DS / SG Vehicle design

1 posts ยท Oct 23 1996

From: Steve Pugh <steve@p...>

Date: Tue, 22 Oct 1996 20:40:56 -0400

Subject: DS / SG Vehicle design

> Mike Elliott wrote:
That was me, sorry I'm taking so long to respond but a) my modem went kaput
for a week and b) I rely on the archives to read this list as I can't cope
with a large inbox. (time problem not computer problem.)

> Thinking about this (and knowing that we have to come up with a
"if
> it is to be in a TURRET, capable of all round traverse, it takes up

Right. I would like to keep the same design system in DS and SG, which causes
a few problems. In DS fixed mounts can not move then fire, this is their big
drawback. If restricted arc turrets take 2x then no
rules-lawyer/munchkin/
powergamer will use fixed mounts. Otherwise I agree entirely with Mike. (My
house rule solution will be to use Mike's suggestion for paired
left/right
turrets, but to cost forward (or rear) mounted turrets at 3x. And to mostly
use vehicles with full travers turrets.)

> >While on the subject of vehicle designs, here are a few more:
SGII
> clarifies this by specifying 1 point per man.

What about when teams are larger than 4? Most SG squads are eight strong and
thus are two DS teams. But what about the NSL, they use six man squads? I'm
going to use 1 capacity=1 man in DS as well from now on.

> >* How much extra capacity does a man packed crew served heavy weapon
I would say 1 capacity for the weapon and 1 for ammo reloads if appropriate.
(This includes GMS/L and LAD teams in DS)

> >* Do turreted extra weapons only take the 2x capacity instead of 3x

Whoa! This is kinda important. Up to now, how have other people been playing
it?

> Hope that helps

Sure has.