FMA Draft part 1D
From: Ground Zero Games <jon@g...>
Date: Fri, 9 Jul 1999 18:16:29 +0100
Subject: FMA Draft part 1D
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.