From: Thomas Barclay <Thomas.Barclay@s...>
Date: Fri, 24 Sep 1999 15:00:51 -0400
Subject: Some SG2 ideas
Vehicle Defensive Systems (SG2): ---------------------------------- Point Defence Charges (PDC): Represents claymore-like mines that are triggered by an incoming missile and hurl framents out to destroy the incoming missile. They are attached to the outer hull of the vehicle. When PDC-grid is active, give the vehicle an extra d6 in defence when engaged by GMS or IAVRs. This is a "charged item". Each time a vehicle with PDC grid is hit, if the hit is non-penetrating, a roll of 3 is considered to remove one PDC charge. Activating a PDC grid is 1 action, as is deactivating. The PDC grid is ineffective against GMS/H or larger missiles. It is effective against GMS/P and GMS/L. PDC sensors may be jammed with EW. Anti Infantry Defence Charges (AIDC): Represents claymore-like mines that are triggered proximity of an infantry unit to the vehicle. They are attached to the outer hull of the vehicle. When AIDC-grid is active, any enemy infantry unit that comes within the perimeter range (set at activation) is attacked with a CDM. When passing any friendly infantry unit, roll vehicle sensor quality (basic, enh, superior) + unit quality. If a double 1 is rolled, the AIDC system has been miscalibrated and goes off. This is a "charged item". Each time a vehicle with AIDC grid is hit, if the hit is non-penetrating, a roll of 4 is considered to remove one AIDC charge. Activating a AIDC grid is 1 action, as is deactivating. This action includes setting perimeter range (from 1"-5"). AIDC sensors may be jammed with EW. Reactive armour: Works against various shaped charge warheads to stop the anti-armour jet from forming. Effective against conventional guns, IAVRs, and GMS of various sizes. If the vehicle is fitted with reactive armour (a charged item), denote it by applying an R after the armour level (5R). In the event of an attack by an appropriate type of weapon, the reactive armour may stop the warhead from being effective. Once a hit has been determined, before determining armour penetration, roll d6. On a 1-4, the Reactive armour has stopped the weapon from working effectively. Roll 1/2 (round down) the dice for the attack on the armour. For example, a GMS/L hits reactive armour, a 2 is rolled on the D6. Consequently it only rolls 1d12 against the armour rather than the normal d12x2. Note, with GMS/P, this will totally nullify the weapon if the reactive armour roll is successful. Each time the vehicle is hit by a kinetic projectile attack (even small arms) that produces a non-penetrating hit, on a roll of 5 a reactive armour charge is wasted. Point Defence Fire Control (PDFC): Represents a sensor grid that tracks rapid fire weapons onto incoming weapons. It is a 1 space for every weapon system it is slaved to. It may be hooked to SAWs (mimimum FP d10), RFAC/1, GAC/1 or HEL/1. Activating PDFC and linking it to weapons takes 1 action, as does deactivating. A weapon under PDFC control must be de-linked to be used for offensive fire. If the weapon is in-arc, then it can be used to defend the vehicle from any incoming GMS or IAVR. When a PDFC is activated, give the defending vehicle an extra die based on the system quality (basic, enhanced, superior). Note PDFC can be jammed by EW. If it is jammed, the defender does not get the extra dice vs the incoming fire. PDFC will work against GMS/P, GMS/L, GMS/H but not anything larger. If PDS is forced to engage more than once per round due to a large volume of incoming fire, each time the system quality is considered one level lower (overwhelming effect) to a minimum of D4. Anti Armour Rifle Grenades (RG-AA) Fired from a GL (underbarrell) - may fire one per fire action if with squad fire, or one separately as support weapon. Impact D8*. Typically a squad carries anywhere from one shot to one shot per man. If fired at a bunker, treat as a point fire vs. a dispersed target. If fired alone, roll D4 for FP + Quality. Infantry Smoke Grenades (RG-HC) Fired from a GL (underbarrell) - may fire one as an action. Typically a squad carries anywhere from one shot to one shot per man. FP effective d4. Roll D4+Quality against a range dice. If either dice beats the range dice, grenade lands where it was aimed. Place a 2" diameter smoke screen centred on the impact point. It can be coloured. This can be used as an aiming point for Arty or TacAir. It blocks LoS. If both dice are beaten by the range die, then the round deviates by the difference between the range die and the nearest firer die, random direction.