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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One combat turn represents approximately 15 minutes.


For some games, hidden deployment in the open but out of sight of the attackers is allowed, eg behind hills and ridges. Units in overwatch will automatically return enemy fire — firing after dirhside resolution of the incoming fire.

The alternate platoon activation is quite nice, as are the morale rules. Dirtside II combines all of this information in a simple, easy-to-understand process.

Miniatures Rules: Dirtside II Science Fiction Miniatures Game

Combat is bloody and quick. But while the rules seemed difficult when I read through them, they were very easy to learn by playing. My GW marines stayed in that role but were re organised into formal brigades. Expensive, but worth it. The platoon remains at BR. Errata, questions and answers, and variant rules. Not detailed but to complicated. The following pages include the unit organisations, pictures of the troops and some shots of their equipment. This list is run by fans, though the GZG folks do “monitor” the list.

I suppose its what you call a Condor moment. The attacker has to make a spotting roll to uncover any OP. As the most we allow a unit to go down at one time is 3 levels, you stop rolling now, and the unit remains at BR. The c3 and combat systems are quite elegant. Includes a list of available products. I have been a life long wargamermainly historical with minor flights into fantasy many years ago.


Epic was tried and discarded. Please note that most comments are held for moderation – please be patient! At least that’s how it affected me.

Dirtside II

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.

They can move first and then fire or fire then move. These little bugs roll d12 for calling fire down, and are incredible force multipliers. A 3 is rolled, causing another one-level Morale drop, down to BR. Out came the pen and paper and that wonderful part of gaming called planning began. When first I read through the rules, I thought, “Oh no – they’re horribly complicated and difficult to understand.

Next I worked on unit organisation.

The rules look complex, but with use of the design cards play is dirtisde and easy. These rules represent these Observation Posts OPs on table, and introduce fog-of-war restrictions for both sides: If you know of other resources for this game, please let us know by sending email to the editor. First I needed a set of dirtsise that would give a satisfying result without feeling like a souped up ultra modern set.

It moves, shoots, does everything.

Dirtside II House Rules | The Warbard

The “fast play” combat system is chartless. I never got involved with GW at all for many years although I did keep in touch with what they were doing through ruls magazines.

In the move a box full of figures found its way to the store in the garage. Each successive test is diirtside one less Threat Level than the preceeding one. Martin Pohl Back to Top Share this: Rulrs can see the enemy. A points system allows competing forces to be compared, and a vehicle design system allows players to add innovative vehicles. That way you can sneak up and fire on a unit before it gets a chance to move. The unit having the spotting attempt made against it rolls a die similarly modified by Leadership.


Players take the roles of “Combat Group Commanders,” leading ad-hoc battle formations composed of multiple platoon-sized elements.

Anyway to cut a long story short, whilst visiting a wargames show in the UK I spotted a set of rules written by Jon Tuffley and Mike Elliot. The rules were fasteasy to understand and had sheer sense of elegance that in have seldom found in commercial rule sets. 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. Finally the Ground Zero Games figures became the Imperial guard grunts.

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. The rules could be used for any thing from WWII to the future.

After several hours of oohs and ahhs opening boxes of figures I had totally forgotten I ownedI opened a box and there they xirtside. I have played Sci-Fi miniature battles for years. My armies were organised and equipped and the battles began. It was just too much for me to get to grips with what seems skirmishing with nuclear weapons. The player with fewer total units has the choice of whether to go first or second.