This unit is a Dirtside II-sized "combat group" (understrength battalion) of Zhodani regulars. While not representing any particular Zho batallion, it provides a representative mix of Zhodani special and support units for game purposes.
The combat group (Zho Groupment) is composed of two standard Lift Infantry Companies (Zho Squadrons), with two Aerospace gunship Flights and one Commando platoon (Zho Detachment) attached. Unit compositions are from the semi-official Zhodani Military Organization in JTAS #11.
Psionics: The Zhodani have a caste system based on psionic ability. This carries over to their military; all officers and special-forces commandoes are psionic. For Dirtside purposes, Zho psionics have the following effects:
- Except where otherwise specified, psis have the effect of enhancing communications (via telepathy) and reconnaissance/field intelligence (via telepathic scan and clairvoyance).
- Line infantry platoons will have two psis/platoon; militia platoons one psi/platoon. Designate the stand(s) of the platoon containing the psis.
- Command groups will have two to four psis each, in the HQ vehicle(s).
- Aerospace flights will have psis in either half or all gunships. If half, they will be organized into elements of one psionic officer and one non-psi wingman; designate which gunships have the psis.
- Commando units are all psionic. Specifically, psionic teleports. They insert and extract by teleportation, but have no other special psi powers and do not otherwise count as psionic. For game purposes, teleports can make 1 1/2 jumps per game; one to insert/extract, and one emergency extraction. Emergency teleports require one turn to prepare, during which the infantry stand cannot be engaged in combat.
TO&E:
6 platoons infantry - each 4 APCs + 8 rifle teams (line+1 equipped). Points value 740/platoon.
2 command groups - each 1 HQ/APC + 1 ADS vehicle + 1 light artillery vehicle + 1 assault gun. Points value 1023 + artillery ammunition/group.
2 aerospace flights - each 2 "Princely Lord" aerograv gunships + 2 "Silent Grasp" aerograv gunships. Points value 1268/flight.
1 commando detachment - 8 power armor stands (APSW + Superior GMS/L); insert & extract by teleportation. Points value 1040 (based on Gibson Alternate Infantry Point System).
Total points value 10062 + artillery ammunition.
Basic APC:
MEDIUM vehicle (class 3), GRAV movement, FGP power, Armour 3.
1xMDC/2 in turret with SUPERIOR FireCon, 1xAPSW.
ENHANCED ECM, capacity for 2 infantry teams.
Basic/Effective Signature 3 (D8).
POINTS VALUE 125 + cost of infantry carried.
Command APC (Zho Command Sled):
MEDIUM vehicle (class 3), GRAV movement, FGP power, Armour 3.
1xMDC/2 in turret with SUPERIOR FireCon, 1xAPSW.
SUPERIOR ECM, COMMAND/CONTROL CENTRE.
Basic/Effective Signature 3 (D8).
POINTS VALUE 240.
ADS Vehicle (Zho Point Defence Sled):
MEDIUM vehicle (class 3), GRAV movement, FGP power, Armour 3.
1xENHANCED ADS, 1xAPSW.
ENHANCED ECM.
Basic/Effective Signature 3 (D8).
POINTS VALUE 393.
Light Artillery Carrier (Zho MRL Sled):
MEDIUM vehicle (class 3), GRAV movement, FGP power, Armour 3.
1xLIGHT MRL (light artillery), 1xAPSW.
Capacity for two additional loads of ammunition
APFC, ENHANCED ECM.
Basic/Effective Signature 3 (D8).
POINTS VALUE 158 + cost of ammunition.
Assault Gun (Zho Gun Sled):
MEDIUM vehicle (class 3), GRAV movement, FGP power, Armour 3.
1xIFG/4 in hull, 1xMDC/2 in turret, SUPERIOR FireCon, 1xAPSW.
APFC, ENHANCED ECM.
Basic/Effective Signature 3 (D8).
POINTS VALUE 232.
"Princely Lord" Gunship:
SMALL vehicle (class 2), GRAV-AEROSPACE movement, FGP power, Armour 2.
1xIHEL/4 in hull with SUPERIOR FireCon, BASIC PDS.
SUPERIOR ECM, STEALTH-1.
Basic Signature 2, Effective Signature 1 (D12).
POINTS VALUE 304.
"Silent Grasp" Gunship:
SMALL vehicle (class 2), GRAV-AEROSPACE movement, FGP power, Armour 2.
1xIFG/3 in hull with SUPERIOR FireCon, 1xGMS/H (SUPERIOR) or 1xOrdnance Load.
SUPERIOR ECM, STEALTH-1.
Basic Signature 2, Effective Signature 1 (D12).
POINTS VALUE 330.
Striker Tech Level Enhancements
The above uses stock Dirtside II maxima of Armour = Vehicle Size Class and SUPERIOR systems quality. Armour and systems quality can be maxed out for TL14 as follows:
- Armour raised to maximum of Size+2 ("ground vehicles" only)
- SUPERIOR systems enhanced to SUPERIOR+1
Vehicle/Unit | Enhancements | Points |
---|---|---|
Basic APC | SUPERIOR+1 FireCon | 129 + infantry |
Command APC/Command Sled | SUPERIOR+1 FireCon & ECM | 270 |
ADS Vehicle/Point Defence Sled | (none) | 393 |
Light Artillery Carrier/MRL Sled | (none) | 158 + ammunition loads |
Assault Gun/Gun Sled | SUPERIOR+1 FireCon | 240 |
Gunship/Princely Lord | Armour-4, SUPERIOR+1 FireCon & ECM | 373 |
Gunship/Silent Grasp | Armour-4, SUPERIOR+1 FireCon, GMS/H, ECM | 412 |
Infantry Platoon | 756 | |
Command Group | 1061 | |
Gunship Flight | 1570 | |
Commando Detachment | SUPERIOR+1 GMS/L | 1160 |
Total Combat Group | 10958 + artillery ammunition |