Hi all,
Had a good game of FMA skirmish this evening - I dug the rules out after
18 months or so of not even looking at them, so it was nearly my first game
(!) and Tony's first run at the system. We used his GW 28mm Necromunda ganger
figures & terrain, played it all pretty fast and loose, and had a good game.
Best Monty Python Moment: One of my gangers was carrying a primed grenade
up an open staircase - I'd primed the grenade at the bottom of the
stairs, indtending to throw it as soon as I got to the top platform, in a turn
or two... except that one of Tony's gang got line of sight with the only
really long-ranged weapon on the table. He hits & wounds my grenadier,
who fails his Task roll to stay standing on the stairs. He falls half a flight
down to the ground, then fails his Hard Task roll to hold onto this damned
primed bomb he's been juggling... Live grenade (1-turn fuse) goes
bouncing
4" away - except it hits a pillar that's 2" away, square on, and the
grenade richochets back into my stunned & wounded guy's lap! Panicking ganger
can't shake his wound off, so lies there expecting to be ground
meat when the explosion happens at the end of the round. Bomb goes off -
unarmoured ganger (d4) beats main blast (d10) and isn't even scratched...
We had problems with grenades - our house-rules versions weren't
anywhere near powerful enough. Counting Mr.Juggler in the above story, we had
three grenades going off, all within 2" of a character. Nobody was even
scratched...
Has anyone done anything with FMA since the extremely-beta release in
July 1999?
We've got an idea for Close Combat as well: Presently, any CC weapon at
all (or wearing PA) gives you 2x Quality die - there's no difference
between a rifle-armed PA trooper and a near-naked freak with a big
sword... Adding a second, CC-weapon die makes sense here - for example:
Bare Hands - no additional die
No CC weapon (only rifle or other weapon) d4
Knife/bayonet: d6
Short sword/big knife/club: d8
Big sword/thingie: d10
Really weird CC-weapon (Power Thingies): d12
You can also fairly easily slot CC-beasts (Aliens aliens, for ex) into
this - they get d10 CC or something.
Has anyone done any work on the Confidence/Morale system? There's far
less emphasis on this in FMA than would be expected, given the systems in DS2
and SG2.
It's still a great game - Jon, any idea on release, or maybe a Release
0.02 just to list-members soon?
> On Tue, 10 October 2000, Brian Burger wrote:
> We had problems with grenades - our house-rules versions weren't
Sounds like duds to me. *S*
Actually, that's an interesting point. The whole "D4 unarmoured" guy idea
works in SG2 because it's meant to be abstract. When you bring it down to FMA,
espec ially for things like grenade blasts at short range, it may not be
valid. You s till need some sort of luck happening for penetration, but I
think D4 might be a bit much.
Perhaps just give the unarmoured guy a single point of armour? If the grenade
g oes off and rolls a 1 it does no damage, but a 2 or greater will damage?
> Has anyone done anything with FMA since the extremely-beta release in
Not much. I DID, however, come up with monster stats for Call of Cthulhu
transl ated into FMA. I also came up with a fear mechanism that sort of
reflects sanit y in Cthulhu. A "sanity" quality counter is used with the same
die types as a r egular quality counter. Monsters cause an opposed roll based
on their sanity ty pe. If the human player loses the roll, the SG2 morale is
dropped to broken (po ssibly routed). Also, the sanity quality drops based on
the monster as well, to represent a continuous loss of sanity or willpower.
Not sure it would work for regular FMA, but it seemed okay for a horror based
g ame. Basically figures have a quality counter for fear and a quality counter
fo r everything else.
> It's still a great game - Jon, any idea on release, or maybe a Release
The playtest list has been quiet for a while, but Bugs Don't Surf seems to be
t he next project.
> Actually, that's an interesting point. The whole "D4 unarmoured" guy
In my Simply Skirmish rules which is based on FMA, unarmoured figures have "1"
for armour. The damage roll just has to roll higher than "1" to inflict damage
and put the victim down.
> > Has anyone done anything with FMA since the extremely-beta release
I've written Simply Skirmish and I've just added a whole lot more to it
including Fantasy, Medieval, Modern and SF, Magic, Miracles, Psionics,
detailed melee rules, and so on. I've also playtested it at a local exhibition
for four days.
If people would like another copy, let me know and I'll put it up on my site.
Andrew,
I for one would love to see a current version of Simply Skirmish. I d/l
a version a while ago and enjoyed it.
Bob Makowsky USCG SAR
[quoted original message omitted]
> At 04:10 PM 10/11/00 +1300, you wrote:
> I've written Simply Skirmish and I've just added a whole lot more to it
Yes, please!
> > If people would like another copy [of Simply Skirmish], let me know
> Bob Makowsky wrote:
> Jim 'Jiji' Foster wrote:
You can get a copy here:
http://members.nbci.com/AndrewMartin/Simply%20Skirmish.html
Be warned that it's around 100KBytes of HTML, and may take a couple of tries
to load.
Comments welcomed.