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Re: Tech Levels and Quality on the SGII end

From: "Don M" <dmaddox1@h...>
Date: Mon, 27 Sep 2004 00:11:00 -0700
Subject: Re: Tech Levels and Quality on the SGII end

Very rough, but should scale the tech levels together.

Bows: FP 0.5, Impact d4
Crossbows: FP 0.25, Impact d6
Ballista: FP d4, Impact d8
Catapult: treat as light mortar
Trebuchet: treat as heavy mortar

*** Could work if the Ballista,Catapult
and Trebuchet have a much lower rate of fire.

Bolt Action Rifles: FP 1, impact d8
Automatic rifles: FP 2, impact d8
Kinetic SAW: FP d8, Impact d8
LAW: FP d6, Impact d10*
Laser rifles: FP2, Impact d10
Laser SAW: FP d8, Impact d10
Plasma Carbines: FP 2, Impact d12
Plasma SAW: FP d10, Impact d12

***These are good as is , my thanks.

Psion blast: FP d6, Impact d6*
***Treat as chemical grenade/mortar.

Light medieval armor: d6
light modern armor/heavy medieval armor: d8
light PA/heavy modern armor: d10
heavy PA: d12

***Also good as is.....)

Close Quarters Battle:
For each step difference in armor die, the higher combatant gets a +1
die
shift to their Q-die during resolution.  Apply shifts for melee weapons
and
flamers as normal in addition to this.
eg. a Yellow peasant in light medieval armor (d6) and pike faces off
against
a Blue soldier in heavy modern armor (d10); the soldier gets a +2 die
shift
in close combat for higher tech level, but the peasant gets a +1 for
having
a melee weapon.  The soldier ends on a d12 and the peasant a d6; still
possible for the peasant to get lucky.

Brendan I like what you came up with here, and on such short notice lol.
A further campaign constraint will be that every nation/noble house will
start off with the same percentage of high and low tech classed troops
available to them. Will force their hands somewhat........)

Don

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