Epic Dirtside Conversions
Epic Dirtside Conversions
Epic Dirtside Conversions
Dirtside II
What follows attempts to make available a comprehensive list of
conversions from GW=s epic system to Dirtside II.
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such a weapon (although chaos through magic have similar
weapons). Due to size and energy requirements they are only
available in class 3 size and larger and only vehicles with FGP
power plants may be fitted with this weapon.
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Fire Control and Multiple Weapon Systems
Epic is notorious for burdening its vehicles with enormous
amounts of weapon systems. For purposes of these conversions
(where appropriate), I have added a single fire control for EACH
weapons system type. Example:
A predator is armed with one HKP/3 and two HEL/1. The vehicle
will be assigned three fire control systems because there are
THREE weapon mounts. This vehicle can fire at three different
targets. Point cost for secondary and tertiary fire controls are
calculated according to the class of the weapon as per regular
DSII rules. This extra cost reflects the additional hardware for
tracking multiple targets.
Weapon Arcs
Many Aepic@ vehicles possess weapons on their sides as restricted
traversed turrets. However these turrets are even more restricted
in arc and have a 90 degree arc, therefore they can not fire
strait back without moving.
The following codes are used for weapon arc: FT (full traverse
turret), PT (partial traverse turret), FM (fixed mount), PT*
(side, partial traverse limited to 90 degree arc).
Artificial Intelligence
Epic is filled with war machines that do not have an organic
interface to guide them. Units guided by AI do not have a unit
quality or leadership marker associated with them. AI units are
not affected by psychology and blindly follow whatever orders
they are given. These units will add an extra 25% to their final
cost in order to pay for this added flexibility.
AI=s that suffer a systems down and do not have a back up system
are considered Aknocked out@ unless an engineer can repair them.
Only one such attempt can be done in the game, if it fails the AI
is eliminated. This is due to its delicate systems that once
damaged may be impossible to repair on the battlefield.
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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)
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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
Special Abilities +50
Also, any Aspecial@ ability not covered in the main rules has an
extra 50, 75 or 100 points per unit tacked onto the price
depending on the power of the ability.
Army Lists
The lists are formatted into tables as they are generated from
Andy Cowell=s vehicle generator with, of course, any changes that
are necessary.
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Each army will have preceding it any appropriate morale rule=s
adjustments as well as any special notations. I will also comment
on some units so as to provide a frame of reference on Awhy@
certain decisions are made.
Imperial Guard: 4 units for every command unit. The IG need close
supervision from command types for their adequate handling.
Thus, their ratio is quite low.
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and does not require units being a certain distance from their HQ
unit. This can be added by individual players if desired. Also
these Aoverall@ command units when eliminated follow the same
DSII rules as they appear on page 24 Aloss of command unit@.
Although the morale penalty will only apply to the units
Aattached@ to that command unit.
Space Marines
Marines follow the full morale rules in DSII with the following
changes:
1. They ignore the check for the first casualty in battle (note:
this does not apply to scouts)
2. In assaults the modifiers for morale when defending against
one are reduced to +2 for powered armor types and +1 for all
else.
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NAME: Marine Heavy TYPE: Combat
DIRTSIDE II Attack Bike Motorized Cycles
SIZE CLASS:2 BASIC SIGNATURE:2 STEALTH LEVEL:0 TARGET DIE:D10
APSW PT 12"
DFFG/2 PT 6" D10 All x 2 12" D8 All 18" D6 All x 2
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NAME: Marine Scout TYPE: Recon
DIRTSIDE II Bikes Motorized Cycles
SIZE CLASS:1 BASIC SIGNATURE:1 STEALTH LEVEL:0 TARGET DIE:D12
APSW PT 12" - -
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Slow tracked 20 : 44 20 79
1 class 4 HEL in Partial traverse turret 20 : 44 12 127
1 class 4 HEL in Partial traverse turret 20 : 44 0 175
with Enhanced fire control 20 : 44 0 191
Basic ECM 20 : 44 0 206
Backup systems 20 : 44 0 219
APSW 20 ; 44 0 219
Secondary Enhanced fire control 20 : 44 0 235
TYPE:Space Marine
DIRTSIDE II NAME: Land Raider Main Battle Tank
SIZE CLASS:4 BASIC SIGNATURE:4 STEALTH LEVEL:0 TARGET DIE:D6
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Armor class 4, Ablative 20 : 44 20 44
Fusion Generation Plant 20 : 44 20 70
Slow tracked 20 : 44 20 79
1 class 2 HEL in Partial traverse turret 20 : 44 16 103
1 class 2 HEL in Partial traverse turret 20 : 44 10 127
with Enhanced fire control 20 : 44 10 135
Basic ECM 20 : 44 10 150
Backup systems 20 : 44 10 159
Space for 1 unit of super powered infantry 20 : 44 2 159
APSW x 2 20 : 44 1 163
Secondary Enhanced fire control 20 : 44 1 171
2X
APSW PT 12"
HEL/2 PT* 60" D10 Red
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Fusion Generation Plant 10 : 16 10 26
Fast tracked 10 : 16 10 31
1 APSW 10 : 16 10 31
Basic ECM 10 : 16 10 46
Backup systems 10 : 16 10 51
Space for 1 unit of normal powered infant 10 : 16 4 51
APSW PT 12" - -
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OTHER EQUIPMENT AND NOTES: Backup systems, Carries 1 powered infantry
CLOSE RANGE MEDIUM RANGE LONG RANGE
APSW PT 12"
DFFG/2 PT 6" D10 All x 2 12" D8 All 18" D6 All x 2
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FIRECON: Enhanced ECM: Basic, D6 ARMOR, FRONT:3A ARMOR, SIDE:2A
APSW PT 12"
Red,
HKP/3 FT 18" D10 All 30" D8 Yellow 42" D6 Red
HEL/1 PT* 60" D10 Red
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Siege Tank
SIZE CLASS:3 BASIC SIGNATURE:3 STEALTH LEVEL:0 TARGET DIE:D8
OTHER EQUIPMENT AND NOTES: APFC belt, Backup systems, extra large gun
CLOSE RANGE MEDIUM RANGE LONG RANGE
APSW PT 12"
Red,
HKP/5 FM 30" D10 All 42" D8 Yellow 54" D6 Red
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TYPE:Scout Grav
DIRTSIDE II NAME: Landspeeder vehicle
SIZE CLASS:2 BASIC SIGNATURE:2 STEALTH LEVEL:0 TARGET DIE:D10
TYPE: Infantry
DIRTSIDE II NAME: Combat Robot Walker
SIZE CLASS:1 BASIC SIGNATURE:2 STEALTH LEVEL:0 TARGET DIE:D10
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CLOSE RANGE MEDIUM RANGE LONG RANGE
APSW PT 12"
Red,
GMS/H:E FM 48" D8 Yellow
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Comment: The two infantry walker types differ only in cost and
that dreadnoughts have organic drivers and thus have unit quality
and leadership markers. AI=s higher cost and maintenance problems
keeps them from replacing dreadnoughts as mainstay infantry
walkers. Note I only did GMS variants, but their chassis can
easily be adapted to place many other weapon types.
Infantry
Element Move Hits to Firepower Weapon Range Other Weapons and Cost per
Name Kill(HTK) (FP) (WR) Capabilities (OTR) element
Tactical 4 inches 5 3 8 inches none 40
Marines
Assault 8 inches 5 3 4 inches jump packs 45
Marines
Heavy 4 inches 5 3 36 inches Possess enhanced 75
Weapon 12 inches GMS/L and apsw
Marines
Scout 4 inches 4 2 6 inches Capacity of 4 as in 25
Marines militia/regulars
Terminator 4 inches Armor 3/4* 12 inches Treat as vehicle 80
Marines Rating 1 with AR 1, draws 4
chits in assault
Comment: Heavy weapon marines may elect to fire either their GMS
OR their APSW not both in the same turn. Scouts have a reduced
carrying capacity cost since their do now wear powered armor.
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Element Move Hits to Firepower Weapon Range Other weapons Cost per
Name Kill (HTK) (FP) (WR) and capabilities element
(OTR)
Techmarine 4 inches 5 3 8 inches Engineer 90
Chaplain 4 inches 5 3/4* 8 inches draws 4 chits in 90
assaults, unit
may draw 1 extra
chit in assault
Librarians 4 inches 5 3 8 inches psychic powers* 90
Medic 4 inches 5 3 8 inches functions as 190
mobile medical
post
Inquisitors 4 inches armor 3/4* 12 inches draws 4 chits in 130
rating 1 assault, counts
as vehicle with
AR 1, counts as
leader quality 1
Grey teleport armor 3/4* 12 inches draws 4 chits in 170
Knights rating 1 assault, counts
as vehicle with
AR of 1,
demon hunter
Comment: Epic has many quaint characters that fit in with DSII
rules if adapted properly. I have toned down all their unique
skills to have very local effects (the unit they are with or one
enemy element).
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Grey Knights They may teleport as per Mr. Gibsons rules. Due to
their armor they have an AR of 1. As demon hunters they ignore
any psychology related to demons and also strike automatically
when targeting demons and regardless of the weapon used all chits
are valid when striking demons. They are immune to horror.
Artillery
Static or infantry portable
Mole Mortar
Thudd Gun
Tarantula
Rapier Destroyer
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Self-propelled artillery
TYPE:Self
Propelled
Multiple Rocket
DIRTSIDE II NAME: Whirlwind Launcher
SIZE CLASS:3 BASIC SIGNATURE:3 STEALTH LEVEL:0 TARGET DIE:D8
Aerospace Vehicles
Dirtside II Vehicle: Thunderbolt
By: Peter Ramos
Type: Fighter aerospace craft
Desc: Standard air superiority fighter. Easy to build and very numerous
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TYPE: Air
Superiority
DIRTSIDE II NAME: Thunderbolt Fighter
SIZE CLASS:2 BASIC SIGNATURE:2 STEALTH LEVEL:0 TARGET DIE:D10
Red,
RFAC/1 FT 8" D10 Yellow 12" D8 Red 16" D6 Green
Red,
GMS/L:E FM 36" D8 Yellow
NAME:Marauder
DIRTSIDE II Heavy Fighter TYPE: Heavy Fighter
SIZE CLASS:3 BASIC SIGNATURE:3 STEALTH LEVEL:0 TARGET DIE:D8
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Red,
RFAC/1 FT 8" D10 Yellow 12" D8 Red 16" D6 Green
Red,
GMS/H:E FM 48" D8 Yellow
2 X HELEQUIPMENT
OTHER FM 60" NOTES:
AND D10 Backup systems, Interface landing, Carries 4
marine elements Red,
RFAC/1 FT 8" D10 Yellow 12" D8 Red 16" D6 Green
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Comments: The stats are based on the most recent model which is
by far the largest of the epic line of aerospace vehicles. The
extra cost for landing interface is figured into the cost of the
vehicle so you need not calculate it for the transported troops.
Drop Pods
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Imperial Guard
Imperial Guard follow the full DSII morale rules with no changes.
NAME: Imperial
DIRTSIDE II Guard Scout Bike TYPE: Scout Bike
SIZE CLASS:1 BASIC SIGNATURE:1 STEALTH LEVEL:0 TARGET DIE:D12
APSW PT 12" - -
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Vehicle, class 1 5 : 0 5 5
Armor class 1 5 : 6 5 6
Fusion Generation Plant 5 : 6 5 10
Infantry Walker 5 : 6 5 16
1 class 2 HEL in Fixed mount 5 : 6 1 40
with Basic fire control 5 : 6 1 44
AI capability 5 : 6 1 55
APSW 5 : 6 1 55
APSW PT 12"
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Tank Tank
SIZE CLASS:3 BASIC SIGNATURE:3 STEALTH LEVEL:0 TARGET DIE:D8
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APSW FT 12"
Red,
HKP/3 FT 18" D8 All 30" D6 Yellow 42" D4 Red
HEL/1 PT* 60" D8 Red
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Armor class 2 10 : 14 10 14
Hydromagnetic Turbine 10 : 14 10 20
Fast tracked 10 : 14 10 26
1 APSW 10 : 14 10 26
Space for 2 units of normal infantry 10 : 14 2 26
NAME:Imperial
DIRTSIDE II Guard Rhino TYPE: Command APC
SIZE CLASS:2 BASIC SIGNATURE:2 STEALTH LEVEL:0 TARGET DIE:D10
APSW PT 12" - -
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APSW PT 12"
Red,
RFAC/2 PT 12" D8 Yellow 18" D6 Red 24" D4 Green
NAME: Gorgon
DIRTSIDE II Assault Vehicle TYPE: Heavy APC
SIZE CLASS:5 BASIC SIGNATURE:5 STEALTH LEVEL:0 TARGET DIE:D4
OTHER EQUIPMENT AND NOTES: APFC belt, Carries 4 infantry, extra armor
CLOSE RANGE MEDIUM RANGE LONG RANGE
2x
APSW PT 12"
Red,
RFAC/2 PT 12" D8 Yellow 18" D6 Red 24" D4 Green
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NAME:Hellhound
DIRTSIDE II Siege Engine TYPE: Siege tank
SIZE CLASS:3 BASIC SIGNATURE:3 STEALTH LEVEL:0 TARGET DIE:D8
3x
APSW PT 12"
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TYPE:Infantry
DIRTSIDE II NAME: Sentinel Walker
SIZE CLASS:1 BASIC SIGNATURE:2 STEALTH LEVEL:0 TARGET DIE:D10
Red,
RFAC/2 FM 12" D8 Yellow 18" D6 Red 24" D4 Green
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NAME:Vindicator
DIRTSIDE II Siege Tank TYPE: Siege tank
SIZE CLASS:3 BASIC SIGNATURE:3 STEALTH LEVEL:0 TARGET DIE:D8
APSW PT 12"
Red,
HKP/5 FM 30" D8 All 42" D6 Yellow 54" D4 Red
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Red,
HKP/5 FT 30" D8 All 42" D6 Yellow 54" D4 Red
4x
APSW PT* 12" - -
Infantry
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Tunneler Rules
These machines are assumed to be on the move prior to battle, and
they may surface anywhere on the battlefield. Surfacing on target
is a tricky affair. This requires that the units command unit
have direct line of sight to the desired exit point and the unit
must make a reaction test at a +1 modifier to interpret the
coordinates correctly. If successful the tunneler will surface
within D6 inches of the chosen spot.
If the check is failed the tunneler surfaces 3D6 inches away from
the desired point of entry.
The tunneler carriers are soft skinned vehicles that are unarmed.
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APSW PT 12" - -
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APSW PT 12" - -
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Artillery
Static or man portable
Mole Mortar
Thudd Gun
Tarantula
Rapier Destroyer
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Deathstrike Missiles
These are static heavy rocket artillery. The accompanying vehicle
is a towing vehicle and is soft skinned and unarmed. Cost 200
points per element. Maybe MAK or HEF rounds
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Desc: Most Common artillery piece used by IG, its rapid rate of fire makes its
fire very devastating.
NAME:Basilisk
Mobile Mass TYPE: Heavy
DIRTSIDE II Driver Cannon Artillery
SIZE CLASS:4 BASIC SIGNATURE:4 STEALTH LEVEL:0 TARGET DIE:D6
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NAME: Bombard
Mobile Siege TYPE: Siege
DIRTSIDE II Mortar Artillery
SIZE CLASS:4 BASIC SIGNATURE:4 STEALTH LEVEL:0 TARGET DIE:D6
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NAME:Griffon
DIRTSIDE II Assault Gun TYPE: Heavy Mortar
SIZE CLASS:4 BASIC SIGNATURE:4 STEALTH LEVEL:0 TARGET DIE:D6
TYPE: Medium
DIRTSIDE II NAME: IG whirlwind artillery
SIZE CLASS:3 BASIC SIGNATURE:3 STEALTH LEVEL:0 TARGET DIE:D8
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NAME:Hydra Self
Propelled
DIRTSIDE II Anti-Aircraft Gun TYPE: ADS Vehicle
SIZE CLASS:4 BASIC SIGNATURE:4 STEALTH LEVEL:0 TARGET DIE:D6
Heavy tanks
Dirtside II Vehicle: Baneblade
By: Peter Ramos
Type: Heavy Tank
Desc: Much more mobile than its other counterparts, it sports the pride of the
IG, a large mass driver cannon as well as several smaller guns HEL guns
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Red,
MDC/5 FT 36" D8 All 48" D6 Yellow 60" D4 Red
HEL/2 PT* 60" D8 Red
HEL/2 PT* 60" D8 Red
3xAPSW PT 12" - -
Comment: Its two fire controls (for MDC and HEL=s) permit it to
engage two targets.
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Armor class 5 25 : 50 25 50
Fusion Generation Plant 25 : 50 25 80
Slow tracked 25 : 50 25 90
1 class 5 HEL in Fixed mount 25 : 50 15 150
with Basic fire control 25 : 50 15 160
1 class 3 HKP in Full traverse turret 25 : 50 9 190
1 class 3 HKP in Full traverse turret 25 : 50 3 220
Secondary basic fire control 25 : 50 3 226
tertiary basic fire control 25 : 50 3 232
2 X APSW 25 : 50 2 236
2X
APSW FT 12"
HEL/5 FM 60" D8 Red
Red,
HKP/3 PT* 18" D8 All 30" D6 Yellow 42" D4 Red
Red,
HKP/3 PT* 18" D8 All 30" D6 Yellow 42" D4 Red
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Vehicle, class 5 25 : 0 25 25
Armor class 5 25 : 50 25 50
Fusion Generation Plant 25 : 50 25 80
Slow tracked 25 : 50 25 90
1 class 4 MDC's in Full traverse turret 25 : 50 13 130
4 APSW's 25 : 50 10 142
1 class 4 MDC's in Full traverse turret 25 : 50 2 182
with Basic fire control 25 : 50 2 190
APFC belt 25 : 50 1 215
Equal armor on all sides 25 : 50 1 265
Secondary basic fire control 25 : 50 1 273
OTHER EQUIPMENT AND NOTES: APFC belt, equal armor on all sides
Red,
MDC/4 FT 30" D8 All 42" D6 Yellow 54" D4 Red
4x
APSW PT 12" - -
Red,
MDC/4 FT 30" D8 All 42" D6 Yellow 54" D4 Red
Comment: Due to its roll they maximized its armor on all sides
for close fighting. Although it has two of the same type of
weapon system it is on independent turrets and thus has its own
fire control. It may engage two different targets.
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Vehicle, class 5 25 : 0 25 25
Armor class 5 25 : 50 25 50
Fusion Generation Plant 25 : 50 25 80
Slow tracked 25 : 50 25 90
1 class 5 DFFG in Fixed mount 25 : 50 15 165
with Basic fire control 25 : 50 15 175
1 GMS/H with Basic guidance 25 : 50 11 205
2 class 2 MDC's in Full traverse turret 25 : 50 3 245
Basic PDS 25 : 50 1 275
Secondary basic fire control 25 : 50 1 279
TYPE: Tank
DIRTSIDE II NAME: Stormblade destroyer
SIZE CLASS:5 BASIC SIGNATURE:5 STEALTH LEVEL:0 TARGET DIE:D4
OTHER EQUIPMENT AND NOTES: Basic PDS, may target two elements
Aerospace vehicles
Dirtside II Vehicle: Thunderbolt
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TYPE:Aerospace
DIRTSIDE II NAME: Thunderbolt fighter
SIZE CLASS:2 BASIC SIGNATURE:2 STEALTH LEVEL:0 TARGET DIE:D10
Red,
RFAC/1 FT 8" D8 Yellow 12" D6 Red 16" D4 Green
Red,
GMS/L:B FM 36" D6 Yellow
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Aerospace
TYPE:
DIRTSIDE II NAME: Marauder Heavy Fighter
SIZE CLASS:3 BASIC SIGNATURE:3 STEALTH LEVEL:0 TARGET DIE:D8
Red,
RFAC/1 FT 8" D8 Yellow 12" D6 Red 16" D4 Green
Red,
GMS/H:B FM 48" D6 Yellow
Eldar
Morale
Of all the alien races the Eldar are most Asimilar@. There are
however differences. The Eldar in time of need and danger can
suppress their individuality and become the Apath@ needed by the
craftworld at that specific time. This of course has profound
effects on their morale during battle.
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All aspect warriors follow the same morale changes and checks as
Space Marines (i.e. reduced modifiers in assault, etc.)
When facing Chaos however, ALL Eldar units ignore any penalties
associated with all confidence checks. That is they make all the
standard checks required by the DSII rules, but without the
associated penalties (i.e loss of leader check is made without
the +3 penalty). This advantage applies only against chaos. This
is due to the intense hatred of the Eldar for chaos since when
they lose to it many souls are lost. Note that they do take
horror checks but without any modifiers.
Eldar AI=s
Eldar AI=s are powered by the souls of Eldar dead. This gives
them the advantage that when they suffer a systems down result
(even if their backups are destroyed or disabled) they may
attempt to repair themselves (standard DSII rules apply). They,
however, receive only one attempt to do this, otherwise they are
treated as knocked out. To balance this advantage Eldar AI=s must
be within 8 inches of a Alive@ Eldar element to be able to act
normally. If outside this radius they are Ainert@ only capable of
defending themselves (they may shoot at nearest enemy element).
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Red,
MDC/1 PT 8" D12 All 16" D10 Yellow 24" D8 Red
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Red,
MDC/2 PT 12" D12 All 24" D10 Yellow 36" D8 Red
Red,
MDC/2 FM 12" D10 All 24" D8 Yellow 36" D6 Red
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APSW FM 12"
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Red,
MDC/2 FM 12" D12 All 24" D10 Yellow 36" D8 Red
APSW FM 12" - -
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2x
APSW FM 12"
HEL/4 FM 60" D12 Red
Red,
MDC/2 FM 12" D12 All 24" D10 Yellow 36" D8 Red
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APSW FM 12"
Red,
MDC/5 FM 36" D12 All 48" D10 Yellow 60" D8 Red
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APSW FM 12"
Red and
WEP/5 FM 30" D12 All x 2 42" D10 All x 1 54" D8 yellow
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Comment: These represent there top of the line tank killers and
are VERY efficient at their chosen job. Their several defenses
make them very hard to hit but few numbers of them are available
for any given battle.
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Red,
MDC/2 FM 12" D12 All 24" D10 Yellow 36" D8 Red
Comment: The wave serpent possess a shield in its front arc that
must destroyed before the vehicle itself is harmed. It confers a
AR 3. This is a regenerative shield as per titan rules (see titan
rules below). It may carry 2 power armored types or 4 guardian
elements.
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Infantry
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Scouts- Follow the same rules for snipers as Ratling (see under
Ratling Sniper)
Swooping Hawks- They are lightly armed fast attack troops armed
with Lasguns and personal flight packs.
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Warp Spider- Their teleport ability makes them fearful foes since
they can appear, attack and then retreat with minimal exposure to
enemy fire.
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Exarchs- They are the elite Eldar fighting force. They are armed
with flight packs and ancient weapons (function as APSW).
Avatar- The Eldar God of War. His body forged of fire the chit
values of any attack is halved. His weapon (treat as APSW for
range and chit validity) damages infantry as well as armored
units. As a demon hunter his attacks hit automatically and all
chits are valid. He inspires Horror. His has an AR of 5 and is
therefore immune to small arms fire. Do to his mystical nature
his target signature is a D12. Only one Avatar can exist at any
moment and usually they are present for battles versus chaos.
Artillery
Static or man portable
Anti-Grav HEL
Small portable HEL batteries for static defense. Each element
costs 48 points and has one HEL/2, FGP power source and superior
fire control. It can move 2 inches if it foregoes firing that
turn. It may be towed. It is a size 1, and AR 0 element and it is
also soft skinned for purposes of small arms.
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TYPE: Heavy
DIRTSIDE II NAME: Doomweaver artillery
SIZE CLASS:4 BASIC SIGNATURE:4 STEALTH LEVEL:2 TARGET DIE:D10
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Heavy Tanks
Dirtside II Vehicle: Tempest
By: Peter Ramos
Type: Heavy tank
Desc: The largest tank in the Eldar arsenal. Its twin HEL cannons can pick of
targets at a staggering range.
APSW FT 12"
2x
HEL/5 FT 60" D12 Red
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Comment: On the whole Eldar tanks are very durable due to their
many defense systems, their high cost however makes their
appearance very rare.
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Aerospace Vehicles
Dirtside II Vehicle: Nightwing
By: Peter Ramos
Type: Aerospace Fighter
Desc: Main attack fighter for the Eldar race.
TYPE: Aerospace
DIRTSIDE II NAME: Nightwing Fighter
SIZE CLASS:3 BASIC SIGNATURE:3 STEALTH LEVEL:1 TARGET DIE:D10
2x
HEL/2 FM 60" D12 Red
Red,
GMS/L:S FM 36" D10 Yellow
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2x
HEL/2 FM 60" D12 Red
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Squats
Morale
Squats, as the Eldar, are similar to humans in their reaction to
combat but differ in significant ways. Squats are guided by a
strong sense or pride and obligation to the clan or family. The
have a stoic/heroic view of war that permits them some
advantages.
Like the Eldar the squats too have a mortal enemy-Orks. When
engages with orks they make all the appropriate checks as
required by the DSII rules, but they do so without any modifiers.
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Red,
RFAC/2 FM 12" D10 Yellow 18" D8 Red 24" D6 Green
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APSW FT 12" - -
APSW PT 12" - -
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APSW PT 12" - -
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Vehicle, class 4 20 : 0 20 20
Armor class 4, Ablative 20 : 44 20 44
Fusion Generation Plant 20 : 44 20 70
Slow tracked 20 : 44 20 79
1 class 4 DFFG in Partial traverse turret 20 : 44 12 139
1 class 4 DFFG in Partial traverse turret 20 : 44 0 199
with Enhanced fire control 20 : 44 0 215
Enhanced ECM 20 : 44 0 245
Backup systems 20 : 44 0 259
Secondary enhanced fire control 20 : 44 0 279
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Infantry
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If the optional psychic rules are not used the living Ancestor
has a DFFG/2 attack with a 6" range. Short range superior fire
control.
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Artillery
Static or man portable
Mole Mortar
Thudd Gun
Tarantula
Rapier Destroyer
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APSW PT 12" - -
APSW PT 12" - -
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Heavy Vehicles
Dirtside II Vehicle: Squat land train
By: Peter Ramos
Type: Heavy attack vehicle
Desc: Due to their subground lifestyle and the dangerous conditions of their
home worlds means of safe transports evolved in the form of land trains.
Red,
MDC/3 FT 24" D10 All 36" D8 Yellow 48" D6 Red
3x
APSW FT 12" - -
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3x Red,
RFAC/2 FT 12" D10 Yellow 18" D8 Red 24" D6 Green
APSW FT 12" - -
Comment: The chassis of the battle car is very versatile and can
fit almost anything one can come up with. The above is but one
type of battle car.
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VTOL Vehicles
Dirtside II Vehicle: Squat attack gyrocopter
By: Peter Ramos
Type: VTOL
Desc: Another reason for the lack of a squat tank force is the development of
VTOL type craft. Their high gravity worlds made this type of vehicle very
useful.
Red,
RFAC/1 PT 8" D10 Yellow 12" D8 Red 16" D6 Green
DFFG/3 FM 8" D10 All x 2 16" D8 All 24" D6 All x 2
DFFG/3 FM 8" D8 All x 2 16" D6 All 24" D4 All x 2
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NAME: Squat
DIRTSIDE II Overlord Gun ship TYPE: VTOL Craft
SIZE CLASS:5 BASIC SIGNATURE:5 STEALTH LEVEL:0 TARGET DIE:D4
6x Red,
MDC/2 FM 12" D10 All 24" D8 Yellow 36" D6 Red
Comment: the model has 6 cannons so I Awent over the top@ and
permitted the extra weapon. I didn=t increase the size it really
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Chaos
Morale
Out of all the armies, the morale effect of demons on their
mortal servants was the most difficult challenge. According to
the background the mortal minions of chaos are capable of great
feats of valor if their patron demons remain strong. Their death
or destruction entails a severe blow on the confidence of the
army.
Again the DSII core rules are remarkable suited for the task. The
chaos army has the following adapted morale rules.
Patron Demons
These are powerful creatures of that live in the warp and come to
this universe via possession of material bodies. They expend
enormous energies to maintain these forms and damage received in
battle reduces their efficiency. More importantly as they suffer
damage and are destroyed the morale level of all units attached
to the patron demon suffers.
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Patron demons are not destroyed with one successful hit, but
their powers diminish as they receive damage. To simulate this we
use the standard confidence progression table:
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Confident
Steady
Shaken
Broken
Routed
Confident 0
Steady +1
Shaken +2
Broken +3
Routed +3*
* Units attached to that dead patron must make a confidence check
in every end phase, until they eventually rout.
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For every level of damage the demons base demonic aura (see
below) die is lowered by one making it easier to hit. Also if
optional psychic rules are used it makes it more difficult to
successfully use their powers. In case these rules are not used
just reduce the level of their DFFG attack by 1 weapon size.
Horror
Demons cause horror to different degrees. Specific modifiers are
assigned to each in their corresponding descriptions.
Demonic Aura
This is a fancy name for the patron demons signature due to size.
However, the actual die type might be higher than is permitted
for the demons AR and size. This reflects the stealth factor some
patron demons possess. The aura is used like any vehicle
signature for purposes of hitting the demon, but is not used if
the attack is Apsychic@. In that case the attack hits
automatically.
Chaos Marines
They follow the chaos morale variant rule above, in addition they
do not check for confidence for suffering its first casualty. Due
to the background all chaos marines should be of veteran quality
and no class 3 leaders should be present (they have been weeded
out over the millennia).
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Command Structure
The basic Acommand element@ is the Patron demon. Each Patron
demon can effectively control up to 6 units. Due to the morale
consideration it is wise to write down what units belong to whom.
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Available Units
Chaos may include standard vehicles and artillery that are
available to the Imperial Guard. Chaos marines are limited to the
rhino and land raider variants described below and the Spartan
heavy APC.
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TYPE: Infantry
DIRTSIDE II NAME: Hell Strider walker
SIZE CLASS:1 BASIC SIGNATURE:2 STEALTH LEVEL:0 TARGET DIE:D10
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TYPE: Assault
DIRTSIDE II NAME: Demon Engine vehicle
SIZE CLASS:4 BASIC SIGNATURE:4 STEALTH LEVEL:0 TARGET DIE:D6
Red,
RFAC/2 FM 12" D10 Yellow 18" D8 Red 24" D6 Green
2x Red,
HKP/3 FT 18" D10 All 30" D8 Yellow 42" D6 Red
Comment: This represents one type of demon engine, but the others
are pretty much the same. The exceptions are listed below.
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TYPE: Assault
DIRTSIDE II NAME: Scorpion vehicle
SIZE CLASS:4 BASIC SIGNATURE:4 STEALTH LEVEL:0 TARGET DIE:D6
3x Red,
HKP/3 FM 18" D10 All 30" D8 Yellow 42" D6 Red
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Comment: this vehicle may clear a path through light woods that
permits other size 4 vehicles (and smaller) to pass through as if
it where clear ground.
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Comment: as with any infantry walker they are suited to carry any
weapon type one sees fit to place.
Infantry
Patron Demons
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Great Unclean One- In any given assault combat the demon spews
forth a D6 Nurglings. Each nurgling requires 1 point of valid
damage to eliminate and draws 1 chit in close combat. Nurglings
may Agang up@ on targets (i.e. if 6 Nurglings are rolled, the
player may split them in any way he sees fit). As a ranged attack
it can shoot its vomit and it may affect all elements in a 2"
radius. Draw 3 chits for each infantry element and 2 for each
vehicle.
Horrific gaze: normally horror comes into play during assault and
close contact. In this case he may cause horror at a distance of
8 inches. Note, that this is in addition to normal horror if it
closes in for assault (its preferred tactic).
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Demons
Element Name Move Hit to Kill Firepower Weapon Other Cost per
(HTK) (FP) Range (WR) Weapon Element
capabilitie
s (OTR)
Flesh Hounds 6 inches 4 3* assault immune to 78
psychic
powers
Bloodletter 4 inches 5 4* assault regenerate 113
Horror of 4 inches 5/3 4/2* assault duplication 138
Tzeentch
Flamer of 12 inches 4 2 4 inches Counts 98
Tzeentch enemy as in
the open
for assault
Plaguebearer 4 inches 5 4* assault Poison 88
blade
Beast of 4 inches 5 4* assault Cloud of 88
Nurgle flies
Demonettes 4 inches 5 4* assault Euphoric 88
mist
Fiends 6 inches 4 3* assault Tongue whip 78
Comment: Most demons don=t have any ranged combat weapons and
thus can only engage in direct assault. Demons cause horror at a
+2 penalty.
Horror- When slain two blue horrors appear in its place, its
stats are those after the slash. This ability was priced at 100
points due to its power.
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Demonettes- Due to the mist they exudate all valid chits are at
half value.
Fiend- Its tongue lashes its prey and incapacitates it. Treat the
fiend as in soft cover for assault.
Comment: Juggers, disc and beast riders can dismount and count as
chaos champions.
Non-Supernatural Minions
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Artillery
Static or man portable
Cannon of Khorne
Armored cannon that is size 3, AR 3 and has a FGP power source.
The weapon is a WEP/4 with enhanced fire control. Point cost per
element is 136.
Self propelled
heavy
TYPE:
DIRTSIDE II NAME: Doomblaster Artillery
SIZE CLASS:4 BASIC SIGNATURE:4 STEALTH LEVEL:0 TARGET DIE:D6
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NAME:Contagion TYPE:Medium
DIRTSIDE II Plague engines artillery
SIZE CLASS:3 BASIC SIGNATURE:3 STEALTH LEVEL:0 TARGET DIE:D8
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3x
HEL/3 FM 60" D10 Red
TYPE:Aerospace
DIRTSIDE II NAME: Doomwing fighter
SIZE CLASS:3 BASIC SIGNATURE:3 STEALTH LEVEL:2 TARGET DIE:D12
2x Red,
RFAC/2 FM 12" D10 Yellow 18" D8 Red 24" D6 Green
Red,
RFAC/1 FT 8" D10 Yellow 12" D8 Red 16" D6 Green
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TYPE:Aerospace
DIRTSIDE II NAME: Firelord fighter
SIZE CLASS:5 BASIC SIGNATURE:5 STEALTH LEVEL:3 TARGET DIE:D10
Red,
2xHVC/3 FM 16" D10 Yellow 24" D8 Red 32" D6 Green
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The heavily modified morale rules for demons really captures how
the chaos army lives or dies by the health of their patron demons
and the profound effect on the morale of the army this has. Then
again patron demons are VERY powerful and take a lot of effort to
eliminate. Concentrating just on them and not the ever closing
hordes of regular troops will probably lose you the battle. The
few games I played with them were a lot of fun and presented few
difficulties.
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Orks
Morale
Orks are a strange crowd with very different attitudes about war
than other races. They lead a violent existence and are happy to
kill each other just as much as killing other races. This view
towards war gives them the following advantages pertaining to
morale:
1. The ignore the Afirst casualty@ check, they see more dead than
this in everyday life.
Command Structure
Orks have no fancy methods of command and control. An Ork noble
gives the order and they do it that simple. Of course this means
they must be supervised closely by the nobles to guarantee their
orders are fulfilled.
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To simulate this for every three unit brought to battle one unit
of nobles must be also brought. This also serves a practical
function since nobles are usually wealthy and they carry all the
heavy weaponry.
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OTHER
TYPE/EQUIPMENT AND NOTES: VALID VALID VALID
CLASS MOUNT UP TO DIE HITS UP TO DIE HITS UP TO DIE HITS
APSW FM 12"
Red,
RFAC/1 PT 8" D8 Yellow 12" D6 Red 16" D4 Green
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2X
APSW FM 12"
Red,
RFAC/2 PT 12" D8 Yellow 18" D6 Red 24" D4 Green
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TYPE: Support
DIRTSIDE II NAME: Gobsmasha vehicle
SIZE CLASS:2 BASIC SIGNATURE:2 STEALTH LEVEL:0 TARGET DIE:D10
3x
APSW FM 12"
Red,
HVC/3 FM 16" D8 Yellow 24" D6 Red 32" D4 Green
TYPE: Support
DIRTSIDE II NAME: Scorcher vehicle
SIZE CLASS:1 BASIC SIGNATURE:1 STEALTH LEVEL:0 TARGET DIE:D12
OTHER
TYPE/EQUIPMENT AND NOTES: VALID VALID VALID
CLASS MOUNT UP TO DIE HITS UP TO DIE HITS UP TO DIE HITS
APSW FM 12"
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TYPE: Support
DIRTSIDE II NAME: Bowelburna vehicle
SIZE CLASS:2 BASIC SIGNATURE:2 STEALTH LEVEL:0 TARGET DIE:D10
APSW FM 12"
Red,
RFAC/2 FT 12" D8 Yellow 18" D6 Red 24" D4 Green
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TYPE: Armored
DIRTSIDE II NAME: Wartrack Towing vehicle
SIZE CLASS:2 BASIC SIGNATURE:2 STEALTH LEVEL:0 TARGET DIE:D10
APSW FM 12"
Red,
HVC/3 PT 16" D8 Yellow 24" D6 Red 32" D4 Green
NAME: Ork
DIRTSIDE II battlewagon TYPE: APC
SIZE CLASS:3 BASIC SIGNATURE:3 STEALTH LEVEL:0 TARGET DIE:D8
APSW FT 12" - -
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4X
APSW
Red,
HVC/4 FT 18" D8 Yellow 27" D6 Red 36" D4 Green
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Vehicle, class 3 15 : 0 15 15
Armor class 3, Reactive 15 : 29 15 29
Chemical Fueled Engine 15 : 29 15 35
Fast tracked 15 : 29 15 48
1 class 4 HVC in Full traverse turret 15 : 29 3 78
with Basic fire control 15 : 29 3 86
Assault claw 15 : 29 3 111
APSW X 4 15 : 29 0 135
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TYPE: Assault
DIRTSIDE II NAME: Gutrippa vehicle
SIZE CLASS:3 BASIC SIGNATURE:3 STEALTH LEVEL:0 TARGET DIE:D8
4X
APSW FM 12"
Red,
HVC/4 FT 18" D8 Yellow 27" D6 Red 36" D4 Green
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3X
APSW FM 12"
Red,
HVC/3 FT 16" D8 Yellow 24" D6 Red 32" D4 Green
TYPE: Support
DIRTSIDE II NAME: Braincrusha vehicle
SIZE CLASS:4 BASIC SIGNATURE:4 STEALTH LEVEL:0 TARGET DIE:D6
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4X
APSW FM 12"
Red,
HVC/5 FM 20" D8 Yellow 30" D6 Red 40" D4 Green
TYPE: Support
DIRTSIDE II NAME: Spleenrippa vehicle
SIZE CLASS:3 BASIC SIGNATURE:3 STEALTH LEVEL:0 TARGET DIE:D8
3X
APSW FM 12"
Red,
HVC/4 FM 18" D8 Yellow 27" D6 Red 36" D4 Green
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Mekboy
NAME: TYPE: fast attack
DIRTSIDE II speedsta vehicle
SIZE CLASS:3 BASIC SIGNATURE:3 STEALTH LEVEL:0 TARGET DIE:D8
APSW FM 12"
3x Red,
RFAC/2 FM 12" D8 Yellow 18" D6 Red 24" D4 Green
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Desc: Ork psykers are a rare and unwilling group. They are basically
imprisoned within the tower of the vehicle and thus fire their powers from
there.
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APSW FM 12"
DFFG/4 FT 10" D8 All x 2 20" D6 All 30" D4 All x 2
2x
APSW FM 12"
2x Red,
HVC/3 FM 16" D8 Yellow 24" D6 Red 32" D4 Green
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Infantry
Artillery
Static or man portable
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This is a WEP/3 gun with basic fire control. This device is man
portable and takes 8 cargo spaces to transport. It is 120 points
per element (Ork Noble 60 + WEP/3 gun 60 points = 120)
Tractor Cannon
This functions as a HEL/3 gun with basic fire control. Size 2,
AR 0. It may be towed. Otherwise it may not move. It is 50 points
per element.
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Catapult
Light artillery piece, 50 points per element.
Heavy tanks
Dirtside II Vehicle: Gibletgrinda
By: Peter Ramos
Type: Heavy tank
Desc: orks also have constructed large heavy tanks to be able to place many of
the noisy cannons they like so much.
APSW FM 12"
Red,
4xHVC/3 PT* 16" D8 Yellow 24" D6 Red 32" D4 Green
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APSW FM 12"
2x Red,
HVC/5 PT 20" D8 Yellow 30" D6 Red 40" D4 Green
ADS Vehicle
Dirtside II Vehicle: Doomdiver cannon
By: Peter Ramos
Type: ADS
Desc: Orks accomplish great feats using simple technology. Using an inverse
field it attracts the target to it thus grounds and destroys it.
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Hi-mobility wheeled 15 : 24 15 36
Basic ADS 15 : 24 5 236
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NAME: Doomdiver
DIRTSIDE II cannon TYPE: ADS
SIZE CLASS:3 BASIC SIGNATURE:3 STEALTH LEVEL:0 TARGET DIE:D8
Aerospace Vehicles
Dirtside II Vehicle: Ork Fighta-boma
By: Peter Ramos
Type: Aerospace vehicle
Desc: The orks too took to the skies in a primitive yet very well armed
fighter.
Ork
NAME: TYPE:Aerospace
DIRTSIDE II Fighta-boma vehicle
SIZE CLASS: 3 BASIC SIGNATURE: 3 STEALTH LEVEL: 0 TARGET DIE: D8
2x Red,
RFAC/2 FM 12" D8 Yellow 18" D6 Red 24" D4 Green
Red,
GMS/L:B FM 36" D6 Yellow
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Probably the best games you can have is pitting the Eldar versus
the orks, very high tech versus low tech. Bluntness versus
precision. Have fun!
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Tyranids
Morale
As a hive mind mentality the DSII morale rules just don=t fit.
Tyranids know no fear, no hesitation, no second thoughts. They
are an end to a means- total domination of the galaxy!
Command Structure
Unlike other armies Tyranids units do not have unit leaders.
Their leaders form their own units that drive the hordes forth.
How many units can be brought depends to the creature they are
attached to as follows:
Dominatrix 12 units
Hive Tyrant 10 units
Tyranids warriors 6 units
Harridan 3 units
Keep track what units are attached to what Aswarm leader@. When a
swarm leader is destroyed all units under its control
automatically fall into Ainstinct@ mode. The is a incoherent
state where the hive mind is no longer in control. They still
remain very dangerous, but their ability to coordinate attacks
and remain focus on objectives is limited. The instinctual states
are:
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1. Rampage- the unit will move its full move to the closest non-
tyranids unit and assault it.
2. Hunt- will move up to its full move and assault or fire at it
if it is able.
3. Nest- will not move and fire at any non-tyranids units that
are in range.
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No doubt that the most effective way to deal with the Tyranids is
destroying the swarm masters, of course, this is easier said than
done.
Type: Assault
DIRTSIDE II NAME: Carnifex Creature
TARGET DIE:D4, see
SIZE CLASS:5 BASIC SIGNATURE:6 STEALTH LEVEL:0 p15
MOBILITY TYPE: Combat Walker BASIC MOVE:12 POINTS VALUE:352
APSW FM 12"
2x
DFFG/5 PT 12" D10 All x 2 24" D8 All 36" D6 All x 2
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APSW FM 12"
2x
DFFG/3 FM 8" D10 All x 2 16" D8 All 24" D6 All x 2
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1 APSW 15 : 29 15 59
Space for 3 units of normal infantry 15 : 29 3 59
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TYPE: Transport
DIRTSIDE II NAME: Malefactor creature
SIZE CLASS:3 BASIC SIGNATURE:3 STEALTH LEVEL:0 TARGET DIE:D8
APSW FM 12" - -
Infantry
Element Move Hits to Firepower Weapon Other Cost per
Name Kill (HTK) (FP) Range (WR) Weapon Element
capabilitie
s (OTR)
Hive Tyrant 8 inches Armor DFFG/5 as per draws 4 400
Rating 5 4* DFFG/5 chits in
ablative assault,
regenerates
, psychic
powers,
swarm
master,
horror(3)
Tyranids 6 inches Armor 3/4* 12 inches draws 4 85
Warriors Rating 1 chits in
assault,
horror(2),
swarm
master
Gargoyles 12 inches 4 2 6 inches flies, 50
horror(1),
hunts
Genestealer 6 inches 5 4* assault horror(2), 38
rampage
Hormagant 8 inches 4 3* assault counts jump 38
pack,
horror(1)
rampage
Lictor Teleport Armor 4* assault sniper, 135
rating 1 horror(3)
Hunts
Termagant 2 inches 4 2 6 inches horror(0) 20
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Artillery
Dirtside II Vehicle: Biovore
By: Peter Ramos
Type: Artillery creature
Desc: The hive made has created these beasts to inflict maximum damage at a
distance. When the swarm masters are destroyed they nest.
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APSW FM 12"
2x
DFFG/5 PT 12" D12 All x 2 24" D10 All 36" D8 All x 2
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Aerospace Creature
Dirtside II Vehicle: Harridan
By: Peter Ramos
Type: Aerospace beast
Desc: Big, stealthy and very dangerous, the ultimate in aerospace transport.
This is a swarm master creature.
TYPE: Aerospace
DIRTSIDE II NAME: Harridan creature
SIZE CLASS:5 BASIC SIGNATURE:5 STEALTH LEVEL:4 TARGET DIE:D12
2x
DFFG/3 FM 8" D12 All x 2 16" D10 All 24" D8 All x 2
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Optional Section
At the simplest level you can use the tables above and disregard
the variations on morale and other Aperks@ I listed above. What
follows, still builds on DSII concepts but has heavy
modification.
Psychic Rules
Like DSII, I prefer a simple system to be able to simulate the
wealth of psychic powers the epic universe offers. Unlike GW. I
will keep powers very local in effect to either the element or at
most the unit level. Psychics are a help but by no means war
winning on its own.
Each level is associated with a with a die type. This die is used
to roll ABOVE the target number of a given power to cast it
successfully or as an opposed roll. The target number will be
given with the powers description below.
Marine Librarian
Purge Psychic- The librarian Aseeks@ a enemy psychic within 12
inches an grapples with it. It then goes through a opposed roll
with the enemy psychic and if the librarians score is higher it
destroys the opponent (in case of patron demons it lowers it
level by two steps). If the opponent wins by at least double the
score of the librarian he is destroyed instead. All other results
are ignored.
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Eldar warlock
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Destroy Mind- The warlock can engage any target within 8 inches.
The warlock makes a opposed roll using his expertise dice and the
expertise dice of the opponent if he is a psychic and a D4 if the
target is non psychic. Targets with armor rating can be effected
but its more difficult. For every point of AR the base die type
(D4 for non-psychics) increases one step up to maximum of one
D12, after this point the effective range of the spell is 2
inches less.
Lord of Change
They are considered Grand masters and this is included in the
price.
Keeper of Secrets
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Hive Tyrant
They are considered psychic masters.
Zoanthrope
Psychic Bolt- simply a DFFG/2 bolt range 8 inches. Treat it as
shorts and superior fire control.
Morale
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Although they are gigantic vehicles and heavily armed and armored
they are, after all, manned by people and thus will be affected
by morale. All modular sized vehicles have veteran unit quality
and leadership of 1. They do not however check for the same
things Alesser@ vehicles and troops do. The following confidence
checks are taken:
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Hellbore
Determination of where a shot that hits the vehicle at long and medium
ranges is determined randomly:
As per DSII rules close range shots may choose where the shot lands.
Each Mount has its own enhanced fire control system thus it may
fire at up to 6 targets.
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Comment: The Squat variant has Superior fire control and enhanced
ECM and is worth 692 points.
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Leviathan
This vehicle has 4 modules:
Each Turret has its own enhanced fire control thus it may fire
upon up to 7 targets.
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Capitol Imperialis
The largest of the tracked modular vehicles, this vehicle is
literally a mobile fortress.
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Capacity for this vehicle is 288 points that are used as follows:
Main Gun, twin linked DFFG/5 gun full traverse turret 25 capacity
points
Four gun emplacements (one in each center hull on each side) with
4 HEL/5 in partial traverse turrets 180 capacity points.
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Each gun has its own enhanced fire control system. It may target
21 different targets. As a mobile fortress the embarked infantry
elements may fire at full effectiveness due to the specially
constructed firing decks.
Comment: Beyond this monstrous thing only the titans are more
expensive in points.
Ordinatus vehicles
All the modules are same from one vehicle to the next only the
weapons systems vary.
1 Cab
2-4 Hull
5-6 Track (1-2 front, 3-4 right rear, 5-6 left rear).
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Nemesis Ray- works as artillery for range (the whole table) but
uses HEL/5 chit validity for damage. It has a beaten zone of 6
inches in diameter. Its mainly a anti-armor weapon and it works
better than MAK artillery ordinance (due to drawing more chits).
It costs 650 and requires 70 capacity points.
The carrying vehicle and all its modules costs 310 points. It has
no ECM or backup systems since these systems are too large and
fragile.
Colossus
One of several variants of modular sized vehicles the squats use
in battle. On Squat home world this variant is more common due to
its increased firepower.
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On D8:
1-2 Front hull
3-4 Center hull
5-6 Rear hull
7-8 Tracks (1-3 left, 4-6 right)
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It is slow tracked.
Each gun turret has superior fire control and may engage up to 9
targets.
Cost: 559 (modules) + 650 (Two Heavy artillery and superior CBR)
+ 474 (weapons) + 126 (superior fire control) + 150 (Enhanced
ECM=s) + 84 (backup systems) = 2043
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Cyclops
Mostly used in anti-titan/modular vehicles warfare.
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On D8:
1-2 Front hull
3-4 Center hull
5-6 Rear hull
7-8 Tracks (1-3 left, 4-6 right)
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Comment: In epic this vehicle was only useful for knocking out
very large vehicles and titans and that=s what I tried to
simulate.
Plague Tower
On D8:
1-2 Front hull
3-4 Center hull
5-6 Rear hull
7-8 Tracks (1-3 left, 4-6 right)
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It is slow tracked.
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Dominatrix
Head, Size 5 AR 5
Body, Size 7 AR 7
Legs, Size 6 AR 6
1 Head
2-4 Body
5-6 Legs (1-3 left, 4-6 right)
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Titan Rules
Titans follow the modular vehicle rules except that they are
permitted Awalker@ movement mode unless otherwise noted.
There are some defensive systems such as shields that the epic
universe uses but has no correlate in DSII. Following are some
rules for the use of shields.
Morale
Titans crews are considered veteran and have a leadership of 1.
They make the following checks:
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Shields
Regenerative shields are treated as a shell of extra armor which
needs to be defeated before the vehicle itself is harmed. Shields
generally encompass the vehicle itself and not nearby units.
Shields do come in different strengths and sizes:
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Assault
All titans draw 4 chits in assault and all colors are valid
against non-titan/modular. Against titans/modular vehicles use
standard assault validity as on page 35.
Titan Hulls
Like modular vehicles the hull is made up of several Aparts@ all
constructed as a separate vehicle and then put together for cost
and carrying capacity. Unlike other modular vehicles Titan
weapons are selected from a list and the cost of these weapon
systems Atacked on@. This way people with different weapons on
their titan model can simulate specific weapon combinations. This
is by no means a novel approach and was used in first edition
epic and serves well in DSII as well.
All titan hulls have auto repair systems which ca repair system
down and damaged systems during battle on a 4+ on a D6. This
system costs 50 x No. of modules and is included in the hull
cost. The appropriate die roll is made as soon as the damage
occurs.
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Warhound
Head, Size 2 AR 2
Hull, Size 4 AR 4
Two Leg Modules, Size 3 AR 3
On D8
1- Head
2-4 Hull
5-6 Legs (1-3 left, 4-6 right)
7-8 weapon (1-3 left, 4-6 right)
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Cost for hull: 367 (includes basic ECM and auto repair systems)
Reaver
It consists of 5 modules:
Head, Size 3, AR 3
Carapace, Size 6, AR 6
Hull, Size 6, AR 6
Two Leg modules, Size 5, AR 5
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Warlord
It consists of 6 modules:
Head, Size 4, AR 4
Two Carapace Modules, Size 6, AR 6
Hull, Size 7, AR 7
Two Leg modules, Size 7 AR 7
On D12:
1- Head
2-6 Carapace (1-3 left, 4-6 right)
7-8 Hull
9-10 Weapons (On D8: 1-2 right carapace, 3-4 left carapace, 5-6
left arm, 7-8 right arm)
11-12 Leg (1-3 left, 4-6 right).
Comment: this is the standard front line titan and usually has 6-
8 AR 5 shields.
All the above titans possess combat walker move rate and
restrictions.
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It consists of 9 modules:
Head, Size 5, AR 5
Two Weapon Mount modules, Size 6, AR 6
Four Hull modules, Size 7, AR 7
Two Foot modules, Size 5, AR 5
On D12:
1-2 Head
3-5 Weapon Mount (1-3 left, 4-6 right)
6-10 Hull
11-12 Foot modules (1-3 left, 4-6 right)
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Cost: 988
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It consists of 6 modules:
Head, Size 3, AR 3
Three Hull modules, Size 5, AR 5
Two Foot modules, Size 3, AR 3
On D12:
1-2 Head
3-5 Weapon (1-3 left, 4-6 right)
6-10 Hull
11-12 Foot modules (1-3 left, 4-6 right)
Cost: 354
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It consists of 4 modules:
Head, Size 2, AR 2
Hull, Size 6, AR 6
Two Foot Modules, Size 2, AR 2
On D12:
1-2 Head
3-5 Weapon (1-3 left, 4-6 right)
6-10 Hull
11-12 Foot modules (1-3 left, 4-6 right)
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Patron of Battle
It consists of 5 modules:
Head, Size 5, AR 5
Body, Size 7, AR 7
Two Wheel Modules, Size 4, AR 4
On D8:
1-2 Head
3-4 Body
5-6 Wheel (1-3 left, 4-6 right)
7-8 Weapon (1-3 left, 4-6 right)
Cost: 476
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It consists of 3 modules:
Head/body Size 4, AR 4
Two Leg modules Size 3, AR 3
1-2 Head/body
3-4 Weapons (1-2 left claw, 3-4 right claw, 5-6 head weapons)
5-6 Leg (1-3 left, 4-6 right)
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Eldar auto repair systems are nearly flawless, they repair damage
as it occurs on a roll or 3+ on a D6. Cost is 75 x No. of
modules.
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It consists of 6 modules:
1- Head
2-3 Leg (1-3 left, 4-6 right)
4-5 Hull
6-8 Wing (1-3 left, 4-6 right)
9-10 Weapon (1-3 left, 4-6 right)
Comment: The Warlock Phantom Hull costs 2164 due to the extra
psychic powers, his expertise level is D12 (beyond mastery, since
ALL the crew are warlocks their combined strength is greater than
any of their individual skills
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Revenant
1- Head
2-3 Leg (1-3 left, 4-6 right)
4-5 Hull
6-8 Wing (1-3 left, 4-6 right)
9 -10 Weapon (1-3 left, 4-6 right)
Due to stealth you can not select specific locals at close range.
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Hierophant
It consists of 6 modules:
Head, Size 5, AR 5
Body, Size 7, AR 7
Four Leg Modules, Size 6, AR 6
On D8:
1- Head
2-4 Body
5-6 Legs
7-8 Weapons
Heirodule
It consists 6 modules:
Head, Size 4, AR 4
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Body, Size 6, AR 6
Four Leg Modules, Size 4, AR 4
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On D8:
1- Head
2-4 Body
5-6 Legs
7-8 Weapons
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Weapons
Since many have there own preferred selection for arming titans
this systems of acquiring a hull and then tacking on the weapons
and their cost will make possible to represent all modeling
variations. Note some weapons have no real translation to DSII or
usefulness so they do not appear. Also there are many redundant
systems (melta cannon, plasma blastgun, plasma cannon, etc) these
are also simplified.
Larger types do exist but are generally very rare and expensive
Titans armed with more than one artillery system may combine
these to create larger beaten zones (as per standard DSII
artillery rules).
Titan APSW- titans have a larger mount which has 4 APSW, cost 16
capacity 4 points each.
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Imperial Weapons
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All close combat weapons (power gloves, chain fist, etc.) Draw 6
chits in assault.
WEP missile- I combined the epic warp and vortex missile in one
nasty package. It has a beaten zone of 6 inches and all elements
in the zone are effected as if by a WEP/5 at close range. Due to
its nature, ADS nor PDS can detect it to shoot it down. It is a
one shot weapon. Units affected make a confidence check at +3.
Due to its power it has the same highly optional quality as nukes
and such.
Super HEL cannon- The cannon is used for defense against space
based targets, it has a range of the whole tabletop.
DFFG cannon- due to the extra power given by the titans enormous
power sources the DFFG=s range is increased 6 inches in each
range zone.
Eldar Weapons
Weapon name Type and No. Capacity Fire control Mount Cost
of shots space it quality
requires
WEP Cannon WEP/5 (2) 25 points superior PT 260
WEP/5 (3) 35 points superior PT 390
DFFG Lance DFFG/5 (4) 45 points superior PT 420
Assault MDC/5 (3) 55 points superior PT 340
Gauntlet*
Psychic special 45 points special PT 600
cannon*
Rapid Fire HEL/5 (3) 25 points superior PT 270
HEL cannon HEL/5 (6) 45 points superior 530
Wing HEL HEL/5 (2) 25 points superior PT 180
cannon
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Weapon name Type and No. Capacity Fire control Mount Cost
of shots space it quality
requires
Wing Heavy 18 points Not PT 200
Artillery Artillery applicable
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Chaos weapons
DFFG fist can shoot or be used in assault, but not both in the
same turn. All assault weapons draw 6 chits in assault.
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Orc weapons
HVC fist- can fire and be used in assault but not both in the
same turn.
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Tyranids weapons
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Combat walkers
Combat walkers from the epic universe either have shields or
Holofield (they work as high yield stealth units) and thus was
kept in the optional section. However this doesn=t mean you can=t
do away with the Aoptional@ stuff and use them as is.
Assault
All combat walker receive 3 chits in close combat instead of the
standard two for vehicle types this can effect both infantry and
vehicle elements. Walker with assault weapons receive 4 chits and
will be mentioned in their description below. Otherwise assume
they draw 3.
Tech Guard
Dirtside II Vehicle: Castellan Knight
By: Peter Ramos
Type: Combat walker
Desc: Support combat walker
NAME: Castellan
DIRTSIDE II Knight TYPE: Combat walker
TARGET DIE:D4, see
SIZE CLASS:5 BASIC SIGNATURE:6 STEALTH LEVEL:0 p15
MOBILITY TYPE: Combat Walker BASIC MOVE:12 POINTS VALUE:542
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APSW FM 12"
Red,
MDC/5 PT 36" D8 All 48" D6 Yellow 60" D4 Red
2x
HEL/2 PT 60" D8 Red
APSW FM 12"
Red,
MDC/5 PT 36" D8 All 48" D6 Yellow 60" D4 Red
3x Red,
RFAC/2 PT 12" D8 Yellow 18" D6 Red 24" D4 Green
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3x
APSW FM 12"
DFFG/5 PT 12" D8 All x 2 24" D6 All 36" D4 All x 2
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Red,
MDC/5 PT 36" D8 All 48" D6 Yellow 60" D4 Red
4x
APSW PT 12" - -
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Red,
MDC/5 PT 36" D8 All 48" D6 Yellow 60" D4 Red
3x
APSW PT 12" - -
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3x
APSW FM 12"
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4x
APSW FM 12"
2x
HEL/5 PT 60" D12 Red
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2x
APSW FM 12"
DFFG/5 PT 12" D12 All x 2 24" D10 All 36" D8 All x 2
3x Red,
GMS/H:S PT 48" D10 Yellow
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NAME:Towering
DIRTSIDE II destroyers TYPE: Combat walker
SIZE CLASS:5 BASIC SIGNATURE:6 STEALTH LEVEL:4 TARGET DIE:D10
APSW FM 12"
2x Red,
MDC/5 PT 36" D12 All 48" D10 Yellow 60" D8 Red
Red,
GMS/H:S PT 48" D10 Yellow
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ECM: Enhanced,
FIRECON: Enhanced D8 ARMOR, FRONT:4 ARMOR, SIDE:3
OTHER EQUIPMENT AND NOTES:
CLOSE RANGE MEDIUM RANGE LONG RANGE
3xAPSW PT 12" - -
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2x
APSW FM 12"
DFFG/5 PT 12" D10 All x 2 24" D8 All 36" D6 All x 2
Red,
MDC/5 PT 36" D10 All 48" D8 Yellow 60" D6 Red
Red,
GMS/H:B PT 48" D6 Yellow
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mission means each element in the eaten zone get drawn for SIX
times!
Needless to say it makes these very deadly and thus their cost is
345 points per unit (I added an
extra 100 points for this ability, since it can be so
destructive).
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Stormhammer
There are two entries for STORMBLADE, the first of the two (armed
with 2
MDC/4 turrets) is really the Stormhammer, correct the name.
Fire Dragon
Mini-DFFG/2 has a close range of up to 6 inches and superior fire
control.
Bad Moons- they are armed with APSW type weapons and draw 3
chits in firefights and assault,35 points per
element
Snake Bite- they receive one Afree@ infantry element for every
4 elements bought, this reflects the Aequipment@
they steal before a battle to arm extra troops.
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Assault rollers
I mention this in the rules but failed to give the quote. All
assault roller, death claws, etc, confer 1 extra chit drawn in
assault versus infantry in open ground.
Gibletgrinda
The arc of its main HVC should be PT* not FM (fixed mounts)
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Psychics
If alternate psychic rules are not used all substitute DFFG
powers are treated as close range and with superior fire control.
Under the optional rules where it states the levels of psychic
mastery it should state FOUR levels not three.
Wierdboys
Alternate wierdboy rules are:
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14 waagghh! points. The player can fire 4 WEP/3 shots using BASIC
firecon (equals 12 points of waargh power). The remaining two
points can be stored, or he could have fired 1 WEP/4 shot with
superior fire control (also 12 points)
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Imperial
Super MDC cannon, MDC/5 (4), 45 capacity points, enhanced fire
control,
PT mount, 280
Battering Ram, used during siege operations. The titan may draw 6
chits in assault versus another titan/modular vehicle or be used
versus structures, such as buildings, where the face value of the
chits are doubled. Cost is 100 points.
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Super Titans
These titans are the largest land based modular constructions
available in the Aepic@ universe.
They follow all the normal rules set for titans listed above, but
due to the size may field weapons that are too large or energy
consuming for even normal titans.
Imperator Titan
It consists of 12 modules:
Head, Size 6, AR 6
Three Tower Fortress Modules, Size 5, AR 5
Four Castle Fortress Modules, Size 7, AR 7
Two Hull, Size 7, AR 7
Four Leg modules, Size 7 AR 7
On D20:
1-2 Head
3-8 Castle Fortress (1-2 front, 3-4 middle, 5-6 back )
9-12 Tower Fortress (1-2 right front, 3-4 left front, 5-6 right
back, 7-8 left back)
13-15 Weapons (On D6 1-3 left arm, 4-6 right arm)
16-17 Hull (1-3 top hull, 4-6 bottom hull)
18-20 Leg (1-3 left, 4-6 right).
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Orc Mega-Gargant
It consists of 12 modules:
Head, Size 6, AR 6
Three Tower Weapons Modules, Size 7, AR 5
Two Weapon Mount Modules, Size 7, AR 7
Four Hull, Size 7, AR 7
Two Track modules, Size 7 AR 7
On D20:
1-2 Head
3-10 Hull(1-2 top, 3-4 upper middle, 5-6 lower middle, 7-8
bottom)
11-12 Weapon Mount (1-3 left, 4-6 right)
13-15 Tower Weapons (1-2 left, 3-4 center, 5-6 right)
16-17 Arm Weapons (1-3 left, 4-6 right)
18-20 Track (1-3 left, 4-6 right).
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Cost 3822
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