From: Ground Zero Games <jon@g...>
Date: Fri, 9 Jul 1999 16:19:24 +0100
Subject: [OFFICIAL] FMA TEST MATERIAL - PART 2 (costings)
This is the rough draft for the points value system, or at least the start of it. Some bits may make less sense than others, because some of the rules that cover certain stuff haven't been written into the playtest draft yet! A lot of this is untested, and many of the points costs are ad-hoc values that will probably be revised in the light of further testing...... Legal Bit: All material in this draft is copyright July 1999 by Jon Tuffley and Ground Zero Games; all rights reserved; FMA is a trademark of Ground Zero Games. 1) This material is for list members' eyes only at this stage; it must NOT be put up on anyone's website, and while it may be used for test games with your own immediate player groups it is NOT for distribution outside this in any manner or form without prior permission; if anyone wants to use it for any kind of public demo or participation game (eg: at shows, stores or other gatherings) then this should be possible, but I'd appreciate you checking with me by email first. IF YOU ARE NOT HAPPY TO ABIDE BY THIS CONDITION, PLEASE DELETE THIS EMAIL NOW! 2) Any ideas or supplementary material posted to the list as a result of the discussions may get used in any final printed or published form of the rules (as per the standard terms of the GZG list), and while I'll certainly be giving credit to the list membership as a whole it will probably be impossible to individually mention each person contributing ideas... it will probably just have to be along the lines of a thank-you to the whole list, with a "you know who you are" line! 3) Everything in this post is still fairly rough draft material, and should be treated accordingly; the present version has seen a bit of in-house testing (very successfully to date), but has not yet been tested in the heat of battle in the hands of the List Grunts... <grin> Don't be surprised to find contradictions and missing bits - we'd like to know about these when you do find them. Regarding feedback to the list or direct to us, PLEASE use a bit of discretion and common sense to avoid swamping the list and upsetting the non-interested members - if it is a minor error or inconsistancy that can simply be fixed, then it will be best to email this direct to us - only use the list itself for points that genuinely need major discussion. POINTS VALUES - BUILDING YOUR FORCES: QUALITY RATING: UNTRAINED 5 points GREEN 10 points REGULAR 15 points VETERAN 20 points ELITE 25 points MOTIVATION LEVEL: 1 +10 2 +5 3 +0 OR: Alternative method using random chit draws: All figures cost a basic 10 points each, and Quality Ratings and Motivation Levels are determined by random pick. If using this method, individual figures' ratings may be increased over that determined by the random pick at a cost of 20 points per Quality level and 20 points per Motivation level (eg: a figure who gets GREEN 2 from the random pick could be upgraded to VET 1 by paying 30 extra points). Figures' ratings may also be LOWERED to give the player a few points back if desired, at the rate of 10 points rebate per Quality or Motivation level dropped. SPECIAL ABILITIES: Leader +50 Assistant Leader +30 Sniper +30 Support Specialist +10 Medic +5 WEAPONS COST: To cost a weapon type, add together the three Firepower dice types (from Close, Medium and Long ranges), and multiply the result by the Close range band of the weapon; divide this figure by 10 (rounding to nearest whole number - decimals of less than 0.5 round down, 0.5 or greater round up) and finally add the Impact die type to get a final points cost. Modifiers: Spread effect (eg: shotguns and scatterguns) +10 Sustained Fire ability (belt or hopper feed) +20 Non-Lethal (NL) Impact Half normal Impact Value points Example: Assault Rifle: Firepower total = 10+8+6 = 24, multiplied by Close range band (12) = 288. Divide by 10, = 29, then add Impact value (10) for final cost of 39 points. Example: Machine Pistol: Firepower total = 12+8+4 = 24, multiplied by Close range band (4) = 96. Divide by 10, = 10, then add Impact value (6) for final cost of 16 points. Example: Light Auto Pistol: Firepower total = 8+6+4 = 18, multiplied by Close range band (4) = 72. Divide by 10, = 7, then add Impact value (6) for final cost of 13 points. Example: Heavy Auto Pistol: Firepower total = 8+6+4 = 18, multiplied by Close range band (6) = 108. Divide by 10, = 11, then add Impact value (10) for final cost of 21 points. Example: HAPAR (Heavy Anti-PA Rifle): Firepower total = 8+6+4 = 18, multiplied by Close range band (18) = 324. Divide by 10, = 32, then add Impact value (12 x 2 = 24) for final cost of 56 points. Example: Sniper Rifle: Firepower total = 12+10+8 = 30, multiplied by Close range band (24) = 720. Divide by 10, = 72, then add Impact value (12) for final cost of 84 points. Example: Combat Shotgun: Firepower total = 12+8+4 = 24, multiplied by Close range band (3) = 72. Divide by 10, = 7, then add Impact value (10) and "spread" bonus of 10 for final cost of 27 points. Example: Light Support MG: Firepower total = 12+10+8 = 30, multiplied by Close range band (18) = 540. Divide by 10, = 54, then add Impact value (10) and "sustained fire" bonus of 20 for final cost of 84 points. Example: Police Riot Gun: Firepower total = 10+8+6 = 24, multiplied by Close range band (6) = 144. Divide by 10, = 14, then add Impact value (12NL, = 6 points) for final cost of 20 points. To cost an area-effect weapon type, add together the three Accuracy dice types (from Close, Medium and Long ranges), and multiply the result by the Close range band of the weapon; divide this figure by 10 (rounding to nearest whole number - decimals of less than 0.5 round down, 0.5 or greater round up); for weapons with EXPLOSIVE warheads add the Blast CentreImpact die type multiplied by the Blast Radius Band value to get a final points cost; for Anti-Armour Penetrator warheads simply add on the Penetrator Impact value. If the weapon is reloadable, each additional round carried costs 50% of the basic weapon cost and must be paid for. Example: Disposable Light Rocket launcher: Accuracy total = 8+6+4 = 18, multiplied by Close range band (12) = 216. Divide by 10, = 22, then add Blast Centre Impact value (12) multiplied by Blast Radius Band (2), total of 24, for final cost of 46 points. Example: Hand Grenade (thrown): Accuracy total = 8+6+4 = 18, multiplied by Close range band (6) = 108. Divide by 10, = 11, then add Blast Centre Impact value (10) multiplied by Blast Radius Band (1), total of 10, for final cost of 22 points. Example: Reloadable Guided Missile launcher (HE Warhead): Accuracy total = 12+12+12 = 36, multiplied by Close range band (24) = 864. Divide by 10, = 86, then add Blast Centre Impact value (12) multiplied by Blast Radius Band (2), total of 24, for final cost of 110 points. Each additional missile carried for the launcher will cost 55 points, and must be paid for separately (the first load is included in the launcher price) - thus a typical team load of launcher (with 1 missile) plus 2 additional reloads will cost 220 points. Example: Reloadable Guided Missile launcher (Anti-Armour Warhead): Accuracy total = 12+12+12 = 36, multiplied by Close range band (24) = 864. Divide by 10, = 86, then add Penetrator Impact value (12 x 4 = 48) for final cost of 134 points. Each additional missile carried for the launcher will cost 67 points, and must be paid for separately (the first load is included in the launcher price) - thus a typical team load of launcher (with 1 missile) plus 2 additional reloads will cost 268 points. To cost a close-combat weapon, simply add its Weapon die and Impact die value together. Example: Bare hands (no specialist training) D4 + D4 = 8 Basic unarmed combat/Martial Arts D6 + D6 = 12 Martial Arts adept D8 + D8 = 16 Martial Arts expert D10 + D10 = 20 Martial Arts master D12 + D12 = 24 Improvised weapon (club, bottle, rifle butt etc.) D6 + D6 = 12 Knife or other short edged weapon D8 + D6 = 14 Sword or other long edged weapon D10 + D8 = 18 Rifle with bayonet D8 + D8 = 16 Power Blade D12 + D12x2 = 36 Power Axe D10 + D12x3 = 46 Powered Armour in close combat D12 + D10x2 = 32 Pistol/handgun D6 As per Ranged Fire Machine pistol/SMG D8 As per Ranged Fire Shotgun D10 As per Ranged Fire Autoshotgun D12 As per Ranged Fire Any other longarm (rifles etc.) D4 As per Ranged Fire ARMOUR COSTS: Type of armour worn: Points Cost None (normal clothing, or less) None Fabric (Ballistic Vest etc.) +5 Partial Light Armour +10 Full-Suit Light Armour +20 Heavy Combat Suit +30 Hardsuit +50 Power Armour +100 Typical Squad Costing example: Eight troopers, consisting of Squad Leader with Assault Rifle, Assistant Squad Leader with Assault Rifle, Support MG gunner, Specialist with Sniper Rifle and four ordinary troopers with Assault Rifles (two men are issued with Disposable Rocket Launchers, 1 per trooper, and 1 man has medic training). All in Partial Light Armour. 1) Squad Leader: Base cost 10, +50 for leadership, plus 10 for Armour, plus 39 for Assault Rifle. Total = 109 points. 2) Assistant Squad Leader: Base cost 10, +30 for assistant leadership, plus 10 for Armour, plus 39 for Assault Rifle. Total = 89 points. 3) Regular Trooper: Base cost 10, plus 10 for Armour, plus 39 for Assault Rifle. Total = 59 points. 4) Regular Trooper (Medic): Base cost 10, +5 for medic specialisation. plus 10 for Armour, plus 39 for Assault Rifle. Total = 64 points. 5) Regular Trooper with DRL: Base cost 10, plus 10 for Armour, plus 39 for Assault Rifle and 46 for DRL. Total = 105 points. 6) Regular Trooper with DRL: Base cost 10, plus 10 for Armour, plus 39 for Assault Rifle and 46 for DRL. Total = 105 points. 7) Support Gunner: Base cost 10, + 10 for Support Specialist, plus 10 for Armour, plus 84 for SAW. Total = 114 points. 8) Sniper: Base cost 10, + 30 for Specialist Sniper, plus 10 for Armour, plus 84 for sniper rifle. Total = 134 points. Squad Total Cost: 689 points. Using the random draw method: Example - Activation Marker random draws are: 1) Squad Leader: REG 2 2) Assistant Squad Leader: GRN 1 3) Regular Trooper: VET 3 4) Regular Trooper (Medic): GRN 2 5) Regular Trooper with DRL: UNT 2 6) Regular Trooper with DRL: ELT 2 7) Support Gunner: REG 1 8) Sniper: GRN 3 looking at what we have got from the random draw, we decide to drop trooper 6 from ELT 2 to REG 3, gaining a rebate of 30 points (10 per level). We decide to increase the Squad leader to a VET 1, costing 40 points (1 Quality level and 1 Motivation level), the Asst. Squad leader to a REG 1 (20 points), trooper 5 to a GRN 2 (20 points) and the Sniper to a VET 2 (60 points). The additional spend is thus 40 + 20 + 20 + 60 = 140, minus the 30 point rebate, for an additional 110 points in total. Final cost of the complete 8-man squad is thus 799 points; the unit looks like this: 1) Squad Leader: VET 1 Partial Armour, Assault Rifle 2) Assistant Squad Leader: REG 1 Partial Armour, Assault Rifle 3) Regular Trooper: VET 3 Partial Armour, Assault Rifle 4) Regular Trooper (Medic): GRN 2 Partial Armour, Assault Rifle 5) Regular Trooper with DRL: GRN 2 Partial Armour, Assault Rifle + DRL 6) Regular Trooper with DRL: REG 3 Partial Armour, Assault Rifle + DRL 7) Support Gunner: REG 1 Partial Armour, SAW 8) Sniper: VET 2 Partial Armour, Sniper Rifle Average cost = 100 points per trooper, for regular infantry units. Alternative costing method: QUALITY RATING: UNTRAINED 5 points GREEN 10 points REGULAR 15 points VETERAN 20 points ELITE 25 points MOTIVATION LEVEL: 1 +20 2 +10 3 +0 1) Squad Leader: VET 1 20+20=40 2) Assistant Squad Leader: REG 1 15+20=35 3) Regular Trooper: VET 3 20+0=20 4) Regular Trooper (Medic): GRN 2 10+10=20 5) Regular Trooper with DRL: GRN 2 10+10=20 6) Regular Trooper with DRL: REG 3 15+0=15 7) Support Gunner: REG 1 15+20=35 8) Sniper: VET 2 20+10=30 Total = 215 Base cost 609 points Final points = 824. Assault Rifle: 39 points. Machine Pistol: 16 points. Light Auto Pistol: 13 points. Heavy Auto Pistol: 21 points. HAPAR (Heavy Anti-PA Rifle): 56 points. Sniper Rifle: 84 points. Combat Shotgun: 27 points. Light Support MG: 84 points. Police Riot Gun: 20 points. Disposable Light Rocket launcher: 46 points. Hand Grenade (thrown): 22 points. Reloadable Guided Missile launcher (HE Warhead): 110 points. Each additional missile carried for the launcher will cost 55 points. Reloadable Guided Missile launcher (Anti-Armour Warhead):134 points. Each additional missile carried for the launcher will cost 67 points. Other Typical Figures: Typical Army Trooper: Base cost 10, plus 10 for Armour, plus 39 for Assault Rifle. Total = 59 points. Squad Leader: 109 points. Typical Armoured Trooper: Base cost 10, plus 30 for Armour, plus 39 for Assault Rifle. Total = 79 points. Squad Leader: 129 points. Typical Street Cop: Base cost 10, plus 5 for Armour, plus 16 for Machine Pistol. Total = 31 points. Street Cop Leader: 81 points. Typical Riot Cop: Base cost 10, plus 10 for Armour, plus 20 for Riot Gun. Total = 40 points. Riot Cop Leader: 90 points. Typical Gang Member: Base cost 10, no Armour, plus 21 for Heavy Pistol. Total = 31 points. Redneck with Shotgun: Base cost 10, no Armour, plus 27 for Shotgun. Total = 37 points. Power Armour Trooper: Base cost 10, plus 100 for Armour, plus 84 for SAW and 92 for 2 x Scatter rocket packs. Total = 286 points. Street Cop unit: 5 cops plus 1 leader = 236 points. Trooper fireteam: 3 troopers plus 1 leader = 286 points. PA Assault Team: 2 troopers plus 1 leader = 908 points. Street Gang: 9 gangers plus 1 leader = 360 points. Bunch of Good Ole Boys: 6 Rednecks plus 1 leader = 309 points. Approx. 1000 points will give 4 fireteams of troopers (16 men), 4 patrol groups of cops (24 men), one team of 3 PA troopers, or a gang of about 30 figures split into 3 groups. These all assume nothing but basic weapons (specialist and support weapons will cost more), the minimum level of Leadership (1 per unit, no assistants) and no modifications to the random chit draw for quality and motivation.