[SGII] Independant Figures as heros

3 posts ยท May 16 1999 to May 18 1999

From: Scott Spieker <scspieker@n...>

Date: Sun, 16 May 1999 00:35:37 -0400

Subject: [SGII] Independant Figures as heros

Hi, Ok, I have a question, which may have been addressed at some other time.
Let's say we are going to do a WH40K conversion into SGII. In so doing we have
several unit types with their appropriate abilities (Morale, leadership, fire
power, etc.) which all converts easily. Then we throw in the unit leaders or
character types.

Example: A force of 4 Blood Angle berserks being led by a chaplain. Now the
berserks convert pretty easily, but then how would the unit leader add in his
'special' abilities to the group's over all effectiveness? For sake of this
example, I will assign the unit a training level or veteran, with a combined
firepower or a D8 and no support weapons. So when combat ensues, we roll our
happy dice of D10 and, D8. The target rolls the range die. Remember this is an
example only and does not reflect any type of actual conversion.

1. Would the leader add in an additional die [added die option] like a
support weapon (die type depending on type of weapon/character/ability
of course), or 2. would the presence of the leader only modify the unit's
overall ability such as adding or subtracting a 'value' [ plus option] to the
total
(i.e. +1, +2, etc)?
    3. Would the plus/minus options throw off the relative possibilities
of the opposed rolling system used in SGII or would it only enhance the
options? 4. How would the leader type be used if not leading a unit, but
rather worked as an independent figure? 5. If the added die option is used,
then what would then happen if the unit had a support weapon as well? The
number of dice being thrown may
offset the realistic chances of a two or three-to-one die odds ratio of
beating the opponent with two dice... 6. Is the plus option just as bad?

From: Robertson, Brendan <Brendan.Robertson@d...>

Date: Mon, 17 May 1999 14:34:33 +1000

Subject: RE: [SGII] Independant Figures as heros

1. Benefits are too great. 2. The leader would only add their own FP to the
squad if appropriately armed.
3.      See 2.  +/- bias the results heavily.
4. If permanently attached to a unit, there would be no real difference aside
from possibly different weapons (cc weapons instead of rifles). As an
independant figure, the real benefit comes from rallying other units. If the
figure is outside your TOE, then special rules would need to be used (ie: IG
Commissar). Possibly allow the hero to perform rally actions on any unit
within 6" as normal instead of only those units underneath on the TOE. In
Close Assaults, the hero would use their own
quality/leader chit to determine results instead of the units.
5.      Having a non-heavy weapon giving an extra die is overly powerful
unless it's a 1 shot weapon such as IAVR.
6.      The + option is almost as bad.

'Neath Southern Skies - http://users.mcmedia.com.au/~denian/
Commodore Alfred K Hole - RNS Indy's Folly (CB)
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> -----Original Message-----

From: Bobby Mock <hansuke@g...>

Date: Tue, 18 May 1999 10:19:08 -0500

Subject: Re: [SGII] Independant Figures as heros

Without getting too complicated, why not define a chaplain in one of four
levels:

LEVEL 1-D6
LEVEL 2-D8
LEVEL 3-D10
LEVEL 4-D12

The dice code represents the chaplain's quality. You would also have to assign
him a leadership number of 1, 2, or 3.

Chaplains would act as other independent figures (SGII, p.26), except that
they could inspire troops in close combat as such:

A level 2 chaplain (D8) would give an extra close combat die shift to all
troops within 8 inches of the chaplain.

Example: Your 4 Blood Angels are activated and charge to close combat with 4
orks. It just so happens that 2 of your Blood Angels are now 7 inches away
from your chaplain.  So those 2 Blood Angels get an additional 1-die
shift for their close combat with the orks.

Later,

Bobby Mock

[quoted original message omitted]