From: Kevin Balentine <kevinbalentine@m...>
Date: Mon, 08 Mar 2004 08:37:15 -0600
Subject: SG2 ] Points System
This is our system. It was developed by myself, Cameron Fairchild and Randy Stoda. Base Man - 1 point Small Arms Here is a suggested cost schedule for the small arms which takes into account not only the weapon's firepower, but also it's effective range and impact. I loathe math, but for anyone who cares, the formula I used follows the list. Improvised firearm - .1 Light autopistol - 1 Heavy autopistol - 2 Machine pistol/SMG 2 Assault shotgun - 3 Hunting rifle - 2 Low-tech assault rifle - 2 Low-tech AR w/ GL - 3 Advanced assault rifle - 3 Advanced AR w/GL - 4 Gauss rifle - 4 Gauss rifle w/ GL - 5 *** Now, here is the idea behind the costs - First, a weapon's basic value is going to be its firepower, but that firepower is multiplied times the fraction of effective range bands it has. So, for all of these weapons which are close-range use only, their firepower is X 1/5, or X[one range band/five possible range bands]. Next, the impact "zero point" is set at the usual D8. For each die-type up or down from that D8 that the weapon's impact is, a point is added or subtracted to the cost. Finally, a point is added to the cost of the weapon for each die shift it gives you in close combat - this is consistent with what we've discussed before for the costs of close combat weapons. Rounding and fudging - Most fractions are rounded to the nearest whole number. This is pushed a bit to differentiate between the light and heavy pistols and to make the light pistol the TRUE bottom of the curve, instead of having the "improvised firearm" be the bottom of the curve. On the improvised firearm - it is so out of the realm of the other weapons on the list that it's cost is almost just made up out of thin air, with these considerations - it should cost SOMETHING, because it is more effective as a firearm than nothing at all. It costs a fraction instead of a whole number because, as I said, it is outside the scale of the other firearms. And it costs a fraction of a point because I thought as rarely, if ever, we use it at all, dealing with that one fractional cost won't be a pain in the ass. Consider the following - a 20-man pack of Regular natives with bows or muskets can only fire out to 8", will roll only a D10 for firepower if all 20 of them fire at the same time, and will roll only a D4 for impact. That makes that whole 20-man group not even as effective firing as only 3-men with advanced assault rifles w/ grenade launchers - in fact, much less effective when you count the impact and the range. Support Weapons Make the points cost of a support weapon the average of its penetration die and firepower die. Regular SAW = d8 firepower + d10 pen/2 = 9 points Rotary SAW - d10 firepower + d10 pen/2 = 10 points Infantry Plasma Gun = d6 firepower + d12 pen/2 = 9 points I think for missile and rocket launchers, the cost ought to be for the launcher and one round - additional rounds cost HALF the cost of the launcher. Armor D4 is no armor (basic battle dress), right? So if we zero out that rating (D4 = 0 points), then the other armors should point out at their die type MINUS four points... partial light (D6) = 2 points, full light (D8) = 4 points. Specialists Medic = 6 points (in this case, it is not a question of what die is rolled, but rather, HOW MUCH OF AN IMPROVEMENT over non-medic treatment the medic's results can be) Sniper = 30 points (plus his weapons, equipment, etc.) Flamer = 4 points (2 points for two close combat die shifts, then doubled, for terror weapon) ECM = die type in points in addition to other trooper costs (this is for a trooper only - vehicle ECM costs are covered in Dirtside's points) Jump packs = 4 points (2 points for the extra 6" movement, 2 points for the benefits which flight can allow, like jumping over terrain) Since SG is scaled for skirmish combat, there is nothing wrong with paying only for slow tracked and slow GEV speeds on vehicles instead of the fast speeds Power Armor Per man: Fast Power Armor = 20 points (D12-4 = 8 points for armor die... 2 points for faster movement... 2 points for auto medic... 8 points for doubling die roll in close combat, based on the fact that the average die used in close combat will START at D8 before shifts) "Light" Power Armor = 18 points (Two points less for the D10-4 = 6, instead of the D12) Heavy (slow) Power Armor = 18 points (D12-4 = 8 points for armor die... 2 points for auto medic... 8 points for doubling die roll in close combat) Test Leadership Ratings Here is an alternative if we wish to point them out instead of drawing them randomly - Untrained - x .25 Green - x .5 Regular x 1.0 Veteran - x 1.5 Elite - x 2.0 Again, leaders should be drawn, but if we wanted to point out the squad paying for leaders - 3 - x .75 2 - x 1.0 1 - x 2 Artillery and Vehicles Cost as per Dirtside