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SG2 ] Points System

From: kevinbalentine@v...
Date: Mon, 08 Mar 2004 08:37:15 -0600
Subject: SG2 ] Points System

This is our system. It was developed by myself, Cameron Fairchild 
and Randy Stoda.

Base
Man - 1 point

Small Arms
Here is a suggested cost schedule for the small arms which takes 
into account not only the weapon's firepower, but also it's effective 
range and impact. I loathe math, but for anyone who cares, the 
formula I used follows the list.

Improvised firearm -	 .1
Light autopistol -	  1
Heavy autopistol -	  2
Machine pistol/SMG	  2
Assault shotgun -	  3
Hunting rifle - 	  2
Low-tech assault rifle -  2
Low-tech AR w/ GL -	  3
Advanced assault rifle -  3
Advanced AR w/GL -	  4
Gauss rifle -		  4
Gauss rifle w/ GL -	  5

***

Now, here is the idea behind the costs - 

First, a weapon's basic value is going to be its firepower, but that 
firepower is multiplied times the fraction of effective range bands it 
has. So, for all of these weapons which are close-range use only, 
their firepower is X 1/5, or X[one range band/five possible range 
bands].

Next, the impact "zero point" is set at the usual D8.
For each die-type up or down from that D8 that the weapon's impact 
is, a point is added or subtracted to the cost.

Finally, a point is added to the cost of the weapon for each die shift
it 
gives you in close combat - this is consistent with what we've 
discussed before for the costs of close combat weapons.

Rounding and fudging - Most fractions are rounded to the nearest 
whole number. This is pushed a bit to differentiate between the light 
and heavy pistols and to make the light pistol the TRUE bottom of the 
curve, instead of having the "improvised firearm" be the bottom of the 
curve.

On the improvised firearm - it is so out of the realm of the other 
weapons on the list that it's cost is almost just made up out of thin
air, 
with these considerations - it should cost SOMETHING, because it is 
more effective as a firearm than nothing at all. It costs a fraction 
instead of a whole number because, as I said, it is outside the scale 
of the other firearms. And it costs a fraction of a point because I 
thought as rarely, if ever, we use it at all, dealing with that one 
fractional cost won't be a pain in the ass. Consider the following - a 
20-man pack of Regular natives with bows or muskets can only fire 
out to 8", will roll only a D10 for firepower if all 20 of them fire at
the 
same time, and will roll only a D4 for impact. That makes that whole 
20-man group not even as effective firing as only 3-men with 
advanced assault rifles w/ grenade launchers - in fact, much less 
effective when you count the impact and the range.

Support Weapons
Make the points cost of a support weapon the average of its 
penetration die and firepower die.

Regular SAW = d8 firepower + d10 pen/2 = 9 points
Rotary SAW - d10 firepower + d10 pen/2 = 10 points
Infantry Plasma Gun = d6 firepower + d12 pen/2 = 9 points

I think for missile and rocket launchers, the cost ought to be for the 
launcher and one round - additional rounds cost HALF the cost of the 
launcher.

Armor
D4 is no armor (basic battle dress), right? So if we zero out that 
rating (D4 = 0 points), then the other armors should point out at their 
die type MINUS four points... partial light (D6) = 2 points, full light 
(D8) = 4 points.

Specialists
Medic = 6 points (in this case, it is not a question of what die is
rolled, 
but rather, HOW MUCH OF AN IMPROVEMENT over non-medic 
treatment the medic's results can be)

Sniper = 30 points (plus his weapons, equipment, etc.)

Flamer = 4 points (2 points for two close combat die shifts, then 
doubled, for terror weapon)

ECM = die type in points in addition to other trooper costs (this is for

a trooper only - vehicle ECM costs are covered in Dirtside's points)

Jump packs = 4 points (2 points for the extra 6" movement, 2 points 
for the benefits which flight can allow, like jumping over terrain)

Since SG is scaled for skirmish combat, there is nothing wrong with 
paying only for slow tracked and slow GEV speeds on vehicles 
instead of the fast speeds

Power Armor
Per man:
Fast Power Armor = 20 points
(D12-4 = 8 points for armor die... 2 points for faster
movement... 2 points for auto medic... 8 points for
doubling die roll in close combat, based on the fact
that the average die used in close combat will START
at D8 before shifts)

"Light" Power Armor = 18 points
(Two points less for the D10-4 = 6, instead of the
D12)

Heavy (slow) Power Armor = 18 points
(D12-4 = 8 points for armor die... 2 points for auto
medic... 8 points for doubling die roll in close
combat)

Test Leadership Ratings
Here is an alternative if we wish to point them out instead of drawing 
them randomly - 
Untrained - x .25
Green - x .5
Regular x 1.0
Veteran - x 1.5
Elite - x 2.0

Again, leaders should be drawn, but if we wanted to
point out the squad paying for leaders - 
3 - x .75
2 - x 1.0
1 - x 2

Artillery and Vehicles
Cost as per Dirtside

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