From: Ground Zero Games <jon@g...>
Date: Fri, 9 Jul 1999 17:43:06 +0100
Subject: FMA Part 1 section B.....
Part 1B......
FIRE COMBAT SYSTEM: There are two optional versions of the fire combat
procedure; version
(1),
the "QUICK AND DIRTY" option, is very quick to resolve, relying on only one
opposed dice roll to determine the complete results of the shot (hits and hit
effects). If you want a very fast game with fairly large forces we recommend
using this option. Option (2), the "DETAILED" option, adds a second opposed
roll to determine
the effect of a hit and thus takes just a little longer to resolve - it
does, however, allow more variation in weapon effects as well as taking into
account the target figure's quality rating (which means that
better-trained troopers will be harder to hit, as they know how to move
around the battlefield without making themselves obvious targets!). Feel free
to use whichever version best suits the forces you have available, the time
you have to play the game in, and the sort of flavour you like your battles to
have!
1) The QUICK AND DIRTY OPTION:
FIRER rolls QUALITY + FIREPOWER dice.
TARGET rolls ARMOUR die. If IN COVER, also rolls extra D6 (for Soft Cover) or
D10 (for Hard Cover), and counts highest roll only.
Target beats or equals both of Firer's dice = NO EFFECT Firer beats target
with 1 die = SUPPRESSION (1 suppression chit) Firer beats target with both
dice = HIT
Figures which are HIT are "down", and unable to take further part in the
battle; they may be wounded and in shock, unconscious, or actually dead
-
whatever the case, they are out of action for the duration of the game.
[Note that very minor wounds that do not impair combat effectiveness are
assumed to be covered by the "suppression" result.]
2) The DETAILED EFFECT OPTION:
FIRER rolls QUALITY + FIREPOWER dice.
TARGET rolls QUALITY die.
Target beats or equals both of Firer's dice = NO EFFECT Firer beats target
with 1 die = SUPPRESSION (1 suppression chit) Firer beats target with both
dice = HIT
If HIT scored, make second roll of Firer's IMPACT die (for weapon type)
against Target's ARMOUR die. If IN COVER, target also rolls extra die for
cover value (eg: D6 for bushes/hedges, D10 for solid walls etc.), and
counts highest roll only. Target beats or equals Firer's score = SUPPRESSION
ONLY Firer beats target's score = WOUND Firer's score is MORE THAN DOUBLE
target's score = KILL
Typical weapon examples:
WEAPON CLOSE RANGE MEDIUM RANGE LONG RANGE
IMPACT DIE
Light Pistol 4" D8 8" D6 12" D4 D6 Heavy Pistol 6" D8 12" D6 18" D4 D10
Machine Pistol 4" D12 8" D8 12" D4 D8
Shotgun 3" D10 6" D8 9" D6 D6
Combat Rifle 12" D10 24" D8 36" D6 D10
Gauss Assault Rifle 18" D10 36" D8 54" D6
D12
20mm Auto Cannon 24" D8 48" D6 72" D4
D12x2
ARMOUR VALUES: Each figure needs an ARMOUR VALUE, which is a measure of the
protection they are wearing combined with their inherent "toughness". Most
non-combatants and lowly cannon-fodder figures will usually be given a
default (fixed) armour value of 1, so almost any successful hit will take them
out. For character figures the armour value is expressed as a die type, and is
thus referred to as the Armour Die; each figure should be assigned a suitable
die type depending on their level of protection:
Non-combatant (unarmoured): 1 (fixed
value) Character figures: Minimal or no armour: figures in normal clothing (or
less!): D4 Light armour: flak jackets, partial body armour: D6 Medium armour:
full suit body armour: D8 Heavy armour: Powered hardsuit: D10 Very heavy
armour: Heavy PA suits: D12
If running a "heroic" style game, then characters that are deemed to be
significantly "tougher" than normal persons may have their armour ratings
increased by one (or in extreme cases two or more) die types; this represents
their ability to shrug off or ignore lighter wounds, and allows them to have a
suitably cinematic chance of survival in combat without being burdened by lots
of heavy armour plating. TOUGH characters gain a one die increase, VERY TOUGH
characters go up two die types, and INCREDIBLY TOUGH ones up three. Thus an
Incredibly Tough character would have a D10
armour die even if they were walking around the battlefield in his/her
underwear. Note, however, that no figure may have its armour die raised above
a D12 by this method, so the same character in a heavy PA suit would still
have a D12 armour die like anyone else in a similar suit.
Cover Dice: Soft cover (bushes etc.) D6 Hard cover (walls etc.) D10
FIRING AT CIVILIANS AND BYSTANDERS:
In any scenario that includes non-combatants (eg: civilians, technicians
and the like), there will inevitably be times when these figures are shot
at, either deliberately or by being caught in crossfire. Non-combatant
figures do not have an Activation Marker, and may not be voluntarily activated
by either player (unless they are special characters with a role in the
scenario, in which case they count as part of one player's figures).
When fired on, non-combatants always use a default D4 to avoid hits, and
will almost always use a fixed Armour Value of 1 in place of an armour die
type - thus any roll of 2 or better on the impact die will be a success
result; if they receive any kind of wound or kill result, they are out of
play. If a non-combatant receives a SUPPRESSION result, then if in cover
they will cower and hide, or if in the open they will automatically PANIC,
running D8" in a completely random direction determined by a D12 "clockface"
roll.
CLOSE COMBAT: When a figure is moved into base contact with an opposing
figure, it may
initiate CLOSE COMBAT (hand-to-hand fighting). The figure that is
currently activating is termed the ATTACKER, and the other the DEFENDER.
Both figures roll their QUALITY dice - highest roll scores a WOUND on
opponent, if score is MORE THAN TWICE opponent's then hit is a KILL.
If a figure is using a specialised close-combat weapon, or is in Power
Armour, DOUBLE their score. This is cumulative, so a PA trooper with a
close-combat weapon will actually QUADRUPLE his roll.
Example: a PA trooper (Vet 2) with a Power Blade (close-combat special
weapon) attacks a Reg 2 figure equipped only with a rifle; the PA figure rolls
a D10 and multiplies result by 4, opponent rolls a D8 with no modifier. PA
trooper scores 3, x 4 = 12; opponent rolls 5. PA trooper's score is more than
twice the opponent's, so the opponent is killed.
REACTION FIRE is when a character wishes to take an opportunity-fire
shot
at an opposing character that it in the middle of his/her activation.
This may only be performed by a character that has NOT yet been activated in
this turn; it allows them to immediately take one fire action, using the
normal fire rules, at the character who is currently being activated; the
firing character then has their marker flipped, and their activation is
counted as used up for that turn. Reaction fire takes place between the
activating figure's first and second actions, and results are resolved and
applied immediately.
OVERWATCH FIRE is similar to Reaction Fire, in that it allows an immediate
shot against a target that is currently being activated. However, Overwatch
Fire may ONLY be performed by a character who currently has a OVERWATCH
marker, which must have been placed by the character as an action during their
last activation. The presence of an Overwatch marker allows the character to
make one Fire Action using DOUBLED range bands for their weapon, just as if
they had spent an AIM action prior to firing.
Immediately after the shot, the Overwatch marker is removed - a fresh
one may be placed if desired in the character's next activation. Note: an
OVERWATCH marker takes one action to place; it may NOT be placed on a
character who has made a MOVE with their other action in that activation.
ISOLATION: Any figure that is more than its own Quality Die type in inches
away from the nearest friendly figure in line of sight is said to be ISOLATED.
Thus a Green trooper will be isolated if he does not have another friendly
figure in sight within 6" of him, and a Veteran will be isolated if more than
10" from any visible friendly figure. If a figure is ISOLATED at the time it
is activated, then before it can do
anything the figure must make a REACTION TEST - if the test is passed
then the figure may act normally, if it is failed then the figure may perform
NO actions that turn (but is still counted as having activated).
COMMAND RADIUS: Any LEADER figure may attempt to transfer actions to other
friendly figures, provided certain criteria are met. A Leader may attempt an
action transfer to any friendly figure that is within the Leader's COMMAND
RADIUS and is also within line of sight. The COMMAND RADIUS of a Leader figure
is equal to its Quality Die type in
inches - thus an ELITE leader has a Command radius of 12", but a REGULAR
leader only 8". To attempt transfer of an action, the Leader rolls his Quality
Die, and must exceed the SUM of his own Motivation Level plus that of the
figure he is trying to activate. Example: a VET 1 leader is trying to activate
a GREEN 3 trooper who is
7"
away from the leader. This is within the leader's Command radius (10", as he
is a Veteran); the leader will roll a D10, and must beat the sum of his
own ML and the trooper's ML, which is 1 + 3 = 4; he thus needs to roll a
5 or better to succeed. If he does so, the trooper may immediately make one
action (eg: move, or fire a weapon); if he fails to get a 5 or better, then
the action transfer attempt fails and the leader has wasted that action.
CASUALTIES: (For use with Quick-and-dirty or reduced-lethality combat
options only) If another friendly figure is moved into contact with them and
spends an
action to examine the casualty figure, roll a D6 - on a 1 or 2 the
casualty
is lightly wounded and/or knocked out, and may possibly be able to
return to combat after field treatment; on a 3 or 4, he is seriously wounded
and requires immediate treatment to survive, and on a 5 or 6 is already dead.
CHANGING OR PREPARING WEAPONS: A figure is assumed to be carrying it's "main"
weapon ready for immediate use (eg: in an infantryman's case, his rifle). If a
figure is carrying an
alternative or additional weapon, eg: a back-up pistol, then an action
must be taken to change weapons before the alternative one may be used. In the
case of any weapon that fires an explosive projectile (rocket and
missile launchers, and including grenade launchers and hand-grenades),
one action must be spent to "prepare" the weapon for firing whether or not it
is the figure's main weapon. This represents drawing and priming a grenade
ready for throwing, powering-up the guidance package on a missile
launcher and getting a target lock, extending and readying a disposable rocket
launcher and so on.
CREW-SERVED WEAPONS:
Weapons such as Support Machineguns, Rocket/Missile launchers and so on
are usually designed to be operated by a crew of two (sometimes more); one man
acts as the gunner for the weapon, while the other(s) serve as ammunition
porters and loaders. When a second crew member is present to load the weapon,
he may transfer his actions to the firer in terms of "extra shots" for the
weapon team, in a similar way to the transferral of actions by a Leader: the
loader dices
when he is activated, using his basic die - if he rolls OVER his
motivation then the weapon may be fired using the loader's action(s), but
still using the GUNNER'S die type for the shots (the loader is not firing the
weapon
-
he is simply assisting the gunner in maintaining a high rate of fire). If
the loader rolls equal or under his motivation, he has "fumbled it" -
broken a link in the ammo belt, jammed the feed, or something - and his
actions are lost while he tries to fix things.
Both/all members of the weapon crew must be in actual base-to-base
contact in order to function in this way, and neither figure can have moved
during that turn.
EXAMPLE: In one turn, a player activates the GUNNER of a two-man
machinegun team to move into a suitable location to set up a firing position;
later in the same turn he activates the LOADER of the team to move also, to
join the gunner. In the following turn, the gunner uses his activation (both
actions are required) to set up the gun on its mount, ready for sustained
fire; when the loader is activated in that turn, he can roll to transfer his
actions to the gunner in order that the team can fire. During the third turn,
if
the team stay in position then the weapon can be fired twice - once in
the gunner's activation and once (provided he doesn't foul up on the die roll)
in the loader's. (Note: there is nothing to stop the player activating the
loader before the gunner at any time, and they do not have to be treated as
consecutive activations unless the player so wishes.)
VEHICLES: All vehicles (unless robotically controlled) require at least one
crewman (the driver or pilot), and may also have a number of other crew
fulfilling the positions of commander, gunner(s) and other roles. Each crewman
is treated as a separate "figure", and each has his own activation marker
(which may be placed on or by the vehicle model, or kept
off-table on a record sheet if preferred). Individual crewmen are
activated just as any other figures in the normal turn sequence, allowing the
vehicle
to perform whatever actions that crewman is controlling - eg: to MOVE
the vehicle, the DRIVER must be activated, to fire a weapon the GUNNER
responsible for that weapon must be activated, and so on. If the vehicle has a
COMMANDER (as in most military combat vehicles), then
he acts as a LEADER figure for the rest of the vehicle crew - he may
make communications actions, fire a weapon (if he is controlling one), or may
transfer actions to re-activate any other crew member (including the
driver, thus allowing the vehicle to move extra distance).
GRENADES (and other nasty things that go BANG)
Notes on use of grenades and other area-destructive weaponry:
Grenades (whether launched or thrown), rockets, missiles and suchlike are very
effective weapons, and this is reflected in their lethality under the
rules - throw a grenade down an alley and most of the people in the way
are
quite likely to end up dead or messily wounded. The down-side of such
weapons is that they are very unselective; if you are trying to get one
terrorist/criminal in amongst a large crowd of innocent civilians,
lobbing something explosive into the middle of them is probably NOT the best
way
of going about it - you may get your man, but think of the paperwork
from the Police Complaints Commission....
The point is that the use of area-effect weapons (and indeed all
hardware
heavier than ordinary small-arms) really needs to be controlled by the
"rules of engagement" in force in any given scenario or situation. For
example, if you are playing a house-clearing scenario in a war zone then
obviously most weapon types are quite justifiable; if, on the other hand, you
are doing a Police patrol of a heavily populated area then it is most unlikely
that your men will have access to explosive weaponry, let alone be permitted
to use it. The "bad guys" may be affected in similar ways, though
often for different reasons - while a street gang might have less
scruples about blowing up a few bystanders, they will not find it easy to get
access to explosive weaponry (they have to make, steal or buy stuff, not just
go down to the armoury with a requisition chit...) and will thus be more
careful about "wasting" such valuable equipment when a burst of
cheap-and-available bullets would do the same job.
Bear in mind also that explosive devices don't just make a mess of people,
but property as well - blowing out a Mega-Corporation's front office
while in pursuit of a criminal is not likely to make you many friends in the
places that matter! Under these rules, explosive weaponry doesn't just
disappear into thin air if it misses its intended target - an
anti-vehicle
missile will simply carry on until it impacts with whatever is in the way
("Honest, Sarge, if I'd realised that the hospital was right behind the enemy
APC I wouldn't have fired at it...."). Of course, gamers being who they are
they won't hold back just because of the risk of a little collateral damage,
will they? Well, they will if they stand to lose Victory Points for it....
FIRING GRENADES AND ROCKETS: Explosive weapons such as grenades (whether
thrown or launched) and
man-portable rockets are fired using different rules from normal guns,
because we not only need to know if they hit their intended target but also
where they go if they don't! Each such weapon type has a fixed Range Band that
does NOT depend on the
skill of the firer - his ability (or lack thereof) is used to determine
how accurately he can aim the shot. THE MAXIMUM EFFECTIVE RANGE OF SUCH A
LAUNCHED WEAPON IS TEN TIMES ITS RANGE BAND.
Range Band examples: Thrown Grenade: 2"* Launched Grenade: 6"
Rocket Launcher (shoulder-fired) 10"
* for characters with STRENGTH ratings above normal human levels (eg: some
'borgs), increase range band of thrown grenades (or any other thrown
projectile) by 1" for every die type above human norm (D6) - thus a
Combat 'Borg with a strength of D10 would have a range band of 4" for thrown
weapons.
The firing player places an IMPACT counter where he wishes to aim the
projectile, and then measures the range from firer to intended impact point.
If the range is up to ONE range band, then the Target Number for an accurate
shot is 1; if the range is up to TWO range band multiples, then the Target
Number is 2 and so on. The firing player now rolls the firer's SKILL die. If
the die score EXCEEDS the target number, then the shot hits the intended point
of aim; if it is EQUAL OR LESS than the target number then the shot DEVIATES
from the intended aim point, by a distance equal to the ACTUAL DIE SCORE
ROLLED in inches. The DIRECTION of the impact's deviation from the intended
aim point is determined by rolling a D12 and using the usual "clockface"
method.
Example: An EXPERT firer is using a Grenade Launcher (Range Band 6"), and
designates as his intended target a point 26" away. This range is into the
FIFTH multiple of the Launcher's range band, so his Target Number is 5.
Rolling his skill die (a D10), the firer needs a 6 or more to hit the
designated point; if he rolls 5 or less the grenade will deviate according
to his rolled score - on a 2 it will deviate 2", on a 5 it will deviate
5".
A D12 roll determines the direction of deviation, so a roll of 6 would be
"short", 12 an "over" and so on.
IMPORTANT: if the Target Number is actually equal to or higher than the
firer's skill die type (eg: if a GREEN firer (skill die D6) were to try a shot
with a target number of 6 or more) then the shot AUTOMATICALLY DEVIATES; in
such cases roll the skill die, SHIFTING UP ONE DIE TYPE for
every additional Range Band - thus in this example the GREEN firer will
roll a D6 at up to six range bands, but a D8 at seven RB, D10 at 8 RB and D12
at 9 RB. The number rolled on the die is the deviation distance in inches, so
in the worst case the shot may deviate by as much as 12"! Shots
at ranges that would shift the die above a D12 are not allowed - we
assume that even the most inexperienced firer is bright enough to know that
his chances of a hit are too small at such distances.
"BLIND" SHOTS: It is possible for a firer to try and "lob" a shot over an
obstacle to hit an area he cannot actually see; this is a very dodgy business,
however, and not to be recommended where there are innocent civilians about!
If someone wishes to try this, then the impact counter is placed as normal but
the shot automatically deviates a distance according to a D12 roll, regardless
of range or firer skill.
BOUNCING ROUNDS: If deviation causes a projectile to hit a solid object, for
example the side of a building (quite likely if something is fired or thown
down a narrow street are alleyway) then one of two things will happen: if the
weapon is contact-fused (eg: a rocket or launched grenade) then it will
detonate at the point that it hits the wall or other obstruction, with
normal effects. If it is a time-fused weapon such as a hand-grenade,
then it will bounce back from the obstruction by a distance equal to any
unused deviation distance; eg: the impact resolution roll says that a grenade
deviates 4" to the left of its intended target point, but the target point is
actually only 3" away from a solid wall to the left. The grenade hits the wall
(deviating 3") and bounces back the unused portion of its full deviation (ie:
1"), so it ends up only 2" from the intended impact point after all. If the
deviation direction means that it hits the wall at something other than a 90
degree angle, then it bounces off at an opposite angle (just like
bouncing something off a wall in real life - God, this is so obvious but
if we don't write it down SOMEONE is going to argue about it....).
SMOKE ROUNDS: Grenades (hand and launched), rockets and mortar rounds are all
available in smoke rather than explosive variants. The firing procedure for a
smoke
round is exactly the same as for any other area-effect projectile, with
accuracy and deviation rolled for as normal. Once the final point of impact is
determined, place a SMOKE marker at that point. For visual effect you may
surround the smoke marker with some cotton wool "smoke" if you wish, but for
game purposes all effects are measured from the actual marker. Any smoke round
(regardless of type of delivery system) creates an obscured area 6" diameter
centred on the marker, which blocks line of sight and line
of fire until the smoke dissipates - thus no LOS or LOF may be traced if
it passes within 3" of a smoke marker at any point. Figures moving through (or
caught in) smoke clouds (ie: the come within
3"
of a smoke marker) must roll a REACTION TEST immediately - if they fail
to beat their motivation level then they receive a SUPPRESSION marker due to
disorientation and other effects of the smoke. (Note: figures in fully sealed
environments (eg: PA troopers) may be deemed to be immune to smoke effects).
At the end of each full game turn, roll a D6 for every smoke marker on the
table (even those that were only placed in the current turn) - on a roll
of 5 or 6, the smoke dissipates and the marker is removed, but on a 4 or less
it remains effective throughout the next turn, at the end of which it is
rolled for again. OPTIONAL: WIND EFFECTS: If players desire to simulate the
effects of wind
in the game, any smoke marker that survives the end-of-turn check should
be moved downwind, either a fixed distance (maybe 3") or a random D6 inches.
Wind direction should either be determined before the game, or the first time
it is needed, in either case by a D12 "clockface" roll.
GAS ROUNDS:
If the scenario permits, gas rounds (lethal or non-lethal) may be
employed using the same rules as for smoke rounds. The procedures for
accuracy, area of effect, dissipation and wind effects are exactly as for
smoke. Note that
while non-lethal gas agents may be quite readily available in urban
situations (eg: riot-control gases used by police units), lethal nerve
gases and the like should be VERY strictly controlled! Any figure caught in a
gas cloud (ie: within 3" of a gas marker) must roll their quality die
immediately. Figures in sealed environment suits are unaffected by gas attacks
unless they roll a 1, which indicates that some
small amount of gas has got into their filtration systems - in this
case, they are given a SUPPRESSION marker to represent them having to sort the
problem out.