GZG List archives -- February 2006

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Re: [GZG] MGs in SG2



Well, not to be too much of pain, but the DSII APSW is more indicative, machinegun-wise of a 7.62 than a .50. The .50 cal is capable of engaging lightly armored targets (APCs and the like) while the APWS, strictly speaking, is not capable of engaging armored targets at all.

There is a need for a class/0.5 weapon (which will be in DS3) to fit the role of the .50 cal.

I don't play SG, so I don't know how to factor the breakpoint between an M-60 and Browning .50.

John


--On Wednesday, February 15, 2006 5:48 PM -0500 Thomas Barclay <kaladorn@xxxxxxxx> wrote:


Claus was asking about MGs for vehicles....

I take a slightly more nuanced tack than the strict SG2 rules. The APSW
class in Dirtside II covers both AGLs like the AGS-30 and Mark 19 (belt
fed, automatic fire capable) and medium and heavy machine guns (such as
the MAG-58/C6/M249 and the Browing .50 M2HB).

It seems to me that the "SAW" in the rulebook doesn't do a good job of
capturing these sorts of weapons, nor does D4 fire control (manual fire
control) do justice to the sort of firepower they bring to bear.

So, when I use MGs, I use stats something like this:
Heavy MG - Firepower: D10 Impact: Either D16 or 2D8. (I have a bunch of
D16s... great dice!) Medium MG - Firewpower: D12 Impact: D10

This makes the .50 fairly dangerous to PA who are running with a D12
armour dice (and to soft-skinned vehicles).

It also captures the fact the bigger MGs sometimes have a lower RoF than
their smaller counterparts. (You can use D12 FP if you want a faster
firing version).

For the AGL, I think I'd use something like FP: D12 IMP: D12 or FP: D10
IMP: 2d8* depending on if they're firing HE or some sort of AP round.




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John K. Lerchey Assistant Director for Incident Response Information Security Office Carnegie Mellon University

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