SGII Points System

by Mitch Berdinka

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


*MOVEMENTRevised 04/21/00

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
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
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,

Additional Equipment

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

 

Snipers

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.



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