Star Grunts II Squad Generation Point system [Long]
From: "Phillip E. Pournelle" <pepourne@n...>
Date: Wed, 16 Jul 1997 11:10:52 -0400
Subject: Star Grunts II Squad Generation Point system [Long]
Hello,
In my quest to generate a campeign system that spans Full
Thrust, Dirtside
and StarGrunts, I have borrowed from Steve Gibson's point system and
come
up with the following point system.
The goal was to enable players to have a quick reference to
throw one of
games together or generate campeigns that flow through the three game
systems. Previous analysis determined 1 Full Thrust Point was equal to
about 60 Dirtside Points. The result is a system that should enable
players to generate equal forces on the battlefield. However, Jon is
quite
right in that when you combine factors such as morale, playing field,
role
(attacker, defender, etc) this chart is not fool proof. It is supposed
to
be a general guide to help people put games together.
Each of the Values below are for a single man, to generate the
point cost
you will have to multiply the cost by the number of men in the team and
then add the heavy weapons, etc. For squads with a heavy weapon
element,
generate the two team seperately, say five Soldiers in the rifle team
and
three Soldiers with SMGs plus the SAW in the heavy weapon team.
Once all the men have been equipped from tables 1 thru 4. Add
them up and
multiply them by table 5.
The lists also show how to translate the squads up to Dirtside
II and back
as well.
Table 1 Armor
Armor Type SG:Die Type DS:Hits to Kill* Cost per Man
Basic D4 2 0.5
Partial LT D6 3 1.0
Full LT D8 4 2.0
Light Power D10 5 4
HVY Power D12 6 6
* Hits to kill a 5 man team. For example a three man HVY
Weapons team
with Full LT armor 3*4/5=12/5=2.4 Three hits. A four man attack squad
in
HVY Power 4*6/5=24/5=5
Table 2: Movement
Movement SG DS Cost per Man
Foot 6" 2" 0.0
Scout 8" 4" 1.0
Calvery/Power 12" 6" 2.0
Motorized 15" 8" 3.0
Jump jet 15" 8" 4.0
Skimmer 15" 8" 5.0
Table 3: Weapons
Weapon Range Firepower Impact Cost per Man
Lt Auto Pistol CC 1 D6 0
Hvy Auto Pistol CC 1 D10 0.25
SMG CC 3 D8 0.5
Shotgun CC 3 D8 1.0
Hunting Rifle 1 D10 0.75
Lt Assault Rifle 2 D8 0.75
Lt Assault Rifle w/GL 3 D8 1.0
Advanced Combat Rifle 2 D10 1.0
ACR w/GL 3 D10 1.5
Gauss Rifle 2 D12 2.0
Gauss Rifle w/ GL 3 D12 2.5
Squad Assault Rifle D8 D10 4.0
Gatling SAW D10 D10 5.0
Gauss SAW D10 D12 6.0
Infantry Plasma Rifle D6 D12 7.0
Automatic Grenade Launcher D12 D8 4.0
Multiple Launch Pack D8 D8 6.0
IAVR D10 D12 1.0 per shot
Table 3.5
Effect of these weapons on DSII:
Weapon/Cost Range/Damage chits
Close Medium Long Infantry
Plasma 2" 4" 6"
Cost: 8 All Red Yellow Yellow
(draw 3)
Auto GL 4" 6" 8"
Cost: 3 1/2 Red/Yellow Yellow 1/2 Green Yellow
(draw 3)
MLP 6" 12" 18"
Cost: 6 1/2 Red&Yellow 1/2 Red&Yellow 1/2 Red&Yellow 1/2
Yellow(D3)
IAVR 4"
Cost:3 Red&Yellow Draw 2
Table 4: Close Assault Weapons
Weapon Close Assault Die Shift Cost per Man
Pistol/SMG +1 Pay from Table 3
Sword/Axe +1 0.25
Shotgun +2 Pay from Table 3
Flamer +2 0.5
Power Sword/Hull Cutter +3 1.0
Light Saber +4 2.0
Table 5: Troop Quality Multiple
Troop Type Quality Die Dirtside Multiple StarGrunt
Multiple
Elite D12 1.5 2.0
Vetran D10 1.35 1.7
Regular D8 1.20 1.4
Green D6 1.0 1.0
Untrained D4 0.75 0.6
The reason for the two multiples is the effect of the quality
die in the
two games. In SG the QD is very significant as it affects range, fire
effectiveness, morale, comms etc. However in DSII the QD is not so
extreme.
Please comment on this. I intend to use it for a campeign and
want to
find the bugs before it gets going.
Thanks,
Phil P.