From: -MWS- <Hauptman@c...>
Date: Fri, 04 Feb 2000 16:24:49 -0800
Subject: [DS2] Heavy Gears, redux . . .
Greetings, folks!
Thanks for all of the comments and feedback on my "how to convert" question re
the Heavy Gear walkers. One of the reasons I was trying to fit them
into the current design rules is to make them "legal" for pick-up type
games. However, it just isn't going to work out that way <g>, so I figured I'd
try and come up with the "closest approximation" that stayed true to the
technology.
Here's some response to the feedback I've received.
1) Size. Someone suggested that Gears are more properly Size 2 vehicle instead
of Size 1. On further thought, I will have to agree with this.
Looking back over the VCS - Heavy Gear's vehicle construction system, a
Gear is roughly equivalent to an ACP/IFV in armor strength, and is
firmly in the "over 4m" height range.
This also solves the size / number of weapons limit problem for at least
the basic Hunter & Jaeger, since they have 2 main anti-armor weapons and
1
anti-infantry weapon.
2) Rocket Packs as Multiple Launcher Packs. Sorry, but this just doesn't
fit <g>. The LRP/MRP/HRP in Heavy Gear is primarily an anti-armor /
anti-gear weapon, and actually does more damage than the cannons do.
They are not infantry support weapons, so trying to fit them into the MLP or
APSW role doesn't work. I think that I've come up with an interesting
solution, which I'll outline below.
3) Power plants. Gears are run by CFEs. In fact, one of their attractions
is their low cost, and their V-engine CFE is a significant part of this.
Saying that they need an FGP and then costing them out as such removes this
advantage.
OK, here's some of the conversion rules I've come up with. I'll be
interested in seeing how they playtest out. :-)
==================================================================
Heavy Gears for DS2
Gears are small combat walkers with a single pilot. They have a very
sophisticated processing unit that handles most of the balancing and targeting
requirements, allowing the pilot to handle the Gear as if it were a large,
oversized suit of Power Armor. Gears range in size from 4 to 5 meters in
height.
Movement: Gears have two different movement rates. The slower rate uses the
Combat Walker movement rules, while the higher rate uses the High
Mobility Wheeled movement rules. This reflects the Primary/Secondary
movement systems used in the original HG game. Cost for the dual movement
system is 120%.
Movement Rates:
Cheetahs: 12/16
Iguanas: 10/14
Hunters & Jaegers: 8/12
Jaguars & Black Mambas: 10/14
Grizzlys & Cobras: 6/10
Movement Damage: Gears must specify which movement system they are using for
the turn, and must use that system for the whole turn. Movement damage chits
affect the currently active system only.
Power Plants: Most Gears are run by highly efficient V-Engines, which
equate to CFEs in DS2 but cost out at 25%. Stealth Gears use superconducting
battery packs, which are equivalent to HMTs.
Size: Most Gears are on the small size of Size 2. Grizzlys and Cobras are a
small Size 3, while striders are either Size 3 (Nagas) or 4 (Mammoths).
Armor: Armor on a Gear is the same strength on all sides, and is considered to
be equal to the size rating. The exception to this is the Black Mamba,
which has a -1 armor rating in its direct Rear arc only.
Weapon Mounts: Gears are allowed one hand-held weapon. This weapon is
treated as Fixed Mount for design purposes, but has a 180 degree arc of fire
as per the normal Combat walker rules. All other major weapons are also Fixed
Mount, but only have a 90 degree fire arc. This represents the fact that they
are torso mounted, and you have to turn the entire torso to
aim them. Anti-infantry weapons are Fixed Mount / 180 degree arc per
the normal Combat Walker rules.
Weapon Conversions: Here is a partial list of weapon equivalencies.
Auto-Cannons (disposable/light/medium/heavy)
DPG: RFAC size 2, treat all "3" chits as "0", cost 7 LAC: RFAC size 2, treat
all "3" chits as "1", cost 8 MAC: RFAC size 2, treat all "3" chits as "2",
cost 9 HAC: RFAC size 2
Rocket Packs (light/medium/heavy)
LRP: SLAM size 2, treat all "3" chits as "2", Range 8"/16"/24", cost
16
MRP: SLAM size 2, Range 8"/16"/24", cost 20
HRP: SLAM size 3
Anti-Personel Grenade Launchers (APGL)
Same as APSW, except that Jaguars and Black Mambas have a 360 degree arc of
fire, while all others have only a 180 degree front arc.
-------------------------------------------------------------------
Standard Configurations: There are 4 basic types of Heavy Gears from each
faction. The standard Northern Gears are the Cheetah (scout), Hunter (GP
trooper), Jaguar (advanced tech trooper), and Grizzly (fire support). Their
Southern equivalents are the Iguana, Jaeger, Black Mamba, and (Spitting)
Cobra. With the exception of the Cheetah and Iguana scout gears, the
equivalent gears from both sides are almost identical in function as far as
DS2 mechanics are concerned and are listed as such.
Cheetah Heavy Gear - Northern scout gear
----------------------------------------
Size Class: 2
Signature: 3 (d8)
Stealth: level 1 (reduces signature to 2)
Mobility: Combat Walker / High Mobility wheeled
Basic Move: 12 / 16
Point Value: 100
Firecon: advanced (d8)
ECM: none Armor: 2 (*see note) Weapons: DPG, LRP, APGL
*Armor Note: Opponents hitting a Cheetah with a weapon of Size 2 or greater
draw +1 damage chit.
Iguana Heavy Gear - Southern scout/light trooper gear
-----------------------------------------------------
Size Class: 2
Signature: 3 (d8)
Stealth: level 1 (reduces signature to 2)
Mobility: Combat Walker / High Mobility wheeled
Basic Move: 10 / 14
Point Value: 100
Firecon: advanced (d8)
ECM: none Armor: 2 Weapons: DPG, LRP, APGL
Hunter/Jaeger Heavy Gear - GP trooper gear
------------------------------------------
Size Class: 2
Signature: 3 (d8)
Stealth: none
Mobility: Combat Walker / High Mobility wheeled
Basic Move: 8 / 12
Point Value: 61
Firecon: advanced (d8)
ECM: none Armor: 2 Weapons: LAC, LRP, APGL
Jaguar/Black Mamba Heavy Gear - advanced tech trooper gear
----------------------------------------------------------
Size Class: 2
Signature: 3 (d8)
Stealth: level 1 (reduces signature to 2)
Mobility: Combat Walker / High Mobility wheeled
Basic Move: 10 / 14
Point Value: 125
Firecon: superior (d10)
ECM: basic (d6) Armor: 2 (*see note) Weapons: MAC, MRP, APGL
*Armor note: The Black Mamba has Class 1 armor in the direct rear (60 degree)
arc only.
Grizzly/Cobra Heavy Gear - fire support gear