[GZG] [FMAS] Grenades.

3 posts ยท Apr 2 2009 to Apr 3 2009

From: Robert N Bryett <rbryett@g...>

Date: Fri, 3 Apr 2009 09:37:48 +1100

Subject: [GZG] [FMAS] Grenades.

We've been messing about with FMA Skirmish, working off a beta-test
text file I got from somewhere, and a few questions have come up.

1. How are you handling standard fragmentation grenades? My copy of the rules
goes into a fair amount of detail about how to determine range, accuracy and
eventual impact point, but doesn't seem to cover
effect. We house-ruled it on the basis of the booby-trap rule from
SGII: Everyone within 6m of the detonating device rolls as if being shot at by
a d8 weapon. Anyone doing anything more exotic, like giving a grenade "range
bands"?

2. How about gas grenades? We're only interested in CS-type disabling
agents here. Plain smoke requires a reaction-test to avoid
suppression, so should gas give automatic suppression for unprotected people
in the affected area? Or shift the target's quality die down for the reaction
test?

3. And of course one of my hooligans wants to throw petrol-bombs (in-
game only, I hasten to add!). Judging from newsreels, the area of
effect is fairly small, and I gather that uniforms made of fire-proof
cloth are fairly good protection. Any thoughts?

From: Robert Makowsky <rmakowsky@y...>

Date: Fri, 3 Apr 2009 04:46:38 -0700 (PDT)

Subject: Re: [GZG] [FMAS] Grenades.

Robert,

You are about 4 months early <G>. There is a rumor that FMAS is being worked
on by a small team. Most members rumored to have run games at
GZG-ECCs for a number of years.  There may be more but that is all I
know.

Bob Makowsky

----- Original Message ----
From: Robert N Bryett <rbryett@gmail.com>
To: GZG List <gzg-l@vermouth.csua.berkeley.edu>
Sent: Thursday, April 2, 2009 6:37:48 PM
Subject: [GZG] [FMAS] Grenades.

We've been messing about with FMA Skirmish, working off a beta-test
text file I got from somewhere, and a few questions have come up.

1. How are you handling standard fragmentation grenades? My copy of the rules
goes into a fair amount of detail about how to determine range, accuracy and
eventual impact point, but doesn't seem to cover
effect. We house-ruled it on the basis of the booby-trap rule from
SGII: Everyone within 6m of the detonating device rolls as if being shot at by
a d8 weapon. Anyone doing anything more exotic, like giving a grenade "range
bands"?

2. How about gas grenades? We're only interested in CS-type disabling
agents here. Plain smoke requires a reaction-test to avoid
suppression, so should gas give automatic suppression for unprotected people
in the affected area? Or shift the target's quality die down for the reaction
test?

3. And of course one of my hooligans wants to throw petrol-bombs (in-
game only, I hasten to add!). Judging from newsreels, the area of
effect is fairly small, and I gather that uniforms made of fire-proof
cloth are fairly good protection. Any thoughts?

From: Tom McCarthy <tmcarth@f...>

Date: Fri, 3 Apr 2009 08:52:10 -0400

Subject: Re: [GZG] [FMAS] Grenades.

Robert asks:

1. How are you handling standard fragmentation grenades? My copy of the rules
goes into a fair amount of detail about how to determine range, accuracy and
eventual impact point, but doesn't seem to cover
effect. We house-ruled it on the basis of the booby-trap rule from
SGII: Everyone within 6m of the detonating device rolls as if being shot at by
a d8 weapon. Anyone doing anything more exotic, like giving a grenade "range
bands"?

I haven't played with the targeting/range bands, but on most boards, a
radius of 2" or 3" and an impact of D8 is enough to make grenades worthwhile,
and 4" makes them powerful.

2. How about gas grenades? We're only interested in CS-type disabling
agents here. Plain smoke requires a reaction-test to avoid
suppression, so should gas give automatic suppression for unprotected people
in the affected area? Or shift the target's quality die down for the reaction
test?

I think these might be scary enough, given a decent impact and allowing that
the right defence gives good armor against it, but most armours offer no
protection.

3. And of course one of my hooligans wants to throw petrol-bombs (in-
game only, I hasten to add!). Judging from newsreels, the area of
effect is fairly small, and I gather that uniforms made of fire-proof
cloth are fairly good protection. Any thoughts?

I'd make them akin to a short range direct fire weapon, and again the GM or
scenario has to note who has a real defence against this attack, and who finds
their conventional defences useless against it.