[FMA] Return of FMA...

1 posts ยท Oct 11 2000

From: Robertson, Brendan <Brendan.Robertson@d...>

Date: Wed, 11 Oct 2000 16:42:26 +1100

Subject: RE: [FMA] Return of FMA...

I haven't done anything major; I don't have access to the players on my
schedule/location.
I do have some of my notes from last year though.

Your CC ideas parallel a few from last year. I just lifted the values from
some fantasy stuff I did in 98. Figures get their quality die and a melee die
opposed to each other. Minor success is treated as winning cc resolution &
forces a morale check; Major success KOs the character (roll for result as
normal post cc from SG)

Melee dice values: (Open Shift on melee die.) Unarmed: d4 Improvised
(pitchforks, gunbutts etc) or martial arts: d6
Melee weapons (swords/maces): d8
Polearms/two handed weapons (includes lances on the first turn):d10
Units get a +1 die shift for being mounted (warhorses, etc).
The charging unit gets an additional +1 die shift.
A defending unit gets a +1 die shift if occupying higher ground.
Power armour gives a second Q die (3 die in CC) or gives Qx2 (but you'll need
to differentiate this die from the others)

***
There's several confidence/morale versions floating around.
1. max 1 suppression; figure cannot do anthing until removes suppression. 2.
max 2 suppressions; figure can only move to nearest cover using combat move &
can do nothing else until the suppressions are removed. 3. max 3 suppressions;
as (2), but when removing suppressions, each
multiple removes extra suppressions (ie: Ld 2, 3+ removes 1, 5+ removes
2,
7+ removes 3).  This makes high quality troops even more effective, as
they will be cooler under fire (or more stupid, depending on your viewpoint)
but a bad roll or two will still screw them completely.

Neath Southern Skies -http://home.pacific.net.au/~southernskies/
[mkw] Admiral Peter Rollins; Task Force Zulu
[DitD] Captain Puppilier

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