From: Laserlight <laserlight@q...>
Date: Thu, 22 Jul 1999 07:07:09 -0400
Subject: Full Metal Atkinson (long--are you surprised?)
The followinig is forwarded from John Atkinson johnmatkinson@yahoo.com, in response to the original version Jon/GZG posted: OK, I just got the rules and read through them. Will run some solitaire games and make comments based on that (NRE scout teams going at it--without sustained fire rules the bristling excess of SAWs my infantry TOs have is a little pointless). My overall impression is of an excellent skeleton--Jon is going in the right direction with this. Having said that, a bit of constructive criticism on the details: WTF is a BeeCee? Batallion Commander and Battlecruiser are the only things I can think of and neither one fits. Drop the "optional" critical failures rule. Your dice arenÂt big enough. Average Joe Engineer rolls d8 for most things (d4 on "refrain from sexually harassing females in visual range", d12 on "consume heroic quantaties of alcoholic beverages", d6 "refrain from picking a fight in a Turk bar after same" d12 on "Be an arrogant sonofabitch"). So one out of every 8 times he tries to clear a jam, arm a mine, use the radio, blow demo, cut wire, etc, he shoots himself in the nads (or equivalant)?? Leave this stuff to the roleplayers. WeÂre not trying to model every freak circumstance possible--do we check to see if the bullet that kills Joe Skutatoi detonated any of his hand grenades?--so it doesnÂt serve a purpose, itÂs wide open for abuse, and the system doesnÂt have the granularity to keep them to a reasonable frequency. Shall I even mention the rate at which Joe NAC SASman with cybernetic implants out the yin-yang and d12 for most things blows himself up? 8% is just too damn high a failure rate for the uber-troopers. Also note that it doesnÂt matter what the difficulty of the task is--youÂre just as likely to shoot yourself in the nads applying SPORTS (Slap, Pull, Observe, Release, Tap, Squeeze, immediate action on an M-16 misfire and second nature to any basic trainee) as Joe Cyberninja is while he downloads the triple encrypted classified files from the main computor secure database while a firefight rages in the same room, something with 11 too many legs chews on his shin, in the dark, and with random fluctuations in the power grid. Area Targets: Note that most squad level automatic weapons target groups, not just individuals. Perhaps a mechanism for allowing automatic weapons to affect "all figures within X inches of the target"? I mean, suppose Joe Grenadier takes his MG-34 and starts shooting at a squad of American Rangers, they ALL hit the dirt (are supressed). Also I would prefer to have the option to put on multiple surpressions (2-3) with the caveat that they must come from different firers. Suggested value for X = 5"?? Note: After finishing the rules, I see that you have a points cost listed for sustained fire. No rules for it, though.:( The sustained fire probably covers this objection, no? Quality dice to defend vs. fire. IÂm not sure what youÂre getting at here. In my mind, the diffference between elite troops and green troops as far as difficulty shooting at them come under two main headings. Elites will get closer to the enemy before they are noticed. This should be a factor of spotting, not shooting. Elites will take cover faster and under better cover. This should be a bonus to going In Position in Stargrunt terms, not sure what it translates to here. But They arenÂt harder to hit once you catch them. Note that this is not based on actual combat experience--IÂll yield this point faster than IÂll yield the others that IÂve listed. Nice differencing between between the opportunity and reaction fire. Good call. Isolation. This, to me, has something to do with planning. If a four-man SAS team has to split up, and they can discuss it beforehand then it would affect them less. Also take into consideration "modern" (2184) communications and other technology. Joe Trapezitoi Dismount may be 100 meters from his team in pitch-black darkness, thick foliage, and with a small rise between them, but his helmet visor is displaying their positions down to the decimeter, and heÂs in constant radio commo with his team leader. Kinda cuts down on the problem. I also think your distance may be a little short. Preparing weapons: When you refer to a requirement to prepare grenade launchers, I presume you mean big single-shot ones like M203, not small-caliber magazine-fed ones like the NAC and NRE use. Crew-served Weapons: DAMMIT! I want these minis!! Grenades: Again, how to treat 25mm airburst-fuzed ones fired in short (2-3 round) bursts? Bouncing rules: Heh! I suggest that the official method for resolving debates about bouncing grenades be to bounce the disputing parties off the nearest wall at the closest approximation of the correct angle. Average the angles at which they bounce, and thatÂs official. Special Abilities: Neither Sniper, Medic, Assistant Leader are defined. Support specialist is I presume any member of the crew of a weapon which gets the activation bonus for having a loader? Request: Stats for all weapons mentioned in the Stargrunt II rulebook. Close Combat: Obviously unfinished. Points cost breaks down the cost for various HtH weapons, but the rules donÂt differentiate. Right now, Joe Egyptian in a linen kilt with a bronze axe rolls the same as Joe Tagmata with powered armor and no HtH weapons. Quality only, with two doubling factors, PA and HtH weapon. If thatÂs the way itÂs supposed to be, fine. But then why have different points costs for different HtH weapons? Points Cost: ThatÂs the spirit. If the bastards have to have points costs, snow Âem with a half-dozen versions. NB To the comedians out there, thanks for the idea about FMArmenian. And remember Clibanophoroi have right of way.