> Glenn wrote:
Movement (and terrain) effects
[Tomb] One easy option for the 25 ->
15mm step: Measure one in inches, the other in cm. That way, you can keep move
distances and terrain effects the same, but things work in cm rather than
inches.
Cover and Concealment
[Tomb] Cover will be easier to obtain. But
it should work just about the same (stop or not stop a bullet isn't a property
of how big the thing the bullet is heading towards).
Hidden units
[Tomb] Downshift one on spotting rolls
versus these guys?
Spotting
[Tomb] See my last.
Personal armor
[Tomb] Probably I'd make it a level lighter
(Mouse PA might only get D10, partial hard might only get D8 and partial soft
might only get D4).
Heavy Weapons systems
[Tomb] You mean like a standard
LMG/SAW as a crew served weapon?
GMS/P as man-portable (like humans might
consider GMS/L)?
Target Size (how do get smaller than class 1 and should you?)
[Tomb] No real mechanic for it (assume
you are speaking to vehicles now). You
could UP1 range at such micro-vehicles.
But you have to restrict their weapons output a lot too.
Firepower and Impact Close Assault
[Tomb] Down 1 shift in CA? Reluctance to
enter CA (+1 or more on initiation) vs.
larger creatures? FP: Can stay the same, but Impact might be DOWN 1 from an
equivalent human weapon (So AAR does D8 impact). Going IP might be easier, so
maybe UP1 on the die they roll (QD?) to go IP.
On Mon, 3 Mar 2003 13:31:31 -0500 "Thomas Barclay" <kaladorn@magma.ca>
writes:
> Glenn wrote:
That might work...
> Cover and Concealment
And as Beth poiunted out it would work both ways, at least until movement
occurred. "LT Powderpuff, those "Trees" are moving this way! Get me the
F.O.! Now!!!"
> Spotting
Yeah but that would be additional to the injury rates (smaller bodies has
less room to absorp damage... ) -1 to wound rules? Or is it +1? I
forget... is a 6 good or bad here.. rules check time...
> Heavy Weapons systems
Which is why I mentioned wheeled weapons (like the WW2 russian - and
several WW1 - machine guns.)
> Target Size (how do get smaller than class
LOL! How do you compute for a RFAC/.5?
> Firepower and Impact Close Assault
At least i think.
FP: Can stay the same,
> but Impact might be DOWN 1 from an
Yeah, likely.
Going IP might be easier, so
> maybe UP1 on the die they roll (QD?) to go
Possible.
> Artillery Fire
"Uh sir, we are under attack from what appears to be _very_ long range
GL's..."
Gracias,
On Mon, 3 Mar 2003 13:31:31 -0500 "Thomas Barclay" <kaladorn@magma.ca>
writes:
> Glenn wrote:
<snip>
> Heavy Weapons systems
Bingo.
I thought about adjusting something like Rifles lose outer range band or all
targets were one range band farther but that seems to imply their targetting
is worse not their weapons were smaller. I mean a.22 can kill you as well as a
.45 if it hits the right spot...
> Target Size (how do get smaller than class
Actually the infantry (since I was looking at infantry and I thought a
smaller infantry unit/troops might need some adjustments in being a
target but applies to vehicles I guess. I hadn't got to vehicles for SG 2 yet.
And no, I haven't begun to comtemplate them in DS 2... OH Lord, I just started
thinking about FT game mechanics! Yow!
Gracias,