[Stargrunt-Fullthrust] DS 2 quirk

5 posts ยท Aug 23 2000 to Aug 24 2000

From: Glenn M Wilson <triphibious@j...>

Date: Wed, 23 Aug 2000 17:49:54 EDT

Subject: FW: [Stargrunt-Fullthrust] DS 2 quirk

--------- Begin forwarded message ----------
From: "Glenn Wilson" <triphibious@juno.com>
To: Stargrunt-Fullthrust@egroups.com
Subject: [Stargrunt-Fullthrust] DS 2 quirk
Date: Wed, 23 Aug 2000 17:54:12 -0000
Message-ID: <8o1344+39ln@egroups.com>

Sitting at the dinner table after the kids were in bed, talking with
wife, fiddling with mid-tech DS2 vehicles designs...

Per DS2, with mid-tech power plants (HMT) you can only use MDC/HEL
weapons 1 size lower then vehicle size. Seems right.

Soooo, You can only use a size 4 HEL or MDC on a size 5 vehicle, etc.

That's okay.

BUT you can take a Size 4 vehicle with a HMT power source and stick a
turret mounted HEL/3 and a 'secondary' MDC/3.

I e-mailed Jon T. IIRC an example of a primary of one type and size
and a secondary of a different type and/or size (say a HKP/4 and a
MDC/3) and he said in such a mixed weapon case he thought both should
be able to fire similar to a 'in the rules' double turret (same weapon
types/sizes.)  Both weapons would use their own range bands, etc. And
since that was my idea I was pleased to see he thought my idea while perhaps
'unusual' still within the spirit of the rules.

However, does it seem to violate the spirit of the rules (tech/motive
power/weaponry) to let the kind of example above (a Size 4 vehicle
witha HMT power source and stick a turret mounted HEL/3 and a
'secondary' MDC/3) work?  If the HMT can't fire a HEL/4 or 5 why
should it be able to fire BOTH a HEL/3 AND a MDC/3?

While I will decide how I want to run the house rules for my games I really
would like some feedback from the list members on if this pushes the mixed
weapon turret example 'over the edge' of the spirit
of the rules.  I have no problem with a DFFG/1 and a HVC/4 in a
turret (it's like putting a DFFG in lieu of an APSW IMO) but I begin to feel
uneasy with the situation mentioned above.

Where is that 'spirit' boundary?

Gracias.
Triphibious/Glenn

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From: Jeremey Claridge <jeremy.claridge@k...>

Date: Thu, 24 Aug 2000 12:08:56 +0100 ()

Subject: Re: FW: [Stargrunt-Fullthrust] DS 2 quirk

> However, does it seem to violate the spirit of the rules (tech/motive

How about each additional weapon with power considerations has to go down a
size.
So you would now only be allowed say a HEL/3 but the MDC would have to
come down to a 2.

Or another method would be to say the energy capacity is 3 (one less than
vehicle size)
therefore all you could have is a HEL/2 and MDC/1 total of 3 energy
used.

Sound reasonable?

From: Glenn M Wilson <triphibious@j...>

Date: Thu, 24 Aug 2000 15:08:57 EDT

Subject: Re: FW: [Stargrunt-Fullthrust] DS 2 quirk

On Thu, 24 Aug 2000 12:08:56 +0100 () Jeremey Claridge
> <jeremy.claridge@kcl.ac.uk> writes:

Sounds pretty reasonable.

> Or another method would be to say the energy capacity is 3 (one less

A little strict but not patently unfair to the spirit of the rules.

> Sound reasonable?

Yes, it does. I might not worry since experienced (I have yet to play!!??!)
players suggest it may not be 'optimal' anyway. But then I wanted this force
to match the culture I designed for it not necessarily be the best 'winning'
design strategy (not that I want a kludgy certain to lose one but one with a
few quirks and satisfy my 'style' button and
reasonable quality/quantity will do.)

So does anybody use DS2 with a different background then the 'canned' one? I
like it but with I have an objective to merge it with my old Starguard
campaign world (Cotu) to make the battles more then
skirmishes/platoon (-) actions.

Gracias.

From: Eric Foley <stiltman@t...>

Date: Thu, 24 Aug 2000 13:04:39 -0700 (PDT)

Subject: Re: FW: [Stargrunt-Fullthrust] DS 2 quirk

> Glenn wrote:

I haven't played it yet, but I have every intention of eventually using it to
supplement my FT pseudo-campaigns.  I find myself thinking that I might
adapt
it slightly for a BattleTech-like setup, where Infantry Walkers can get
dropped from orbit alongside bulkier Combat Walkers in shuttle exoskeletons.
It might or might not involve a house rule tweak to the p.43 rules on orbital
drops, depending on how much extra metal you've got to have around a Combat
Walker for it to constitute an "Assault Lander".

There's quite a few sci-fi setups that I wouldn't mind mixing with it,
ultimately.  From the AT-ATs in Star Wars to the mecha in
BattleTech/anime
to hovertanks... I could have some fun with this.:)

From: Glenn M Wilson <triphibious@j...>

Date: Thu, 24 Aug 2000 17:26:11 EDT

Subject: Re: FW: [Stargrunt-Fullthrust] DS 2 quirk

> On Thu, 24 Aug 2000 13:04:39 -0700 (PDT) stiltman@teleport.com writes:

This is beginning to sound like a lead in to the FT Modular ship thread
at gzg-l@CSUA.Berkeley.EDU but it has merits.  How would you dump the
exoskeleton after landing - explosive bolts idea?  Since Combat Walkers
are larger then "Very Large' vehicles this would practically be a 'disposable'
ship situation.

> It might or might not involve a house rule tweak to the p.43 rules on

I think it would be more along the lines of a Dropship.

Unless you went to Mega-size strap-on 'reverse JATO' packs.

> There's quite a few sci-fi setups that I wouldn't mind mixing with it,

I am more prone to try and adapt it to the Hostile Contact rules that brought
FGU's original Space Marines into Starguard.

Let's see that would be a DS2 adaptation of a Starguard adaptation of Space
Marines... Talk about Mutations....

> =-=-=-=-=-=-=-=

Actually, resistance is everything.   8^)

Gracias.