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Re: Fire Actions in Stargrunt or FMA

From: "Nick and Laurel Caldwell" <clcaldwell@k...>
Date: Wed, 17 Jan 2001 20:08:06 -0500
Subject: Re: Fire Actions in Stargrunt or FMA

Hey, for my 1720 scenario I came up with a reload action, too.

Here's a question -- do you make them roll against their quality to get
their weapon reloaded?

Nicholas Caldwell
clcaldwell@kreative.net

----- Original Message -----
From: Allan Goodall <awg@sympatico.ca>
To: <gzg-l@csua.berkeley.edu>
Sent: Monday, December 04, 2000 8:54 PM
Subject: Re: Fire Actions in Stargrunt or FMA

> On Mon, 4 Dec 2000 17:10:51 -0400, "Bob Makowsky" <rmako@coqui.net>
wrote:
>
> >Thank you for the excellent explanation.  I have been doing some Not
Star
> >Wars battles in FMA with my Daughter and Son (6 1/2 and 3 1/2) using
an
FMA
> >style variant.  I am looking at somehow basing fire actions on the
weapon.
> >A submachinegun type possibly getting 2 less effective fire actions
or
one
> >more accurate etc.
>
> That could work. In my Civil War rules I invented a Reload action for
really
> slow weapons. I can see fast acting weapons making use of two fire
actions
in
> an FMA style game. In SG2 it's already factored in.
>
>
> Allan Goodall 		 awg@sympatico.ca
> Goodall's Grotto:  http://www.vex.net/~agoodall
>
> "Surprisingly, when you throw two naked women with sex
> toys into a living room full of drunken men, things
> always go bad." - Kyle Baker, "You Are Here"


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