Prev: Re: GZG-ECC 7 Gallery Pics Next: SG2 ] Points System

Re: [SG2 ] Points

From: kevinbalentine@v...
Date: Mon, 08 Mar 2004 08:37:15 -0600
Subject: Re: [SG2 ] Points

On 7 Mar 2004 at 15:02, Laserlight wrote:

> kevinbalentine@verizon.net wrote:
> 
> > If you're not going to count the impact, why do you want to count
the 
> > armor? Unless you can actually kill what you hit, you won't degrade 
> > their firepower and you will have to keep spending actions to keep 
> > them suppressed.
> 
> Becaue armor does have a function in keeping you alive, where as
Impact 
> doesn't necessarily have any effect on causing casualties (eg a
support 
> weapon firing with the squad).  I'm not saying we shouldn't have a 
> factor for Imp later, but it's not as important as FP and nowhere near

> as important as quality.
> 

The points system my gaming group developed takes a slightly 
different approach. We start at a base 1 point per soldier then add to 
that the points for his weapon, armor and any special abilities 
(sniper, medic, etc.).

Weapons are graded by a formula that takes into account firepower, 
impact and range (the cost is adjusted by the number of range 
bands the weapon fires into. Close only weapons cost 1/5 of the 
total price because they have 1/5 the range of a rifle.)

Armor is zero-lined at a d4. D4 armor costs 0 points, d6 armor costs 
2 points and so forth until you get to power armor. Power armor is 
more expensive because it may add movement, a close combat 
bonus and its medical abilities for the wearer.

While we usually draw the quality and confidence of the troops, we 
have included modifiers to the final price for both if we decide to 
purchase them.

For vehicles, we use the Dirtside design system and points.

When we get together for a points game, we generally decide to do 
so many points of infantry and so many points of vehicles.

I'll post the whole pointssystem for your perusal in a few minutes.

Prev: Re: GZG-ECC 7 Gallery Pics Next: SG2 ] Points System