StarGrunts: Sniper anb character Costs

1 posts ยท Sep 11 1997

From: Phillip E. Pournelle <pepourne@n...>

Date: Thu, 11 Sep 1997 04:52:31 -0400

Subject: StarGrunts: Sniper anb character Costs

Hello, Here are some thoughts of mine on how to price snipers and characters
in SGII using DSII point costs system.

Weapons chart Weapon Fire Power Impact Costs Conventional Sniper Rifle D10 D10
2 Gauss Sniper Rifle D10 D12 3 Laser Sniper Rifle D12 D8 2
Heavy Anti-Material Rifle       D8              2D12            5

To generate a Sniper first buy all of his equipment including armor, sniper
weapons, etc from the original charts. Total them up and double them. Then
multiply this by his quality die cost from the original charts. Then add the
leadership cost. For example a sniper with Partial Light armor (1.0), 8 inch
scout movement(1.0) and a Gauss Sniper rifle (3) costs 5.0 double this for 10.
We'll make him an Elite sniper for a quality die of D12 (2.0). He now costs 20
points but we also want him to have a leaderdship role of 1 and act as an
independant squad (leadership rating C which costs 30). His grand total is 50.
By all accounts he will be worth every point. Next, we'll have to see how a
sniper from SG would effect a DSII
game...

Heroes would use the same cost algorithm, but have special abilites. For those
abillities that can be replicated by standard equipment, use those. For
example, a Jedi knight with his special abilites would replicate a Heavy armor
of D12 (6), Scout movement of 4 inches (1.0), a squad assault rifle (4.0) and
a light saber (2.0) costs 13 doubled to 26 He just got of his rock world and
is a regular guy for a multiple of 1.4. Now he cost 26*1.4 =37. Now we make
him capable of leading a platoon as a 2 type leader (leadership C) for an
additional 30 points for a grand total of 67. The hero can roll against his
quality die to do things like pick locks, add an additonal die roll to spot
things, etc.

Your input would be greatly apreciated.
                Phil