Spotting in FMA and SG2 and some words on prone/kneeling for FMA

2 posts ยท Aug 20 1999 to Aug 20 1999

From: Thomas Barclay <Thomas.Barclay@s...>

Date: Thu, 19 Aug 1999 20:52:28 -0400

Subject: Spotting in FMA and SG2 and some words on prone/kneeling for FMA

Brain running in OT again...

I found spotting (in my last battle) rather easy, to the point where a unit in
light woods at about 300m was spottable. I found that spotting as a rule was
rather simple (quality vs. range die).

I think I might be re-commenting on something I should re-read from
the SG2 rules, but I'll run that small risk. It might apply to FMA too.

SG2.

To spot a unit: 1 action per spotting attempt. Maximum 1 attempt per target
unit by a given nominated unit each activation of that nominated unit. If you
miss this, you miss it. You can spot (or attempt to) another unit, but not the
target unit you missed. Spotting is conducted by rolling a quality die for the
spotter. The defender rolls a modifed range die. (must obviously be in LoS).
The range die is modified by 1 type up for light woods or scrub and 2 for
heavy woods. If it is night time, and the unit is poorly equipped (without
night gear), shift up 1. IP
target shift up another 1. IP/camouflaged target (ie they didn't just
go in position, they've spent a while making their position invisible), make
an opposed quality roll before the spotting roll. If the defender wins, 1
positive shift. If the spotter wins, the camo wasn't enough to fool their
experienced eye, so no extra shifts. Fog or rain could substitue for an extra
shift, and spotting through
smoke/fire in Los could count as 1 or 2 shifts up. The quality die of
the spotter is modified if he has enhanced sensors by 1 ds. If he has superior
sensors, 2 ds. The big give away in any of these situations is movement. A
stationary unit (that did not move in its last activation and did not
otherwise draw attention to itself by firing or something) is 1 ds harder to
spot. Any spot roll easier than d4 for is automatic, any harder than d12
cannot be done. In sg2, spotting an individual should be 1 ds harder than
spotting a squad.

This can apply basically the same in FMA. RB are different, targets are
individuals, but otherwise this applies.

Situations under which an automatic spot roll is allowed: A previously unseen
unit moves inside LoS of a unit. A previously undetected unit
opens fire using unsuppressed weapons (this spot check is made at +2
ds). There may be others.

So, let's put this in an example.

Billy Bob's Local Militia (a Reg squad) are being ambushed by enemy regulars
who've snuck in, set up camouflaged positions in light woods where the Militia
troop are passing by. Billy Bob is a cautious squad leader though, so he
executes a spot action on the suspect woodsline from 200m away just to make
sure it is safe before he moves closer.
His first spot attempt then puts it in the 3 RB (17-24" for a reg),
therefore he normally rolls d8 (reg) vs. the defenders d8 (RB3 die). However,
the defender is in light woods (1 die shift). The defender is
IP and camouflaged (2 more ds - a contested roll is made, Billy Bob
rolls 3, the defender a 6 so their camo is good). They are stationary, which
translates to 1 ds harder to see. So we have RB3 upshifted 4 to
RB7. Even Bob's fancy off-world enhanced binocs which give him 1 shift
leave it at RB6, so it is an impossible spot. The setup is just too good.
Billy Bob's squad closes to 100m and tries another spot (he has a bad feeling
about that forest patch). He is in RB2, and this time his opposed roll is
better than the defenders camo (B Bob rolls a 4, the defnder a 1). So the
defender is RB2, upshifted 1 for being stationary, 1 for being IP, and 1 for
being in the light. That makes RB5, but Billy Bob's sensors shift to RB 4. So
B Bob rolls a d8 for a 3, and the defender rolling a d10 rolls a 10. Billy Bob
is still SOL. Billy Bob moves another 60m closer. At 40m, Billy Bob will try
again to spot the defenders. He is RB1, his quality roll is an 8, versus the
defenders 3 for camo, so they get 1 for being IP, 1 for being in woods, 1 for
being stationary. So Billy Bob is targeting RB4, and his sensors reduce this
to RB3. B Bob rolls d8 versus his opponents d8. He rolls a 5, they roll a 7.
Yet again, despite his bad feelings, he fails to spot the ambush. At this
point, the hidden defenders open up in RB1 and cut up his unit.

An SAS team is moving through the woods trying to remain undetected and to
spot any enemy. They are veterans, and have superior sensors to aide them.
They are being sought by squads of regular troops with standard basic sensors.
Their are two nearby enemy squads, one 150m out, the other 75m away through
the darkness. Both of these forces have good enough vision that darkness isn't
an issue. All are moving, 1 ds easier to spot. It is raining, but the ref
rules SAS gear is good enough to ignore the
rain, but local gear is degraded by it - so the locals suffer a 1
shift penalty. They are in open terrain. The SAS unit attempts to spot the
nearest enemy squad: 75m is inside RB1 for the SAS team. The defender is
moving and the SAS have superior sensors. The spot is
automatic. They then attempt to spot the other enemy squad - they are
in RB2, but are moving and the sensors combine to make this spot also
automatic. (These are the elite forces with top notch equipment!). The locals
try to spot the SAS. The nearer squad is in RB1, but the rain penalizes them 1
RB. The SAS were moving, which is a 1 RB benefit. The SAS are (unfortunately)
wearing photoblending cammie jammies so they are 1 shift harder to spot. So
the locals must try a d8 versus a d6 for the SAS (who should probably have
spotted the enemy further out and used more cover). This local squad spots
them. The other local squad, in their second RB, must roll d8 vs. SAS d8. They
too spot the SAS. (Motto: To not be seen, distance, cover, and immobility are
the answer).

Prone and Kneeling in FMA: I've already mentioned the fire benefits I think
these should give
<recapping...>
Kneeling or Standing with Rest: +1"/2"/4"/8"/16"
Kneeling with Rest or Prone: +2"/4"/8"/16"/32"

Defensively, what is the effect? Well, going IP in SG2 would assume getting
into cover and getting down. In FMA, we can give a bit more
description to it - let the owner of the figure choose if the figure
is going to enter a kneeling or prone posture.

Kneeling or going prone is an action.

Kneeling, if in a place with something to rest on and something solid to hide
behind, gives the prone firing benefit, and the 2 die shift benefit of hard
cover. There isn't a significantly greater benefit to being prone behind hard
cover than their is kneeling for defensive reasons, but it may offer you more
protection from any enfilading fire which might rob you of your cover.

If there isn't a lot to get behind, entering a kneeling posture should give 1
die shift of cover (it does present a much smaller target area). It does make
it slightly easier to shoot. One may also go prone, to get the 2 die shift
cover modifier. (Prone, and prone behind
cover aren't that much different to shoot at - both are real hard to
hit targets). This also conveys the prone benefits for shooting. The penalty
is you have to spend one action regaining your feet from prone
(automatic from kneeling). This can be short-circuited if the figure
is in a hurry - roll a reaction test at +1. If you fail it, it takes
you the action to get up. If you fail by less than half the needed number, it
takes you both actions to get up (you stumble getting up, you're slow off the
mark, whatever). So you may elect to attempt to jump to your feet and race
away, but it might be hazardous whereas a slower stand takes some precious
time, but may let you avoid stumbling or falling.

So we have two classes of stance in FMA other than standing - kneeling
or prone. These sort of replace IP. If you are kneeling behind cover, you are
assumed to be using that cover for attacks that would be blocked by it. If
fired on where the cover does not protect, you are considered kneeling in the
open. The same is true for prone. A good reason to get prone when firing
around a streetcorner is that you might get flanked, and then you prevent a
good shot at your side.

Note: elevated targets may engage prone targets in the open wrt themselves as
if they were merely kneeling. The angle should negate many of the prone
benefits. Motto: Don't get into a situation where you are being fired on from
above...

In FMA, with the right weapon, you could elect to fire AT the cover someone is
using in the hope of penetrating it, but that's a whole other discussion.

<Comments? Criticisms? Suggestions for me needing Therapy?>

<Returns to well dug bunker and loads his last rounds into his last mag and
prepares for the charge of the frothing hordes of critics... he's saving the
last one for himself....>

From: Los <los@c...>

Date: Thu, 19 Aug 1999 21:46:19 -0400

Subject: Re: Spotting in FMA and SG2 and some words on prone/kneeling for FMA

Good stuff again, as usual.

> Thomas Barclay wrote:

> Kneeling or going prone is an action.

Another option to try is this: You can go DOWN for free. But to get up you
spend an action?

> If there isn't a lot to get behind, entering a kneeling posture should

I think in open terrain this is too much a benefit. In any other terrain sure.

> It does make it slightly easier to shoot. One may also go

How can we catch in one action the IMT (Individual Movement technique?). Two
man buddy team 5 m apart. Under heavy fire. team leader gives them the hand an
arm signal to move up. (the other team is in overwatch, each spending two
actions firing suppresive fire.)

1. Guy A is activated. He spends both actions firing also. 2. An enemy
activates and does whatever. 3. Guy B rolls a task check and passes, He
normally can move 6". He's in the porne (could be kneeling too if cover
supported it). Guy B having passed gets up runs 2d4" (shift one die down?) or
maybe just 6" and assumes previous stance. That's his turn.

Next turn they flip flop.