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.

Author: Kazitilar Vira
Country: Haiti
Language: English (Spanish)
Genre: Environment
Published (Last): 19 July 2013
Pages: 22
PDF File Size: 1.5 Mb
ePub File Size: 6.73 Mb
ISBN: 654-9-12407-382-1
Downloads: 9986
Price: Free* [*Free Regsitration Required]
Uploader: Meztizilkree

It can move any unit into one of its two alternate, pre-planned positions. The c3 and combat systems are quite elegant. Units start wholly inside their cover, and this led to a problem: The op-firing unit then loses its phase for that turn. 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.

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. Above 4 is needed to pass. I have played Sci-Fi miniature battles for years.

These rules represent these Observation Posts OPs on table, and introduce fog-of-war restrictions for both sides: The best approach I can think of goes like this: There is no perfect vehicle.


A points system allows competing forces to be compared, and a vehicle design system allows players to add innovative vehicles. Includes a list of available products. Danny Gurule dgurule jeppesen.

Then the opposing player moves an entire unit. It can pass a rally check and dirtsdie whatever the overall HQ player wants it to do. It can see the enemy. Morale is easy and seems realistic. Now this was a well thought out game in which huge fighting machines crewed by intrepid operators fought across the landscape of ruined planets dirteide, years from now.


I enjoyed the 40k fluff but warhammer 40k gules really interested me. For others, overhead surveillance is assumed and all units have to be in cover.

Then one fine day an impulse buy found me as the proud owner of Adeptus Titanicus. If you have material you would like to make available to the Net, also let us know. The imperial guard became planetary defence forces. Groundside combat in a far flung future. I still had lots of gaps when I discovered that the aforementioned Mr Tuffley made some wonderful 6mm figures too.

Dirtside II House Rules

This list is run by fans, though the GZG folks do “monitor” the list. One thing to note if dirtsid coming to DSII from a non-armored-warfare background is that you need to have a lot more terrain on the table than you would for, say, medievals. Designed for use with 1: I never unfortunately came to terms with Games workshops alien cultures so my games remained strictly human and involved imperial troopers and marines against rebel troopers.

If you fail your morale check, keep testing until you pass. I also did lots of weapon and head swapping too. This game has a great system. The rule set was Dirtside II and my problem was solved. Opportunity fire can be taken by any unit that hasn’t moved yet and sees an enemy unit move. It was just too much for me to get to grips with what seems skirmishing with nuclear weapons.

The “fast play” combat system is chartless. 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.

Dirtside II –

My GW marines stayed in that role but were re organised into formal brigades. All defending dlrtside have two alternate fighting positions marked on the map prior to deployment.


I have to admit that DS2 is one damn good game. Jon Tuffley jon gzero. I guarantee that most gamers spend twice as much times planning their games as actually in at the sharp end.

Please note that most comments are held for moderation – please be patient! Digtside one of the best sets for the money. The way that GW dirtsie treating Epic I fear for its future, so I guess I’ll be playing a lot more Dirtside from now on, at the very least a lot more for the next year or so. All in all, a great game at a good price. Units get two sections to their phase, movement and combat action. I spent a bit on separate packs and mixed and matched.

That way you can sneak up and fire on a unit before it gets a chance to move. Each successive test is at one less Threat Level than the preceeding one.

Dirtside II | Freewargamesrules Wiki | FANDOM powered by Wikia

If you know of other resources for this game, please let us know by sending email to the editor. The unit having the spotting attempt made against it rolls a die similarly modified by Leadership.

But while the rules seemed difficult when I read through them, they were very easy to learn by playing. I never got involved with GW at dkrtside for many years although I did keep in touch with what they were doing through the magazines.

Finally the Ground Zero Games figures became the Imperial guard grunts.

Now Mike I knew from way back in the days of wargaming with Airfix figures.