Yet Another SG2 Points System

Roger Burton West
18 June 2002


Table of Contents


1. Introduction

This is, as always, only a very basic system.

1.1. Credits

Created with reference to points systems by:

1.2. Rounding

Round all costs to the nearest integer, up on 0.5.

1.3. Omitted factors

Some factors have been omitted from this system: these are confidence and mission motivation. The author feels that these are better dealt with by scenario setup.


2. Figure cost

Each figure's cost is the sum of several elements:

2.1. Mobility

The mobility cost of a figure on foot or in powered armour equals 10 * the base movement rate.

Add to the standard mobility types:

Type Base movement Cost
Motorised Infantry (HMWV) 12" 150
Jump infantry (Hover/GEV) 12" 240
Bounce infantry (Grav) 12" 280

Jump or bounce infantry may use powered armour; motorised may not. The combat move die for all these type is (d12x2).

2.2. Armour

The armour cost of a figure equals 10 * the die size for conventional armour, or 20 * the die size for powered armour (taking account of medical bonuses, sealed environment, etc.).

2.3. Weapon and troop quality

The quality and weapon status of a figure are combined. The base cost of a weapon equals its firepower die size (or guidance, if appropriate) plus its impact die size.

If the weapon is restricted to close-range only, subtract 25% of its cost at this point.

If the weapon gives a close-assault bonus, add its close-assault shifts to the firepower+impact figure.

If the trooper has no ranged weapons, his "weapon cost" must be at least 5 points.

Weapons with restricted ammunition are no cheaper than standard weapons; this is a system for balancing one-off games, after all.

Multiply this value by the quality die size of the trooper.

2.4. Special abilities

Multiple special abilities may be given to a single trooper; but this makes him a bigger target...

Ability Cost
Medic 100
Forward Observer 200
Orbital Liaison 300
EW basic 400
EW enhanced 500
EW superior 700
Sniper 500

3. Squad cost

Add the cost of each trooper in the squad, and designate one of them as a leader. (The same applies to single figures.) Also add 10 * the sensor die level (at least d4, unless you plan to field blind troops).

3.1. Leadership

Leadership Cost
3 0.75
2 1.5
1 3

Multiply the cost of the leader by the cost of the most expensive unit he directly controls. (For a squad leader, this is the cost of the most expensive trooper; for a company leader, the most expensive squad; etc. Do not count off-table assets in this calculation, but do include individual figures who are not subunit leaders - snipers, for example - if they are under the direct control of this leader.)

Note that the company leader will normally be the same person as the leader of the company command squad, and must therefore have the same leadership level - though the two leadership capabilities (company and squad) must be bought separately.


4. Other elements

4.1. Artillery and Ortillery

The cost of an on-call artillery battery is the product of several factors:

Type Cost
Company level 20
Batallion level 15
Regimental level 10
Delay Cost
1 turn 4
2 turns 3
3 turns 2

Normally these two factors are linked; regimental-level artillery is usually 3 turns away. However, ortillery must always be bought with a 3-turn delay.

Size Cost
3" 5
4" 8
6" 18
10" 50
Rounds per fire mission Cost
1 3
2 4
3 5

5. Examples

5.1. Rifle squad

Eight troopers, seven with L7A3 rifles, one with an L5 SAW.

A standard (blue) rifleman will cost:

Cost Reason
60 Basic foot mobility
60 Standard d6 armour
104 (10+3) for weapon x 8 for quality
224 Total

The SAW gunner will cost:

Cost Reason
60 Basic foot mobility
60 Standard d6 armour
144 (8+10) for weapon x 8 for quality
264 Total

Therefore the leaderless squad costs (224*7 + 264) = 1832 points; add basic electronic sensor capability for 60 points. The most expensive trooper is 264 points; therefore a level-2 leader will cost 1.5*264=396 points, for a total squad cost of 2288 points.

5.2. Powered-armour squad

Six troopers, four with L41 rifles, one with an L6P SAW and one with an L18P GMS. Assume veteran (orange) quality throughout.

The GP suits cost:

Cost Reason
120 Fast PA mobility
240 d12 power armour
130 (10+3) for weapon x 10 for quality
490 Total

The SAW gunner will cost:

Cost Reason
120 Fast PA mobility
240 d12 power armour
200 (10+10) for weapon x 10 for quality
560 Total

The GMS gunner will cost:

Cost Reason
120 Fast PA mobility
240 d12 power armour
200 (8+12) for weapon x 10 for quality
560 Total

Therefore the leaderless squad costs (490*4 + 560 + 560) + 80 (enhanced electronic sensors) = 3160 points. The most expensive trooper is 560 points; therefore a level-2 leader will cost 1.5*560=840 points, for a total squad cost of 4000 points.

5.3. Rifle company

Assume a company composed of three rifle squads and one PA squad. Base cost is 2288*3+4000=10864; a level-2 leader costs 1.5*4000=6000 points, for a total of 16864.

5.4. Standard NAC Sniper

Cost Reason
60 Basic foot mobility
60 Standard d6 armour
160 (12+8) for weapon x 8 for quality
500 Sniper capability
780 Total

Base cost is 780; level-2 leadership costs 1.5 times this, or 1170 points, and advanced electronic sensors cost 80, for a total of 2030 points.

5.5. Elite HAMR Sniper

Cost Reason
60 Basic foot mobility
60 Standard d6 armour
384 (8+12*2) for weapon x 12 for quality
500 Sniper capability
200 Forward-observer capability
1204 Total

Base cost is 1204; level-1 leadership costs 3 times this, or 3612 points, and superior electronic sensors cost 100, for a total of 4916 points. (But he's probably worth it.)

5.6. On-call mortar section

Factor Reason
20 Company-level asset
4 1-turn delay (i.e. instant)
5 3" burst radius
5 3 rounds per fire mission
2000 total cost