some assumptions that Dirtside make which don't quite fit.+For a more modern or near future setting, there are some assumptions that Dirtside make which don't quite fit. Technically, everything could have //HVC// weapons as the main tank gun, but that doesn't give much differentiation between modern day forces.
  
 Some of these are taken from/based on [[https://ifelix.net/articles/dirtside-ii-for-world-war-two|some WW2 rules for Dirtside]]. Some of these are taken from/based on [[https://ifelix.net/articles/dirtside-ii-for-world-war-two|some WW2 rules for Dirtside]].
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   * Half Tracked 8"   * Half Tracked 8"
  
-===== Technology ===== +===== Armour =====
- +
-==== Armour ====+
  
 === Composite Armour === === Composite Armour ===
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-=== Weapons ====+===== Weapons ===== 
 + 
 + 
 +==== Light Tank Cannon (LTC) ==== 
 + 
 +The //Light Tank Cannon// is for WW2 era tanks. Shorter range and less effective killing power than later tank guns, it is only ever used with **BASIC** fire control systems. 
 + 
 +**Also:** If move more than half movement, fire control is dropped two levels (so can only shoot at //Close Range// at D4). If moving up to half movement, fire control is dropped one level (D4 at //Medium//, D6 at //Close//).  
 + 
 +^ Weapon System     ^ Class ^ Close Range ^ Medium Range ^ Long Range ^ 
 +| Light Tank Cannon |          6"           9"         12"    | 
 +| Light Tank Cannon |          8"           12"    |     16"    | 
 +| Light Tank Cannon |          10"    |       15"    |     20"    | 
 +| Light Tank Cannon |          12"    |       18"    |     24"    | 
 +| Light Tank Cannon |          14"    |       21"    |     28"    | 
 + 
 +**Close:** Red and Yellow, **Medium:** Red, **Long:** Green. Infantry: Yellow 
 + 
 + 
 +==== Heavy Rifled Gun (HRG) ==== 
 + 
 +Rifled tank gun, good accuracy at range. Used mostly by British guns. 
 + 
 +^ Weapon System    ^ Class ^ Close Range ^ Medium Range ^ Long Range ^ 
 +| Heavy Rifled Gun |          16"    |       24"    |     32"    | 
 +| Heavy Rifled Gun |          18"    |       27"    |     36"    | 
 +| Heavy Rifled Gun |          20"    |       30"    |     40"    | 
 + 
 +**Close:** R&Y; **Medium:** R; **Long:** G; **Infantry:** Y 
 + 
 +==== Main Tank Cannon (MTC) ====
  
-The Kinetic Energy Cannon (KEC) (taken from Felix's Gaming Pages linked above)For WWII combat.+Smoothbore cannon used by most tank designsDesigned for heavy hitting power.
  
-^ Weapon System         ^ Class ^ Close Range ^ Medium Range ^ Long Range ^ +^ Weapon System    ^ Class ^ Close Range ^ Medium Range ^ Long Range ^ 
-Kinetic Energy Cannon |     |      6"           9"         12"    +Main Tank Cannon |     |      12"    |       18"    |     24"    | 
-| Kinetic Energy Cannon |          8"           12"    |     16"    | +Main Tank Cannon |          14   |       21   |     28   | 
-| Kinetic Energy Cannon |          9"     |       18"    |     24"    | +Main Tank Cannon |          16   |       24"    |     32   |
-Kinetic Energy Cannon |          10   |       20   |     30   | +
-Kinetic Energy Cannon |          12   |       24"    |     36   |+
  
-Close: Red and Yellow, Medium: Red, Long: Green. Infantry: Yellow (similar to HVCs)+**Close:** ALL; **Medium:** R&Y; **Long:** R; **Infantry:** G
  
-Do we need a weapon type in between the KEC and HVC? Most modern tank guns seem to be in the 100mm to 125mm range.+The MTC isn't well suited against soft targets. Against any vehicles with less than 2 armour, hits are **Y** only at all ranges.
  
 === FireCon Stability === === FireCon Stability ===
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 Thinking of bring in special rules for : Thinking of bring in special rules for :
-  * No stability: Half move for negative die shift, Full move for two die shifts. WW2 era+  * No stability: Cannot fire and move
-  * Enhanced stability: Can full move without penalty to shooting.+  * Basic stability: Can fire if move up to half, -1 die shift
 +  * Enhanced stability: Can half move without penalty, full move -1 die shift (standard rules) 
 +  * Superior stability: Full move without penalty.
  
  
dirtside/modern_rules.1690115844.txt.gz · Last modified: 2023/07/23 12:37 by sam