FMA DSII+
From: Roger Books <books@j...>
Date: Mon, 24 Sep 2001 16:46:14 -0400 (EDT)
Subject: FMA DSII+
Yes, I know, DS is already FMA. I'm talking about dropping
chits and going to a SG style of fire resolution. Here
are the initial ideas, probably paraphrased out of SG with
minor mods.
The attacker rolls 2 dice, one based on Fire control
and range, the other based on crew quality.
Close Medium Long
Hand aimed d4 -- --
Basic d8 d6 d4
Advanced d10 d8 d6
Superior d12 d10 d8
The defender rolls one die based on signature:
1 d12
2 d10
3 d8
4 d6
5+ d4
The die class may be modified, it can never be
more than d12 or less than d4, this is _not_ an
open shift.
Hull down +1 DC
Turret down +2 DC
Evading +1 DC
Popup +2 DC
Infantry in +2 DC
soft cover
Results:
If defender beats attacker no affect
If one attack die beats defenders die minor hit
If both attack dice beats defenders die major hit
Minor Hit, Roll Weapon size in appropriate die type and total.
Roll Armour level in d12's and total.
Major Hit, Roll 2XWeapon size in appropriate die type and total.
Do a comparision as in SG.
One thing I still need is a chart. I'm assuming all weapons do
d12 in close range (works in nicely with SG) and drop die types
depending on the weapon.
Thoughts?