[GZG] FMA Skirmish Scenario - special rules for comment

5 posts ยท Nov 16 2005 to Nov 16 2005

From: Robyn Stott <rodstott@a...>

Date: Wed, 16 Nov 2005 14:41:20 +1000

Subject: [GZG] FMA Skirmish Scenario - special rules for comment

I have started to convert some local warhammer players over to playing
stargrunt, full thrust and the like, and have started doing some FMAS games
using the July 1999 version of the FMAS rules.

This weekend I plan to do the first proper scenario, using some newely
acquired mimatures from Eureka.

The scenario will be a group of terrorists have taken over the local
shopping center/mall and a counter terrorist squad is going in to rescue
as many of the hostages as possible (covered by the local media of course).

I am in the process of making a modular shopping center for the game, and
currently painting the terrorists and hostages up (7 terrorists, and 14
hostages) for the game, however, I felt some special rules were required for
the scenario which I have typed up.

Can anyone give me their comment on these special rules?

Hostages at the Mall Scenario Special Rules

1.

Terrorists

Terrorists may have wired up several entrances, or doors with booby traps.

Each booby trap counts as a fixed grenade for effect

Grenade/Bomb Booby Trap:

Close Range 2" FP D10

Medium Range 4" FP D8

Long Range 6" FP D6

All miniatures within LOS to the device will be affected

(probably going to allow D4 - 2D4 booby traps maxiumum)

Terrorist Concealment

Terrorists and their hostages are not placed on the board to begin with,

only letter counters representing each hostage or terrorist. The terrorist
player has to note which letter represents which terrorist.

Terrorists are only revealed when they make an offensive action, or to
transfer actions (movement does not count), or when they are successfully
spotted.

If a revealed terrorist manages to get out of line of sight with any hostages
then they can go automatically back into hiding (replace the miniatures of the
terrorist and any hostages with letter counters again).

Herding Hostages

Each Terrorist can use 1 action to ride herd on their hostages to make them
move.

The Terrorist and their hostages will move as if encumbered (6")

Terrorists do not count as being Isolated
2.

Counter Terrorist Squad

EOD Tech Specialists

Up to two members may have bomb disposal training and may attempt to disarm
booby traps.

The skill level in EOD is as follows

Roll Quality Die for each EOD team member to determine their EOD Skill:

1-2 :     Green (D6)

3-5:      Blue (D8)

6+:       Orange (D10)

EOD can be performed by any other squad member at Yellow (D4)

EOD Disarming

Roll Skill Die Vs Quality Die of the person who placed the device, high roll
wins.

Results:

Critical Failure for disarming: the device goes off

Failure: the device is still alive, and the EOD tech needs to try again

Success: the device is disarmed

Spotting Terrorists

The terrorists and their hostages are mixed together, and the Counter
Terrorists Team has to be able to identify the terrorists before opening

fire and risking the possibility of injuring civilian hostages.

To do this they have to make a Spotting Check:

Roll Quality Die vs the die type closes to the number of minatures * 2

IE. A Regular trooper is trying to identify a terrorist among 4 possible

targets, he would roll his D8 vs the targets D8 (4 potential targets x 2
=
8, closes type is D8 going up).

If the spotting roll is at least twice the task difficulty roll then the

spotting roll does not use up an action, otherwise an action is used.

If no spotting action has been performed then the firer must nominate a letter
marker to be shot at. Only after the shot has been done and any
hits/wounds allocated should the victim of the shot be revealed.

Overwatch:

Those on overwatch may use their overwatch action to Spot as well as shoot
potential targets. Only if their spotting roll is twice the task difficulty
roll will the trooper be able shoot.

Those using reaction fire cannot spot.

Special Equipment:

Flash Bangs/Stun Grenades

Treat as normal grenades for throwing purposes.

Effect is as follows

Close Range 2" FP D10

Medium Range 4" FP D8

Long Range 6" FP D6

(range is from where the grenades lands).

Anyone wounded will receive a single suppression counter instead of being
wounded.

Anyone receiving a Kill result will receive two suppression counters instead
of being killed (This is the exception to the maximum single suppression

counter)

From: Robyn Stott <rodstott@a...>

Date: Wed, 16 Nov 2005 15:13:04 +1000

Subject: Re: [GZG] FMA Skirmish Scenario - special rules for comment

Forgot to add

Hostages

If any hostages are in base to base contact with a terrorist and is between
the terrorist and anyone shooting them, the following applies.

Children count as soft cover

Adults count as hard cover

If the cover die exceeds both the firers rolls then the hostage is hit roll to
wound as normal.

[quoted original message omitted]

From: Mike Stanczyk <stanczyk@p...>

Date: Tue, 15 Nov 2005 22:28:04 -0700 (MST)

Subject: Re: [GZG] FMA Skirmish Scenario - special rules for comment

> On Wed, 16 Nov 2005, Rodney Stott wrote:

> I have started to convert some local warhammer players over to playing

Please, please, PLEASE, post an AAR and player reactions. I *so* want to run
something like this here to convert local warhammer players.

And before Scott Field asks me: Yes, I promise to run this at least once at a
Denver area convention. After Scott mentors me through running a FT event at a
con...

From: Martin Connell <mxconnell@o...>

Date: Wed, 16 Nov 2005 01:00:45 -0500

Subject: Re: [GZG] FMA Skirmish Scenario - special rules for comment

I think I would go with adults as soft cover and children provide no cover.
Besides the grizzly aspect of things, soft cover is generally things like
bushes that make it hard to target, hard cover are things like stone walls
that make it hard to penetrate. I think adults would make you hard to target,
but not much deterent to a high power rifle. Children would not block clear
targeting and don't reduce penetration much. Unless of course they were
carrying a child, put I would think they would be slow movement for being
encumbered and reduced targeting ability due to hands not being free.

The other aspect to consider is where you are running the game. If you are
trying to promote SG/FMA and are in a semi-public place like a game
store,
do you really want peripheral people to perceive SG/FMA as the game that
kills children/uses them for cover? It's just bad PR. Probably less of a
problem if you are playing in someones house, but even then, do you want
someone to overhear post game conversation "I was playing FMA and was using
this kid for cover until he was accidently shot when someone tried to hit me".
Maybe I'm being an old softy here, but too many people still associate D&D
with demon worship and pinheads getting lost in the MIT steam tunnels. To the
rest of the world miniature gamers are lumped in with that whole mess (I know
because I tried to get a hobby shop I frequented to carry game stuff
and was told they would not carry miniature game stuff - they do the
devils
work - NO JOKE!).

The whole hostage-terrorist-whatever is a hot enough topic these days,
putting kids in harms way just seems to be asking for trouble and put
SG/FMA
in a bad light..

This is not to say my dark side won't file away your rules for use in a game
with CLOSE friends and eagerly read your AAR.

Let me get my asbestos skivvies on.. wait... uugh.. ok, they're on... you can
all start flaming me now!

Regards, Martin "Nervous Nelly" Connell

[quoted original message omitted]

From: Robyn Stott <rodstott@a...>

Date: Wed, 16 Nov 2005 21:28:23 +1000

Subject: Fw: [GZG] FMA Skirmish Scenario - special rules for comment

[quoted original message omitted]