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 > -----Original Message-----