Just as something to do to keep the gropos happy while the vacc heads go
over the unofficial test proposed variant beta experimental
not-for-the-public fighter rules... let's talk about a point system.
First off, the basic equation is Offense x Defense x Movement. Let's say that
these are: Offense = Quality x Firepower
Defense = Armor + Quality - Leadership
Movement = Movement So a Green 3 with FP1 weapon, d4 armor and 6" movement is
(6 x 1) x (4 + 6 - 3) x (6) = 6 x 7 x 6 = 252
Let's divide by 25.2 so Private Green costs a convenient 10 points. On this
scale, a Regular 2 with FP2, d6 armor and 6" movement is 46 points;
a Veteran 1 with FP3 and d8 armor is 114 points. Joe Scum, an untrained,
unarmored guy with a.5FP weapon, is around 2.5 points.
Yeah, I left out Impact. That's because 1) you don't need to beat a target's
armor to make it useless, you just need to keep suppressing it,
and 2) the Impact of a support weapon isn't used if it fires as part of a
squad.
Comments, complaints, corrections?
Replying to myself since no one else has...
> Laserlight wrote:
Or we could take the square root, which would make Pvt Green 16 points. The
reason for taking the square root is that no matter how skilled a figure is,
one shot can still suppress, wound or kill him. Continuing along these lines,
> this scale, a Regular 2 with FP2, d6 armor and 6" movement is 46
becomes 34 points (2 Greens instead of 4.5)
> a Veteran 1 with FP3 and d8 armor is 114 points.
around 54 pts (worth 3.5 Greens instead of 11)
> Joe Scum, an untrained, unarmored guy with a .5FP weapon, is 2.5
is now eight points.
If you're not going to count the impact, why do you want to count the armor?
Unless you can actually kill what you hit, you won't degrade their firepower
and you will have to keep spending actions to keep them suppressed.
> On 7 Mar 2004 at 1:18, Laserlight wrote:
> Just as something to do to keep the gropos happy while the vacc heads
On
> this scale, a Regular 2 with FP2, d6 armor and 6" movement is 46
> kevinbalentine@verizon.net wrote:
> If you're not going to count the impact, why do you want to count the
Becaue armor does have a function in keeping you alive, where as Impact
doesn't necessarily have any effect on causing casualties (eg a support weapon
firing with the squad). I'm not saying we shouldn't have a factor for Imp
later, but it's not as important as FP and nowhere near as important as
quality.
> On 7 Mar 2004 at 15:02, Laserlight wrote:
> kevinbalentine@verizon.net wrote:
> as important as quality.
The points system my gaming group developed takes a slightly different
approach. We start at a base 1 point per soldier then add to that the points
for his weapon, armor and any special abilities (sniper, medic, etc.).
Weapons are graded by a formula that takes into account firepower, impact and
range (the cost is adjusted by the number of range
bands the weapon fires into. Close only weapons cost 1/5 of the
total price because they have 1/5 the range of a rifle.)
Armor is zero-lined at a d4. D4 armor costs 0 points, d6 armor costs
2 points and so forth until you get to power armor. Power armor is more
expensive because it may add movement, a close combat bonus and its medical
abilities for the wearer.
While we usually draw the quality and confidence of the troops, we have
included modifiers to the final price for both if we decide to purchase them.
For vehicles, we use the Dirtside design system and points.
When we get together for a points game, we generally decide to do so many
points of infantry and so many points of vehicles.
I'll post the whole pointssystem for your perusal in a few minutes.