3Wi: Updated Imperial Marines SGII
I wanted to change the squad from one in which each man is equipped with a support weapon, to a squad with a more normal range of personal weapons and support weapons. To that end I've decided on the following premise: PGMPs and FGMPs are designed and built to an optimised configuration for the specific role in which it will be employed.
Thus Imperial high energy weapons employed as personal weapons are built on a smaller frame, with a lesser power output and are designated Infantry Plasma Weapons (IPW) and Infantry Fusion Weapons (IFW), while the support weapons retain the PGMP and FGMP nomenclature.
Therefore Imperial Marines will, depending on tech level, be equipped with:
Combat Armour Equipped Troops
Tech Level Personal Weapon Support Weapon
12 ACR PGMP-12
13 Gauss Rifle PGMP-12
14 Gauss Rifle PGMP-14
15 Gauss Rifle FGMP-15
Battledress Equipped Troops
Tech Level Personal Weapon Support Weapon
12 ACR PGMP-12
13 Gauss Rifle PGMP-13
14 IPW-13 FGMP-14
15 IFW-14 FGMP-15
Generic Weapons Table (additions)
Weapon Type Range Limitations Firepower Impact
IPW-13 - 3 D12
IFW-14 - 4 D12
Treat the PGMP-12, 13 and 14 and the FGMP-14 and 15 as the Infantry Plasma Gun Support FP Die D6/D12* Impact. You can differentiate between their combat effectiveness by applying the Tech Level effect of a negative Armour die shift when firing on forces with lower tech armour. (die shift down a level for each TL difference. For example: TL-15 Imperial Marines firing at TL-14 Zhodani Lift Infantry in Combat Armour. The Zho's would take a single die shift down to D6 rather than the normal D8 for Combat Armour.
TL-15 Imperial Marines operate in 6 man squads, this gives four IFW-14s with a combined Firepower of 16 for a max D12 FP die, a single FGMP-15 that adds an additional D10 to the teams Firepower and a TAC Missile Launcher firing general purpose warhead for Anti-Tank/Anti-Aircraft defence. There are a further two squad members who crew the squads grav APC operating in direct support or as a detached element.
Update: I have changed the Armour Values. I was working under the assumption that Combat Armour is supposed to be power assisted (not Powered like Battle Dress, but more like a light exoskeleton) and therefore was classed as Light Powered Armour. I've now decided to change Combat Armour to Full Suit of Light Armour, and Battle Dress to Light Powered Armour (Fast), heavy Battle Dress is either an early version or a later special design.
In any case tech level effects (an open Armour Die shift per difference in TL) makes standard Imperial Battle Dress a very effective defence against most of their, lower tech, enemies' weapons. For example nearly all Imperial enemies are at least one tech level lower, which means that Imperial Battle Dress usually has a die shift upwards to D12 vs most Zhodani, Aslan, Vargr and Solomani weapons systems. Against Sword Worlders who at best field TL 12 forces they have a D12 Armour Die and since it's an open die shift the other two die shifts are applied to the Swordies' weapons Impact.
Personal Armour
Armour Type Armour Die Stargrunt II Armour Type
No Armour D4 Basic Battledress
Cloth/Flak Jacket/Cbt Env. Suit D6 Partial Light Armour
Combat Armour D8 Full Suit Light Armour
Battle Dress D10 Combat Power Suit (Light PA)
Heavy Battle Dress D12 Heavy Power Armour
Update 2: Sensors: I've changed the systems stats as well. Ken Pick assigned a tech level to the different systems and even added a new level of system: Superior +1. I propose that the systems should remain as they are, None, Basic, Enhanced and Superior. These levels don't represent the technological level of the systems, instead they represent the capability of the system within a particular tech level. By applying tech level effects (die shifts) you can differentiate between two systems of the same relative capabilities but differing tech levels. Example: A TL15 Enhanced Guidance system being used against a TL-14 Enhanced ECM system forces the ECM system to take single die shift down to a D6. A TL14 Superior Guidance System vs a TL15 Decoy allows the Decoy to die shift up to a D10 instead of the normal D8 because of the tech level difference.
Tech Level effects are going to have a great impact on the tabletop.
Cool stats!
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