I have recently come into possession of some of the Heavy Gear Hunters and
thought they would make very suitable Size 1 Combat Walkers in SG II. The way
they are configured it seems easy to arm them with
RFAC/1 or 2, a MLP and perhaps an Anti-Pers Close Defence System. Armour
Class 1 (d12). Size 1.
My real question is how to use them in a close assault situation. I propose
that they cause a test for Terror Effects if they commence a close assault.
For determining odds I propose to leave it at 1:1 ie the Combat Walker counts
as a Unit vs the Infantry Squad as a Unit. If PA have a 2xQuality Dice in the
combat then perhaps the Combat Walkers would go for a 4xQuality Dice? For
practicallity I would propose that the Combat Walker would engage only 4
infantry in a round, similarly a squad of infantry close assaulting a Combat
Walker would only have 4 infantry to engage it in one round.
That's enough for starters. All contributions gratefully received.
Most of the Heavy Gear walkers have rocket blisters packs. I assume the same
rules as PA would apply.
An ECM system on a small walker could also be interesting. Maybe you
could convert one of my models into a ECM/Prowler style unit run around
a disrupt all those commands being handed down.
What about the swords these guys have?
BTW -Owen! What about smoke dispensers????
> ----------
Armour
> Class 1 (d12). Size 1.
Being a fan of Combat Walkers in DS2, I thought to add my two cents. I also
just (finally) bought SG2,so I'd like to include my favorite vehicle in that
system as well.
(I'm not sure CWs are really effective in DS2. I just like them, and I
have some very cool minis for them - from Scotia, whom I've given free
plugs for in the past...)
> On Thu, 23 Oct 1997, Deakin, Robert wrote:
> Most of the Heavy Gear walkers have rocket blisters packs. I assume
Swords? Cheese. Smacks of a certain Evil Empire 'game' whose name I shall not
defile my mouth by uttering...:)
Snip the swords off, guys. Get a flamer or combat shotgun instead.
> >----------
Armour
> >Class 1 (d12). Size 1.
This sounds good. I can see how having a 3m tall thing bearing down on you
would cause a Terror Effect - I think it would for me...
The 4 inf- 1 Walker sounds ok, but should maybe be flexible...I can see
low-tech forces attempting swarm attacks on Walkers when they can't kill
them at range.
Would SG2 walkers be interface insertable as in DS2? I assume so, given the
rules overlap.
(is it just me or are whole chunks of the SG2 rulebook cut-and-pasted
verbatim from the DS2 book? I just bought SG2 yesterday, but that seems to be
the case...)
> Being a fan of Combat Walkers in DS2, I thought to add my two cents. I
[snip]
> Would SG2 walkers be interface insertable as in DS2? I assume so, given
Yes, they would be insertable, just like big PA.
> (is it just me or are whole chunks of the SG2 rulebook cut-and-pasted
Generally this is not the case, but remember that many of the rules in SGII
are basically the same as DSII, quite deliberately - maybe a few small
bits read the same, but that is because there wasn't much point in trying to
explain the same rule in two different ways!;)