rule variants welcome to ground zero. Dirtside II WITH LASER AND CHAINSAW. FOR EMPIRE OR ANARCHY. Groundside combat in a far flung future. A group of us here in Victoria, BC, Canada who play Dirtside II regularly. Individually & collectively, we’ve come up with some house rules to. It looks like there is a renewed interest in the SF Dirtside II set of miniatures rules especially that they are a free download. I thought I would post.

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The alternate platoon activation is quite nice, as are the morale rules.

The unit having the spotting attempt made against it rolls a die similarly modified by Leadership. Not detailed but to complicated.

I never unfortunately came to terms with Games workshops alien cultures so my games remained strictly human and dirtsids imperial troopers and marines against rebel troopers. Designed dirtsidw use with 1: Please note that most comments are held for moderation – please be patient!

After several hours of oohs and ahhs opening boxes of figures I had totally forgotten I ownedI opened a box and there they were. The rules are somewhat ambiguous when it comes to vehicles taking up cover. I knew that abstract solutions were no longer possible.

Dirtside II | Board Game | BoardGameGeek

These little bugs roll d12 for calling fire down, and are incredible force multipliers. Vehicle design and costing can take a while – but that’s mainly because of the tradeoffs involved.

Dirtside II combines all of this dirteide in a simple, easy-to-understand process. Then came tiny tanks and troopers to fight alongside the titans and suddenly I was playing 6mm armoured games again albeit in a fantasy world.


Dirtside II | Freewargamesrules Wiki | FANDOM powered by Wikia

The combat system includes factors such as the type of weapon you’re using, how big it is, what the range is, how big the enemy is and thus how easy they are to hityour targeting abilities, the enemy armor, and in the case of missiles and air combat the enemy’s defensive systems.

I like this a lot because not only does it force you to think tactically about which units to move when, you get a much closer feel to simultaneous movement. If you have material you would like to make available to the Net, also let us know. The rules could be used for any thing from WWII to the future.

Hard to explain just the way it felt. Basically the route that Golgotha would take. It can move any unit into one of its two alternate, pre-planned positions. Golgotha had just gotten underway when I realised I needed some rules for settling planetary combats so armed with a torch and a feather duster I attacked the spider ridden shelves in the corner of the garage, looking for that elusive box with the rules sets that I just knew had to be there.

Includes a list of available products.

dirtsice Ok people still died but it felt much more remote. The attacker has to make a spotting roll to uncover any OP. The player with fewer total units has the choice of whether to go first or second. Above 4 is needed to pass.

Dirtside II House Rules

Therefore, the following is used: They can move first and then fire or fire then move. Epic was tried and discarded.

Now Mike I knew from way back in the days of wargaming with Airfix figures. Xirtside in overwatch will automatically return enemy fire — firing after all resolution of the incoming fire.


I still had lots of gaps when I discovered that the aforementioned Mr Tuffley made some wonderful 6mm figures too. One of the packs included some remarkable figs that I quickly earmarked for the naval marine and that rulee that. This would simulate the tendency for inexperienced units to shoot prematurely in ambushes. All in all, a great game at a good price. He had always been an inventive sort so I picked dirteide a set to read. The best approach I can think of goes like this: For some games, hidden deployment in the open but out of sight of the attackers is allowed, eg behind hills and ridges.

All defending units have two alternate fighting positions marked on the dirtaide prior to deployment. Sorry, your blog cannot share posts by email. Most of the time, the regular interrupt firing rules should still be used — Overwatch is intended to cover some of the exploitable loopholes in the move squence. The following pages include the unit organisations, pictures of the rulew and some shots of their equipment.

The “fast play” combat system is chartless. A 7 is rolled, finally causing a Pass result. Out came the pen and paper and that wonderful part of gaming called planning began. Morale is easy and seems realistic.