GZG List archives -- September 2007

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Re: [GZG] [SG] Vehicle fire against infantry



On 9/19/07, Samuel Penn <sam@xxxxxxxxxxxxxxx> wrote:
>
> Does anyone have house rules for fleshing out SG vehicle weapons in
> a bit more detail?

I worked on a set, but they aren't in much of a condition to hand over
to anyone. I've been working on them for a couple of years. Last year
I started to use DS3 concepts to fix some of the SG2 issues. They
covered a raft of issues, including the difference between heavy
weapons designed for killing infantry versus "big shot" heavy weapons,
hull down aspect, six sided armour (top, bottom, front, rear, left,
right), more realistic missiles, etc., etc.

I haven't looked at them in at least 6 months, maybe a year. Part of
the reason is that until recently I didn't have anyone local
interested in miniatures, and they are more interested in historicals.
Part of the reason is that there's been so little discussion of SG2
that my interests have started to wane.

> What got me thinking about this was trying to design a Gunspider
> (SF25-65, anti-personnel version)[1]. Given that the model is
> about size 2, and is supposed to be anti-personnel, it'd be nice
> if there was a reason to choose a certain weapon configuration
> (as it is, twin RFAC/1 or GAC/2 makes absolutely no difference
> given its role). Sticking just SAWs on it soon runs into the
> limit on number of weapons and still leaves lots of empty space.

For RFACs, I gave them an impact of D12 x size class against infantry.
So an RFAC/1 did D12 impact, and an RFAC/2 did D12 x 2 impact. I left
the GAC as D8 impact, but that's in the first draft. The second draft
was going to address that.

> Also, does anyone have suggestions for Dirtside style SLAM
> systems or APFC in Stargrunt?

APFC was one of the things I had to work out.

Allan

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

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