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Re: [GZG] FMAS: Combining Movement with Shooting

From: Tom B <kaladorn@g...>
Date: Fri, 2 Jul 2010 12:33:21 -0400
Subject: Re: [GZG] FMAS: Combining Movement with Shooting

_______________________________________________
Gzg-l mailing list
Gzg-l@mail.csua.berkeley.edu
http://mail.csua.berkeley.edu:8080/mailman/listinfo/gzg-lWell, if I were
to write some rules for 'Shoot On The Move' as an action:

As a single action, you may fire while moving. The following
restrictions
apply:

a) You must be moving through unobstructed terrain. If you need to cross
an
obstacle or move through any terrain costing more than 1" of movement
per 1"
of board distance (wading through a swamp or river or clambering over a
massive junkpile, for instance), you may not fire Shoot On The Move.

b) You may only fire small arms - no squad support weapons (perhaps a
SAW on
a steadimount as in Aliens, but no tripod mounted weapons or IAVRs).

c) When executing Shoot On The Move, your pace of movement impacts your
accuracy significantly. Normal movement provides a DOWN1 effect on both
the
Quality Die and the Firepower Die (or Dice, if you have multiple FP
dice....
shooting full auto on the move is horrendously inaccurate). When moving
quickly (combat move/transport move if that exists in FMAS), take DOWN2
on
both dice. When moving slowly (half normal movement rate, if this is
allowed) take a DOWN1 shift on the die of your choice.

(Meta-Game Logic: You need to apply two shifts to penalize this, and it
is
better if they are applied to reduce the maximum on both dice. In-Game
Logic: While moving quickly, you cannot utilize your sighting systems on
the
weapon (reduction in FP) and your own natural aim is impeded by the
turbulence of movement (reduction in QD)).

d) Shoot On The Move cannot be combined with any sort of AIM action to
gain
extra accuracy or range bands. You blow any such AIM the minute you
start
moving.

So, those would be the restrictions I would apply.

Normally, in the real world, if you see shoot on the move, it is SWAT or
SF
doing a slow, foot-in-front of foot movement with not a lot of bobbing
up
and down. They are moving, but not at 'normal movement rate' and they
are
able to engage with decent accuracy firing burst or semi-auto at close
range. There isn't any sprinting around, crossing of obstacles or rough
terrain, or firing full-auto. And they train a lot to make this sort of
on-the-move engagement possible and dangerous.

If you want to be more cinematic, inflict less of a downshift (one of
the
two dice, instead of shifts to both), but that's for a more John Woo
style
game.

T.


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