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[FMA] - More on Ranges and Suppressions

From: "Glover, Owen" <oglover@m...>
Date: Mon, 26 Jul 1999 09:33:18 +1000
Subject: [FMA] - More on Ranges and Suppressions

On Saturday we again ran a playtest for FMA and came up with a number of
further observations. Now, the following suggestions are intended to
keep in
the GZG/SG game philosophy and to enhance playability. Those looking for
a
complete simulation will be dissappointed.

Ranges:

In a flash of inspiration I've come up with another suggestion for the
weapon ranges for FMA skirmish. Partly this was prompted by the
discussion
on weapon sizes. Try this. Still aply the Range Bands for SGII. Multiply
the
RB by the weapon size. Weapon size examples are 1/2 for Light Pistol, 2
for
SMG/Carbine, 3 for Assault Rifle(AKM style) and 4 for SAW or Advanced
Combat
Rifle(SA80 or M16).

Using a Regular trooper and an Combat/Assault Rifle gives Range Bands of
24"/48"/72"/96"/120". For the given ground scale this is
48m/96m/144m/192m/240m.  

The AIM action needs some thought. Perhaps using an AIM Action increases
the
Range Band by one so that the First Range Band is now 48" and 5th Range
Band
is from 120" to 144"; this is a pretty easy conversion and gives an
effective range for the assault rifle of 288m ground scale with an aimed
shot. 

Morale:

Don't limit the Motivation Level to 1/2/3. When a trooper fails a Morale
Test add one to his ML. When his ML reaches his Quality Level he Breaks
and
scurries away from the battlefield.

Suppressions:

Don't limit Suppressions. A figure Suppressed always has a chance of
returning fire or putting down smoke communicating or removing
Suppressions
but may not move or carry out any other Action. To Fire while Suppressed
requires a Reaction Test at TL of +1 for each Suppression.

Well, that's enough for the moment.

Owen G


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