From: Phillip E. Pournelle <pepourne@n...>
Date: Wed, 16 Jul 1997 11:10:52 -0400
Subject: Star Grunts II Squad Generation Point system [Long]
Hello, In my quest to generate a campeign system that spans Full Thrust, Dirtside and StarGrunts, I have borrowed from Steve Gibson's point system and come up with the following point system. The goal was to enable players to have a quick reference to throw one of games together or generate campeigns that flow through the three game systems. Previous analysis determined 1 Full Thrust Point was equal to about 60 Dirtside Points. The result is a system that should enable players to generate equal forces on the battlefield. However, Jon is quite right in that when you combine factors such as morale, playing field, role (attacker, defender, etc) this chart is not fool proof. It is supposed to be a general guide to help people put games together. Each of the Values below are for a single man, to generate the point cost you will have to multiply the cost by the number of men in the team and then add the heavy weapons, etc. For squads with a heavy weapon element, generate the two team seperately, say five Soldiers in the rifle team and three Soldiers with SMGs plus the SAW in the heavy weapon team. Once all the men have been equipped from tables 1 thru 4. Add them up and multiply them by table 5. The lists also show how to translate the squads up to Dirtside II and back as well. Table 1 Armor Armor Type SG:Die Type DS:Hits to Kill* Cost per Man Basic D4 2 0.5 Partial LT D6 3 1.0 Full LT D8 4 2.0 Light Power D10 5 4 HVY Power D12 6 6 * Hits to kill a 5 man team. For example a three man HVY Weapons team with Full LT armor 3*4/5=12/5=2.4 Three hits. A four man attack squad in HVY Power 4*6/5=24/5=5 Table 2: Movement Movement SG DS Cost per Man Foot 6" 2" 0.0 Scout 8" 4" 1.0 Calvery/Power 12" 6" 2.0 Motorized 15" 8" 3.0 Jump jet 15" 8" 4.0 Skimmer 15" 8" 5.0 Table 3: Weapons Weapon Range Firepower Impact Cost per Man Lt Auto Pistol CC 1 D6 0 Hvy Auto Pistol CC 1 D10 0.25 SMG CC 3 D8 0.5 Shotgun CC 3 D8 1.0 Hunting Rifle 1 D10 0.75 Lt Assault Rifle 2 D8 0.75 Lt Assault Rifle w/GL 3 D8 1.0 Advanced Combat Rifle 2 D10 1.0 ACR w/GL 3 D10 1.5 Gauss Rifle 2 D12 2.0 Gauss Rifle w/ GL 3 D12 2.5 Squad Assault Rifle D8 D10 4.0 Gatling SAW D10 D10 5.0 Gauss SAW D10 D12 6.0 Infantry Plasma Rifle D6 D12 7.0 Automatic Grenade Launcher D12 D8 4.0 Multiple Launch Pack D8 D8 6.0 IAVR D10 D12 1.0 per shot Table 3.5 Effect of these weapons on DSII: Weapon/Cost Range/Damage chits Close Medium Long Infantry Plasma 2" 4" 6" Cost: 8 All Red Yellow Yellow (draw 3) Auto GL 4" 6" 8" Cost: 3 1/2 Red/Yellow Yellow 1/2 Green Yellow (draw 3) MLP 6" 12" 18" Cost: 6 1/2 Red&Yellow 1/2 Red&Yellow 1/2 Red&Yellow 1/2 Yellow(D3) IAVR 4" Cost:3 Red&Yellow Draw 2 Table 4: Close Assault Weapons Weapon Close Assault Die Shift Cost per Man Pistol/SMG +1 Pay from Table 3 Sword/Axe +1 0.25 Shotgun +2 Pay from Table 3 Flamer +2 0.5 Power Sword/Hull Cutter +3 1.0 Light Saber +4 2.0 Table 5: Troop Quality Multiple Troop Type Quality Die Dirtside Multiple StarGrunt Multiple Elite D12 1.5 2.0 Vetran D10 1.35 1.7 Regular D8 1.20 1.4 Green D6 1.0 1.0 Untrained D4 0.75 0.6 The reason for the two multiples is the effect of the quality die in the two games. In SG the QD is very significant as it affects range, fire effectiveness, morale, comms etc. However in DSII the QD is not so extreme. Please comment on this. I intend to use it for a campeign and want to find the bugs before it gets going. Thanks, Phil P.