FMA skirmish, was Re: [SGII] Aliens and Predators in SGII

2 posts ยท Jun 24 1999 to Jun 26 1999

From: Andy Cowell <andy@c...>

Date: Thu, 24 Jun 1999 12:02:23 -0400

Subject: FMA skirmish, was Re: [SGII] Aliens and Predators in SGII

In message <004f01bebe47$90f826d0$20588acc@pc-tmccarthy.sofkin.ca>, "Tom
McCart
> hy" writes:

I know Jon is playtesting an FMA skirmish game, but I'm tired of waiting;) so
I dabbled a very little bit late last night with adapting Necromunda, a game I
think has some cool possibilites, into a
more FMA-ish system.  However, none of this is specific to Necromunda
in any way that I see-- it's just ideas on 1:1 scale 25-ish mm FMA.

I thought about adapting the range bands as follows: instead of making the
range bands in equal increments based on die type, I thought about
X/2X/3X...  So, a green individual would have a range band of
0-6"/7-18"/19-36"/etc...  Either that, or using an open-shift with the
normal range bands; e.g., the step after reaching a d12 on the target die
would be to shift your firepower die down one (rather than simply being unable
to hit). The first method sounds deadly, the second
seems to shorten the realistic ranges-- although I haven't sat down
and checked scales or thought to much about it.

Hmmm...this is starting to get stream of consciousness, sorry, but what about
equal range bands with a range modifier? Perhaps a bow
would have a range multiplier of .5 (green: 0-3/3-6/6-9...) and a high
powered sniper rifle would have a range multiplier of 3 (green:
0-18/18-36...)  You could junk the range band based on individual
quality altogether, but I have always loved that mechanism.

For CC, since the scale is much more focused on the individual, I thought
about using the same CC rules as SG2, only with the following modification: if
you only beat your opponents roll, he takes a wound, shifting down his CC die
one step per wound (or some other wound mechanism). If you more than double
his roll, you immediately take him out regardless of wounds. Or maybe include
some sort of
impact/armor situation with minor/major hit differences.

I also thought about using a more skill based system. An individual may be
green with ranged weapons, but a veteran in close combat. You could create a
campaign system to improve specific skills rather than just general quality
(like Necromunda, although I never liked the pure randomness of their
advancement system).

Actions as normal: two actions, may only fire once.

Movement as normal: 6" or 2d6 (I use instead of 2xd6).

Suppression as normal.

What about being in position? Does that translate to an individual based game?
I think junk it and use regular cover, or require leader to take an action to
place the individual. Or maybe just a leadership or wits or whatever test.

Communication: some mechanism for non-electronic communication, maybe
something distance based liked firing? Maybe use range bands based on the
target's quality?

I'd love to discuss the possibilities. Let me know what you think.

From: Andrew Martin <Al.Bri@x...>

Date: Sat, 26 Jun 1999 19:50:23 +1200

Subject: Re: FMA skirmish, was Re: [SGII] Aliens and Predators in SGII

Have a look at my Powered Armour Trooper rules and Simply Melee in the DSII
and FUDGE sections of my site.