Re: [OFFICIAL][DS2] FMA Enhancement for DS2
From: "Andrew & Alex" <Al.Bri@x...>
Date: Mon, 8 Mar 1999 10:04:00 +1300
Subject: Re: [OFFICIAL][DS2] FMA Enhancement for DS2
Have a look at my site for some enhancements that look like this:
Damage Chit Chart
I've also worked out a damage chit chart. This is best used by being
printed
out, in landscape mode with no headers or footers. Then, if you want to,
you
can colour in the green, red and yellow areas using a coloured felt tip
pen.
This chart is used for those times when you've mislaid your
damage
chits or you can't find a clean cup anywhere! Just roll a D20 and a D12
and
cross reference to find the chit you would have drawn. What's a D20?
It's
the die you had no use for when playing Star Grunt II!
This chart allows an interesting variation in chit drawing. Our
house rule is that, on the first chit draw, we use a D12 and a D20 as I
indicate above. On any subsequent chit draws for that weapon system, we
use
a D10 instead. This means that special chits are only generated on the
first
draw (roll). We did this, because we noticed that large weapon systems
had
too high a chance of getting special chits, including Firer System Down.
With artillery, we ignore all FSD results, as they are highly
unlikely in real life.
Quick Chit Chart
Try saying that fast!
1D10 Chit Special
1 0 Escape!
2 1 SD
3 1 SD
4 1 SD
5 1 SD
6 2 Mobility
7 2 Mobility
8 2 Mobility
9 3 Boom!
10 3 Boom!
1D8 Validity
1, 2 Green
3, 4 Yellow
5, 6 Red
7, 8 Red
This chart is used to help simplify chit rolling and to make
things
a little bit quicker. For the initial chit draw, roll 1D6, 1D10 and 1D8.
If
the 1D6 result is a "6", read the 1D10 result on the special column,
otherwise read the chit column. For subsequent draws, only roll 1D10 and
1D8. Read the results from the appropriate columns to form the chit
values.
The "Escape!" result means that the target has escaped from the special
effect.
You might notice that the Firer System Down (FSD) result is
missing.
We've removed it from the chart to simplify it and added it to the
firing
procedure. Our new direct fire procedure is as follows: Roll the
attacker's
fire control dice and the defender rolls their defence dice. If the
attacker's roll is higher, draw chits or roll our simplified damage
dice. If
the attacker's roll is equal or lower, the attacker has missed.
If the attacker's roll is "1", there is a chance of a FSD
result.
Roll the element's quality die against it's leadership rating. Success
indicates that the element has missed. Failure indicates that the
element
has incurred a FSD result.
Andrew Martin
Shared email: Al.Bri@xtra.co.nz ICQ: 26227169
Blind See-Saw, DSII, DSII FAQ, GZG-L email FAQ, FUDGE, UY, MSH & WBG:
http://members.xoom.com/AndrewMartin/
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-----Original Message-----
From: Kevin Walker <sage@millcomm.com>
To: gzg-l@CSUA.Berkeley.EDU <gzg-l@CSUA.Berkeley.EDU>
Date: Monday, 8 March 1999 8:42 AM
Subject: Re: [OFFICIAL][DS2] FMA Enhancement for DS2
>First of all, thanks to both Brian and Jon for these ideas. It started
me
>thinking about a few things that might tie in nicely with these
proposals.
>
>Strictly as an optional consideration it should be possible to keep the
>"Boom", "Firer Systems Down", etc. results in. Add percentile dice to
the
>attackers penetration roll. If they come up 00 a "Boom" result occurs
(add
>in the other results as desired). I realize this means adding more
dice in
>but it shouldn't be too difficult as it's simply reading the dice
against a
>very short table of result and the additional dice rolled are thrown at
the
>same time as the penetration die is thrown. There's no need to have
the
>defender roll any addition dice as there is no defensive system to
counter
>act the "special" results. Anyone who wants to dispense with these
>"specials" can do so without altering the steps of resolution to
>penetration and just for officialness sake we make this an optional
rule.
>Now, if you don't mind I think I'll take cover against the incoming
fire.
>
>