StarGrunts II Squad Generation Point system [long]
From: "Phillip E. Pournelle" <pepourne@n...>
Date: Mon, 8 Sep 1997 12:04:25 -0400
Subject: StarGrunts II Squad Generation Point system [long]
Hello,
A number of folks have asked for me to repost my squad
generation system
that spans Full Thrust, Dirtside II and StarGrunts.
The point system below is based on DirtSide II and can be translated
to
Full Thrust at a ratio of 1 Full Thrust point to 60 DirtSide II points.
It is impossible to correct for all factors in a game or
scenario, so
please be patient. This is designed to give folks who are trying to
design
a campeign or have a basis for a pick up game to use a quick reference.
Each of the values below are listed for a single man. To
generate the
final cost for a squad, you must sum up the cost per man on tables 1
thru
4, multiply it by the number of men in the squad and then multiply that
total by the morale modifiers on chart 5.
For a Campeign, I recommend that you have all initial troops be
regular
and all purchased during the campeign be green to start. This requires
that each side have the same number of points devoted to ground and
space
forces...
These tables should enable you to translate the effects of the
squads to
DirtSide II 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
LT Power D10 5 4.0
HVY Power D12 6 6.0
*- These are hits to kill a DSII 5 man team. For example a
three man HVY
weapon team with Full LT armor 3*4/5=12/5=2.4 or three hits to kill. A
four man attack squad in HVY power armor $*6/5=24/5 or 5 hits to kill.
Table 2: Movement
Movement SG DS Cost per man
Foot 6 inches 2 inches 0.0
Scout 8 inches 4 inches 1.0
Calvery/Power 12 inches 6 inches 2.0
Motorized 15 inches 8 inches 3.0
Jump Jet 15 inches 8 inches 4.0
Skimmer 15 inches 8 inches 5.0
Table 3: Ranged weapons
Weapon Range Firepower Impact Cost per man
LT Auto Pistol CC 1 D6 0.0
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 D6 D12 7.0
Auto Grenade Launcher D12 D8 4.0
Multiple Launch Pack D8 D8 6.0
IAVR D10 D12 1.0 per shot
Table 3(a)
Effect of special infantry weapons on DSII
Weapon/Cost Range/Damage Chits
Close Medium Long
Infantry Plasma
2 inches 4 inches 6 inches
Cost: 8 All Red Yellow
Auto GL
4 inches 6 inches 8 inches
Cost: 3 1/2 Red&Yellow Yellow 1/2 Green
MLP
6 inches 12 inches 18 inches
Cost: 6 1/2 Red&Yellow 1/2 Red&Yellow 1/2 Red&Yellow
IAVR 4 inches
Cost: 1 per man 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 efeect of the quality
die is far
more severe in SG than in DS. In SG the QD effects: range for spotting,
range for firing, fire effectiveness, morale, communications, etc.
However in DS the QD is not so extreme.
Please comment on this. I have taken a lot of ideas from a
number of
people both on this list and in their web sites and so cannot claim
credit
for all of the work.
Table 6: Buying leaders
The following chart shows my cost estimate for buying leaders.
It assumes
that a good platoon leader would be an excellent squad leader but a weak
Company leader. You can use this chart to buy the billet, in which case
replacements are obtained using the usual chart (and cannot be
promoted!).
However, if leaders are purchased like characters then the replacement
must
be drawn from the organization such as the next lower echelon commander
or
a staff officer. These character leaders may be promoted using chart 7.
Note: These costs are updated from my last. The others were too
expensive.
Leadership Squad Platoon Company Battalion Brigade Corps Cost
A 3 10
B 2 3 20
C 1 2 3 30
D 1 2 3 50
E 1 2 3 70
F 1 2 3 90
G 1 2 110
Table 7: Promotion
If you use the character option for a leader, those characters
have an
opportunity to be promoted or demoted based on their preformance during
a
battle.
To roll on the chart, the character must have made a morale
check during
the battle. For an addition modifier, the opposing force must have been
equal to or larger than the force under his command, or the total number
of
units he affected must be equal to or greater than his own. For an
enemy
of a larger force make the number of additive modifiers equal to the
appropriate number of equivelant units.
Die Roll Effect
1 or less Demote
2 thru 5 retain
6 or more Promote
Die modifiers
-3 If unit under characters command routed.
+1 If unit under characters command lifted suppression at least once
(max +1)
+1 per seperate enemy unit that unit under character's command routed.
+3 per seperate enemy unit that unit under character's command
destroyed.
Routing and destroying an enemy unit is cumulative +4.
This same chart can be used to promote or demote the quality of
a unit
(i.e. change from Average to Vetran, etc.). However, green and
untrained
forces receive a +3 in addition to all other die rolls. Forces that are
demoted below green are disbanded, take their points and add it to the
pool...