Overview
Dirtside II is a science fiction miniatures wargame covering combined-arms ground combat with infantry, vehicles, artillery, and aerospace craft in a far-future setting. Players build custom forces using a detailed vehicle design system and resolve combat through confidence-based morale and opposed die rolls. The game is designed to be generic and background-independent, allowing players to create their own armies and settings. Scale is approximately 1:300 with 1” = 100 meters on the tabletop.
Components
- Miniatures (any scale; 1:300 recommended)
- Game table/terrain
- Various dice: D4, D6, D8, D10, D12 (referred to by die type throughout)
- Counters/markers: Damage chits (numerical), “BOOM” chits, Mobility Fire chits, Systems Down chits, Target/Fire markers, Command markers, Confidence Level markers, Flag markers, Ruined Building markers, Minefield markers, Hidden Unit markers, Objective markers, various artillery markers
- Counter sheets (black damage chits, colored play markers)
- Measuring tape or ruler
- Force record sheets
Setup
- Players agree on a scenario, point values, or force compositions.
- Each player designs their force using the vehicle and force organization rules (COMBAT GROUP is the basic building block: typically a Command unit + 3-5 squads/vehicles).
- Set up terrain on the game table. Recommended ground area is 4’ x 6’ for 1:300 scale.
- Deploy forces according to the scenario rules. Hidden deployment is optional.
- Determine first player (dice roll or scenario rules).
Turn Structure
Each game turn follows this sequence:
- Encounter Battles: Resolve any meeting engagements if applicable.
- Attacker/Defender Battles: Resolve based on scenario type.
- Deployment Phase: Place arriving reinforcements.
- Sequence of Play:
- Active player selects a unit/group to activate.
- “Cyberstats” Activation: The active unit may move, fire, or perform other actions.
- Target Priority: Units must engage the closest visible enemy unless passing a confidence test.
- Continue alternating activations until all units have acted.
- End Phase: Check victory conditions, morale, objectives.
Actions
Movement
- Tracked vehicles: Fastest ground mobility; can traverse most terrain.
- Wheeled vehicles: Fast on roads, slower off-road.
- GEV (hover) vehicles: Move freely over most terrain including water.
- Walkers: Slower but handle rough terrain well; come in various sizes.
- Infantry: Move on foot or in transport vehicles.
- Movement rates vary by mobility type and terrain (roads, open, rough, woods, urban, etc.). Evasive movement halves speed but imposes penalties on incoming fire.
Combat - Direct Fire
- Check Line of Sight (ground-based LOS up to 60” maximum range; blocked by elevated ground, buildings, woods).
- Determine range band (Close, Medium, Long based on weapon class).
- Attacker rolls firepower die vs. defender’s armor die in opposed roll.
- If attacker’s roll exceeds defender’s, a hit is scored. Apply damage results.
- Weapon types: Direct Fire (HEL, DFFG, HVC, RFAC, MDC), each with different size classes affecting firepower die type.
Combat - Artillery
- Off-board or on-board artillery fires using area templates.
- Resolve impacts per target in the beaten zone.
- Types include conventional, SLAM rocket packs, and guided missiles.
Combat - Aerospace
- Aircraft make attack runs or provide close air support.
- Subject to Area Defense Systems (ADS) interception.
- VTOL and conventional aircraft have different approach rules.
Confidence and Reaction
- Units have a Confidence Level (Green, Regular, Veteran, Elite) affecting their die type for morale checks.
- Confidence Tests are triggered by: taking casualties, seeing friendly units destroyed, leadership events.
- Reaction results range from carrying on normally to falling back, breaking, or routing.
- Units that fail badly enough may be removed from play.
Infantry Combat
- Infantry squads fight at close range and in urban/built-up areas.
- Close Assault: Infantry vs. vehicles at point-blank range; resolved with opposed confidence rolls.
- Anti-Personnel weapons are effective against infantry; anti-armor weapons against vehicles.
Scoring / Victory Conditions
Victory is scenario-dependent. Common objectives include:
- Controlling specific terrain features or objective markers.
- Destroying a set percentage of enemy forces.
- Holding ground for a certain number of turns.
- Exiting units off the enemy board edge.
Points values for forces allow balanced pick-up games. Each unit has a calculated points cost based on its weapons, armor, mobility, and quality.
Special Rules & Edge Cases
- Vehicle Design System: Players custom-build vehicles by choosing size class (1-5, plus oversize), armor rating, weapon systems, power plant (CFE, HMT, FGP, FFC), and mobility type. Points costs are calculated from these choices.
- Size Classes: Class 1 (very small, e.g., recon drones) through Class 5 (very large, e.g., superheavy tanks). Oversize and “Modular” vehicles exist for even larger designs.
- Stealth: Vehicles may be fitted with Stealth capabilities in levels, reducing detection range. ECM systems also available.
- Hidden Units: Units may start hidden and are revealed when spotted or when they fire.
- Combat Walkers: Bipedal/multipedal vehicles with special rules. Come in size classes 4-5+ for Combat/Transport walkers; Infantry walkers are all class 1.
- Riverine Craft: Watercraft with restrictions (armor rating more than TWO LOWER than size class for large craft; weapon restrictions apply).
- Airborne Vehicles: VTOLs and aerospace craft divided into two groups with different engagement rules.
- Firing at Modular Vehicles: Each module of a multi-part vehicle is targeted separately; destroying the tread module immobilizes the vehicle.
- Target Priority: Units must normally fire at the closest enemy unless they pass a confidence check to select a different target.
- Area Defense Systems (ADS): Automated point-defense systems that intercept incoming missiles and aerospace craft.
Player Reference
| Confidence Levels |
Green, Regular, Veteran, Elite |
| Die Types Used |
D4, D6, D8, D10, D12 (higher = better) |
| Ground Scale |
1” = 100 meters |
| Max LOS Range |
60” (ground-based) |
| Vehicle Size Classes |
1 (Very Small) through 5 (Very Large) + Oversize |
| Mobility Types |
Tracked, Wheeled, GEV (Hover), Walker, Grav |
| Power Plants |
CFE, HMT, FGP, FFC |
| Weapon Categories |
Direct Fire, Guided Missiles, Artillery, ADS |
| Force Organization |
|
| Combat Group |
Command unit + 3-5 elements |
| Infantry element |
Carries 4 capacity points |
| Powered Infantry element |
Takes up 8 capacity points |
| Cargo load |
4 points of capacity per load |
| Typical force |
3-5 Combat Groups per side |