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Re: [GZG] [SG2] A few house rule questions.

From: Allan Goodall <agoodall@h...>
Date: Thu, 31 Mar 2011 21:56:45 -0500
Subject: Re: [GZG] [SG2] A few house rule questions.

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http://mail.csua.berkeley.edu:8080/mailman/listinfo/gzg-lOn Thu, Mar 31,
2011 at 2:56 PM, Seamus <fomorianwolf@gmail.com> wrote:

>
> 1.) Regarding the revised quick-and-dirty fire resolution from
Hyperbear
> (Armor D4=AV2; D6=AV3; D8=AV4; D10=AV5; D12=AV6), what would be the
best way
> to apply this system to vehicles?
>
>
I haven't really played around with changing armour on vehicles. The
issue
with squad armour is that you have quite a few rolls to make for
penetration
versus armour over the course of a game. One successful hit could result
in
2, 3, 4 or more armour rolls. With vehicles, one hit results in one
armour
roll, so it's not as big a deal.

> 2.) I know that the Electronic Warfare rules are incomplete, but what
would
> be a good way to patch the holes?
>
>
I posted my house rules for EW on my web site.

> 3.) Since SG doesn't have an M2/L2 equivalent and the RFAC/1 isn't
much
> more effective (as written) than an advanced assault rifle,
> I'm thinking to increase the damage of this weapon to 1D10 x1.5
> Does this sound like a good idea?
>
>
In the vehicle rules I've been kicking around for a bit, I played around
with RFAC/1s.

The issue is that heavy weapons roll with a D8 impact die. This
represents a
big gun -- like a large cannon -- firing at a squad. That works for
single
shot big guns, but not something like an RFAC, which is actually pretty
good
at dispersed targets.

So, what I did was change the impact die for the RFAC to D12 x the size
class. An RFAC/1 has a D12 impact, and RFAC/2 has a D12x2 impact, even
against dispersed targets.

I'm also thinking that maybe they should have to make a morale check,
too.

-- 
Allan Goodall		 http://www.hyperbear.com
awgoodall@gmail.com
agoodall@hyperbear.com


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