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 ÂMust be within QD inches to give orders ÂSpecific: Roll QD for Command Points. To give an order to an individual, pay CP equal to his Nerve. ÂGroup: Your entire group must obey one order (move, shoot in one direction, melee, etc.) Figure: Activate ÂAutomatic if not stressed or wounded ÂRoll QD to exceed Nerve + Stress. Each Shaken and Wound chit counts as a Stress. ÂIf FAILED, break and rout away from enemyÂfor 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 ÂNormal ÂEvade: 1x Move Die ÂDash: 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 ÂMark 1 Eyeball: D6 / 8" Range Bands ÂTelescope: D8 / 12Â Range Bands Range Die Modifiers ÂSpotter moving: Range UP1 ÂTarget moving: Range DOWN1 ÂSecond try on Located target: Range DOWN1 Ranged Combat To Hit Double 1Âs = Jam FP and QD <= Situation: Miss FP or QD > Situation: Stress FP and QD > Situation: Hit Situation Dice ÂIn Position in Hard Cover D12 ÂHard Cover, or IP in Soft Cover D10 ÂSoft Cover, or IP in Concealment D8 ÂEvading, or IP, or Concealment D6 ÂIn the Open and not Evading D4 Multiple Targets Roll QD > 4 to engage multiple targets ÂUP1 each for auto fire weapon or short weapon ÂDOWN1 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 AttackerÂs QD vs. DefenderÂs 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!ÂStress if within 3Â Fiat GamemasterÂs 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.