Very rough, but should scale the tech levels together.
Bows: FP 0.5, Impact d4 Crossbows: FP 0.25, Impact d6 Ballista: FP d4, Impact
d8 Catapult: treat as light mortar Trebuchet: treat as heavy mortar
Bolt Action Rifles: FP 1, impact d8 Automatic rifles: FP 2, impact d8 Kinetic
SAW: FP d8, Impact d8 LAW: FP d6, Impact d10* Laser rifles: FP2, Impact d10
Laser SAW: FP d8, Impact d10 Plasma Carbines: FP 2, Impact d12 Plasma SAW: FP
d10, Impact d12
Psion blast: FP d6, Impact d6*
Light medieval armor: d6
light modern armor/heavy medieval armor: d8
light PA/heavy modern armor: d10
heavy PA: d12
Close Quarters Battle:
For each step difference in armor die, the higher combatant gets a +1
die
shift to their Q-die during resolution. Apply shifts for melee weapons
and flamers as normal in addition to this. eg. a Yellow peasant in light
medieval armor (d6) and pike faces off against
a Blue soldier in heavy modern armor (d10); the soldier gets a +2 die
shift
in close combat for higher tech level, but the peasant gets a +1 for
having a melee weapon. The soldier ends on a d12 and the peasant a d6; still
possible for the peasant to get lucky.
Brendan 'Neath Southern Skies
> -----Original Message-----
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More things inline:
> -----Original Message-----
Reloading times (Re-Org action - Q vs Leadership):
Ballista: 2 actions (minimum 3 crew) Catapult: 3 actions (minimum 4 crew)
Trebuchet: 4 actions (minimum 5 crew)
Makes it useful to transfer actions (using a whip of course).
> Bolt Action Rifles: FP 1, impact d8
Forgot to add in aux grenade lauchers: +1 FP
> Psion blast: FP d6, Impact d6*
I have my moments of inspiration. :-)
Using the armor die difference as an open shift takes into account how nasty
close combat can be without good armor or melee weapons. A high tech trooper
(Blue) in no armor (d4) carrying a rifle is going to be in trouble against a
noble (Orange) in full plate (d8) wielding a greatsword IF the noble can get
into range [1d6 vs 1d12]. Even against a squad of 4, the noble has a good
chance [4d8 vs 1d8 due to shifts].
Hmmm, I can see it now. The young nobles' sons dressed in their full plate
wielding Greek Fire Throwers (flamers) charging forward behind their living
shield of crossbow wielding peasants in modern combat armor supported by the
only working grav tank (with laser cannon) on the continent. Across the field
the WWI era regular soldiers load their bolt action rifles
and plasma SAWs and brace in the trenches as rock-throwing trebuchets
attempt to shoot down the grav tank.
Brendan 'Neath Southern Skies
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All this talk of differing technology has me thinking (once again) about how
to run a SGII Campaign set in the FADING SUNS universe.
"Note on the background for those who do not know it."
It is the dawn of the sixth millennium and the skies are darkening, for the
suns themselves are fading. Humans reached the stars long, building a Republic
of high technology and universal emancipation
- and then squandered it, fought over it, and finally lost it. A new
Dark Age has descended on humanity, for the greatest of civilizations has
fallen and even the stars die. Now, feudal lords rules the Known Worlds, vying
for power with fanatic priests and scheming guilds.
Nobles...priests...aliens...knights...starships...psychics...lost worlds...
ancient artifacts...FADING SUNS
So how does one bring medieval and Traveller Tech level 20 on the same table
keep it realistic and yet give the pikes and long bows at least a very slight
chance?
If no one else knows, don't feel bad I've been at it off and on for four years
without success.......)
The only reason to even try is that it will look colorful.....)
Very rough, but should scale the tech levels together.
Bows: FP 0.5, Impact d4 Crossbows: FP 0.25, Impact d6 Ballista: FP d4, Impact
d8 Catapult: treat as light mortar Trebuchet: treat as heavy mortar
*** Could work if the Ballista,Catapult and Trebuchet have a much lower rate
of fire.
Bolt Action Rifles: FP 1, impact d8 Automatic rifles: FP 2, impact d8 Kinetic
SAW: FP d8, Impact d8 LAW: FP d6, Impact d10* Laser rifles: FP2, Impact d10
Laser SAW: FP d8, Impact d10 Plasma Carbines: FP 2, Impact d12 Plasma SAW: FP
d10, Impact d12
***These are good as is, my thanks.
Psion blast: FP d6, Impact d6*
***Treat as chemical grenade/mortar.
Light medieval armor: d6
light modern armor/heavy medieval armor: d8
light PA/heavy modern armor: d10
heavy PA: d12
***Also good as is.....)
Close Quarters Battle:
For each step difference in armor die, the higher combatant gets a +1
die
shift to their Q-die during resolution. Apply shifts for melee weapons
and flamers as normal in addition to this. eg. a Yellow peasant in light
medieval armor (d6) and pike faces off against
a Blue soldier in heavy modern armor (d10); the soldier gets a +2 die
shift
in close combat for higher tech level, but the peasant gets a +1 for
having a melee weapon. The soldier ends on a d12 and the peasant a d6; still
possible for the peasant to get lucky.
Brendan I like what you came up with here, and on such short notice lol.
A further campaign constraint will be that every nation/noble house will
start off with the same percentage of high and low tech classed troops
available to them. Will force their hands somewhat........)
Brendan,
More things inline:
Reloading times (Re-Org action - Q vs Leadership):
Ballista: 2 actions (minimum 3 crew) Catapult: 3 actions (minimum 4 crew)
Trebuchet: 4 actions (minimum 5 crew)
Makes it useful to transfer actions (using a whip of course).
***LOL of course!
Forgot to add in aux grenade lauchers: +1 FP
***Works.....)
I have my moments of inspiration. :-)
***I've been kicking this idea around for a while and just gave up on it
temporarily in favor of other projects......Appreciate the help moving this up
from the back burner as we speak......)
Using the armor die difference as an open shift takes into account how nasty
close combat can be without good armor or melee weapons. A high tech trooper
(Blue) in no armor (d4) carrying a rifle is going to be in trouble against a
noble (Orange) in full plate (d8) wielding a greatsword IF the noble can get
into range [1d6 vs 1d12]. Even against a squad of 4, the noble has a good
chance [4d8 vs 1d8 due to shifts].
***Another thought on the peasants, some of them over the course of the
campaign will no doubt partake in the time honored custom of looting the
fallen......) So by the end of a protracted campaign what started out as a
unit of 40 pikemen ends up as 10 pikes, 20 bolt action rifles, and a few
better off. Makes for some very odd units in the last phases of the campaign.
This of course is subject to what is available on the field etc.
Hmmm, I can see it now. The young nobles' sons dressed in their full plate
wielding Greek Fire Throwers (flamers) charging forward behind their living
shield of crossbow wielding peasants in modern combat armor supported by the
only working grav tank (with laser cannon) on the continent. Across the field
the WWI era regular soldiers load their bolt action rifles
and plasma SAWs and brace in the trenches as rock-throwing trebuchets
attempt to shoot down the grav tank.
***I can see it......lol I like it ......)
> --- "Robertson, Brendan" <Brendan.Robertson@dva.gov.au> wrote:
Personally, Ithink there should be more spread between manual action
weapons and semi-auto/selective fire. If SMGs are going to remain at
FP:3 as RAW, then BS/manual action should be reduced to 0.5.
> Kinetic SAW: FP d8, Impact d8
Armors should have two values. Firt vs. mussle powered weapons, 2nd vs.
firearms. Medieval armors should give no added protection vs. firearms, and
soft modern armors should give little or no added protection againsts swords
and arrows.
> Close Quarters Battle:
> a d6; still possible for the peasant to get lucky.
I have always seen SG2 "Close Assault" as covering modern CQB, not just actual
HTH. In this view, you are giving too much credit to hand weapons and medieval
armor against an opponent armed with repeating firearms.
J
> --- J L Hilal <jlhilal@yahoo.com> wrote:
Doh! Should be "Muscle Powered".
J
J L Hilal said:
> Armors should have two values. Firt vs. mussle powered weapons, 2nd
I wondered if you meant "mussel powered", but figured I should just clam up.