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Re: [GZG] FMA skirmish

From: "laserlight" <laserlight@q...>
Date: Thu, 02 Mar 2006 07:12:33 -0800
Subject: Re: [GZG] FMA skirmish

> From: "Derek A. Rogillio"
> > Has anyone put together any morale rules for FMAS yet? 
> > The 1999 rules allow for suppression, but in some cases
> > there really needs to be something scary enough to have
> > a figure turn tail and run. 

I'd suggest something like what JohnL and Indy were showing
us Friday night.  If someone shoots at you, make a stress
test.  If you blow it, you have to dive for cover or
otherwise disengage--or perhaps, if you're untrained, just
sit there and quiver.  I tried something like that in FMA
Sheep but we didn't have as much fratricide as I'd hoped
for, so I don't have an opinion on how well it worked.

> Up to the GM.  There are more detailed close combat rules
> in the 04 set but I'm of the firm opinion that you should
> just fudge it to make a good game.

Strongly concur.

> Two rules when looking at FMA-S right now: steal from
> Stargrunt and fudge the rest.

I can send my "One Page FMAS Quick Reference Sheet", if you
like.
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