From: Stuart Murray <smurray@a...>
Date: Mon, 1 Sep 1997 00:23:01 -0400
Subject: Smart Weapons - part II (longish)
I've just been re-reading my smart wepons stuff, it does not come across
very clearly at all so I've been trying to revise it (plus update the web
page).
Here is the latest version:
Smart Systems:
Smart systems integrated into squad support weaponsare rare on the modern
infantry battle field. Although few armies use smart weapons routinely, there
is growing evidence that smart weapons are much more efectiver than there
predecessor 'dumb' SAWs. Smart sytems may be of any quality: Basic (D8),
Enhanced (D10) or Superior (D12). If you into alien tech, hyper advanced (D20)
could be used. Targetting with a smart weapon:
Smart weapons may fire both in support of squad fire and as separate actions.
Note a smart weapon can be used as EITHER a smart wepon OR a 'dumb' weapon
("Man, I just luurve to hose that thang!", Marine PFC 'Rebop' Richards, Smart
Gunner, Ariadne IV). The player announces before the weapon is fired which
mode he is using for targetting. If firing as a 'dumb' wepon use FP and Q vs.
range as SG II.
Firing as a Smart Weapon:
1) Individual orders
The gunner uses thier quality die and a Smart system die versus the
target's ECM/counter measures die. If the Smart sys. roll is higher than
the target's ECM/counter measures roll then resolve as normal. If the
Smart sys. roll is lower the targetting was ineffective and the weapon wil not
fire.
Example: A regular marine is firing at a bunch of bugs 32" away. The marine
throws a D8 (quality) and a D10 (smart), the bugs would normally get a D4
(no ECM/counter measures) but as they are 'invisible' by IR, I would
suggest a ECM/counter measures die of D6. So, Marine throws D8+D10, bugs
throw D6. Resolve as SG II.
2) Squad Support
Esentially two sets of dice are thrown simultaneously. The squad rolls Q and
FP as normal against the target's Range die, however, the Q die result is
noted (I use either a different coloured die or I separate it slightly).
Simultaneously, the gunner rolls the Smart sys. die against the target's
ECM/counter measures die. If the Smart sys. roll is higher than the
target's ECM/counter measures roll the outcome depends upon the
effectivness of the squad's fire. If the squad gained a major success the
Smart sys. gains an additional major succes, total the result from the Q die
plus the result from the Smart sys. die, determine number of hits using
the target's ECM/counter measures die type. All hits from both squad and
Smart gun are resolved together using the small arms I value. If the squad
only gained a minor succes then the smart sys. gains a major success, resolve
as above. If the squad failed to beat the target's range die then the Smart
sys. gains a minor success only (suppression). If the Smart sys.
fails to beat the ECM/counter measures die the target lock fails so no
firing occurs.
Example: Them pesky bugs refused to die, they scuttled forwards 12" (now 20"
range). The whole squad decides to shoot. Three regular marines fire M41As
while the gunner fires the M56. The marines roll a D8 and a D10 (three FP 3, a
D10) vs. a D8 (range), the smart gunner rolls a D10 vs D6. The marines roll a
6 and a 3 respectively, the bugs roll a 4, bummer for the marines, minor
success only. The M56 rolled a 7 while the bugs rolled a 5, as the marines
gained a minor success the M56 fire is a major success (if the marines had
totally missed then this would be a minor success, suppression). This fire is
resolved as SG II: the Q result was 6 the Smart sys. was 7, total 13, target
die D6, two hits, the extra roll succeds, total two hits resolved as small
arms Impact vs. bug armour.
OK so it takes longer to explain than it does to actually play!
Operator Quality
I think the quailty of the operator should have some influence on how
effectively the weapon fires. A modifier can be used according to the quality
of the trooper.
Untrained: (how did they get a smart gun!) cannot target through
smoke/soft cover, shift target two ECM/counter measures die type up, can
only fire under individual orders
Green: cannot target through smoke, target one ECM/counter measures die
shift up, target two ECM/counter measures shifts up when firing combined
with squad
Regular: target one ECM/counter measures shift up to target through
smoke,
shift ECM/counter measures die down one when target in hard cover
Veteren: ignores smoke, shift ECM/counter measures die type two down
when target in hard cover Elite: as Veteren (heck, these troops are good
enough!)
ECM/counter measures
Smart weapons aquire targets via a number of different techniques for
example IR, IFF transponder response, UV, and/or motion sensors/mass
detectors. The modern military has begun to recognise the importance of
smart weapon in infantry actions. Modern fatigues/military equipment has
a
degree of IR/sensor/IFF disruption woven into thier fabrics/built into
thier systems. This can be taken as basic ECM/counter measures (D6) for
technologically advance infantry troops. Civilian clothing/equipment or
obsolete military clothing/equipment found in technologically backwards
or
third world armies do not contain ECM/counter measures (D4). The only
troops which regularly use dedicated individual ECM/counter measures are
troops equiped with power armour as the suits are able to provide the power
for Enhanced ECM/counter measures (D8), or Superior ECM/counter measures
(D10).
Troops in cover gain a degree of protection from smart weapons, shift
ECM/counter measures die up one for troops in soft cover, or two shifts
for troops in hard cover. Troops in position do not gain any benefit.
EW Against 'Smart' Sytems
EW troopers cannot spoof smart systems across the table. The only counter
measures possible are personal ECM/counter measures.
Comments/criticism or commendations (wow, you can tell I've been reading
James Ellroy, very 'Hush Hush' style alliteration there) welcome.