Prev: RE: Dirtside campaign / FT Traveller Next: Re: Disruptors (Upgraded to FB rules)

Stargrunt/Dirtside

From: jatkins6@i... (John Atkinson)
Date: Sun, 10 May 1998 21:24:21 -0500 (CDT)
Subject: Stargrunt/Dirtside

Got my copy of Stargrunt a few days ago, so pardon the newbie 
questions, but I'm trying to work out TO&Es which are usable for both 
DS and SG.  Easy with the unarmored infantry (squad=2 Dirtside teams, 1 
rifle team=4 men).  But the Power Armor is driving me up the wall.  The 
only way I can see to make it work with a 6-man squad of power armor is 
to call a team of PA 3 men, and reconfigure all my APCs to carry 2 
elements of Powered Armor.  Which only works (Folks, I'm NOT trying to 
use a size 4 APC for a single squad!) if you use the SG construction 
rules and an element of PA takes up 6 points of space, not 8.  Anyone 
think this would be too unbalancing?  This kinda limits the firepower 
of this APC to a GAC/1.  But how much fire support does it need?  

APFCs--how would I represent these in Stargrunt?  

APSWs--don't appear to have an equivelant in Stargrunt.  All the 
Stargrunt machine guns are one-man affairs, LMGs.  Or is an APSW team a 
team armed with 4xSAWs?  What happened to crew-served support weapons 
short of light AT guns (RFAC/1)?  

Finally, IAVRs and GMS/Ps.  In Dirtside all your good infantry (and 
some of your crappy infantry) carries IAVRs.  In Stargrunt GMS/Ps are 
issued at the rate of 1 per squad and screw the IAVRs.	I'm working on 
the basis that to qualify as carrying IAVRs in Dirtside, several have 
to be carried by the Stargrunt team.  And 1 GMS/P would translate to. . 
. I'm torn between a 1 or 2 chit GMS/L or 1 GMS/P=Dirtside IAVRs.  
Whatever.  Comments?

John M. Atkinson


Prev: RE: Dirtside campaign / FT Traveller Next: Re: Disruptors (Upgraded to FB rules)