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Jim 'Jiji' Foster / jfoster@nospam.kansas.net / Jiji @ AnimeMUCK
On Thu, 15 Jul 1999 23:00:20, 'twas written:
> The first and most important job in testing FMA to get it to a
<snip>
> Rather than trying to add complexity and variables at this stage, the
Makes sense. Could you perhaps elablorate on what constitutes the 'core'
rules? Only the [OFFICIAL] stuff so far? Unit morale? Weapon Effects?
Wounding? If you could provide some direction regarding the items you feel are
essential, that might help focus things a bit. I'm fairly certain that
everyone who's contributed so far sees the focus of their input as being
'core'.
> fixed then we can start laying on the chrome......
Speaking of chrome, I think the core rules need to cover cybernetic
enhancement, bio-reeningeering and nanomachines! Really, all it would
take is another half-dozen counters per figure... ;)
Seriously, though, I'm planning on running a test this weekend with a
young friend who's Star Wars-obsessed. As his gaming experience has been
largely of the computer or CCG variety, I'll see how 'teachable' this set is.
I plan on using the 'range bands by troop quality' variant proposed a few days
back. AAR on Monday, if warranted.
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An eminently sensible question! Right, the stuff I see as being the core rules
are manily those applicable to the most basic example of the game, and those
that will be used for all genres and periods that the rules may be used for:
they will cover the activation sequence, actions in general, movement, basic
fire combat, close combat, reaction tests, effects of wounds (in simplest
form) and similar stuff. The sort of rules you would
use if you just took 3 or 4 figures a side and played a quick half-hour
fight with them, to teach a complete novice the basis of the game.
The next level of complexity (which we could term the "full rules") will then
cover this sort of thing: the out of ammo rules that we've been discussing,
weapons that deviate from the basic system (eg: shotguns, full autofire,
sustained fire etc), indirect fire weapons, wounds in more detail and medical
treatment, reaction and overwatch fire, leadership and action transfers, basic
vehicle rules etc. The kind of thing that most players WILL use in most games,
but you don't want to introduce till they have learned the basic game engine.
Finally, on top of this will come the very detailed stuff and advanced
rules, options etc - explosives/demolotions, cyborgs, specialities,
detailed vehicle rules, and anything else we can think of!
> fixed then we can start laying on the chrome......
See stage 3 above!! <grin>
> Seriously, though, I'm planning on running a test this weekend with a
The results of this will be very interesting - please post an AAR!
> Jim 'Jiji' Foster wrote:
Hmmm, Lightsabers and lightstaffs, battle droids, EMP bombs and power shields.
I'm sure this is part of the core rules! ^_~
Suggestions Lightsabers: D20 damage. Battle droids: immune to morale problems,
but won't take advantage of cover.
EMP Bomb: D4-D12/D20 effect to all mechanical opponents within X
distance. Power shield: D20 parry to blasters, but no offensive actions.
Comments invited.