Dirtside II. Summary of the Game; What You Think of the Game; Online Rules cover armor, infantry, artillery, combat walkers, and aerospace support forces. Dirtside II is a comprehensive set of generic rules for simulating science fiction battles in virtually any background or “future history”. The system covers. Dirtside II is an SF micro-armor miniatures game by Ground Zero Games (GZG) of The FMA die-roll system also solves one of the problems of miniatures rules.

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This reflects the missing crew member s.

Combat is bloody and quick. Out came the box. Home Back to Results.

Dirtside II House Rules

As a result of some untimely wars in which real people die and sometimes are known personally or even friends, the ultra modern scene can start to be uncomfortable. That was an interesting find. Board games in this condition may be played but show little to no wear.

Close to perfect, very collectible. A riles is rolled, causing another one-level Morale drop, down to BR.

Now Mike I knew from way back in the days of wargaming with Airfix figures. Rules are included for the use of infantry, air support, armor, artillery and battle-walkers. I am really jonesing for some gaming though.

Dirtside II | Board Game | BoardGameGeek

It was just too much for me to get to grips with what seems skirmishing with nuclear weapons. Groundside combat in a far flung future. We use the following system: The fate of planets would be settled by these tiny terrors. It’s also kind of generic, without a lot of the special sci-fi rules that TW has.



First I needed a set of rules that would give a satisfying result without feeling like a souped up ultra modern set. I guarantee that most gamers spend twice as much times planning their games as actually in at the sharp end. For some games, hidden deployment in the open but out of sight of the attackers is allowed, eg behind hills and ridges. I have been a life long wargamermainly historical with minor dirtsie into fantasy many years ago.

These rules represent these Observation Posts OPs on table, and rulee fog-of-war restrictions for both sides:. Poor Extremely well used and has major flaws, which may be too numerous to mention. Each successive test is at one less Threat Level than the preceeding one. It moves, shoots, does everything.

Miniatures Rules: Dirtside II Science Fiction Miniatures Game

My armies were organised and equipped and the battles began. Just received my beautiful hardbound copy of “Black Powder” in the mail this week and thank God the dirtsire are printed in “drool resistant” glossy paper!

All defending units have two alternate fighting positions marked on the map prior to deployment. It can see the enemy. In the move a box full of figures found its way to the store in the garage.


If you have material you would like to make available to the Net, also let us know. Opportunity fire can be taken by any unit that hasn’t moved yet and sees an enemy unit dirtsde.

For example, “SW NM ” means shrink wrapped in near-mint condition. If you fail your morale check, keep testing digtside you pass.

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. Then one fine day an impulse buy found me as the proud owner of Adeptus Titanicus. The only thing I disliked about SG2 was you gules to have 4 counters next to your unit for it’s current condition.

I did an image search and there were about 4 or 5 counters clustered around some units in SG2! Uncle Brian May 5, at 6: Hard to explain just the way it felt. When only one condition is listed, then the box and contents are in the same condition. Complete and very useable. Designed for ru,es with 1: