RE: FMA skirmish questions
From: "Robertson, Brendan" <Brendan.Robertson@d...>
Date: Mon, 12 Jul 1999 15:06:27 +1000
Subject: RE: FMA skirmish questions
iv) For unit morale, how about using the SG squad morale; make
normal
rolls (max 1 level morale drop) & apply the appropriate morale to how
you
play the action out. Keep just the one chit for the whole unit
(probably
with the squad leader). This could be useful for one off games without
any
sort of predefined objective (unless it's a slugfest game - last man
standing).
v) It would make for an interesting situation; the sargeant is
yelling
at the FUNG to get moving, but he can't see any friendlies, only
enemies...
vi) I think this refers to cybernetically enhanced goons and the
like,
or possible more detailed character development in a later version?
'Neath Southern Skies - http://users.mcmedia.com.au/~denian/
Commodore Alfred K Hole - RNS Indy's Folly [CB]
Captain Nicolette O'Teen - RNMS Golden Spear [CB]
EBD Medusa
> -----Original Message-----
> From: Tom McCarthy [SMTP:tmcarth@fox.nstn.ca]
> Sent: Monday, July 12, 1999 2:42 AM
>
> iv) Is it a GM's job to determine when morale-type reaction tests are
> taken
> ? There are no guidelines for when a force might test to flee, etc.
>
> v) Do you have to take an isolation test on a transferred action ?
(eg.
> Sgt
> Fiset (Veteran) is only 8" from Cpl Grundy and succeeds in transfering
an
> action to him. However, Grundy is Green and Isolated. Does Grundy
have
> to
> test to act (ie. might he hesitate) ?) I can see arguments both
ways;
> Grundy is indeed isolated, but Fiset has had to overcome the sum of
the
> motivations in order to transfer the action, so maybe a further test
is
> not
> required.
>
> vi) Thrown grenades refer to character strength die types, though that
> topic
> isn't covered anywhere else. (GM's judgement, I expect)