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lets try this again...

From: Adrian Johnson <ajohnson@i...>
Date: Fri, 09 Jul 1999 16:34:05 -0400
Subject: lets try this again...

I sent this message to the list an hour ago, or so, and it seems to have
been lost.  I've broken up the post into 2 sections so it will perhaps
get
through easier.  I really hope I'm not wasting everybody's time here

And so, for the last time:

***********************************

OK, Jon posted Part 2 to the FMA Draft earlier in the day.  It seems
that a
bunch of people didn't get it, so I'm posting it back to the list again.
Sorry in advance to those who did receive it already.  Jon was working
at
home earlier (since it is now probably past 9:30pm there in the UK) and
maybe offline.	There are people here in North America still up and
going
and interested (and I have no idea what time it is Down Under), so Jon,
I
hope you don't mind me reposting your stuff.  

I'm posting it exactly as I received it.

Adrian.

>X-Sender: gzero@post.dungeon.com
>Date: Fri, 9 Jul 1999 16:19:24 +0100
>To: gzg-l@CSUA.Berkeley.EDU
>From: Ground Zero Games <jon@gzero.dungeon.com>
>Subject: [OFFICIAL] FMA TEST MATERIAL - PART 2 (costings)
>Sender: owner-gzg-l@CSUA.Berkeley.EDU
>Reply-To: gzg-l@CSUA.Berkeley.EDU
>Delivered-To: gzg-l@csua.berkeley.edu
>
>This is the rough draft for the points value system, or at least the
start
>of it. Some bits may make less sense than others, because some of the
rules
>that cover certain stuff haven't been written into the playtest draft
yet!
>A lot of this is untested, and many of the points costs are ad-hoc
values
>that will probably be revised in the light of further testing......
>
>Legal Bit:
>All material in this draft is copyright July 1999 by Jon Tuffley and
Ground
>Zero Games; all rights reserved; FMA is a trademark of Ground Zero
Games.
>
>1) This material is for list members' eyes only at this stage; it must
NOT be
>put up on anyone's website, and while it may be used for test games
with
>your own immediate player groups it is NOT for distribution outside
this in
>any manner or form without prior permission; if anyone wants to use it
for
>any kind of public demo or participation game (eg: at shows, stores or
>other gatherings) then this should be possible, but I'd appreciate you
>checking with me by email first.
>IF YOU ARE NOT HAPPY TO ABIDE BY THIS CONDITION, PLEASE DELETE THIS
EMAIL
NOW!
>
>2) Any ideas or supplementary material posted to the list as a result
of
>the discussions may get used in any final printed or published form of
the
>rules (as per the standard terms of the GZG list), and while I'll
certainly
>be giving credit to the list membership as a whole it will probably be
>impossible to individually mention each person contributing ideas... it
>will probably just have to be along the lines of a thank-you to the
whole
>list, with a "you know who you are" line!
>
>3) Everything in this post is still fairly rough draft material, and
should be
>treated accordingly; the present version has seen a bit of in-house
testing
>(very successfully to date), but has not yet been tested in the heat of
>battle in the hands of the List Grunts... <grin>
>Don't be surprised to find contradictions and missing bits - we'd like
to
>know about these when you do find them.  Regarding feedback to the list
or
>direct to us, PLEASE use a bit of discretion and common sense to avoid
>swamping the list and upsetting the non-interested members - if it is a
>minor error or inconsistancy that can simply be fixed, then it will be
best
>to email this direct to us - only use the list itself for points that
>genuinely need major discussion.
>
>
>
>POINTS VALUES - BUILDING YOUR FORCES:
>
>QUALITY RATING:
>UNTRAINED		5 points
>GREEN			10 points
>REGULAR		15 points
>VETERAN		20 points
>ELITE			25 points
>
>MOTIVATION LEVEL:
>1			+10
>2			+5
>3			+0
>
>OR:
>Alternative method using random chit draws:
>
>All figures cost a basic 10 points each, and Quality Ratings and
Motivation
>Levels are determined by random pick. If using this method, individual
>figures' ratings may be increased over that determined by the random
pick
>at a cost of 20 points per Quality level and 20 points per Motivation
level
>(eg: a figure who gets GREEN 2 from the random pick could be upgraded
to
>VET 1 by paying 30 extra points). Figures' ratings may also be LOWERED
to
>give the player a few points back if desired, at the rate of 10 points
>rebate per Quality or Motivation level dropped.
>
>SPECIAL ABILITIES:
>Leader 		+50
>Assistant Leader	+30
>Sniper 		+30
>Support Specialist	+10
>Medic			+5
>
>WEAPONS COST:
>
>To cost a weapon type, add together the three Firepower dice types
(from
>Close, Medium and Long ranges), and multiply the result by the Close
range
>band of the weapon; divide this figure by 10 (rounding to nearest whole
>number - decimals of less than 0.5 round down, 0.5 or greater round up)
and
>finally add the Impact die type to get a final points cost.
>
>Modifiers:
>
>Spread effect (eg: shotguns and scatterguns)	+10
>Sustained Fire ability (belt or hopper feed)		+20
>Non-Lethal (NL) Impact 			Half normal Impact Value
points
>
>Example: Assault Rifle:  Firepower total = 10+8+6 = 24, multiplied by
Close
>range band (12) = 288. Divide by 10, = 29, then add Impact value (10)
for
>final cost of 39 points.
>
>Example: Machine Pistol:  Firepower total = 12+8+4 = 24, multiplied by
>Close range band (4) = 96. Divide by 10, = 10, then add Impact value
(6)
>for final cost of 16 points.
>
>Example: Light Auto Pistol:  Firepower total = 8+6+4 = 18, multiplied
by
>Close range band (4) = 72. Divide by 10, = 7, then add Impact value (6)
for
>final cost of 13 points.
>
>Example: Heavy Auto Pistol:  Firepower total = 8+6+4 = 18, multiplied
by
>Close range band (6) = 108. Divide by 10, = 11, then add Impact value
(10)
>for final cost of 21 points.
>
>Example: HAPAR (Heavy Anti-PA Rifle):	Firepower total = 8+6+4 = 18,
>multiplied by Close range band (18) = 324. Divide by 10, = 32, then add
>Impact value (12 x 2 = 24) for final cost of 56 points.
>
>Example: Sniper Rifle:  Firepower total = 12+10+8 = 30, multiplied by
Close
>range band (24) = 720. Divide by 10, = 72, then add Impact value (12)
for
>final cost of 84 points.
>
>Example: Combat Shotgun:  Firepower total = 12+8+4 = 24, multiplied by
>Close range band (3) = 72. Divide by 10, = 7, then add Impact value
(10)
>and "spread" bonus of 10 for final cost of 27 points.
>
>Example: Light Support MG:  Firepower total = 12+10+8 = 30, multiplied
by
>Close range band (18) = 540. Divide by 10, = 54, then add Impact value
(10)
>and "sustained fire" bonus of 20 for final cost of 84 points.
>
>Example: Police Riot Gun:  Firepower total = 10+8+6 = 24, multiplied by
>Close range band (6) = 144. Divide by 10, = 14, then add Impact value
>(12NL, = 6 points) for final cost of 20 points.
>
>
>
>
>
>To cost an area-effect weapon type, add together the three Accuracy
dice
>types (from Close, Medium and Long ranges), and multiply the result by
the
>Close range band of the weapon; divide this figure by 10 (rounding to
>nearest whole number - decimals of less than 0.5 round down, 0.5 or
greater
>round up); for weapons with EXPLOSIVE warheads add the Blast
CentreImpact
>die type multiplied by the Blast Radius Band value to get a final
points
>cost; for Anti-Armour Penetrator warheads simply add on the Penetrator
>Impact value.
>If the weapon is reloadable, each additional round carried costs 50% of
the
>basic weapon cost and must be paid for.
>
>Example: Disposable Light Rocket launcher:  Accuracy total = 8+6+4 =
18,
>multiplied by Close range band (12) = 216. Divide by 10, = 22, then add
>Blast Centre Impact value (12) multiplied by Blast Radius Band (2),
total
>of 24,  for final cost of 46 points.
>
>Example: Hand Grenade (thrown):  Accuracy total = 8+6+4 = 18,
multiplied by
>Close range band (6) = 108. Divide by 10, = 11, then add Blast Centre
>Impact value (10) multiplied by Blast Radius Band (1), total of 10, 
for
>final cost of 22 points.
>
>Example: Reloadable Guided Missile launcher (HE Warhead):  Accuracy
total =
>12+12+12 = 36, multiplied by Close range band (24) = 864. Divide by 10,
=
>86, then add Blast Centre Impact value (12) multiplied by Blast Radius
Band
>(2), total of 24,  for final cost of 110 points.
>Each additional missile carried for the launcher will cost 55 points,
and
>must be paid for separately (the first load is included in the launcher
>price) - thus a typical team load of launcher (with 1 missile) plus 2
>additional reloads will cost 220 points.
>
>Example: Reloadable Guided Missile launcher (Anti-Armour Warhead):
>Accuracy total = 12+12+12 = 36, multiplied by Close range band (24) =
864.
>Divide by 10, = 86, then add Penetrator Impact value (12 x 4 = 48) for
>final cost of 134 points.
>Each additional missile carried for the launcher will cost 67 points,
and
>must be paid for separately (the first load is included in the launcher
>price) - thus a typical team load of launcher (with 1 missile) plus 2
>additional reloads will cost 268 points.
>
>To cost a close-combat weapon, simply add its Weapon die and Impact die
>value together.
>
>Example:
>
>Bare hands (no specialist training)		D4 + D4 = 8
>Basic unarmed combat/Martial Arts		D6 + D6 = 12
>Martial Arts adept				D8 + D8 = 16
>Martial Arts expert				D10 + D10	= 20
>Martial Arts master				D12 + D12	= 24
>
>Improvised weapon (club, bottle, rifle butt etc.)	D6 + D6 = 12
>Knife or other short edged weapon		D8 + D6 = 14
>Sword or other long edged weapon		D10 + D8	= 18
>Rifle with bayonet				D8 + D8 = 16
>Power Blade					D12 + D12x2	= 36
>Power Axe					D10 + D12x3	= 46
>Powered Armour in close combat 		D12 + D10x2	= 32
>
>Pistol/handgun 				D6
>		As per Ranged Fire
>Machine pistol/SMG				D8
>		As per Ranged Fire
>Shotgun					D10
>	As per Ranged Fire
>Autoshotgun					D12
>		As per Ranged Fire
>Any other longarm (rifles etc.)			D4
>		As per Ranged Fire
>
>
>ARMOUR COSTS:
>
>Type of armour worn:			Points Cost
>
>None (normal clothing, or less)		None
>Fabric (Ballistic Vest etc.)		+5
>Partial Light Armour			+10
>Full-Suit Light Armour 		+20
>Heavy Combat Suit			+30
>Hardsuit				+50
>Power Armour				+100
>

Adrian Johnson
ajohnson@idirect.com

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