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Dirtside 2.5 Rules Update
Dirtside 2.5 Rules Update
It’s the same rules as Dirtside II with a main rule change of getting rid of the chit draw system for
damage and replacing it with a die roll system.
There are other rule changes I want to make, as well as new systems I plan to implement into the game.
I pray you don’t find these new rules to complicated.
ARMOR:
NORMAL Armor will have three armor ratings. FRONT. SIDE. TOP.
WALKERS, infantry walkers and other larger walkers have two armor ratings. FRONT and BACK.
FLYERS and VTOLS will have a single Armor rating with limits listed on page 14 of rules.
Over-sized vehicles of size 6 and 7 can have Armor Ratings of size 6 and 7 as stated on page 15.
Armor 6 rolls a d12 and then adds +2 to the results.
Armor 7 rolls a d12 and then adds +4 to the results.
MOVEMENT:
TRACKED vehicles no longer have an EASY movement, but cost remains the same.
LOW MOBILITY WHEELED vehicles have an increase in base movement to 15 inches.
HIGH MOBILITY WHEELED vehicles have an increase in base movement to 12 inches.
See the cheat cards for new limitations of vehicle movement.
INFANTRY WALKERS have a base movement of 6 inches and cost 40% of BVP.
TRANSPORT WALKERS now cost 50% BVP.
COMBAT WALKERS now cost 70% BVP.
STEALTH:
A level of SEALTH now costs 3 points plus one Capacity Point multiplied by the size class of the vehicle.
So a level 4 vehicle buying one stealth level would pay 4X3=12 points and 4X1=4 capacity points.
So a Class 4 vehicle with class 4 armor will roll a d10 die. If he rolls a ten, then you would add +2 for a
total roll of 12.
AREA ENERGY SHIELDS:
Area Energy Shields cost 20 points each and use up 4 Capacity Points.
Each level of Shield will add +2 to every vehicle’s Armor roll or Infantry stands Type Die roll, as long as
they remain under the area of protection.
Area Energy Shields create a 4 inch circular dome of protection around the vehicle creating it. Area
Energy Shields can combine with other Energy Shields 4 inches apart, creating an Area Dome of
Protection, similar to the Artillery Fire Beaten Zone.
Units under an Area Shields Dome of Protection Can Not Fire Out. Units have to drive out of the Area of
Protection to use their weapons.
HOLO FIELDS:
Holo Fields cost 30 points each and use up 6 Capacity Points. Each level of Field adds +2 to your Armor
Die roll plus reduces your Effective Signature by one level.
WEAPONS:
You’re still limited to the number and fit of weapons as stated on page 11 of the rules. But I feel if you
buy three weapons, and all three weapons have their own purchased Fire Control System, then you
should be able to shoot all three weapons at three different targets.
This rule change should make fielding large, complex weapons more viable on the game board.
AIRCRAFT:
All Aircraft weapons hit Targets Top Armor.
BATTLE MECHS:
In my opinion, Battle Mechs have been severely oppressed in this game. So to balance them being so
tall, all weapons at Close Range hits Targets Top Armor.
For weapons without a Close Range weapon stat, HEL, GMS, oh well. Those are more of stand-off
weapons anyway.
This rule doesn’t apply to Class One Sized Infantry Walkers, since they don’t get penalized with a
signature increase.
Dirtside 2.5 is not about major rule changes, but about using a new set of CHEAT CARDS and VEHICLE
CARDS to help make playing the game easier and more enjoyable.
Weapon PD Close Range Medium Range Long Range Infantry Special
Range ID Range ID Range ID Range PD ID Ablative
HEL/1 D4 60” D6 36” D6 D4 D4
HEL/2 D6 60” D6 36” D6 D4 D4
HEL/3 D8 60” D6 36” D6 D4 D4
HEL/4 10 60” D6 36” D6 D4 D4
HEL/5 12 60” D6 36” D6 D4 D4
High Energy Lasers use a lot of power. See page 10 of rule book for power restrictions.
CCW Hits are based on experience, so Veteran Units hit with a d10. Normal Units hit with a d8 and
Green Unites hit with a d6.
CCW Automatically Hits buildings, fortifications and other non-moving targets with an Impact Die of d8.
INFANTRY.
I came across Mr. Gibson’s alternate infantry generation rules and thought they were brilliant. I did
make a slight adjustment to some of the costs as I felt that no stat should have a cost of zero.