Stealth in SG2 - how to implement it?

4 posts ยท Mar 1 2000 to Mar 3 2000

From: Thomas Barclay <Thomas.Barclay@s...>

Date: Wed, 1 Mar 2000 15:57:36 -0500

Subject: Stealth in SG2 - how to implement it?

What is stealth from DS2? I assume it is a combination of electronic/EM
countermeasures, thermal ducting and countermeasures, and visual
countermeasures. What is the effect? In DS2, it makes the vehicle harder to
hit by reducing its effective signature.

How to best represent this in SG2?

Ideas:

1) A reduction of size class as a target 2) An increase of effective ECM by 1
or more levels (an open shift that
moves from the defenders ECM die to the attackers guidance or FC/FP die)
3) A stealth die - a 1 level stealth is D4, 2 level is D6, etc.

Each has advantages and disadvantages.

1) Pros: Easy to do, somewhat similar in mechanic to DS2
   Cons: Works not a whit against GMS or infantry small arms - useless
to size class 1 vehicles. 2) Pros: Easy to do. Works against all attacking
weapons systems. Similar shift can be applied to spotting rolls. Cons: Means
shifting more than 1 die conceivably. 3) Pros: Extra die is probably most
advantageous option for defender. Also works for spotting. Cons: Means
attacker would have to beat both stealth and range or ECM dice.

I implemented PDS for vehicles using method 3 (an extra die). I'm not sure
which makes the most sense.

Q: Can infantry have stealth? A: Perhaps? 1 level = phototrophic cammie
jammies. 2 level =
predator-like
cloak shields.

Q: Can other vehicles types have implicit stealth? A: I think perhaps some
things like motorbikes have something like this
versus being hit (spot normally - a bike makes noise).

Comments, rebuttals, other theories, like it, lump it, want to put a bullet in
me?

From: Owen Glover <oglover@b...>

Date: Thu, 2 Mar 2000 08:11:28 +1000

Subject: RE: Stealth in SG2 - how to implement it?

Hi Tom,

These all sound good; I'd opt for (3) but with choosing the HIGHEST die
result.....isn't this somewhat similar to a DS mechanism as well?

Nice work,

Owen
> -----Original Message-----

From: Brian Bell <bkb@b...>

Date: Thu, 2 Mar 2000 07:24:06 -0500

Subject: RE: Stealth in SG2 - how to implement it?

You are correct on the implied meaning of stealth in DS2.

For SG2, I would suggest both #1 and #2. #1 mirrors the DS2 mechanic of
reducing the size signature of the vehicle. #2 would provide additional
protection from GMS (which is MUCH more deadly in SG2 than DS2).

For infantry (including PA and 1 person vehicles such as motorcycles and
grav-boards), I would suggest that each level of stealth place the
infantry at 1 greater range band (I think that this shifts the target die). I
would also limit this to 1 level for regular infantry and 2 for
PA/motorbikes/grav-boards.

And last, if the motorbike is powered by HMT (Fuel Cell) or FGP (Fusion), it
would be as quiet as PA (which I assume is powered by HMT OR FGP). LOL, I just
pictured a PA trooper with a gasoline engine on his back.
Put...put...put..put...

Having only played SG2 twice, I am unsure. Do most people play motorcycles as
individual figures or as size 1 vehicles? I would argue for individual figures
(as I use them in DS2) unless in a group. Size 1 vehicles would be Jeep size
or larger, IMHO.

-----
Brian Bell bkb@beol.net
-----

> -----Original Message-----

> to size class 1 vehicles.
Similar
> shift can be applied to spotting rolls.

From: Andrew Martin <Al.Bri@x...>

Date: Fri, 3 Mar 2000 19:15:19 +1300

Subject: Re: Stealth in SG2 - how to implement it?

> Thomas wrote:

Contrary to DS2, my opinion is that stealth is advanced manufacturing, packing
more things into less space, and so ending up with a smaller vehicle size.
This is working backwards from stealth's game effects.