Prev: Re: [SG2] Vehicle Questions... Next: Re: [SG2] Vehicle Questions...

Re: [SG2] Vehicle Questions...

From: agoodall@i... (Allan Goodall)
Date: Wed, 06 Jan 1999 03:49:56 GMT
Subject: Re: [SG2] Vehicle Questions...

On Wed, 6 Jan 1999 11:39:03 +1000 , "Glover, Owen"
<oglover@mov.vic.gov.au>
wrote:

>IMHO your conversion for a Traveller to SG is the problem. If every
>individual in the squad has such powerful weapons you might need to
approach
>a Skirmish style gameplay. Have every inidvidual as a seperate figure!?
Not
>my ideal and it would probably raise as many extra problems as it
solves.

Actually, as I mention elsewhere, there are plenty of historical analogs
for
multiple support weapons in a squad, from multiple automatic weapons to
multiple anti-tank weapons. There are also a number of science fiction
universes where this is the case, too. True, SG2 may not be able to
handle
this... it is a generic system, though. If it forces you to restrict the
number of vehicle killing weapons given within a squad, it can not
handle
historical games and it can not handle certain SF backgrounds. It is
married
to a background where one squad = one support weapon. That may not be a
failing of a game based on Jon's fictional universe, but it is a failing
if
the system is trying to be truly generic.

That having been said, I'm sure with some thought we can come up with a
way of
handling it.

>On reflection, I actually would prefer the four troopers each rolling a
qual
>die and FP die vs a single range die for the vehicle (similar to Close
>combat resolution) might give you the desired result? Lots of dice
rolling
>but there is going to have to be some compromise.

Actually, it may not be that bad an idea after all. 

Allan Goodall		       agoodall@interlog.com

"Surprisingly, when you throw two naked women with sex
toys into a living room full of drunken men, things 
always go bad." - Kyle Baker, "You Are Here"


Prev: Re: [SG2] Vehicle Questions... Next: Re: [SG2] Vehicle Questions...