Post by timsnoddy on May 6, 2012 12:50:11 GMT -5
These are the definitions my group of players are going to use for statting. They seem to be working well for me with shooting being difficult to hit at long range then very deadly inside effective range. If you have alternate thoughts pleae feel free to share.
Suggested Stats for Gruntz troop definitions
Shoot Stat:
Green 2 Civilians and colonists with no military experience.
Trained 3 All militia types with some military experience and or training but lacking professionalism.
Seasoned 4 Regular troops with professional training but limited or no combat experience.
Veteran 5 Regular troops with special training and or selection process. Or regular units with notable combat experience.
Expert 6 Regular troops belonging to elite units.
Elite 7 Elite sniper units.
Assault Stat:
Green 2 Civilians and colonists with no military experience.
Trained 3 All militia types with some military experience and or training but lacking professionalism.
Seasoned 4 Regular humanoid troops with professional training.
Veteran 5 Regular humanoid troops with better than normal equipment and or training for close combat fighting. Aliens of greater size than humanoids whose greater bulk confers a close quarters combat advantage. Aliens with a natural ability such as a bite attack, claws or extra limbs which confer a close quarters combat advantage.
Expert 6 Aliens of even greater bulk than those classed as veteran or with a particularly effective natural ability such as poison or razor sharp teeth.
Elite 7 Aliens who combine a major size advantage over humanoids with an effective natural attack ability.
Guard Stat:
Slow 10 Civilians and colonists with no military experience.
Average 11 All militia types with some military experience and or training but lacking professionalism.
Medium 12 Regular troops with professional training but limited or no combat experience.
Quick 13 Regular troops with significant combat experience or scout units.
Superfast 14 Alien technology or troops with an above human ability to dodge incoming fire.
Soak Stat:
None 10 Gruntz with no armour or very light protective equipment such as helmets or padding but lacking effective protection for vital organs, normally chest armour.
Scouts 11 Gruntz equipped with very small quantities of light sci-fi armour or troops equipped with the equivalent of early 21st century body armour.
Light 12 Gruntz with standard sci-fi armour which is in greater quantity than scout level but not in sufficient quantity to count as full body sci-fi armour.
Medium 13 Gruntz with full body sci-fi armour but not as heavy as armour used by some of their contemporaries.
Heavy 14 Gruntz with heavier full body sci-fi power armour.
Assault 15 Gruntz with exceptional armour with the highest possible ability to absorb damage.
*Aliens with a greater ability to absorb damage, or armour like, tough hide, should be given a soak rating one class higher than their equipment merits. Particularly ineffective or effective examples of a class of equipment may also be rated one class higher or lower than would normally be the case.
Mental Stat:
Green 4 Civilians and colonists with no military experience or enthusiasm.
Trained 5 Enthusiastic mobs with no military experience or just formed militias without experience or training.
Seasoned 6 All militia types with some military experience and or training but lacking professionalism.
Veteran 7 Regular troops with professional training but limited or no combat experience.
Expert 8 Regular troops with special training and or selection process. Or regular army units with notable combat experience.
Elite 9 Regular troops belonging to elite units.
Skill Stat: In most games this will duplicate the shoot stat but can be varied as required for specific scenarios.
Suggested Stats for Gruntz troop definitions
Shoot Stat:
Green 2 Civilians and colonists with no military experience.
Trained 3 All militia types with some military experience and or training but lacking professionalism.
Seasoned 4 Regular troops with professional training but limited or no combat experience.
Veteran 5 Regular troops with special training and or selection process. Or regular units with notable combat experience.
Expert 6 Regular troops belonging to elite units.
Elite 7 Elite sniper units.
Assault Stat:
Green 2 Civilians and colonists with no military experience.
Trained 3 All militia types with some military experience and or training but lacking professionalism.
Seasoned 4 Regular humanoid troops with professional training.
Veteran 5 Regular humanoid troops with better than normal equipment and or training for close combat fighting. Aliens of greater size than humanoids whose greater bulk confers a close quarters combat advantage. Aliens with a natural ability such as a bite attack, claws or extra limbs which confer a close quarters combat advantage.
Expert 6 Aliens of even greater bulk than those classed as veteran or with a particularly effective natural ability such as poison or razor sharp teeth.
Elite 7 Aliens who combine a major size advantage over humanoids with an effective natural attack ability.
Guard Stat:
Slow 10 Civilians and colonists with no military experience.
Average 11 All militia types with some military experience and or training but lacking professionalism.
Medium 12 Regular troops with professional training but limited or no combat experience.
Quick 13 Regular troops with significant combat experience or scout units.
Superfast 14 Alien technology or troops with an above human ability to dodge incoming fire.
Soak Stat:
None 10 Gruntz with no armour or very light protective equipment such as helmets or padding but lacking effective protection for vital organs, normally chest armour.
Scouts 11 Gruntz equipped with very small quantities of light sci-fi armour or troops equipped with the equivalent of early 21st century body armour.
Light 12 Gruntz with standard sci-fi armour which is in greater quantity than scout level but not in sufficient quantity to count as full body sci-fi armour.
Medium 13 Gruntz with full body sci-fi armour but not as heavy as armour used by some of their contemporaries.
Heavy 14 Gruntz with heavier full body sci-fi power armour.
Assault 15 Gruntz with exceptional armour with the highest possible ability to absorb damage.
*Aliens with a greater ability to absorb damage, or armour like, tough hide, should be given a soak rating one class higher than their equipment merits. Particularly ineffective or effective examples of a class of equipment may also be rated one class higher or lower than would normally be the case.
Mental Stat:
Green 4 Civilians and colonists with no military experience or enthusiasm.
Trained 5 Enthusiastic mobs with no military experience or just formed militias without experience or training.
Seasoned 6 All militia types with some military experience and or training but lacking professionalism.
Veteran 7 Regular troops with professional training but limited or no combat experience.
Expert 8 Regular troops with special training and or selection process. Or regular army units with notable combat experience.
Elite 9 Regular troops belonging to elite units.
Skill Stat: In most games this will duplicate the shoot stat but can be varied as required for specific scenarios.