From: Thomas Barclay <Thomas.Barclay@s...>
Date: Mon, 12 Jul 1999 13:42:42 -0400
Subject: FMA SKirmish
Date: Mon, 12 Jul 1999 23:25:40 +1000 From: Barry Cadwgan <bcadwgan@fl.net.au> Subject: Re: FMA skirmish questions > Thomas Pope wrote: I'd say adapt the Necromunda game mechanic. If you roll a botch, you have to roll again to check if you've run out of ammo. This fits in nicely with the system as more experienced troops will be expected to have better fire discipline and possibly carry 'extra' ammo over the their basic load. ** Please lord NO! I understand the rationale (it is simple and fast). But I'd much rather use chits or a bit of paper to track this stuff. I hate the fact that in Necromunda my good troops never know if they're about to run out of ammo, and they can't do much to prevent it. That non-determinism (can't look in the mag to see we're low on rounds) is VERY annoying. ** The comment on the GL taking one action to load and one to fire would apply unless you were using something like an IMI-40 six shot 40mm GL. In which case only every six shots would you reload, and a reload action would only reload say for example 2 grenades. It's a nasty weapon (one guy in Predator had one of these - the fellow with the glasses). It can fire (AFAIK) a mix of HEDP, HE, Cannister, HC, WP, etc. A great squad support weapon.