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FMA Part 1 section B.....

From: Ground Zero Games <jon@g...>
Date: Fri, 9 Jul 1999 17:43:06 +0100
Subject: FMA Part 1 section B.....

Part 1B......

FIRE COMBAT SYSTEM:
There are two optional versions of the fire combat procedure; version
(1),
the "QUICK AND DIRTY"  option, is very quick to resolve, relying on only
one opposed dice roll to determine the complete results of the shot
(hits
and hit effects). If you want a very fast game with fairly large forces
we
recommend using this option.
Option (2), the "DETAILED" option, adds a second opposed roll to
determine
the effect of a hit and thus takes just a little longer to resolve - it
does, however, allow more variation in weapon effects as well as taking
into account the target figure's quality rating (which means that
better-trained troopers will be harder to hit, as they know how to move
around the battlefield without making themselves obvious targets!).
Feel free to use whichever version best suits the forces you have
available, the time you have to play the game in, and the sort of
flavour
you like your battles to have!

1) The QUICK AND DIRTY OPTION:
FIRER rolls QUALITY + FIREPOWER dice.
TARGET rolls ARMOUR die. If IN COVER, also rolls extra D6 (for Soft
Cover)
or D10 (for Hard Cover), and counts highest roll only.

Target beats or equals both of Firer's dice = NO EFFECT
Firer beats target with 1 die = SUPPRESSION (1 suppression chit)
Firer beats target with both dice = HIT

Figures which are HIT are "down", and unable to take further part in the
battle; they may be wounded and in shock, unconscious, or actually dead
-
whatever the case, they are out of action for the duration of the game.
[Note that very minor wounds that do not impair combat effectiveness are
assumed to be covered by the "suppression" result.]

2) The DETAILED EFFECT OPTION:
FIRER rolls QUALITY + FIREPOWER dice.
TARGET rolls QUALITY die.

Target beats or equals both of Firer's dice = NO EFFECT
Firer beats target with 1 die = SUPPRESSION (1 suppression chit)
Firer beats target with both dice = HIT

If HIT scored, make second roll of Firer's IMPACT die (for weapon type)
against Target's ARMOUR die. If IN COVER, target also rolls extra die
for
cover value (eg: D6 for bushes/hedges, D10 for solid walls etc.), and
counts highest roll only.
Target beats or equals Firer's score = SUPPRESSION ONLY
Firer beats target's score = WOUND
Firer's score is MORE THAN DOUBLE target's score = KILL

Typical weapon examples:

WEAPON		CLOSE RANGE	MEDIUM RANGE	LONG RANGE
	IMPACT DIE

Light Pistol	4"	D8	8"	D6	12"	D4	       
D6
Heavy Pistol	6"	D8	12"	D6	18"	D4	       
D10

Machine Pistol	4"	D12	8"	D8	12"	D4	       
D8

Shotgun 	3"	D10	6"	D8	9"	D6	       
D6

Combat Rifle	12"	D10	24"	D8	36"	D6	       
D10

Gauss Assault Rifle	18"	D10	36"	D8	54"	D6
	D12
20mm Auto Cannon	24"	D8	48"	D6	72"	D4
	D12x2

ARMOUR VALUES:
Each figure needs an ARMOUR VALUE, which is a measure of the protection
they are wearing combined with their inherent "toughness".  Most
non-combatants and lowly cannon-fodder figures will usually be given a
default (fixed) armour value of 1, so almost any successful hit will
take
them out. For character figures the armour value is expressed as a die
type, and is thus referred to as the Armour Die; each figure should be
assigned a suitable die type depending on their level of protection:

Non-combatant (unarmoured):					1 (fixed
value)
Character figures:
Minimal or no armour: figures in normal clothing (or less!):	       
D4
Light armour: flak jackets, partial body armour:		       
D6
Medium armour: full suit body armour:				D8
Heavy armour: Powered hardsuit: 				D10
Very heavy armour: Heavy PA suits:				D12

If running a "heroic" style game, then characters that are deemed to be
significantly "tougher" than normal persons may have their armour
ratings
increased by one (or in extreme cases two or more) die types; this
represents their ability to shrug off or ignore lighter wounds, and
allows
them to have a suitably cinematic chance of survival in combat without
being burdened by lots of heavy armour plating. TOUGH characters gain a
one
die increase, VERY TOUGH characters go up two die types, and INCREDIBLY
TOUGH ones up three. Thus an Incredibly Tough character would have a D10
armour die even if they were walking around the battlefield in his/her
underwear. Note, however, that no figure may have its armour die raised
above a D12 by this method, so the same character in a heavy PA suit
would
still have a D12 armour die like anyone else in a similar suit.

Cover Dice:
Soft cover (bushes etc.)			D6
Hard cover (walls etc.) 		D10

FIRING AT CIVILIANS AND BYSTANDERS:
In any scenario that includes non-combatants (eg: civilians, technicians
and the like), there will inevitably be times when these figures are
shot
at, either deliberately or by being caught in crossfire.  Non-combatant
figures do not have an Activation Marker, and may not be voluntarily
activated by either player (unless they are special characters with a
role
in the scenario, in which case they count as part of one player's
figures).
When fired on, non-combatants always use a default D4 to avoid hits, and
will almost always use a fixed Armour Value of 1 in place of an armour
die
type - thus any roll of 2 or better on the impact die will be a success
result; if they receive any kind of wound or kill result, they are out
of
play. If a non-combatant receives a SUPPRESSION result, then if in cover
they will cower and hide, or if in the open they will automatically
PANIC,
running D8" in a completely random direction determined by a D12
"clockface"  roll.

CLOSE COMBAT:
When a figure is moved into base contact with an opposing figure, it may
initiate CLOSE COMBAT (hand-to-hand fighting). The figure that is
currently
activating is termed the ATTACKER, and the other the DEFENDER.
Both figures roll their QUALITY dice - highest roll scores a WOUND on
opponent, if score is MORE THAN TWICE opponent's then hit is a KILL.
If a figure is using a specialised close-combat weapon, or is in Power
Armour, DOUBLE their score. This is cumulative, so a PA trooper with a
close-combat weapon will actually QUADRUPLE his roll.

Example: a PA trooper (Vet 2) with a Power Blade (close-combat special
weapon) attacks a Reg 2 figure equipped only with a rifle; the PA figure
rolls a D10 and multiplies result by 4, opponent rolls a D8 with no
modifier. PA trooper scores 3, x 4 = 12; opponent rolls 5. PA trooper's
score is more than twice the opponent's, so the opponent is killed.

REACTION FIRE is when a character wishes to take an opportunity-fire
shot
at an opposing character that it in the middle of his/her activation.
This
may only be performed by a character that has NOT yet been activated in
this turn; it allows them to immediately take one fire action, using the
normal fire rules, at the character who is currently being activated;
the
firing character then has their marker flipped, and their activation is
counted as used up for that turn. Reaction fire takes place between the
activating figure's first and second actions, and results are resolved
and
applied immediately.

OVERWATCH FIRE is similar to Reaction Fire, in that it allows an
immediate
shot against a target that is currently being activated. However,
Overwatch
Fire may ONLY be performed by a character who currently has a OVERWATCH
marker, which must have been placed by the character as an action during
their last activation. The presence of an Overwatch marker allows the
character to make one Fire Action using DOUBLED range bands for their
weapon, just as if they had spent an AIM action prior to firing.
Immediately after the shot, the Overwatch marker is removed - a fresh
one
may be placed if desired in the character's next activation.
Note: an OVERWATCH marker takes one action to place; it may NOT be
placed
on a character who has made a MOVE with their other action in that
activation.

ISOLATION:
Any figure that is more than its own Quality Die type in inches away
from
the nearest friendly figure in line of sight is said to be ISOLATED.
Thus a
Green trooper will be isolated if he does not have another friendly
figure
in sight within 6" of him, and a Veteran will be isolated if more than
10"
from any visible friendly figure.
If a figure is ISOLATED at the time it is activated, then before it can
do
anything the figure must make a REACTION TEST - if the test is passed
then
the figure may act normally, if it is failed then the figure may perform
NO
actions that turn (but is still counted as having activated).

COMMAND RADIUS:
Any LEADER figure may attempt to transfer actions to other friendly
figures, provided certain criteria are met.
A Leader may attempt an action transfer to any friendly figure that is
within the Leader's COMMAND RADIUS and is also within line of sight. The
COMMAND RADIUS of a Leader figure is equal to its Quality Die type in
inches - thus an ELITE leader has a Command radius of 12", but a REGULAR
leader only 8".
To attempt transfer of an action, the Leader rolls his Quality Die, and
must exceed the SUM of his own Motivation Level plus that of the figure
he
is trying to activate.
Example: a VET 1 leader is trying to activate a GREEN 3 trooper who is
7"
away from the leader. This is within the leader's Command radius (10",
as
he is a Veteran); the leader will roll a D10, and must beat the sum of
his
own ML and the trooper's ML, which is 1 + 3 = 4; he thus needs to roll a
5
or better to succeed. If he does so, the trooper may immediately make
one
action (eg: move, or fire a weapon); if he fails to get a 5 or better,
then
the action transfer attempt fails and the leader has wasted that action.

CASUALTIES: (For use with Quick-and-dirty or reduced-lethality combat
options only)
If another friendly figure is moved into contact with them and spends an
action to examine the casualty figure, roll a D6 - on a 1 or 2 the
casualty
is lightly wounded and/or knocked out, and may possibly be able to
return
to combat after field treatment; on a 3 or 4, he is seriously wounded
and
requires immediate treatment to survive, and on a 5 or 6 is already
dead.

CHANGING OR PREPARING WEAPONS:
A figure is assumed to be carrying it's "main" weapon ready for
immediate
use (eg: in an infantryman's case, his rifle). If a figure is carrying
an
alternative or additional weapon, eg: a back-up pistol, then an action
must
be taken to change weapons before the alternative one may be used.
In the case of any weapon that fires an explosive projectile (rocket and
missile launchers, and including grenade launchers and hand-grenades),
one
action must be spent to "prepare" the weapon for firing whether or not
it
is the figure's main weapon. This represents drawing and priming a
grenade
ready for throwing, powering-up the guidance package on a missile
launcher
and getting a target lock, extending and readying a disposable rocket
launcher and so on.

CREW-SERVED WEAPONS:
Weapons such as Support Machineguns, Rocket/Missile launchers and so on
are
usually designed to be operated by a crew of two (sometimes more); one
man
acts as the gunner for the weapon, while the other(s) serve as
ammunition
porters and loaders.
When a second crew member is present to load the weapon, he may transfer
his actions to the firer in terms of "extra shots" for the weapon team,
in
a similar way to the transferral of actions by a Leader: the loader
dices
when he is activated, using his basic die - if he rolls OVER his
motivation
then the weapon may be fired using the loader's action(s), but still
using
the GUNNER'S die type for the shots (the loader is not firing the weapon
-
he is simply assisting the gunner in maintaining a high rate of fire).
If
the loader rolls equal or under his motivation, he has "fumbled it" -
broken a link in the ammo belt, jammed the feed, or something - and his
actions are lost while he tries to fix things.
Both/all members of the weapon crew must be in actual base-to-base
contact
in order to function in this way, and neither figure can have moved
during
that turn.

EXAMPLE: In one turn, a player activates the GUNNER of a two-man
machinegun
team to move into a suitable location to set up a firing position; later
in
the same turn he activates the LOADER of the team to move also, to join
the
gunner.
In the following turn, the gunner uses his activation (both actions are
required) to set up the gun on its mount, ready for sustained fire; when
the loader is activated in that turn, he can roll to transfer his
actions
to the gunner in order that the team can fire. During the third turn, if
the team stay in position then the weapon can be fired twice - once in
the
gunner's activation and once (provided he doesn't foul up on the die
roll)
in the loader's. (Note: there is nothing to stop the player activating
the
loader before the gunner at any time, and they do not have to be treated
as
consecutive activations unless the player so wishes.)

VEHICLES:
All vehicles (unless robotically controlled) require at least one
crewman
(the driver or pilot), and may also have a number of other crew
fulfilling
the positions of commander, gunner(s) and other roles.
Each crewman is treated as a separate "figure", and each has his own
activation marker (which may be placed on or by the vehicle model, or
kept
off-table on a record sheet if preferred). Individual crewmen are
activated
just as any other figures in the normal turn sequence, allowing the
vehicle
to perform whatever actions that crewman is controlling - eg: to MOVE
the
vehicle, the DRIVER must be activated, to fire a weapon the GUNNER
responsible for that weapon must be activated, and so on.
If the vehicle has a COMMANDER (as in most military combat vehicles),
then
he acts as a LEADER figure for the rest of the vehicle crew - he may
make
communications actions, fire a weapon (if he is controlling one), or may
transfer actions to re-activate any other crew member (including the
driver, thus allowing the vehicle to move extra distance).

GRENADES (and other nasty things that go BANG)
Notes on use of grenades and other area-destructive weaponry:
Grenades (whether launched or thrown), rockets, missiles and suchlike
are
very effective weapons, and this is reflected in their lethality under
the
rules - throw a grenade down an alley and most of the people in the way
are
quite likely to end up dead or messily wounded. The down-side of such
weapons is that they are very unselective; if you are trying to get one
terrorist/criminal in amongst a large crowd of innocent civilians,
lobbing
something explosive into the middle of them is probably NOT  the best
way
of going about it - you may get your man, but think of the paperwork
from
the Police Complaints Commission....
The point is that the use of area-effect weapons (and indeed all
hardware
heavier than ordinary small-arms) really needs to be controlled by the
"rules of engagement" in force in any given scenario or situation. For
example, if you are playing a house-clearing scenario in a war zone then
obviously most weapon types are quite justifiable; if, on the other
hand,
you are doing a Police patrol of a heavily populated area then it is
most
unlikely that your men will have access to explosive weaponry, let alone
be
permitted to use it. The "bad guys" may be affected in similar ways,
though
often for different reasons - while a street gang might have less
scruples
about blowing up a few bystanders, they will not find it easy to get
access
to explosive weaponry (they have to make, steal or buy stuff, not just
go
down to the armoury with a requisition chit...) and will thus be more
careful about "wasting" such valuable equipment when a burst of
cheap-and-available bullets would do the same job.
Bear in mind also that explosive devices don't just make a mess of
people,
but property as well - blowing out a Mega-Corporation's front office
while
in pursuit of a criminal is not likely to make you many friends in the
places that matter! Under these rules, explosive weaponry doesn't just
disappear into thin air if it misses its intended target - an
anti-vehicle
missile will simply carry on until it impacts with whatever is in the
way
("Honest, Sarge, if I'd realised that the hospital was right behind the
enemy APC I wouldn't have fired at it....").
Of course, gamers being who they are they  won't hold back just because
of
the risk of a little collateral damage, will they? Well, they will if
they
stand to lose Victory Points for it....

FIRING GRENADES AND ROCKETS:
Explosive weapons such as grenades (whether thrown or launched) and
man-portable rockets are fired using different rules from normal guns,
because we not only need to know if they hit their intended target but
also
where they go if they don't!
Each such weapon type has a fixed Range Band that does NOT depend on the
skill of the firer - his ability (or lack thereof) is used to determine
how
accurately he can aim the shot. THE MAXIMUM EFFECTIVE RANGE OF SUCH A
LAUNCHED WEAPON IS TEN TIMES ITS RANGE BAND.

Range Band examples:
Thrown Grenade: 			2"*
Launched Grenade:			6"
Rocket Launcher  (shoulder-fired)		10"
* for characters with STRENGTH ratings above normal human levels (eg:
some
'borgs), increase range band of thrown grenades (or any other thrown
projectile) by 1" for every die type above human norm (D6) - thus a
Combat
'Borg with a strength of D10 would have a range band of 4" for thrown
weapons.

The firing player places an IMPACT counter where he wishes to aim the
projectile, and then measures the range from firer to intended impact
point. If the range is up to ONE range band, then the Target Number for
an
accurate shot is 1; if the range is up to TWO range band multiples, then
the Target Number is 2 and so on. The firing player now rolls the
firer's
SKILL die. If the die score EXCEEDS the target number, then the shot
hits
the intended point of aim; if it is EQUAL OR LESS than the target number
then the shot DEVIATES from the intended aim point, by a distance equal
to
the ACTUAL DIE SCORE ROLLED in inches.
The DIRECTION of the impact's deviation from the intended aim point is
determined  by rolling a D12 and using the usual "clockface" method.

Example: An EXPERT firer is using a Grenade Launcher (Range Band 6"),
and
designates as his intended target a point 26" away. This range is into
the
FIFTH multiple of the Launcher's range band, so his Target Number is 5.
Rolling his skill die (a D10), the firer needs a 6 or more to hit the
designated point; if he rolls 5 or less the grenade will deviate
according
to his rolled score - on a 2 it will deviate 2", on a 5 it will deviate
5".
A D12 roll determines the direction of deviation, so a roll of 6 would
be
"short", 12 an "over" and so on.

IMPORTANT: if the Target Number is actually equal to or higher than the
firer's skill die type (eg: if a GREEN firer (skill die D6) were to try
a
shot with a target number of 6 or more) then the shot AUTOMATICALLY
DEVIATES; in such cases roll the skill die, SHIFTING UP ONE DIE TYPE for
every additional Range Band - thus in this example the GREEN firer will
roll a D6 at up to six range bands, but a D8 at seven RB, D10 at 8 RB
and
D12 at 9 RB. The number rolled on the die is the deviation distance in
inches, so in the worst case the shot may deviate by as much as 12"!
Shots
at ranges that would shift the die above a D12 are not allowed - we
assume
that even the most inexperienced firer is bright enough to know that his
chances of a hit are too small at such distances.

"BLIND" SHOTS:
It is possible for a firer to try and "lob" a shot over an obstacle to
hit
an area he cannot actually see; this is a very dodgy business, however,
and
not to be recommended where there are innocent civilians about! If
someone
wishes to try this, then the impact counter is placed as normal but the
shot automatically deviates a distance according to a D12 roll,
regardless
of range or firer skill.

BOUNCING ROUNDS:
If deviation causes a projectile to hit a solid object, for example the
side of a building (quite likely if something is fired or thown down a
narrow street are alleyway) then one of two things will happen: if the
weapon is contact-fused (eg: a rocket or launched grenade) then it will
detonate at the point that it hits the wall or other obstruction, with
normal effects. If it is a time-fused weapon such as a hand-grenade,
then
it will bounce back from the obstruction by a distance equal to any
unused
deviation distance; eg: the impact resolution roll says that a grenade
deviates 4" to the left of its intended target point, but the target
point
is actually only 3" away from a solid wall to the left. The grenade hits
the wall (deviating 3") and bounces back the unused portion of its full
deviation (ie: 1"), so it ends up only 2" from the intended impact point
after all.
If the deviation direction means that it hits the wall at something
other
than a 90 degree angle, then it bounces off at an opposite angle (just
like
bouncing something off a wall in real life - God, this is so obvious but
if
we don't write it down SOMEONE is going to argue about it....).

SMOKE ROUNDS:
Grenades (hand and launched), rockets and mortar rounds are all
available
in smoke rather than explosive variants. The firing procedure for a
smoke
round is exactly the same as for any other area-effect projectile, with
accuracy and deviation rolled for as normal. Once the final point of
impact
is determined, place a SMOKE marker at that point. For visual effect you
may surround the smoke marker with some cotton wool "smoke" if you wish,
but for game purposes all effects are measured from the actual marker.
Any
smoke round (regardless of type of delivery system) creates an obscured
area 6" diameter centred on the marker, which blocks line of sight and
line
of fire until the smoke dissipates - thus no LOS or LOF may be traced if
it
passes within 3" of a smoke marker at any point.
Figures moving through (or caught in) smoke clouds (ie: the come within
3"
of a smoke marker) must roll a REACTION TEST immediately - if they fail
to
beat their motivation level then they receive a SUPPRESSION marker due
to
disorientation and other effects of the smoke.
(Note: figures in fully sealed environments (eg: PA troopers) may be
deemed
to be immune to smoke effects).
At the end of each full game turn, roll a D6 for every smoke marker on
the
table (even those that were only placed in the current turn) - on a roll
of
5 or 6, the smoke dissipates and the marker  is removed, but on a 4 or
less
it remains effective throughout the next turn, at the end of which it is
rolled for again.
OPTIONAL: WIND EFFECTS: If players desire to simulate the effects of
wind
in the game, any smoke marker that survives the end-of-turn check should
be
moved downwind, either a fixed distance (maybe 3") or a random D6
inches.
Wind direction should either be determined before the game, or the first
time it is needed, in either case by a D12 "clockface" roll.

GAS ROUNDS:
If the scenario permits, gas rounds (lethal or non-lethal) may be
employed
using the same rules as for smoke rounds. The procedures for accuracy,
area
of effect, dissipation and wind effects are exactly as for smoke. Note
that
while non-lethal gas agents may be quite readily available in urban
situations (eg: riot-control gases used by police units), lethal nerve
gases and the like should be VERY strictly controlled!
Any figure caught in a gas cloud (ie: within 3" of a gas marker) must
roll
their quality die immediately. Figures in sealed environment suits are
unaffected by gas attacks unless they roll a 1, which indicates that
some
small amount of gas has got into their filtration systems - in this
case,
they are given a SUPPRESSION marker to represent them having to sort the
problem out.

---------------------

Jon Tuffley, GZG 1999.

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