From: Owen Glover <oglover@b...>
Date: Mon, 26 Jul 1999 09:33:18 +1000
Subject: [FMA] - More on Ranges and Suppressions
On Saturday we again ran a playtest for FMA and came up with a number of further observations. Now, the following suggestions are intended to keep in the GZG/SG game philosophy and to enhance playability. Those looking for a complete simulation will be dissappointed. Ranges: In a flash of inspiration I've come up with another suggestion for the weapon ranges for FMA skirmish. Partly this was prompted by the discussion on weapon sizes. Try this. Still aply the Range Bands for SGII. Multiply the RB by the weapon size. Weapon size examples are 1/2 for Light Pistol, 2 for SMG/Carbine, 3 for Assault Rifle(AKM style) and 4 for SAW or Advanced Combat Rifle(SA80 or M16). Using a Regular trooper and an Combat/Assault Rifle gives Range Bands of 24"/48"/72"/96"/120". For the given ground scale this is 48m/96m/144m/192m/240m. The AIM action needs some thought. Perhaps using an AIM Action increases the Range Band by one so that the First Range Band is now 48" and 5th Range Band is from 120" to 144"; this is a pretty easy conversion and gives an effective range for the assault rifle of 288m ground scale with an aimed shot. Morale: Don't limit the Motivation Level to 1/2/3. When a trooper fails a Morale Test add one to his ML. When his ML reaches his Quality Level he Breaks and scurries away from the battlefield. Suppressions: Don't limit Suppressions. A figure Suppressed always has a chance of returning fire or putting down smoke communicating or removing Suppressions but may not move or carry out any other Action. To Fire while Suppressed requires a Reaction Test at TL of +1 for each Suppression. Well, that's enough for the moment.