I think the best solution is a composite of what I've heard so far:
1) Assumption: GMS in future can (as today) be used against infantry. 2) GMS
may have "switchable" warheads. Even a basic round should be considered HEMP.
The operator will be smart enough to toggle the switch to the right mode or
load the round the right way.
3) GMS systems may have multi-role aiming/tracking hardware or may be
anti-air specific. Assume that standard GMS is multi-role.
Standards:
GMS/P 1d12* Impact High Explosive Multi-Purpose HEMP
Multi-Role
(MR) guidance
GMS/L 2d12* Impact HEDP MR guidance
GMS/H 4d12* Impact HEDP MR guidance
So, where does this leave us:
HEMP with MR targeting:
1. Fire at tanks: as it is in the book.
2. Fire at bunkers: Bunkers get ECM roll d4 (easy to hit). Roll impact (minor
or major) vs bunker armour (Brian B has lots of great bunker
rules -
shameless plug).
3. Fire at infantry: Infantry defends on D4 in the open, give cover and IP
shifts to the dice. Instead of using unlimited range (targetting infantry,
though not terribly hard, is probably as easy as targetting infantry with a
rifle), use standard range bands to determine base defense die (shifted as
required for cover). This is the "effective ECM die" of the infantry being
fired at. A hit which is a minor impact scores a suppression and a D8 attack
against squad members (defend with armour, cover, IP shifts(I think IP shifts
armour checks but I can't recall for certain, I know cover does)). On a major
impact, apply a suppression, pick one figure and apply a contact hit
(d12 for GMS, 2d12 for GMS/L, 4d12 for GMS/H) and then apply D8 to the
others in the squad (again adjusted for armour and IP)
4. Fire at airborne targets: 1 downshift in guidance.
HEMP with AA targetting:
1. Fire at tanks: 1 downshift in guidance. 2. Firing at bunkers: 1 downshift
in guidance. 3. Firing at infantry: 1 downshift in guidance. 4. Firing at
airborne targets: Normal guidance.
This removes the need to worry much about warheads and such (switching warhead
modes, differing effects... just assume best effect).
Tom
> "Thomas.Barclay" wrote:
> 3. Fire at infantry: Infantry defends on D4 in the open, give cover
These rules look good to me, except the damage allocation to infantry. Am I
reading you correctly here? Do you really propose a D8 impact hit on
_every_
squad member on a minor hit? In the open, on a squad with D6 armour, that
means 31% wounds and 25% kills! The argument does indeed tend toward GMS being
useful against infantry, but... As for your major hit effect...I thought the
firer had thrown the switch and
turned of the HEAT? Using GMS as a specialized anti-PA (no, not
pennsylvania ;-)
sniping weapon I could possibly go for, using an anti-tank round (or
switched
on/off, whatever). This would then do damage to a single figure on a
major hit (supression as usal) with massive impact, but I think a shift up in
range would be appropriate, as the GMS clearly isn't designed for this, being
a very expensive way to take out a single soldier. I could go for a D12
penetration, like an IAVR, but calculating casualties as
for normal small arms/support weapon firing, rolling for fire-effect
with the dice proposed above.
> Henrix wrote:
> "Thomas.Barclay" wrote:
Am I
> reading you correctly here? Do you really propose a D8 impact hit on
It makes the GMS as powerful as the ortillery we were using the other day.
Powerful stuff. Maybe I'll make every guy hump one. <grin>.
> I could go for a D12 penetration, like an IAVR, but calculating
That's what I'm thinking.
> Thomas.Barclay wrote:
> 2) GMS may have "switchable" warheads. Even a basic round >should be
OK so far...
> The operator will be smart enough to >toggle the switch to
...but, well... as our marketting people put it (most of them former armour
soldiers, BTW):
"If there are two modes of operation, there's a 50% chance the soldier will
pick the wrong one in the heat of battle. Murphy will ensure that this 50%
chance happens every time the weapon fires" <g>
'Course, highly-trained soldiers have a better chance to avoid Murphy -
but poorly-trained ones (definitely Yellow, and probably Green as well)
have a pretty good chance of picking the wrong option.
Regards,
> Henrix wrote:
[snip]
> It makes the GMS as powerful as the ortillery we were using the other
Errr, does that last line have the same double-entendre meaning to you
Yanks as it does to us Brits....? <GRIN>
> Ground Zero Games wrote:
> >Henrix wrote:
OK I'll make every guy yomp one. Better? Or When my guys go for a tab, they
can all carry GMS...