[GZG] FMA skirmish [Long]

1 posts · Mar 2 2006

From: Laserlight <laserlight@q...>

Date: Thu, 02 Mar 2006 13:06:02 -0800

Subject: Re: [GZG] FMA skirmish [Long]

> Everyone might like. Can you put the file up on a webpage

This is a variant of the 2004 set, mixing in some ideas from DS3 and so forth,
and may not have the slightest resemblance to what eventually gets published.
Not explicit in the
"Actions" chart is that I made "snapshot" a zero-phase
action, so you can engage ina firefight whether you've taken your action or
not.

Activation Leader: Assign Orders •Must be within QD inches to give orders
•Specific: Roll QD for Command Points. To give an order to an individual, pay
CP equal to his Nerve. •Group: Your entire group must obey one order (move,
shoot in one direction, melee, etc.)

Figure: Activate •Automatic if not stressed or wounded
•Roll QD to exceed Nerve + Stress.  Each Shaken and Wound
chit counts as a Stress. •If FAILED, break and rout away from enemy—for one
Activation if not already Shaken, otherwise until rallied. Stress chits only
last till next activation test (pass or fail). Shaken chits are removed by a
successful Rally.

Actions Aim: double Range Band
Communicate/Bargain
Melee Move •Normal •Evade: 1x Move Die •Dash: 2 x Move Die
Pray / Place Curse
Rally: Roll QD> your Nerve + his Nerve
Ready Weapon/Reload
Reserve Action: QD vs. QD to interrupt opponent
Search/Spot
Take Cover: QD > Nerve to go In Position Treat Wounded

Spotting
To Spot: QD + System Die > Range Die
Minor success = located target, can fire, no details Major success = Get
detail on what you spot. System Dice and Range Bands
•Mark 1 Eyeball: D6 /  8" Range Bands
•Telescope: D8  / 12”  Range Bands
Range Die Modifiers •Spotter moving: Range UP1 •Target moving: Range DOWN1
•Second try on Located target: Range DOWN1

Ranged Combat To Hit Double 1’s = Jam FP and QD <= Situation: Miss FP or QD >
Situation: Stress FP and QD > Situation: Hit Situation Dice •In Position in
Hard Cover D12 •Hard Cover, or IP in Soft Cover D10 •Soft Cover, or IP in
Concealment D8 •Evading, or IP, or Concealment D6 •In the Open and not
Evading D4 Multiple Targets Roll QD > 4 to engage multiple targets •UP1 each
for auto fire weapon or short weapon •DOWN1 each for 2nd target not in same
arc, or not in your Front arc, or in your Rear arc

Melee Combat Shift QD to reflect advantaged combatant (better position,
longer/faster weapon)
Roll Attacker’s QD vs. Defender’s QD Winner rolls Impact vs Armor Melee
Stress chits count as a DOWN1 disadvantage

Damage Impact <= Armor: Stress Chit Impact > Armor: Wounded (white skull)
Impact > 2x Armor: Incapacitated (black skull) Impact > 3x Armor: Dead Impact
> 4x Armor: Splatter!—Stress if within 3”

Fiat Gamemaster’s whim supersedes all other rules, die rolls, and laws of
physics.

FMASheep is an Extreme event and severe mental trauma is a normal and expected
hazard of participating. Consequently, Players agree that GZG, the GZG ECC
committee, and the Gamemaster are released from any and all liability
whatsoever for physical, social, spiritual or psychological injuries sustained
in or around this activity; and agree to hold harmless and indemnify the
aforesaid releases in case
of claim or suit by themselves and/or their family members,
heirs, or representatives, to the extent of any and all costs, expenses,
damages, judgments, verdicts, and fees. Players also agree not to hit, injure
or otherwise directly or indirectly cause damage to the Gamemaster, no matter
how justified it may be. Rules presented are playtest beta status and may not
resemble final official rules. FMAS and
FMASkirmish are copyright 1996-2005 by Ground Zero Games/Jon
Tuffley. Baa.