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Re: [SG 2] Infantry weapons combinations

From: Warbeads@a...
Date: Tue, 21 Dec 2004 00:30:33 EST
Subject: Re: [SG 2] Infantry weapons combinations

 
 
In a message dated 12/20/04 6:58:36 PM Pacific Standard Time,  
adrian@stargrunt.ca writes:

>Subject: [SG 2] Infantry weapons  combinations
>
>Leaving APSWs and other crewed weapons, dealing  only with 
'slugthrowers'
and 
>ignoring melee weapons; it  appears there are nine  combinations of
small
arms.
>  
>LTAR and SAW
>LTAR and Rotary SAW
>LTAR and Gauss  SAW
>AAR and SAW
>AAR and Rotary SAW
>AAR and Gauss	SAW
>Gauss rifle and SAW
>Gauss rifle and Rotary SAW
>Gauss	rifle and Gauss SAW

Are you lumping in underslung-grenade launchers  with your AAR and Gauss
Rifles here?

In game terms, you might stat  out your weapons like this:

LTAR - firepower 2, impact d8
AAR -  firepower 2, impact d10
Gauss rifle - firepower 2, impact d12

but if	you add an underslung grenade launcher to the rifles, you get an
FP1
bonus,	so

LTAR/GL - fp 3, imp d8
AAR/GL - fp 3, imp d10
GR/GL - fp 3,  imp d12

This is reflected in the basic TO&E's shown in the back of  the
rulebook.
The NAC forces use an AAR/GL combo, for example, while the  FSE have a
Gauss
Rifle with no GL.

It means that there are actually  18 combinations of weapons:

>LTAR and SAW
>LTAR and Rotary  SAW
>LTAR and Gauss SAW
>AAR and SAW
>AAR and Rotary  SAW
>AAR and Gauss SAW
>Gauss rifle and SAW
>Gauss rifle and  Rotary SAW
>Gauss rifle and Gauss SAW

and then

>LTAR/GL  and SAW
>LTAR/GL and Rotary SAW
>LTAR/GL and Gauss  SAW
>AAR/GL and SAW
>AAR/GL and Rotary SAW
>AAR/GL and Gauss  SAW
>Gauss rifle/GL and SAW
>Gauss rifle/GL and Rotary  SAW
>Gauss rifle/GL and Gauss SAW

for a firepower/impact range of  fp 2, imp d8 all the way up to fp3,
impd12.
This makes a pretty big  difference in game terms, particularly
depending
on your squad  sizes.

If you want a weak force, for example, use six-model squads with  the
feeblest weapons (this would be a weak low-tech force), so five models 
with
fp2/impD8 rifles and one with a SAW (fp d8/imp d8).  If they were 
"regular"
quality, your best shot would be: d10 (rifles) + d8 (saw) + d8 
(quality).
If you upgrade them to an 8-model squad, then they get to toss a  d12,
and
that helps...

If you want to balance out low-tech with  high-tech while using this
wide
spread of weapons, you can do it with squad  sizes.  So, your lowest
tech
force has a squad as described (8 - 10	troops with rifles, one SAW). 
Your
highest tech force could have 4 -  6 model squads armed with GR/GL +
G-SAW
(so, FPd10 for rifles, even with  just three figures shooting, FPd12 for
G-saw, and their quality die - say a  d8 at regular).  This second squad
is
throwing the same "weight of  dice" with four models as the 10-model
lower
tech squad.  The  lower-tech squad, however, can lose three riflemen
before
their firepower  is affected.  The high-tech squad can't lose any.  This
makes up  for their better impact rating and more flexible force (more
smaller  units), and allows you as the GM another tool for balancing  
scenarios.

-Adrian

Actually I was leaving out GLs for now as a simplifying  starting point
since 
some the squads have none, some or all of the riflemen	equipped with
GLs...
 
Gracias,

Glenn  "warbeads"


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