Re: Star Grunts Point System (Beware flame war erupting...)
From: Darryl Adams <root@v...>
Date: Tue, 27 May 1997 22:22:39 -0400
Subject: Re: Star Grunts Point System (Beware flame war erupting...)
Here is a quick point system (Based on DirtSide II) I did up last night
at
work. It should give reasonable figures.
What the point system wont do :
1: Buy troop quality. I disagree with this rule. Let the scenerio or
dumb
luck deermine this.
2: Cover all eventualities.
What I want in return.
1. No flame wars. This is a discussion about a point system. If you
agree,
good. I believe that a scenerio should be used to determine what is put
on
the board. I see the point system as training wheels so that it weens
the
"model of the month" mentality out of a lot of players. If you disagree
with points , I dont want to hear about it. Instead of flaming me, write
a
scenerio engine that can cope with flkexable force deployments
(dependant
on model availability)
The ALPHA SGII Optional Points System
In order to use the system, determine what the figure is armed with
(either useing what the actual figure has, or what you want to have).
Common sence should be the main factor here.
1.. The costing of the SGII force is by figure.
1.1 Human
1.1.1 Trained (power / line in DSII) 1pt
1.1.2 Untrained (Militia) 0pt
1.2 Kravaak (insert later)
2. Armour
2.1 Battledress 0pt
2.2 Partial Light 1pt
2.3 Full light 2pt
2.4 Light Power 3pt
2.5 Heavy Power 4pt
(Power armour speed should be determined on the scerio, and the
percieved
tech level of your force)
3. Weapon
3.1 Infantry Weapons
3.1.1 Improvised 0pt
3.1.2 Light/Heavy Autopistol 0pt
3.1.3 SMG 1pt
3.1.4 Hunting rifle 1pt
3.1.5 Assault Shotgub 2pt ???
3.1.6 Low Tech Assault 1pt
3.1.7 Adv Tech Assault 2pt
3.1.8 Gauss Rifle 3pt
3.1.9 + Greade launcher +1pt
3.2 Support Weapons
3.2.1 Conventional MG 3pt
3.2.2 Rotary Cannon 4pt
3.2.3 Gauss 5pt
3.2.4 Plasma 5pt
3.2.5 Auto GL 4pt
3.2.6 MLP 3pt
3.2.7 IAVR (Per shot) 1pt
3.3 Missiles
B E S
3.3.1 GMS-P 10 20 30
3.3.2 GMS-L 20 30 40
3.4 Sniper Weapons
3.4.1 Conventional 5pt
3.4.2 Gauss 6pt
3.4.3 Laser 5pt
3.4.4 Heavy (Anti Vehical) 7pt
4 Infantry Roles
These points represent specialits and detachable troops. Care must be
used
to avoid abuse (Arming vehical crews with plasma guns and power armour
et
al). All specialist troops come with eirther autopistol or SMG (scenerio
specific or army specific)
4.1 Missile Crew (Min 2 per weapon) 10pt each (plus missile for
team)
4.2 Sniper 10ot + sniper weapon and armour
4.3 Engineer (Teams of 2+) 25pts
4.4 LAD 40pts (***comments please****)
4.5 Art Observer 50pt
4.6 Vehical crew 0pt (plus armour and weapon)
4.7 Heavy Weapon team (min 2+) 10pt (plus heavy weapon for
team)
4.8 Scouts 10pt + weapon and armour
4.9 EW trrope (***comments please***)
5. Heavy Weapons and Vehicals
Use DSII, as these rules derive off it.
------------------------------------------------------------------------
------
Darryl Adams
dadams@tig.com.au
"The rich kid becomes a junkie,
The poor kid , advertising,
What a tragic waste of potential
Being a junkie is not great either"
TISM : "Greg the Stop Sign"