Weapon Variants for SGII

7 posts ยท May 16 1997 to May 19 1997

From: John Crimmins <johncrim@v...>

Date: Thu, 15 May 1997 22:54:43 -0400

Subject: Weapon Variants for SGII

Just some ideas. I've been translating some of my vast array of figures into
SGII, and I wanted to have some weapons that had a different flavor to them
for some of my more alien troops.

First of all, does it strike anyone else as odd that a Flamethrower is of use
only in Close Combat? I've been using it as a support weapon since our first
game, myself....

Flame Thrower
    Support Firepower:	D10    Impact:	D10
*Can be fired at up to Medium Range (2 Range Bands) only. Units suffering
casualties from a Flame Thrower must make a Reaction Test at a threat level of
2.

Laser Rifle--Mid Tech
Firepower: 2 Impact: D8 *Treat all targets as if they were one Range Band
closer than they actually are.

Laser Rifle--High Tech
Firepower: 3 Impact: D10 *Treat all targets as if they were one Range Band
closer than they actually are.

Plasma Rifle--Mid Tech
        Firepower: 2           Impact:  D12+
(D12+: Reduce the Armor die of target by one Die)

Plasma Rifle--High Tech
        Firepower: 3           Impact:  D12++
(D12++: Reduce the Armor die of target by two Dice)

Organic Tech (What can I say? I've got lots of Tyrannids....)

Venom Rifle Firepower: 2 Impact: D10 Targets hit by rounds from a Venom Rifle
are killed only if the Firer's roll is greater than THREE TIMES the Target's
roll. All other hits are considered wounds, as usual. When figures wounded by
a Venom Rifle are treated, use the following table:
        1=Dead, 2-4=Wounded, 5=Stabilized, 6=Okay.
Medics affect this roll as usual. (The purpose of this is twofold: it forces
the squad to carry along
an ever-increasing number of screaming comrades, thus slowing them down
and demoralizing them, and it leaves the Aliens with plenty of live bodies to
play with afterwards. And rescue attempts make nice scenarios....)

Venom Cannon:
	Support Firepower:  D10    Impact:  D10
Effects on target are identical to that of Venom Rifle.

So, what do you all think?

From: Brendan Pratt <bastard@o...>

Date: Sat, 17 May 1997 09:36:34 -0400

Subject: Re: Weapon Variants for SGII

> John Crimmins wrote:
<snip>
No I certainly don't - most flamethrowers will only project about 20
metres (66 feet I think) - great for scaring hell out of anyone further
away, but only lethal within that range.

From: Jerry McVicker <gmcvicke@w...>

Date: Sat, 17 May 1997 11:17:43 -0400

Subject: Re: Weapon Variants for SGII

> At 11:36 PM 5/17/97 +1000, you wrote:

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

Date: Sun, 18 May 1997 23:20:19 -0400

Subject: RE: Weapon Variants for SGII

Hi, just new to the list.

Flamers - short range absolutely. They also should have some sort of
penalty for detonation/exploding if the operator is hit. These were
inherently dangerous to use even up to 10 years ago and I would think that the
mix components will still be volatile a hundred or more years from now.

> ----------

From: Brendan Pratt <bastard@o...>

Date: Mon, 19 May 1997 05:08:12 -0400

Subject: Re: Weapon Variants for SGII

> Glover, Owen wrote:
I disagree with the danger element - most scifi flamers would use a
binary fuel that was only dangerous after mixing - usually mixed during
acceleration through the barrel of the weapon - with little more risk
than a 20th century firearm, although possiblities will always exist for
catastrophic accidents during use, for example Drakes' wild blast in
Aliens when he was sprayed with acid. :-\

Ouch, Owie, etc...

From: Mikko Kurki-Suonio <maxxon@s...>

Date: Mon, 19 May 1997 07:51:07 -0400

Subject: Re: Weapon Variants for SGII

> On Mon, 19 May 1997, Brendan Pratt wrote:

> I disagree with the danger element - most scifi flamers would use a

So what happens when the tanks are ruptured in a <insert mega-death
weapon here> blast?

> than a 20th century firearm,

Modern rounds DO cook off occasionally. It's just that they're not very
dangerous without a barrel and bolt. But HE rounds are dangerous because

their lethality is due to the explosive, not their kinetic energy.

Likewise, flamer fuel could fo up in a fireball if the system is damaged

in combat.

The chance exists. Whether it's small enough to ignore is a matter of personal
preference.

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

Date: Mon, 19 May 1997 14:17:13 -0400

Subject: RE: Weapon Variants for SGII

> At 01:20 PM 5/19/97 +1000, Brendan Pratt wrote:

> Hi, just new to the list.

While the Flame Thrower, by its nature will always be short ranged, the use of
Binary Chemicals can reduce the danger posed to the operator, (and his
buddies) from exploding tanks, etc.