Dirtside II

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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

Setup

  1. Players agree on a scenario, point values, or force compositions.
  2. 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).
  3. Set up terrain on the game table. Recommended ground area is 4’ x 6’ for 1:300 scale.
  4. Deploy forces according to the scenario rules. Hidden deployment is optional.
  5. Determine first player (dice roll or scenario rules).

Turn Structure

Each game turn follows this sequence:

  1. Encounter Battles: Resolve any meeting engagements if applicable.
  2. Attacker/Defender Battles: Resolve based on scenario type.
  3. Deployment Phase: Place arriving reinforcements.
  4. 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.
  5. End Phase: Check victory conditions, morale, objectives.

Actions

Movement

Combat - Direct Fire

  1. Check Line of Sight (ground-based LOS up to 60” maximum range; blocked by elevated ground, buildings, woods).
  2. Determine range band (Close, Medium, Long based on weapon class).
  3. Attacker rolls firepower die vs. defender’s armor die in opposed roll.
  4. If attacker’s roll exceeds defender’s, a hit is scored. Apply damage results.
  5. Weapon types: Direct Fire (HEL, DFFG, HVC, RFAC, MDC), each with different size classes affecting firepower die type.

Combat - Artillery

Combat - Aerospace

Confidence and Reaction

Infantry Combat

Scoring / Victory Conditions

Victory is scenario-dependent. Common objectives include:

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

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