From: Phillip E. Pournelle <pepourne@n...>
Date: Mon, 8 Sep 1997 12:04:25 -0400
Subject: StarGrunts II Squad Generation Point system [long]
Hello, A number of folks have asked for me to repost my squad generation
system that spans Full Thrust, Dirtside II and StarGrunts. The point system
below is based on DirtSide II and can be translated to Full Thrust at a ratio
of 1 Full Thrust point to 60 DirtSide II points. It is impossible to correct
for all factors in a game or scenario, so please be patient. This is designed
to give folks who are trying to design a campeign or have a basis for a pick
up game to use a quick reference. Each of the values below are listed for a
single man. To generate the final cost for a squad, you must sum up the cost
per man on tables 1 thru 4, multiply it by the number of men in the squad and
then multiply that total by the morale modifiers on chart 5. For a Campeign, I
recommend that you have all initial troops be regular and all purchased during
the campeign be green to start. This requires that each side have the same
number of points devoted to ground and space forces... These tables should
enable you to translate the effects of the squads to DirtSide II 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 LT Power D10 5 4.0 HVY Power D12 6 6.0
*- These are hits to kill a DSII 5 man team. For example a
three man HVY
weapon team with Full LT armor 3*4/5=12/5=2.4 or three hits to kill. A
four man attack squad in HVY power armor $*6/5=24/5 or 5 hits to kill.
Table 2: Movement Movement SG DS Cost per man Foot 6 inches 2 inches 0.0 Scout
8 inches 4 inches 1.0
Calvery/Power 12 inches 6 inches 2.0
Motorized 15 inches 8 inches 3.0 Jump Jet 15 inches 8 inches 4.0 Skimmer 15
inches 8 inches 5.0
Table 3: Ranged weapons Weapon Range Firepower Impact Cost per man LT Auto
Pistol CC 1 D6 0.0 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 D6 D12 7.0 Auto Grenade Launcher D12 D8 4.0 Multiple Launch
Pack D8 D8 6.0 IAVR D10 D12 1.0 per shot
Table 3(a) Effect of special infantry weapons on DSII
Weapon/Cost Range/Damage Chits
Close Medium Long Infantry Plasma 2 inches 4 inches 6 inches Cost: 8 All Red
Yellow
Auto GL 4 inches 6 inches 8 inches
Cost: 3 1/2 Red&Yellow Yellow 1/2 Green
MLP 6 inches 12 inches 18 inches
Cost: 6 1/2 Red&Yellow 1/2 Red&Yellow 1/2 Red&Yellow
IAVR 4 inches Cost: 1 per man 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 efeect of the quality die is far more
severe in SG than in DS. In SG the QD effects: range for spotting, range for
firing, fire effectiveness, morale, communications, etc. However in DS the QD
is not so extreme. Please comment on this. I have taken a lot of ideas from a
number of people both on this list and in their web sites and so cannot claim
credit for all of the work.
Table 6: Buying leaders The following chart shows my cost estimate for buying
leaders. It assumes that a good platoon leader would be an excellent squad
leader but a weak Company leader. You can use this chart to buy the billet, in
which case replacements are obtained using the usual chart (and cannot be
promoted!). However, if leaders are purchased like characters then the
replacement must be drawn from the organization such as the next lower echelon
commander or a staff officer. These character leaders may be promoted using
chart 7.
Note: These costs are updated from my last. The others were too expensive.
Leadership Squad Platoon Company Battalion Brigade Corps Cost A 3 10 B 2 3 20
C 1 2 3 30 D 1 2 3 50 E 1 2 3 70
F 1 2 3 90
G 1 2 110
Table 7: Promotion If you use the character option for a leader, those
characters have an opportunity to be promoted or demoted based on their
preformance during a battle. To roll on the chart, the character must have
made a morale check during the battle. For an addition modifier, the opposing
force must have been equal to or larger than the force under his command, or
the total number of units he affected must be equal to or greater than his
own. For an enemy of a larger force make the number of additive modifiers
equal to the appropriate number of equivelant units.
Die Roll Effect 1 or less Demote 2 thru 5 retain 6 or more Promote
Die modifiers
-3 If unit under characters command routed.
+1 If unit under characters command lifted suppression at least once
(max +1)
+1 per seperate enemy unit that unit under character's command routed.
+3 per seperate enemy unit that unit under character's command
destroyed.
Routing and destroying an enemy unit is cumulative +4.
This same chart can be used to promote or demote the quality of a unit (i.e.
change from Average to Vetran, etc.). However, green and untrained
forces receive a +3 in addition to all other die rolls. Forces that are
demoted below green are disbanded, take their points and add it to the
pool...