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(SG2] Orbital Insertion (an alternative approach to calculatin

From: Thomas Barclay <Thomas.Barclay@s...>
Date: Tue, 6 Oct 1998 23:30:16 -0500
Subject: (SG2] Orbital Insertion (an alternative approach to calculatin


Has it occured to anyone else that the rules for Orbital (or for that
matter parachute) insertion in SG2 are not only fairly harsh (presumably
given 2185 technology) and also don't take into account unit quality (I
realize only vets or elite can do it)? Seems to me that scattering an
average of 11 inches from your drop point (110 meters) pretty much
gaurantees an average dispersion in an orbital drop of 220m for a squad.
And that's diameter... all members could scatter in different
directions. And if anyone is lucky enough to land close to the jump
point, he's injured! (Yes, it is a simple mechanic, but it sort of
penalizes an accurate drop which seems to be the opposite of RL). And
the injury is automatic - no amount of heavy powered armour can protect
you. Apparently the PA can offer you some (admittedly limited) defence
against an MDC/3 round, but none against a drop injury?

I was thinking that the following might be appropriate:

To Drop On Target: 
Roll Unit Quality die vs. Landing Difficult Die. 
Landing Difficulty Die:
Parachute Drop (low-mid altitude): D4
HALO: d6
Orbital Insertion: d8
Modifiers to Difficulty Die:
Windy: +1 ds
Very Windy: +2 ds
Rain/Snow: +1 ds (plus wind conditions)
Drop Beacon on ground at LZ: -1 ds 
Equipment Quality	Basic: No Modifiers
			Enhanced: -1 ds
			Superior: -2 ds
Hot Landing (taking fire as you drop): + 1 ds
Terrain 	Hills: +1 ds
		Mountians: +2 ds (due to thermals, updrafts)
		Forest: +1 ds 

If Unit Quality Die < Landing Difficulty Die: 
Drop Center-Of-Drop Counter From: 36"
Scatter Distance around center-point: 
PD: D8
HALO: D10
Orbital: 2xD10
Wounded on a 1 (no impact roll). May be wounded on a 2 (Impact D12 vs.
armour).

If Unit Quality > Landing Difficulty Die, but not 2x Landing Diff Die:
Drop Center-Of-Drop Counter From: 24"
Scatter Distance around center-point:
PD: D6
HALO: D8
Orbital: 2xD8
May be Wounded on a 1 (impact of D10 vs armour).

If Unit Quality 2x Landing Difficulty Die or more:
Drop Center-Of-Drop Counter From: 12"
Scatter Distance around center-point:
PD: D4
HALO: D6
Orbital: 2xD6
May be Wounded on a 1 (impact of D6 vs. armour).

This means that a well trained unit with good equipment dropping into
reasonable terrain has a better chance of arriving roughly where they
wanted to be with less injury. Of course, jumping into a mountain forest
during high winds with poor equipment should still be fairly lethal. 

Remember also to apply the rule that any chit that bounces off the table
as a center-of-drop counts as a lost unit, and any figure that ends up
in harsh terrain is lost on a 1-2 on a unit quality die. Any vehicle
dropped in harsh terrain is lost on a 1-5 on quality die. In urban
terrain,vehicles lost automatically and trooops lost on 1-4. On open
water, troops lost automatically, PA on 1-3 as they may be able to wade
ashore.

/************************************************
Thomas Barclay		     
Voice: (613) 831-2018 x 4009
Fax: (613) 831-8255

 "C makes it easy to shoot yourself in the foot.  C++ makes
 it harder, but when you do, it blows away your whole leg."
 -Bjarne Stroustrup
**************************************************/


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