(SG2] Orbital Insertion (an alternative approach to calculatin

2 posts ยท Oct 7 1998 to Oct 8 1998

From: Thomas Barclay <Thomas.Barclay@s...>

Date: Tue, 6 Oct 1998 23:30:16 -0500

Subject: (SG2] Orbital Insertion (an alternative approach to calculatin

Has it occured to anyone else that the rules for Orbital (or for that matter
parachute) insertion in SG2 are not only fairly harsh (presumably given 2185
technology) and also don't take into account unit quality (I realize only vets
or elite can do it)? Seems to me that scattering an average of 11 inches from
your drop point (110 meters) pretty much gaurantees an average dispersion in
an orbital drop of 220m for a squad. And that's diameter... all members could
scatter in different directions. And if anyone is lucky enough to land close
to the jump point, he's injured! (Yes, it is a simple mechanic, but it sort of
penalizes an accurate drop which seems to be the opposite of RL). And
the injury is automatic - no amount of heavy powered armour can protect
you. Apparently the PA can offer you some (admittedly limited) defence
against an MDC/3 round, but none against a drop injury?

I was thinking that the following might be appropriate:

To Drop On Target: Roll Unit Quality die vs. Landing Difficult Die. Landing
Difficulty Die:
Parachute Drop (low-mid altitude): D4
HALO: d6 Orbital Insertion: d8 Modifiers to Difficulty Die:
Windy: +1 ds
Very Windy: +2 ds
Rain/Snow: +1 ds (plus wind conditions)
Drop Beacon on ground at LZ: -1 ds
Equipment Quality Basic: No Modifiers
                        Enhanced: -1 ds
                        Superior: -2 ds
Hot Landing (taking fire as you drop): + 1 ds
Terrain         Hills: +1 ds
                Mountians: +2 ds (due to thermals, updrafts)
                Forest: +1 ds

If Unit Quality Die < Landing Difficulty Die:
Drop Center-Of-Drop Counter From: 36"
Scatter Distance around center-point:
PD: D8 HALO: D10 Orbital: 2xD10 Wounded on a 1 (no impact roll). May be
wounded on a 2 (Impact D12 vs. armour).

If Unit Quality > Landing Difficulty Die, but not 2x Landing Diff Die:
Drop Center-Of-Drop Counter From: 24"
Scatter Distance around center-point:
PD: D6 HALO: D8 Orbital: 2xD8 May be Wounded on a 1 (impact of D10 vs armour).

If Unit Quality 2x Landing Difficulty Die or more:
Drop Center-Of-Drop Counter From: 12"
Scatter Distance around center-point:
PD: D4 HALO: D6 Orbital: 2xD6 May be Wounded on a 1 (impact of D6 vs. armour).

This means that a well trained unit with good equipment dropping into
reasonable terrain has a better chance of arriving roughly where they wanted
to be with less injury. Of course, jumping into a mountain forest during high
winds with poor equipment should still be fairly lethal.

Remember also to apply the rule that any chit that bounces off the table
as a center-of-drop counts as a lost unit, and any figure that ends up
in harsh terrain is lost on a 1-2 on a unit quality die. Any vehicle
dropped in harsh terrain is lost on a 1-5 on quality die. In urban
terrain,vehicles lost automatically and trooops lost on 1-4. On open
water, troops lost automatically, PA on 1-3 as they may be able to wade
ashore.

/************************************************

From: Oerjan Ohlson <oerjan.ohlson@t...>

Date: Fri, 9 Oct 1998 00:57:43 +0100

Subject: Re: (SG2] Orbital Insertion (an alternative approach to calculatin

> Thomas Barclay wrote:

> Has it occured to anyone else that the rules for Orbital (or for that

Should there be that much of a difference between Veteran and Elite
units? Also, those of you who are or have been para troopers - how much
would a troop disperse using today's parachutes? (I saw Los's reaction,
but deleted it before reading it carefully :-( I got the impression that
you didn't disagree with the rules, though?)

If the troop drops from orbit (ie, outside the atmosphere), I'd be pretty
impressed if they managed to stay within 200 meters from one another :-/

> And if anyone is lucky enough to land close to the jump

That's easy to explain: "The heavier they are, the harder they fall" <g> An
armour suit which prevents you from being blown to bits or having nasty holes
punched through you isn't necessarily going to save you from concussion damage
(or having your balls flattened) when you hit the ground too fast.

Regards,