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The point system following is based on a system published by Phillip E Pournelle on the web site http://www.kontos.demon.co.uk/sg/rules/points.htm Much thanks to him for providing the basic information from which this system was developed. The main difference is that I have listed the weapons points by FirePower and Impact rather than by name. I felt this was more logical since one doesn't care what you call it. It is the weapon effect that is important. There were so many names and and types that it would be difficult to list them all. Using the Firepower and Impact values proved to be simpler yet all inclusive.
This system is intended to give players who are trying to design a campaign or pick up game a method of evening out opposing sides and balancing scenarios. It is impossible to correct for all factors in a game or scenario, so use the system as you see fit and feel free to modify to suit your taste.
The values below are listed for a single man. To generate the final cost for a squad, you must sum up the cost for each man based upon his armour, speed and weapon factors. This is then multiplied by the morale modifiers. To this you then add values for Squad Leadership, Sensor and ECW capabilities. The system allows you to have mixed armour values in a squad if you so desire.
Feel free to distribute and use this system as you like. Comments and constructive criticisms are appreciated. I have not included any translation to DirtSide rules sytems as our group has not used those rules. This file last updated 04/21/00.
*ARMOURRevised 4/21/00
| Armor Type | SG:Die type | Cost per man |
| Basic | D4 | 2.0 |
| Partial LT | D6 | 3.0 |
| Full LT | D8 | 4.0 |
| LT Power | D10 | 10 |
| HVY Power | D12 | 12 |
| Movement | SG | DIE | Cost per man |
| Normal | 6 inches | D6 | 3.0 |
| Scout, Light Troops | 8 inches | D8 | 4.0 |
| Slow Power Armour | 6 inches | D6 | 3.0 |
| Fast Power Armour | 12 inches | D12 | 6.0 |
| RANGED WEAPONS | ||||
| Sample Weapon | Range | Firepower | Impact | Cost per man |
| Improvised | Close Only | 0.5 | D4 | 1 |
| Archaic Designs | Close Only | 0.5 | D6 | 2 |
| Close Only | 0.5 | D8 | 3 | |
| Close Only | 0.5 | D10 | 4 | |
| LT Auto Pistol | Close Only | 1 | D6 | 3 |
| Close Only | 1 | D8 | 4 | |
| HVY Auto pistol | Close Only | 1 | D10 | 5 |
| Shotgun | Close Only | 1 | D12 | 6 |
| Hunting Rifle | 2 | D6 | 5 | |
| LT Assault Rifle | 2 | D8 | 6 | |
| Advanced Assault Rifle | 2 | D10 | 7 | |
| 2 | D12 | 8 | ||
| ACR w/ GL | 3 | D6 | 6 | |
| LT Assault Rifle w/ GL | 3 | D8 | 7 | |
| SMG,Machine Pistol | Close Only | 3 | D8 | 6 |
| Assault Shotgun | Close Only | 3 | D8 | 6 |
| AdvancedAssault Rifle w/ GL | 3 | D10 | 8 | |
| Gauss Rifle w/ GL | 3 | D12 | 9 | |
| Points are caculated by taking 1/2 the Impact value and adding the Firepower Value. Weapons that are close range only, have a point deducted. Weapons that add melee capability are covered in another table. | ||||
SUPPORT WEAPONS
Support Weapons Cost is calculated by determining the total cost of a number of Infantry with Ranged Weapons that would have an equivalent firepower and impact as the Support Weapon. For example, an Infantry Plasma Weapon(Cost 24)has a Firepower of D6 and an Impact of D12. Three Infantrymen with Firepower 2 and Impact D12 have a total cost of 24. This makes the cost of Support Weapons higher that Pournell's original system, but more accurately reflects their worth since one Support Weapon can have equal firepower to a whole Squad.
| SUPPORT WEAPONS | ||||
| Weapon | Support Firepower | Impact | Cost/man w/o * | Cost/man w * |
| D6 | D6 | 15 | 18 | |
| D6 | D8 | 18 | 22 | |
| D6 | D10 | 21 | 26 | |
| Infantry Plasma | D6 | D12 | 24 | 30 |
| D8 | D6 | 20 | 23 | |
| Multiple Launch Pack | D8 | D8 | 24 | 28 |
| Squad Assault Rifle | D8 | D10 | 28 | 33 |
| D8 | D12 | 32 | 38 | |
| D10 | D6 | 25 | 28 | |
| D10 | D8 | 30 | 34 | |
| Gatling SAW | D10 | D10 | 35 | 40 |
| Gauss SAW | D10 | D12 | 40 | 46 |
| D12 | D6 | 30 | 33 | |
| Auto Grenade Launcher | D12 | D8 | 36 | 40 |
| D12 | D10 | 42 | 47 | |
| D12 | D12 | 48 | 54 | |
| Note: The "*" character denotes Support weapons that Double their Impact values for Major Hits on Point targets. These add 1/2 the value of their Impact Die to Points Cost. (e.g. Mutiple Launcher Pack MLP with D8 Firepower and D8* Impact would add 1/2 D8 =4 for a total points cost of 28, not 24 ). This is to reflect the added benefit of Support Weapons that can be used effectively against point targets. | ||||
GUIDED MISSILE SYSTEMS
The following chart shows the different missile systems for StarGrunt II and the costs associated with them. Some are already covered by the Support Weapons Chart and are included here only for completeness in handling all the missiles in one group. Just make sure you don't pay for them twice.
These are figured differently as you have a limited number of them to use. The cost is figrued similar to ranged weapons with Guidance taking the place of the FirePower die, Impact the same and assuming the base cost is for 5 missiles. Since most are 3 shot weapoms, this lowers the costs as compared to Support Weapons which have unlimited rounds. For the IAVR, the system is unguided but at the extremely short range, guidance is unnecessary and is also not subject to ECW.
| GUIDED MISSILE SYSTEMS | |||||
| Type | Guidance | Guidance Die | Impact Die | No. of Missiles | Cost per Missile |
| Multiple Launch Pack (MLP) | None, uses FirePower Die | D8 | D8* | 5 chits | 6 |
| IAVR, Basic | None, uses FirePower Die | D8 | D12* | 3 chits | 8 |
| IAVR, Improved | see above | D10 | D12* | 3 chits | 9 |
| GMS/L | Basic | D6 | D12X2 | 5 chits | 7 |
| Enhanced | D8 | D12X2 | 5 chits | 9 | |
| Superior | D10 | D12X2 | 5 Chits | 10 | |
| GMS/P | Basic | D6 | D12* | 3 chits | 6 |
| Enhanced | D8 | D12* | 3 chits | 8 | |
| Superior | D10 | D12* | 3 chits | 9 | |
The number of Chits refers to the number of missile rounds such weapons are normally equiped with, however you should only pay for the amount the unit has in a given game. If you allow unlimited rounds, I suggest you pay using a value of 5 maximum chits.
| CLOSE ASSAULT WEAPONS | |||
| Weapon | Die shift | Cost per man | |
| Pistol/SMG | +1 | 2 | |
| Sword/Axe | +1 | 2 | |
| Shotgun | +2 | 4 | |
| Flamer | +2 | 4 | |
| Power Sword/Hull Cutter | +3 | 6 | |
| Light Saber | +4 | 8 | |
| Note: This cost is in addition to the basic weapon firepower cost. Add for each man that has a close assault weapon. The last is a carry over from Pournelle's sytem and is not used in our club games, however feel free to create your own types. | |||
| TROOP QUALITY MULTIPLE | ||
| Troop type | Quality die | Stargrunt multiple |
| Elite | D12 | 2.5 |
| Veteran | D10 | 2.0 |
| Regular | D8 | 1.5 |
| Green | D6 | 1.0 |
| Untrained | D4 | 0.5 |
| The differential in these modifiers has been increased from the original values given by Pournells's System. In SG the QD effects: range for spotting, range for firing, fire effectiveness, morale, communications, etc. It was felt that there needed to be more difference for quality since it plays such an important part in most die rolls. | ||
The following chart shows Pournelle's cost estimate for buying leaders. It assumes that a good platoon leader would be an excellent squad leader but a weak Company leader. Simply add the cost of the leader to your total Squad cost.
| BUYING LEADERS | ||||||||
| Leadership | Squad | Platoon | Company | Battalion | Brigade | Corps | Cost | |
| A | 3 | 10 | ||||||
| B | 2 | 3 | 20 | |||||
| C | 1 | 2 | 3 | 30 | ||||
| D | 1 | 2 | 3 | 50 | ||||
| E | 1 | 2 | 3 | 70 | ||||
| F | 1 | 2 | 3 | 90 | ||||
| G | 1 | 2 | 110 | |||||
Note: Add this cost to after you have calculated Squad value from Quality Modifier, | ||||||||
| SENSORS | ||
| Type | Die | Cost |
| Unaided | D4 | 0 |
| Basic | D6 | 20 |
| Enhanced | D8 | 40 |
| Superior | D10 | 60 |
| ECM SYSTEMS | ||
| Type | Die | Cost |
| Basic | D6 | 10 |
| Enhanced | D8 | 20 |
| Superior | D10 | 30 |
| SNIPER WEAPONS | |||
| Weapon | Firepower | Impact | Cost |
| Conventional Sniper Rifle | D10 | D10 | 35 |
| Gauss Sniper Rifle | D10 | D12 | 40 |
| Laser Sniper Rifle | D12 | D8 | 36 |
| Heavy Anti-Material Rifle | D8 | 2D12 | 44 |
| 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 (40) costs 42.0 double this for 84. We'll make him an Elite sniper for a quality die of D12 (2.5). He now costs 210 points but we also want him to have a leadership role of 1 and act as an independent squad (leadership rating C which costs 30). His grand total is 240. By all accounts he will be worth every point. | |||
EXAMPLES
The following is an example of using the charts to calculate the total squad cost
Example 1: Ron has 6 ESU trops in Slow Power Armour(D6 Move, D10 Armour)= 6 X (3 + 10) = 78pts. Two guys have KI-95 IPW's, FP-2 Impact D10(2 X 6), Two have LMG's FP-D8 I-D10 (2 X 28), Two have Rotary Machine Guns FP-D10 I-D10 ( 2 X 35). One of the IPW armed guys has an over the Shoulder MLP FP-D8 I-D8* for 30 pts. These are Veteran troops for a multiplier of 2.0 giving 2 X ( 78 + 12 + 56 + 70 + 30) = 492 points. Now we give him a type 2 Squad leader (leadership B) for an additional 20 points and Basic Sensors & ECM for (20 + 10 = 30) for a grand total of 542 points.
Example 2: Mitch has 6 NSL Troopers in Full Combat Armour (D8) that use Regular movement, 6 inches at 7 pts apiece for 42 pts. Four of the troops have Firepower 3 Impact Die D10 Advanced Assault Rifles with GL at 8 pts apiece (4 X 8=32). There is one Gatling SAW Suppport Weapon D10FP & D10Impact for 35 pts and a GMS/P with D8 Enhanced Guidance, D12* Impact with 3 Missile chits for 24 pts. These are regular troops for a muliplier of 1.5 giving (42 + 32 + 35 +24) X 1.5 = 199.5 points. To this we add a Level 1 Squad leader(30pts), Enhanced Sensors for 40pts and Enhanced ECM for 20pts for a rounded off total of 290.
Using this system, 2 of Mitch's Squads should be able to take on one of Ron's which feels about right for Stargrunt. As this system has not been play tested, consider it to be still a bit preliminary. Comments always welcome.