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?