[SG II] Terminators!!

3 posts ยท Oct 7 1998 to Oct 7 1998

From: Randall Case <tgunner@e...>

Date: Tue, 06 Oct 1998 19:01:03 -0500

Subject: [SG II] Terminators!!

I'm pretty new to the list, so excuse me in advance if I trip into a long dead
thread. Any way, the other day I picked up a rare find: a boxed set of
Terminator minis from the long dearly departed Leading Edge Games. I now have
a small squad of 'bots that I'm dying to try out (just started priming them
this morning!).

So, here is my question... how should the things be rated in Star
Grunt???

Right now, I'm considering two possible routes:

1. Treating them as powered armor (heavy?), with red one chits! Each
terminator is a unit all of its own and is armed with an Gauss MG.

2. I might make them into vehicles... fudge with the rules and make them as
Class 1 vehicles armed with an APSW... and use the A.I. rules out of Dirtside.

The scenario I'm thinking about would be a NAC commando team scouting out some
alien ruins and discovering that the ruin's automated defenses are STILL
working! Might reinforce the Terminators with some automated turrents and
similar defenses. What do ya'll think?

From: Noah Doyle <nvdoyle@m...>

Date: Tue, 6 Oct 1998 23:08:07 -0500

Subject: RE: [SG II] Terminators!!

Randall,

They are truly wonderful minis - I regret that I never purchased any.
Take
the ones you have (6-8, right?) and form them into 1 or 2 squads -
probably 1. Don't worry, this is all you'll need. Seeing how they performed in
the movies, I'd say that terminators are as flexible as humans. Their Quality
would be determined by their age - as they 'live' longer, they will
become smarter and more cunning. Hugely complex neural nets are great! They
would always use Leadership 1 counters, just for bookkeeping. They take no
morale or reaction tests. If they think it's a good idea to go into cover,
move them there. Otherwise, they will blaze away fearlessly. They will

take damage as light power armor (maybe heavy, depends on taste). They move as
fast power armor. They would probably be armed with something like the UN
Space Command Marines, Individual Power (Plasma?) Weapons. Better FP & Impact
than a gauss rifle. Give 'em grenade launchers, too. A Hvy

Weap Term would have either a plasma infantry gun, or a heavy plasma
repeater (nasty FP/Impact).  They would be classed as Terror weapons for

close assault purposes, and would close assault like PA. With no morale

checks. Yuck.

To deal with these, I'd want to send in some GW Terminators...Cleanse & Burn,
wot?

Noah

[quoted original message omitted]

From: Phillip E. Pournelle <pepourne@n...>

Date: Wed, 07 Oct 1998 09:47:32 -0700

Subject: Re: [SG II] Terminators!!

> At 07:01 PM 10/6/98 -0500, Randall Case wrote:

If you want to use the point system I developed for StarGrunt, I suggest that
you buy each terminator as a vehicle in DirtSide (Combat Walker) with an APSW
in a turret. Give them a Red chit for a quality die of D12. Their StarGrunt
cost is equal to the DirtSide vehicle cost * 2.0