SGII Campaign Idea
From: dadams@p...
Date: Tue, 1 Feb 2000 14:12:35 +1000
Subject: SGII Campaign Idea
This is just idle musing , based on the narative campaign that was used
for the
SGII games at Cancon 2000.
With a campaign, especially withe SGII and its agressive no-points
system, it
can be hard to justify why a player has 1 platoon of power armour
supporting a
regiment of Size 5 Grav tanks on the outer reach of known space. This
system
will allow both a guide to what forces are deployed and their tech
levels, as
well as provide scenerios for play. This system still needs a GM to stop
abuse,
but should be elegent enough to allow play. It has not been playtested.
1. Force Availability.
Each player in the campaign can have 4 to 10 unit allocations. The
composition
will be based on an agreed apon TOE (generally Company Level with
support
Elements). Vehical designs should also be approved by a GM before being
allowed
in play.
An allocation point can be spent on the following:
1 Platoon of Infantry foot / truck mobile infantry or 1 Platoon of
Airborn
Infantry without transport (1 allocation)
Transport for Infantry platoon (1 allocation)
1 Platoon of Suppot (Armour/Walker/Arty/Aerospace) Size 1-3 (1
allocation) (1-5
assets)
1 Platoon of Support (Armour/Walker/Arty/Aerospace) Size 4-5 (2
allocations)
(1-5 assets)
Command / Control / Communications (Company / Regiment level) (1
allocation)
2. Tech Availability.
Tech is devidid into 3 groups, based on the normal catagories used for
FC and
ECM. This inclused Firepower rating of weapons (1 Basic, 2 Enhanced, 3+
Superior), Fire Control, ECM drivetrain types (Hover Enhanced, Grav/VTOL
Superior).
To increase a unit's tech , it costs 1 allocation per level (Basic to
enhanced,
enhanced to superior). This is an all or nothing cost. Example, if a
Tank
Platoon has Superior FC but Basic ECM, the cost would be paid as
Superior Tech.
3. Disadvantages
Disadvatages may be spent in order to get more allocations (1/4 of the
total
max). These are used to help determine scenerios, and may also impact
on the
fighting ability of the army in game terms. Any disadvantage may be
bought once
only, but some may allow more, see below for full listing. Each
disadvantage
gives 1 allocation.
Limited Logistics : Company has limited resources, (example, low fuel
ort ammo).
Make a check on each unit with a TL+1 , failure means 1 item unit
carries are
not available for the battle(missiles, ammo, fuel et al). If you roll
the
maximun on the dice, 2 items are unavailable for the battle
Limited Intel : The company has no battlefield intel or may have lost it
due to
losses. Allways deployes first and the opponant may keep 1-4 units
hidden.
Stradegic instalation : You have a static item (starport, mine, comms
center)
that has to be defended. You may allocate whatever resoirces to guard
it, but
all campaign player will know it excists, and some may have it as a
victory
objective. (may be bought more than once)
Assult! : You do not start with any forces on planet All forces must be
landed
from space. This maybe a problem, if FT is being used to determine who
controls
the system. (Generally assume that for the 1st turn, orbit is contested
or owned
by this player).
Green: 1/2 your forces are conscripts or just out of training.
(Determine
randomly, each squad that rolls 1-3 on a d6 looses 1 level of quality
(minimum
green).
Any feedback or flames welcome.
Darryl