Steve Gibson's Alternate Dirtside 2 Infantry Point System (5/17/95) The purpose of this alternate system is to provide a structure for the Dirtside player to design any sort of infantry stand, and assign it a point cost per stand. It also introduces new, more mobile infantry movement types. Basic Assumptions: Cavalry movement is 6", not 4". Powered Armor is the term for a type of personal armor, under this system it is not a specific unit type. The point cost of an infantry stand is based on its five main game characteristics. They are: MV-movement rate and type (five new movement classes added) HTK-valid hits needed to kill the stand FP-small arms firepower (for anti-infantry and close combat), in # of chits RNG-small arms firepower range (for anti-infantry and close combat, not IAVR) OTR-other weapons or capabilities Table 1:movement rate and type costs MV rate/type Cost Designation Equip. Restric. Notes 2MF/Infantry 0 Foot none basic Infantry foot mvmt 4MF/Infantry 5 Scout none scout units, light troops 6MF/Infantry 10 Powered, Cav. none space marines, rough riders 8MF/Motorized 15 Mot. no HW motorcycle units (dirtbikes, not Harleys) 8MF/Jump 20 Jump no HW or Eng personal jump packs 8MF/Skimmer 25 Skimmer no HW personal grav skimmers (per Hammers Slammers) 12MF/Flying (+30) Flying no HW or Eng personal flight packs (very high tech) - /Teleport (+40) Teleport none has transporter/teleporter access- Star Fleet Marines, SM Grey Knights no HW-means stand cannot have APSW, GMS/L, or LAD capability. if cost in parentheses, 'ground' mvmt. must be paid for as well. New Movement types: Motorized: same as high-mobility wheeled, except mtns. and all woods are difficult. Jump: Impassable-mtns., open water; Difficult-none; Poor-all woods; Normal-all other terrain. Skimmer: same as grav, except woods are Difficult (troops can lug their skimmers through) Flying: as VTOL, but can only fly in Low mode (remember-inf flying through the air is the same as inf in the open, so red and yellow chits are valid) Teleport: if no enemies are within 4" (LOS irrelevant), unit may pick any location on map to instantly teleport to. This includes teleporting into Close Combat! After location marked, unit has a 1 in 3 chance to be on target, or scatters 1-6 inches a random direction (or roll Epic Space Marine scatter dice) Table 2: HTK-Hits to kill costs HTK Cost Examples/Notes 3 2.5 No Armor, Militia or Civilians 4 5 Light Body Armor (most line inf), SM Imperial Guard 5 10 Powered Armor, SM Marines 6 30 Superheavy Powered Armor, SM Terminator armor Table 3: FP-Small arms firepower #of chits drawn cost examples 1 0 Civilians, Manacled POWs, etc. 2 10 Rifles, Pistols 3 15 APSW's, Assault Wpns, Energy Wpns 4 30 Assault Energy Wpns, Warp Grenades (4 chits ONLY FOR CC. In ranged fire, 3 chits) Table 4: RNG-Small arms range Range Cost Examples 2"(CC only) 0 Pistols, Grenades, Claws, Karate Kicks, Eye-gouging 4" 2.5 Obsolete Rifles, Molotov Cocktails 6" 5 Standard Rifles, Grenade Launchers, Acid Spitter 8" 10 Hvy Rifles, Laser Rifles, Hvy Blob Thrower 12" 15 APSW's, Sniper Rifles, Alien tail spike projectiles Table 5: OTR-Other Weapons and capabilities Element Cost (in addition to cost derived from other four tables) GMS/L (basic) +20 GMS/L (enhanced) +30 GMS/L (superior) +40 Engineering Equipment +50 LAD System +75 Artillery Observer +50 Note: APSW is not considered an additional weapon. If a squad has one, it can use it in CC or as ranged fire, so it is part of the unit's basic characteristics (and value.) Types of Infantry stands (I use): Games Workshop Space Marine figures Space Marine Foot Rifles MV-6MF(Inf); HTK-5; FP-3chits; RNG-8"; OTR-none Cost=10+15+10+10+0=45 pts. per stand Space Marine Devastators MV-6MF(Inf); HTK-5; FP-3chits; RNG-12"; OTR-GMS/L(basic) Cost=10+10+15+15+20=70 pts. per stand Note: Devestators are apsw/gms-l heavy wpns troops. There are no "apsw" or "gms" marines Space Marine Motorized Rifles MV-8MF(Mot); HTK-5; FP-3chits; RNG-8"; OTR-none Cost=15+10+15+10+0=50 pts. per stand Space Marine Jump Rifles MV-8MF(Jump); HTK-5; FP-3chits; RNG-8"; OTR-none Cost=20+10+15+10+0=55 pts. per stand Space Marine Jump Assault Troops MV-8MF(Jump); HTK-5; FP-3chits; RNG-4"; OTR-none Cost=20+10+15+2.5+0=47.5 pts. per stand Grey Knights (fanatic anti-demon fighters) MV-6MF(Inf)+Teleport; HTK-6; FP-4(3) chits; RNG-8"; OTR-none Cost=10(+40)+30+30+10+0=120 pts. per stand Note:I usually make these 1 stand per UNIT, thus eliminating the need for non-close combat morale checks. Grey Knights are supposed to teleport to close combat, and be VERY effective at it. Space Marines do not have Flight Pack or Grav Skimmer technology, and do not use cavalry (their powered armor is as effective) Space Marine shoulder-launched GMS-L's are somewhat primitive (basic). Games Workshop Imperial Guard figures: Imp Gd Foot Rifles MV-2MF(inf); HTK-4; FP-2chits; RNG-6"; OTR-none Cost=0+5+10+5+0=20 pts. per stand Imp Gd Foot Assault troops MV-2MF(inf); HTK-4; FP-3chits; RNG-2"; OTR-none Cost=0+5+15+0+0=20 pts. per stand Imp Gd Foot APSW section MV-2MF(inf); HTK-4; FP-3chits; RNG-12"; OTR-none Cost=0+5+15+15+0=35 pts. per stand Imp Gd Foot GMS/L section MV-2MF(inf); HTK-4; FP-2chits; RNG-2"; OTR-GMS-L(basic) Cost=0+5+10+0+20=35 pts. per stand Imp Gd Scouts MV-4MF(inf); HTK-4; FP-2chits; RNG-4"; OTR-none Cost=5+5+10+2.5+0=22.5 pts. per stand Imp Gd Jump Rifles MV-8MF(jump); HTK-4; FP-2chits; RNG-6"; OTR-none Cost=20+5+10+5+0=40 pts. per stand Imp Gd Jump Assault troops MV-8MF(jump); HTK-4; FP-3chits; RNG-2"; OTR-none Cost=20+5+15+0+0=40 pts. per stand Imp Gd Rifle Cavalry MV-6MF(inf); HTK-4; FP-2chits; RNG-6"; OTR-none Cost=10+5+10+5+0=30 Imp Gd Lancers (Assault Cavalry) MV-6MF(inf); HTK-4; FP-3chits; RNG-2"; OTR-none Cost=10+5+15+0+0=30 Imperial Guard units do not have Grav Skimmers or Flight Pack technology available. Imperial Guard shoulder-launched missiles are somewhat primitive (basic). Other Possibilities: Star Fleet Marines MV-2MF(Foot)+Teleport; HTK-4; FP-3chits; RNG-6", OTR-none Cost=0(+40)+5+15+5=65 pts. per stand Alien Space Slug Blob Troopers MV-2MF(Foot); HTK-6; FP-2chits; RNG-4", OTR-none Cost=0+30+10+2.5+0=42.5 pts. per stand Hammer's Slammers Skimmer Rifles MV-8MF(Skimmer); HTK-4; FP-2chits; RNG-6"; OTR-none Cost=25+5+10+5+0=45 pts. per stand Infantry related house rules we use: We make the APC cargo capacity needed to carry militia or line infantry (3 or 4 HTK) is 4 cargo per stand. Powered Infantry (HTK 5) takes 6 cargo; Terminator infantry (HTK 6) takes 8 cargo. Cavalry cannot be carried by APC's. Motorized could be carried for an additional 4 cargo per stand (but why? Maybe VTOL APC's.) LAD and Engineer-equipped stands require 2 extra cargo per stand. We allow a vehicle to fire multiple weapons at a number of targets equal to its (SZ-2), with APSW's operating independently. Also, all valid damage chits from (one tank) or (one unit of infantry) are cumulative against an infantry stand for that phase. So evena Terminator can be downed by a concerted effort by a heavy tank or a platoon of infantry. GMS/L's still seem too cheap for their incredible usefulness. A low-tech (primitive ECM, like many of my Space Marine conversions) tank is dead meat to a group of militia with GMS/L's. I don't think the rules should require you to use an expensive system or technology to defend against a simple and inexpensive wpn. We have used a terrain or evasion secondary die in addition to the Pt. Def and ECM dice used when missiles roll "to hit." We also cut the range of a shoulder-launched GMS by 12". Hope these help your Dirtside games! If you have any comments or suggestions, my email address is SGibson260@aol.com Steve Gibson