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Re: [GZG] Stargrunt II rules questions

From: "Allan Goodall" <agoodall@h...>
Date: Wed, 5 Apr 2006 23:43:27 -0500
Subject: Re: [GZG] Stargrunt II rules questions

On 4/5/06,
<> wrote:
> Date: Wed,  5 Apr 2006 21:07:58 +0200 (CEST)
> From: le TiYo <>

> 1- How do you apply armor dice shift up for in cover vehicles :
> D12x2 becoming D12x3 if vehicle hull down behind soft cover
> by example?

The rules don't actually cover this (pardon the pun). The assumption
is that if you hit a vehicle the projectile missed the cover.

There are no official rules for hull down vehicles. I've been working
on my own vehicle extensions that would cover this, but the rules
don't. I suggest two ways you can handle this:

1) If the attacker is aiming at a hull down vehicle (or a vehicle
partly sticking out from behind a building, etc.) the size of the
vehicle drops based on how much of the vehicle is showing. A size 5
tank with only half the turret showing could easily be dropped to size
1 or 2.

The problem with 1 is that it's a bit subjective.

2) The other way of handling this is to come up with a table to see
what part of a vehicle was hit when part of it is hidden. If the
exposed part is hit, treat as a normal vehicle hit. If the protected
part is hit, add the protective factor of the cover to the armour of
the vehicle. For Hull Down it could be as easy as a D6 roll with 1 - 4
being a hull hit, and a 5 - 6 being a turret hit. It gets a little
trickier if the cover protects the vehicle horizontally instead of

Page 56 has armour values for buildings. I'm still trying to figure
out the armour value of a hill or berm.

(Oerjan, want to comment on protection due to berms and hills? How
easy is it, currently to hit a target that is hull down? Should hull
down afford a vehicle a size shift down, with shots either hitting the
exposed vehicle or missing entirely? How could you handle missiles,
which have the defending vehicle rolling an ECM die and don't take
cover or range into account at all?)

> 2- Smoke launchers : do you allow them a limited number of
> shots or free to use them for all the game?

I allow them unlimited use. Since SG2 games rarely last more than
about 10 turns, I didn't think it was worth limiting the smoke use.

> 3- About smoke again, is the smoke cloud created at 6" or up to 6"?

The rules specifically state 6". I understand there are modern
vehicles that can vary the range at which a smoke cloud appears, and
60 metres away seems awfully distant to me. I personally allow up to

I noticed you didn't ask the typical question of smoke: does it cost
an action to drop smoke? The rules don't say. I think the last time
the list thrashed this out the consensus was that it should cost an

> 4- MLP could they be fired by the same time trooper use his hand
> or should he have to choose between the two?

This isn't covered in the rules, but I allow Power Armour with MLPs to
launch them as a support weapon _and_ attack with their own personal
weapon, but I know others who don't allow this. It's your call.

> 5- Does an hovering airplane (helico, vtol, grav etc...) could be shot
> by IAVR or heavy weapons?

I have a house rule that says a grounded aerospace vehicle can be shot
at like a grounded vehicle, so IAVRs and heavy weapons fire at it like
it was a tank or a truck. I would allow the same thing against
hovering vehicles.

> 6- Rules do not need a squad to take confidence test for seeing a
> squad beeing exterminated, anyone of you get house rule to handle

I've toyed with cascading morale in SG2 (i.e. losing morale due to
seeing casualties in other squads). In practice it tends to slow the
game down. There's also the question of what constitutes "seeing". If
you have a readout with the life signs of your platoon mates, will you
lose morale as you see their readouts go from green to red? Or does it
only count if you physically see them in person?

Personally, I don't find it necessary, but then again I use a slightly
modified version of the morale rules that are a slightly nastier, and
they seem to do the trick.

Allan Goodall

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