Nasty Weapons in Dirtside II


or flamers and napalm and FAE's oh my...

updated 7/27/99




A discussion of these rules have run on the Ground Zero Games mailing list. (FTGZG-L@bolton.ac.uk) I have archived as much of the discussion as possible.

What we've come up with so far:

Tell me what you think!

I have added a few new concepts for weapons below the others. The final two (Anti Radiation Missiles and Missile ADS) are quite interesting in concept. They could result in some very entertaining games of cat and mouse. The others are Ripple Bombing, Gunships, and Long Range Guided Missiles.


APERS/Cannister/Behive Rounds

APERS rounds are a special type of projectile which dispenses thousands of steel flechettes which are effective versus soft targets and infantry. Essentially a huge shotgun, the round has a special fuze which allows either short range affects (after leaving the barrel) or at longer ranges (timed fuze). They can reach out to the longer ranges due to the use of delay fuzing.

Before firing, the range at which the base charge activates is set thus opening the round up to dispense the flechettes before reaching the target.

They may be fired out of size 3 HVCs, HKPs, and MDCs. Weapon ranges are as for the Class/Type. Treat them like a very effective APSW that draws 4 chits.

Damage validity:
Infantry/Soft Vehicle Targets- Red and Yellow
Infantry in hard cover - Yellow (soft cover is not a factor, the flechettes strip away any soft cover quite nicely)
Armoured Vehicles - ineffective

APERS rounds may NOT be fired over/past the heads of friendly infantry.

Points Cost:
1 additional Points Cost: factor for the weapon type and 1 additional VSP (after mounting space is calculated).

This covers the extra ammunition handling gear and equipment which suppliments the standard gear. ie. A HKP 3 normally Points Cost: 10 x Class or 30 points and takes up 9 VSP in a turret. The APERS Capable HKP 3 Points Cost:s 11 x Class or 33 points and takes 10 points in a turret.


Artillery and/or Dead Fall Ordinance WP/Napalm ammo

The military has used White Phosphorous (Willie Pete or WP) and Napalm for years. They look different, but the end result is the same. Lots of smoke and lots of burning material. Being on the receiving end is not a good thing.

Automatically causes fires and smoke. Fires burn 3 turns. Smoke remains 2 full turns past the fire's duration. DFO versions may be ripple bombed as per the optional rules below.

Damage validity:
Infantry - Red & Yellow
Infantry dug-in - Red
Open/unarmoured Vehicles - Red
Open/unarmoured Vehicles dug in - Yellow
Enclosed Vehicles - Yellow
Enclosed Vehicles dug-in - No affect

Infantry make a confidence check at +1 for being shot at by Incendiary rounds.

Points Cost:
Artillery: Light 20, Medium 30, Heavy 40
DFO pod: 30

WP can also be used as illumination rounds for night games....naturally only when fired upon the enemy... :-)


Daisy Cutters

Daisy Cutter bombs are actually a large bomb combined with a long extension for the superquick front fuze. Their use during the Vietnam conflict was to create instant Helo LZ's in the middle of the jungle. When the bomb is dropped a parachute deploys and slows the bomb so that it gives the dropping aircraft time to leave the area. The long probe is the first to contact the ground and when it does, "BOOOOMMM!".

Due to the size of the bomb, (10 VSP) and the difficulty in deploying it, only size 4 or larger VTOLs/Aerospace Fighters may drop the Daisy Cutter bomb package. Only one may be dropped at a time. Due to the type of explosive, fires are not as likely with this type of event. On a d6 roll a fire will result on a 6. Place the fire at the edge of the clearing.

Damage validity:
2" Radius: Units draw 6 chits like HEF but being dug in does not help. (Due to the large air burst effect.)
5" Radius: Units draw 4 chits as for HEF, bonuses for cover DO apply. All trees and foliage at this radius is removed.
7" Radius: Units draw 2 chits as for HEF.

Units make a confidence check at +2 for being with in the radius of damage of a Daisy Cutter package.

Points Cost:
150 points and 10 VSP per load.


Flame Throwers

Flame Throwers are normally used for dealing with infantry that are dug into trenches, buildings and bunkers. They are short-ranged and useful only in close combat situations. Flame throwers may naturally be used to start fires in buildings or woods. The unit so equipped may declare that it is starting a fire on a piece of terrain that is adjacent to it as a firing action. Place a smoke counter on the terrain piece as normal and treat it as a normal fire.

Units using Flame Throwers gain an additional two chits in close assaults.

Units make a confidence check at +1 for being engaged by Flamethrowers equipped units in addition to the CC Confidence test.

Points Cost:
Inf - 20 points plus the Points Cost: of the infantry team
Vehicle - 30 points and 4 spaces


Fuel Air Explosives

Fuel Air explosives work by spreading a fine mist of a highly flamable liquid over a large area and then detonating it with a set of second event detonators. It kills not by the lack of oxygen but the overpressure blast wave. For a look at what they do look at this page of a test of an FAE at China Lake and another on a target ship.

One story holds that the US used an FAE in Iraq during the Desert War. A British Commander nearby sent a message to the US Command to ask whether or not a tactical nuke had been used. The concussion/smoke effects are similar at range.

FAE's are delivered by Aerospace Craft only. FAE's may not be ripple bombed. Enemy units in sight of the FAE detonation make a +0 confidence test.

Damage Validity:
2" radius
Infantry and Soft/open top vehicles (open and dug in) draw 5 chits, Red and Yellow
Vehicles draw 4 chits, Red and Yellow
5" radius
Infantry draw 3 chits, Red and Yellow, unless dug in, then Red
Vehicles, draw 2 chits, Red and Yellow, unless dug in, then Red

Units targeted by an FAE make a confidence check at +3.

Points Points Cost:
200 Points and 4 VSP per pod.

Ripple Bombing

Many people have seen aircraft drop bombs in a string along roads and linear obstacles. In keeping with this concept, one thing I'd like to add/change in Dirtside II is to allow aircraft to drop DFO ordinance in a pattern.

When an Aerospace fighter makes a bombing run it may lay out a string (straight line along the flight path) of ordinace. It may place several in a row as long as they are continuous. For example, An aerospace fighter equipped with 4 DFO counters of HE could string out 4 in a line (singly) or 2 in one place and 2 in the next. Esentially the pilot is setting the bombing computer to drop two, then two more again with a delay between the drop.

The delivered ordinance must touch like with an open sheaf artillery mission and is treated as such for purposes of targeting. But, just like standard DFO, the multiple DFO counters ADD their chits. This makes large aircraft deadly, if they aren't shot down, though they tend to use up their DFO faster this way and must rely on direct fire weapons for strafing attacks.

Gunships

One of the most interesting concepts for aircraft over the past years is the gunship. Specifically the idea of taking what would be a transport or bomber (a largish aircraft) and fitting it with direct fire weapons to really chew up a target.

During WWII B-25s were fitted out with large numbers of .50 Cal machine guns for sea interdiction. One unit of gunships destroyed an entire japanese convoy. The modern gunship came into its heyday in Vietnam with the AC-130. The latest model has a suite of sensors and weapons ranging from 20mm mini guns to a 105mm howitzer. Presumeably this use wouldn't die in the future, hence its presence here.

An aerospace fighter of size 5 - 7 may be kitted out as a gunship. The aircraft may carry one weapon of 2 sizes smaller than itself. It may also carry several more size 3 and smaller weapons within weapon number/size limit. Thus a size 6 aircraft could carry one size 4 weapon, say an MDC/4, two RFAC/2s, 2 APSWs and a PDS. All the weapons must point towards one direction (excepting for the PDS). Towards one side is most advantageous and typical. The gunship may also be equiped with multiple fire cons if it is size 6 or 7.

As gunship normally make slow passes across a battle field they get a special two activations. When a Gunship is activated, the player choses a flight line and places the gunship at the point a third of the way along that line. That player may then may make a fire from that point at the target of his choice based on weapon range. Then move the Gunship to the halfway point along its movement line.

The opponent then gets a standard activation. Usually to shoot at the gunship with a single unit using direct fire. Due to the advantage of height, drop the gunship's range die by one. Raise the opponent's range by one factor. APSW's reach to a range of 16". ADS systems do not suffer the range penalty. A Gunship is vulnerable to fires from aerospace fighters activated at this point.

In the next activation, the Gunship moves to the next third along its movement line. It makes another fire from there and then moves off the table.

During both of the gunship activations, it is vulnerable to ADS (and MADS if used) and lad systems if in range (even if not being attacked by them). Opportunity fire is not permitted during its activations except for when performed by one unit of VTOLs. During its pass over the battle field, a gunship is quite high and is not typically in the permissable elevation of most ground fire weapons. Thus the only direct fire weapons fired at the gunship will be during that player's activation.

It is advisable to equip a gunship with full Armour, ECM and PDS to defend against counter fire. As they tend to draw considerable fire during their trip across the battlefield.


Long Range Guided Missiles

Over the past years the US Army (and others) have begun fielding rather large anti-tank and air-to-surface missile systems that have the ability to strike beyond the visual range of the firer. They home on reflected laser radiation generally. This gives a firer the ability to stand back out of range and for another unit to paint the target. Hellfire being the best example of this.

Long Range GMSH's may of course be fired directly by the carring aircraft. Terrain tends to limit the range though (unless you play a lot of desert scenarios). The more advantageous mode is have another aircraft or vehicle designate for the firer. The LR-GMSHs then homes on the painted target.

First decide on a unit to Fire the missles and a unit to spot. In the first activation, declare a designation with the spotting element. Then place the missile counters on the table next to the targets. Multiple missiles may be launched, one per package and one per spotter. One spotter may paint up to two targets for as many missiles as can be launched. Thus a unit of spotters may paint multiple targets for multiple missile launches. A FO team or another unit equipped with LR-GMSHs may spot but you are limited to 2 targets designated. As with GHSHs, one pays points for each system. One system allows one missile to be launched, two systems, allows two to be launched.

In the firing players next activation, the firing unit activates, the LR-GMSH's enter the actal local area and may be destroyed by Zone Air Defence and point defence systems. The actual impact is handled just like GMSHs with the normal opposed die roll between the target's ECM level and the LR-GMSH's level

The firing elements do not need to have line of sight. The missiles are lobbed over intervening cover.

The targets may take evasive action like diving for cover or popping smoke (if they have not activated). If the smoke is between the spotter or the LR-GMSH firer, then the opposed rolls for the LR-GMSHs are one die lower. The spotting unit is also vulnerable to counter-fire as they have to continue to paint their targets. This system represents the spotter painting the targets and the targets receiving warning from laser light receivers.

The best use of this is to have a small unit (2-4) of scout VTOLs spot for the LR-GMSH firers from cover (ie a pop up maneuver). The firing unit of VTOLs (2-4) then stand back and take their shots. This can have a nasty affect upon the targets. Thus emphesizing the advantage of scout helecopters and ground scout units.

LR-GMSHs may be mounted on VTOL's only.

Damage Vality:
LR GMSH's work just like regular GMSH's as far as damage validity.

Range:
LR-GMSH's have a max range of 96" and a mininum range of 24"
The spotter must be within visual range (max 60")

Points Cost:
LR-GMSH: x2 Cost per the type of GMSH

The following two items are mutual and should be played with each other. The idea is to allow for the play of Wild Weasel type missions for the aerospace fighters. They allow a bit more of the second guessing and bluffing that accompanies the typical SEAD (Supression of Enemy Air Defense) mission. The presence of one should usually have the other as part of the scenario. Both players should at least be aware of the possibility of a presence of each kind of weapon in the opposing players inventory for fairness.

Missile Air Defence Systems

There are several systems in modern use that engage aircraft on a tactical scale of the battle. Not to be confused with theatre air defense systems that reach 20+ miles like Patriot, SM2 or SA-6, these systems are employed closer to the FEBA (Forward Edge of Battle Area). Think of a mobile Hawk System, Rapier or SA-6 for the modern equivalent of a MAD.

Missile Air Defense Systems (MADS) work similar to the local air defense systems. In that they engage any VTOL or aerospace fighter that comes within their range. They are not however effective at firing at smaller targets like GMSH's.

MADS of course have a much longer range, 120" if you play on really big tables and want a finite range, otherwise assume the table top. Effectively they can engage any aircraft that enters the area of the table that isn't down in the "weeds". VTOL's in low mode are not valid targets.

A MADS takes quite a bit of room. They require a search radar, tracking/guidance radar emitters and the missiles themselves. They are thus bulky and require multiple units to move around. A MADS system may be divided among multiple vehicles. One vehicle will carry the search radar set another can carry the missile launchers/guidance set. Multiple Launcher units may be slaved off of a single Search Radar.

MADS combat works very much like ADS. Follow the rules for the ADS as far as all questions of resolving the activation as for the reaction roll of the aircraft in question and the opposed die rolls.

Each MADS Sensor element may support a finite number of MADS Launcher elements in a given engagement. Basic Sensor elements may support two Launcher elements, Enhanced may support three, Superior may support four. A MADS unit may make as many engagements per turn as long as its sensors are still operating. Only one Sensor element may be active for a given set of Launcher elements. If it is destroyed by ARM fire, the MADS unit may switch over to an alternate Sensor element if available.

Each MADS Launcher element may launch one missile. When resolving an engagement between a MADS unit and a group of aircraft, place one missile counter per MADS launcher available.

Aerospace craft and VTOLS may carry a PDS (at normal costs) like a normal vehicle for defense against a MADS. They are essentially active counter-measures like flares, chaff, decoys and similar systems used by aircraft. ECM works as well as a counter measure.

A MADS's search and tracking radars emit radiation just like an ADS. Thus each elements' signatures are effectively 1 larger and Stealth/ECM systems are ineffective. The sensors may, however, be "turned off/on" during an opportunity fire activation as a response to an ARM being fired at it or an aircraft making a move. The "off/on" activation may only occur once per turn and counts as the unit's activation. Once off, the sensors may not be turned back on until the next turn and vice versa. The MADS unit may turn on its sensors as a normal activation and engage aircraft normally from then out. Note that a MADS unit may still be targeted by an ARM (Anti Radiation Missile) when shut down as a response to an ARM fire, it is just much harder to hit (see below under the secion regarding ARMs).

A MADS unit (The Sensor element and the associated Launchers) may not fire on the move. The collective unit may move _or_ fire, not both. Generally these systems need to fire from a steady location and need to be at least halted in order to work reliably, if not set up in a dug-in emplacement.

An exaple combat would work like this: An Enhanced MADS unit is deployed in the rear area of the battle, it has one Sensor element and two Launcher elements. The opposing player activates a pair of aerospace fighters. The MADS system detects the aircraft as they enter the board and the aerospace fighters roll their reaction test to continue the attack. If they continue the attack then the MADS system may launch one missile per Launcher element. Thus the MADS unit launches two missiles at the intruding aircraft. An opposed die roll is made between the targeted aircraft's ECM die and PDS die vs the MADS's die. If the aircraft survive then they may continue their attack as normal. Most likely they will plaster the MADS system with DFO.

The units involved in the MADS battery may be up to 6" of each other when enplaced, otherwise the must be within 2" when under normal movement.

Damage Vality:
MADS work just like regular ADS's as far as damage validity.

Range:
MADS have the range of the entire table (120" for big tables)

Points Cost: (no mixing of types)
Basic MADS Sensor: 200 and 5 VSP
Enhanced MADS Sensor: 300 and 10 VSP
Superior MADS Sensor: 400 and 15 VSP
Basic MADS Launcher: 200 and 5 VSP
Enhanced MADS Launcher: 300 and 5 VSP
Superior MADS Launcher: 400 and 15 VSP

Anti Radiation Missiles

The west has used many ARMs to assist in the suppression of enemy air defense systems. HARM, Shrike, Standard ARM, and ALARM are all examples of modern varieties of ARMs.

ARMs are normally carried by an aerospace fighter, but are usually launched at long to medium range. They are used in the game in two ways.

The first is when the player with an ARM equipped aerospace fighter decides to perform an attack upon an emitting radar site. Nominally this is a ADS or MADS, though a CBR could conceivably be attacked. The player declares an ARM launch as an activation of the aerospace fighter unit in question. The missile is launched from off table and the aerospace fighter unit is never subject to attack by the on table assets. The radiation from the ADS/MADS carries much further than the reflections from the aerospace fighter.

In the second, an ARM may also be snap fired from 36" minimum by an aerospace fighter on table at an MADS or ADS. Naturally the attacking aerospace fighter must make a reaction test before launching the ARM on table. The target must be within the front 180 arc of the aerospace fighter. This will count as the aerospace fighter's attack for this movement and it may not attack any other target with Direct Fire or DFO.

When an attacking ARM is fired at an MADS/ADS, there are opposed die rolls as follows:

A MADS may shutdown and loose the lock on the aerospace fighter (and thus fore-go its attack), or may stay on and attempt to shoot the aerospace fighter down. The MADS unit may stay on if the unit passes a reaction test of +1. If the MADS stays on it rolls a D4 in the opposed die roll regardless of type. If the MADS shuts down, then the MADS rolls its standard die type. Nominally the player may choose to shut down the MADS system, however, if the MADS unit has already used its activation the player may not choose whether to shut down the unit's sensors. The MADS system operators may still choose to shut down if they fail their reaction test.

If the ARM player wins the opposed die roll and there are multiple elements of the MADS unit, then he is able to pick which system element he wants destroyed. If the MADS player wins the die roll, the arm misses. If the MADS system remained on and was not disabled (the active Sensor element), then it may attack the aerospace fighter as a normal MADS engagement.

An ADS or CBR attacked by an ARM may not shut down due to the shorter range of its radar set and the lower warning time. An ADS may attempt to shoot down the ARM in an opposed die roll based on types just like an engagement vs a GMS. If the ARM is not shot down, the ADS rolls a D4 vs the ARM's die type.

ARMs are paid for in points for a single Missile. It is not a system like a GMS, but more like a load in DFO. Multiple ARMs may be fired at multiple ADS or MADS. MADS units struck by an ARM require a reaction test of +1 to reactivate their sensors.

Damage Vality:
An ARM draws 5 chits against the target just like GMSH's, use the usual damage validities.

Range:
ARMS have the range of the entire table (120" for big tables)

Points Cost: (one ARM)
Basic ARM: 200 and 2 VSP
Enhanced ARM: 300 and 3 VSP
Superior ARM: 400 and 4 VSP

Coming soon:



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