From: Jerry <jerrym@c...>
Date: Tue, 13 Jul 1999 18:20:37 -0400
Subject: Re: FMA Skirmish MOS (rules ideas)
> Possible Miliatry Occupational Specialites (MOS) for skirmish FMA. Replying to my own post. I must be mad. > Demolitions Allows the use of demolitions for breaching operations or destroying stuctures. Anyone may attempt this without this skill must must roll a D4 on their task check. > Grenadier Hmmmm....I guess "everyone" would be trained on a grenade launcher??? > Heavy Weapons (Vechicle and Crew Served weapons) Allows the use of Heavy weapons at full effectiveness. Any model without this skill, will use the same weapon at one quality level lower. If already inexperience then the model may not use that weapon. ( I know I couldn't set up and fire a TOW without SOME training) > Intelligence Specialist Allows interrigation of caputured models in order to gain information about "hidden" or "dummy" markers on the table. > Machinegunner Allows the use of a Machingegun (SAW) at full effectivness. Any model without this skill, will use the same weapon at one quality level lower. Required for the use of "SUSTAINED FIRE" with a MG. > Point Man Shifts quality die up one for any model trying to "observe" or spot a trap, etc. > Radio (Satellite) Operations Simple, MUST have in order to communicate with upper echelons. Required for all officers. > Sniper No need to explain this one. Allows the use of special sniper abilites. > Electronic Warfare Specialist Easy, required for the use of any Electronic Warfare suite. > Driver (tracked, wheeled, walker, hover (did you ever drive a hover OY!), grav, etc...) Don't know how this could play in the game.... > Forward Observer (Forward Air Controller) Makes called artillery(air strikes) more accurate. > Medic Allows stablilization of wounded characters. > Pilot (Fixed Wing, Helicopeter, VTOL, Shuttlecraft, Dropship) Pretty simple, must have or can't fly. (What do you mean the pilot got hit?!?!?! NOW how do we get out of here???)