From: Ground Zero Games <jon@g...>
Date: Fri, 9 Jul 1999 18:16:29 +0100
Subject: FMA Draft part 1B
CHARACTERS: Each miniature figure used in the game represents an individual "Character". In the Core system each such character is graded in his/her ability by a single factor known as EXPERIENCE. The five possible levels of Experience are UNTRAINED, GREEN, REGULAR, VETERAN and ELITE, and the level attained by a particular character is denoted by the COLOUR of its activation marker (see later). Note that the terms used for the different Experience levels are actually quite loose, as the level does not refer solely to the degree of Combat experience - it also reflects the amount of formal or informal training the character has received, their general level of competence, skill with weapons, coolness under fire and many other factors. In broad terms, the different levels are defined thus: UNTRAINED characters are just that; they are ordinary civilians, non-military personnel and so on, with virtually no training or experience of combat situations. This level should be used for noncombatants forced to take up arms by circumstances (eg: citizens protecting their homes and property), as well as for unarmed "innocent bystanders". An Untrained character will just about be able to point and fire a weapon if given one, but in general will be more of a liabilty to his/her own side. The QUALITY DIE of an UNTRAINED character is a D4. GREEN characters are those who have had at least a little relevant combat training (either in Military terms or through life on the streets), but have seldom if ever had to fire a shot in anger. Such characters would be new recruits to either Military or Security forces, or perhaps the less-experienced members of street gangs and the like. They can fight, but are by no means very good at it. This Experience level could also apply to members of Militia and National Guard type forces, who have received some formal training but have little real knowledge of combat. The QUALITY DIE for GREEN characters is a D6. REGULAR characters are "average" in terms of combat training and experience; they will form the bulk of most Military units, and also the more experienced core of gangs and other such groups. In general terms it will be unusual for non-Military/Security characters to rise above REGULAR, except for the occasional "hero/heroine" or charismatic gang boss. Characters of REGULAR status normally have at least some experience of being under fire, know how to react in combat conditions, and are reasonably competent with weaponry. The QUALITY DIE for REGULARS is a D8. VETERAN characters are particularly well-trained and experienced in combat; they will be either professional soldiers with a good few years of service, or else those that are just naturally good fighters. VETERANS know what it is like to be shot at, and to shoot people in return. They know how to follow a good leader, but it should be remembered that they probably survived this long by knowing when NOT to follow a bad leader..... Most professional Mercenaries, Bounty Hunters and the like will be of VETERAN status, as may some long-service Security and Police characters. The QUALITY DIE for a VETERAN is a D10. ELITE characters are the deadliest and most effective fighters around. Few characters will aspire to this level unless they are combat-enhanced in some way. Combat Cyborgs, "wired" characters and BeeCees will usually be classed as ELITE, as will the occasional real hero or heroine. Even "Special Forces" personnel are not automatically ELITE - usually it will only be a few special individuals in such a unit that will warrant this highest level. Combat Bots (of the SmartBot variety) are rated as ELITE simply because they are DESIGNED to be very, very good! The QUALITY DIE of an ELITE character is a D12. As mentioned above, the level of EXPERIENCE a character has is denoted during the game by the COLOUR of the activation marker placed by the figure, as follows: UNTRAINED = YELLOW marker GREEN = GREEN marker REGULAR = BLUE marker VETERAN = ORANGE marker ELITE = RED marker. Each Activation marker (so-called because one of its uses is to be flipped over to indicate when a figure has used its Activation for that turn) also carries a number, which represents the character's MOTIVATION LEVEL. This Motivation Level is a measure of the state of the character's morale, "nerve", coolness under fire and general will to fight; it strongly affects the probability that he/she will actually be able to do something constructive as opposed to hiding in a quivering lump behind the dumpster! Note that the Motivation Level is also used as the "Leadership" value for any figure that has been designated as a Leader, as troops or other subordinates are much more likely to take notice of a leader who has his act together than one who is cowering in cover.... EXAMPLE: FORMING A UNIT OF CHARACTERS: To give a practical example of how a small group of characters might be formed for a typical game, we will create a team of five Police troopers - nothing special, just a typical squad of street cops. Choosing five miniatures to represent the team, we name them and designate the team leader: one female figure is a particularly dynamic miniature, so we decide she will be the squad leader, Lt. Morgan. A male trooper is picked as the second-in-command, Sgt. Lewis. The remaining three figures are all ordinary officers: Holloway (female), Parnell and Krapski (both male). Now, we pick activation markers for each figure from a random face-down assortment. As they are all supposed to be pretty average types, we leave out any ELITE markers (no heroes!) and UNTRAINED markers (all are assumed to be trained officers), so the mix contains some GREEN, some VETERAN and a predominance of REGULAR counters. At least two counters in the mix per figure in the group is a good rule of thumb. For Lt. Morgan, we pick a GREEN "1" counter - motivated and gutsy, but inexperienced; Sgt. Lewis gets a VETERAN "2" - a long-service professional who knows what he is doing, but wants to live long enough to collect his pension... Officer Holloway gets a REGULAR "2" - a good all-round average, while Parnell and Krapski get REGULAR "3" and VETERAN "3" respectively - both OK on experience, but relatively unmotivated. So, we have our basic stats for the five characters - not a lot of detail, but by applying a bit of imagination we can already see how the group fits together: Morgan is probably young, not long out of the academy and has reached her present rank quickly through confidence, nerve and intelligence. She has not seen enough action to raise her rating above "green", but her leadership is well respected by her unit. Lewis is a long-term Sergeant, a career cop with a reliable but unremarkable service record - he will probably act as a steadying infuence on Morgan's impetuousness. Holloway is a fairly experienced officer with several years' service, but may well be new to this squad. Parnell and Krapski are the "Laurel and Hardy" of the unit - a pair of old-timers who are quite good at their jobs but not likely to put themselves in danger if they can help it - they will need good leadership and firm motivation if they are to contribute much to the action. Five 25mm metal miniatures have thus, with only two "game stats" each plus the addition of a little storytelling and artistic interpretation, become five quite different "characters". If we are playing a simple combat game rather than a role-playing session, this is all we really need - already you can see that one of them getting shot during the game is going to be a serious matter, and not just another metal figure taken off the table! RATING WEAPONS: Almost any weapon type you can think of can be integrated into the FMA system by allocating it suitable weapon stats. A weapon type is described by three RANGE BANDS (Close, Medium and Long ranges), each range band having a die type for the weapon's FIREPOWER at that range, and an IMPACT die type that represents the weapon's potential to damage a target once a hit is achieved. The RANGE BANDS of a weapon determine how far it may be ACCURATELY fired in typical snap-fire conditions; taking time to AIM the weapon more carefully will double the length of each range band. In general, the accuracy of a weapon will degrade as the range increases, so the FIREPOWER DIE for each range band will be smaller than the previous band - most weapons will drop one die type per range band, but some whose accuracy drops off sharply (eg: Machine Pistols, which output a large volume of fire but with little regard for accuracy) may drop TWO die types per range band. In general terms, the Medium range band will usually be twice the Close band, and the Long band three times Close. For example, a typical Military Assault Rifle might have a Close range band of up to 12", Medium band of 24" and Long band of 36"; its Firepower die types for these ranges are set at D10, D8 and D6 respectively. A Machine Pistol, on the other hand, might have Range bands of as little as 4", 8" and 12", but might have Firepower dice of D12, D8 and D4 - the MP is more likely to hit than the rifle at point-blank range due to its very high rate of fire, but its effectiveness drops off very sharply with increasing distance. The IMPACT die type of the weapon is a combined measure of its armour-penetration capability and its actual lethality - these are definitely not the same thing, but for simplicity of play they are averaged into the single Impact factor. In the above examples, the Assault Rifle might have an Impact die of D10 for its reasonably powerful rifle rounds, while the Machine Pistol gets a D8 to represent its lighter pistol-type ammunition. To write up the game stats for each weapon, we suggest the following notation: ASSAULT RIFLE: 12" (D10), 24" (D8), 36" (D6); Impact D10. MACHINE PISTOL: 4" (D12), 8" (D8), 12" (D4); Impact D8. ACTIONS AND ACTIVATIONS: One of the key parts of FMA is the INTEGRATED TURN SEQUENCE. Basically, each player takes it in turn to ACTIVATE ANY ONE of his figures and make that figure perform actions (2 actions per activation in most cases). Once that figure has completed its activation, it may not normally perform any further actions in that game turn; the opposing player now activates one of his figures, and so on. Unlike many skirmish rules, we do not use any kind of "initiative" system to decide when certain figures may (or must) be activated - each player has a free choice of activating ANY one of his as-yet-unactivated figures when it is his turn to do so. This removes any lengthy procedures of rolling dice, drawing cards or allocating chits to determine order of play; while it gives the players more freedom to TRY and do what they want, it also means they have to be making constant value judgements about what order to do things in - remember, with freedom goes responsibility! We have found that this method gives a simpler game, with much more fun than being forced to move a particular figure when the dice tell you to. Of course, there are a few instances where the rules and the situation limit the choice the player has as to which figure to activate when; there are also some cases where more than one figure may activate simultaneously, or may even be activated twice in one game turn. Where such special cases arise, however, they are clearly identified and explained. Many actions that characters may perform can be assumed to be automatically successful, if they are something that a normal person could do without difficulty or any significant chance of failure (eg: we assume that most characters are able to walk and chew gum at the same time without falling over or choking....). Whenever a character wishes to attempt something that may or may not succeed, however, then an opposed roll is made between the character's skill die type and a Task Difficulty die type that should be assigned by the Umpire (or by agreement between the players if no umpire is present). If the character rolls higher than the task difficulty die score, then the character succeeds in the attempted action; if the character's roll is less than or equal to the difficulty die score then the attempt fails. [Option: if the character rolls a ONE, then this may be considered a CRITICAL FAILURE, and something goes nastily wrong.] Example: a character with COMPETENT weapons skill manages to jam his rifle; unjamming it is judged to be an AVERAGE task, so the character rolls his D8 against another D8 rolled either by the umpire or opponent. If the character rolls better than the difficulty roll, the weapon is unjammed and may be fired again; if he rolls equal or less, then it is still jammed - he may re-attempt the clearing in his next action. If the character rolls a ONE, then he has actually made the jam worse and the rifle is probably out of action for the rest of the game. SKILL DIE TYPES: MASTER: D12 EXPERT: D10 COMPETENT: D8 POOR: D6 HOPELESS: D4 TASK DIFFICULTY DIE TYPES: VERY DIFFICULT: D12 DIFFICULT: D10 AVERAGE: D8 EASY: D6 VERY EASY: D4