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Re: [GZG] [FMAS] Grenades.

From: Robert Makowsky <rmakowsky@y...>
Date: Fri, 3 Apr 2009 04:46:38 -0700 (PDT)
Subject: Re: [GZG] [FMAS] Grenades.


Robert,

You are about 4 months early <G>.  There is a rumor that FMAS is being
worked on by a small team.  Most members rumored to have run games at
GZG-ECCs for a number of years.  There may be more but that is all I
know.

Bob Makowsky

----- Original Message ----
From: Robert N Bryett <rbryett@gmail.com>
To: GZG List <gzg-l@vermouth.csua.berkeley.edu>
Sent: Thursday, April 2, 2009 6:37:48 PM
Subject: [GZG] [FMAS] Grenades.

We've been messing about with FMA Skirmish, working off a beta-test  
text file I got from somewhere, and a few questions have come up.

1. How are you handling standard fragmentation grenades? My copy of  
the rules goes into a fair amount of detail about how to determine  
range, accuracy and eventual impact point, but doesn't seem to cover  
effect. We house-ruled it on the basis of the booby-trap rule from  
SGII: Everyone within 6m of the detonating device rolls as if being  
shot at by a d8 weapon. Anyone doing anything more exotic, like  
giving a grenade "range bands"?

2. How about gas grenades? We're only interested in CS-type disabling  
agents here. Plain smoke requires a reaction-test to avoid  
suppression, so should gas give automatic suppression for unprotected  
people in the affected area? Or shift the target's quality die down  
for the reaction test?

3. And of course one of my hooligans wants to throw petrol-bombs (in- 
game only, I hasten to add!). Judging from newsreels, the area of  
effect is fairly small, and I gather that uniforms made of fire-proof  
cloth are fairly good protection. Any thoughts?

Best regards, Robert.

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