Fma rpg - Basic Notes (playable alpha
version)
Character creation:
Each Character receives 150 points with
which to purchase Quality Die & Skill Die.
Cost of skills is the level desired, squared (level^2) to a maximum of 5
(d12). This is a strait purchase, not a
cumulative purchase, which the experience system uses.
Quality die cost double this amount to
purchase initially.
A standard infantryman will want at
least a Combat Quality of 3 (d8) & Physique Quality of 3 (d8). (depends on how good
you want starting characters)
STATS & SKILLS:
*****
Combat Quality:
Infantry Tactics &
Command
Infantry Support weapons
(SAW, IAVR, etc)
Heavy weapons (GMS, mortars,
ground-mounted heavy weapons)
Heavy Artillery (vehicle
artillery etc)
Melee combat (Rifle butts, swords,
clubs etc)
Small Arms
(Pistols/Rifles/shotguns etc)
Vehicle Heavy Weapons (using
fire-control)
Starcraft Quality:
Aerospace Tactics &
Command
Aerospace Piloting
(fighters/small craft)
Astrogation
Jump-drive Piloting
Ships Guns
System Piloting (Capital
ships)
Space Survival
Technical Quality:
Starship Drives
Starship Weaponry
Sensors/EW
Communications
Vehicle Drives (GEV/Grav/Wheeled etc)
Infantry Weapon Systems
(Rifles etc)
Electronics
Computers
Science Quality:
Administration
Business
Language (each language is
separate)
Scientific Field (Physics,
Chemistry, Astronomy, etc)
First Aid (field medicine,
paramedic)
Gambling (manipulating the odds is very scientific…)
Medical (qualified doctor
etc)
Vehicular Quality:
Atmospheric Piloting
(Non-interface small craft)
Driving (By Type - Grav, Wheel, GEV, Tracked, etc)
Power Armour Operation
VTOL Piloting
Vehicle Tactics & Command
Walker Piloting
Physique Quality:
Acrobatics
Endurance
Lifting
Thrown Weapons (grenades,
knives etc)
Unarmed Combat
Zero Gravity Manoeuvres
COMBAT:
Initiative: Each combatant rolls their Combat Quality to determine
whom attacks first.
Scale: Each unit of range is about 2 metres at this scale (normal SG = 10
metres/unit)
Leadership: If you need a leadership value for use with SG or FMA
skirmish; add together the levels of the characters tactics, small-arms, melee
& unarmed skills. Vehicle crews use
Vehicle Weapons, vehicle tactics, Endurance & the appropriate driving or
piloting skill.
0-6: leadership 3, 7-14:
leadership 2, 15-20: leadership 1.
Another option is to assign
the leadership value based on the character's motivation for the mission: High
= 1, Medium = 2, Low = 3.
Range: Close Only
weapons from SGII use range bands equal to their Combat Quality in inches. All other weapons use 5 x range bands (ie:
Quality x 5 in inches for normal weapons, Size x 60 for fixed mount/vehicle
weapons). If using with miniatures in a
normal SG scale game, then use normal range bands.
Cover & In Position: Characters gain an additional defensive die
depending on their cover. The highest
roll of either range or cover is used to determine results.
In Position gives a +1 die
shift to the cover. Soft Cover: d6 Hard
Cover: d10
Characters can also evade
while moving. They use ½ normal combat move (strait die roll) & cannot use fire actions while
evading. This gives the character a d8
cover die while evading.
Attacker rolls Combat Q +
Skill Q vs range + cover die.
Minor hit = Suppression
Major hit = Damage +
Suppression
DAMAGE:
Damage rolls are worked out
differently for this scale. Small Arms
roll a number of impact die equal to the firepower vs
armour die. Each impact die is read
separately against the armour roll. For
Support Weapons, first roll the FP die to determine how many Impact die to
roll. Cover gives an armour die shift against direct fire weapons (as SGII), +1
shift for Soft cover, +2 armour shift for ‘Hard
Cover’. This is an open shift, but
doesn’t affect any impact multiplier (Eg: Heavy Anti Material Rifle has I:d12x2; PA (d12) in soft cover would result in the HAR using
an I:d10x2 vs armour d12).
Each Impact die which exceeds
the armour die scores 1 wound on the target.
If any impact die doubles the result of the armour die, then the target
takes 2 wounds.
To remain conscious, the
target must roll higher than the total wounds received using their Physique
Quality. Once a person has taken wounds
equal to their Physique Quality die type, they are dead. Any actual activity which requires a Physique
roll is also downshifted 1 die type for every 2 wounds.
Eg. A standard
ACR is fired at a poor shmuck in light body
armour. A major hit is scored. The attacker rolls 2d10 against the shmuck’s armour of d6 for a result of 10 & 5 vs 4. The target
takes 3 wounds & is unconscious for the remainder of the fight. If the same target had instead been hit by a
Gauss Saw, then he would have been hit by d10 x d12 impact die, which would
most likely have killed him, as he would take 9 wounds on an average roll.
Each suppression is the equivalent of losing 1 morale
level, with a maximum of 3 suppressions (ie: if starting CO, 1 suppression =
ST, 2 = SH, 3 = BR) with the appropriate moving restrictions. You can't remove suppression unless in
cover. While suppressed, a character
cannot make offensive actions & can only Communicate, Move into the nearest
cover and Remove Suppression.
Player Characters can attempt to act normally while
suppressed, but must first roll 3+ on their Combat Quality (Equivalent of
Leadership 2) or lose the action due to self preservation taking hold.
When removing suppressions, the character rolls their
Combat Quality die using their Leadership Value.
Q die > Ld x 1 = 1 removed suppression
Q die > Ld x 2 = 2 removed suppressions
Q die > Ld x 3 = 3 removed suppressions
Close Combat:
Characters in close combat roll their appropriate combat die (unarmed or
melee) against their opponents combat die.
A minor success gives 1 hit using the physique quality for impact &
a major success is 2 hits. Damage is resolved
as per fire combat. Swords & other
melee weapons give an additional +1 die shift to Physique & Power Weapons
give a +2 die shift for the resolution of damage only.
Vehicle & Guided weapons:
Vehicle weaponry that uses a
fire-control system & guided weapons (ie: GMS systems) have additional
restrictions.
A character can only use the
lower of either their skill level or the fire-control die for vehicle mounted
weapons.
For guided weapons, roll to
lock against air targets as normal using the weapons guidance vs ECM. Once the
weapon is fired, the lower of the skill or guidance is used for to hit
purposes.
After all, a system is only
as good as the operator.
Vehicle damage:
Point fire weapons against
vehicles are resolved as normal per SG rules.
If the vehicle is damaged, characters check for wounds use the rules
below with an impact of d8x1. If it is
destroyed, use the full impact of d8x2. (As per Heavy Point Fire weapons vs Infantry).
Heavy Point Fire weapons
against infantry:
These weapons are deadly
against infantry, if they are unfortunate enough to be hit. Impact for all heavy weapons regardless of
class or type d8x2, rolled once. If
armour saves the character, then they still take a number of wounds equal to
the class of the weapon. If Impact is
greater than the armour roll, then the character takes a number of wounds equal
to the double size class of the weapon.
If Impact is more than double the characters armour roll, they take
wounds equal to triple the class of the weapon.
Eg. DFFG/3 hits a character
in heavy power armour. I:d8x2 vs Armour: d12. If
the weapon scores 3x2=6 vs armour 8, the character
takes 3 wounds. If it’s 3x2=6 vs armour 5, the character takes 6 wounds. If it’s 3x2=6 vs
armour 1, then they take 9 wounds, which would kill most characters outright.
Other Skills usage:
The Game-master assigns a
difficulty die & the player rolls their quality & skill die.
Double 1 means the task has
been botched with effects as determined by the GM (usually jammed weapon or
similar result). A minor result is an
average success, nothing spectacular, but it works. A major result means the task has been
finished in half the normal time or has additional bonus effects.
Weapons with a strait to-hit
number (Pulse-torpedoes / Torpedo fighters) use a difficulty die based on the
FT target number.
2+ = d4; 3+ = d6; 4+ = d8; 5+
= d10; 6+ = d12.
A MINOR hit scores ½ normal
damage (d3 damage).
A MAJOR hit scores normal
damage for the weapon (d6 damage)
For beam weaponry, similar
to-hit numbers are used, but are resolved differently.
The difficulty die are: Unscreened ship = d8; Level-1 screen = d10;
Level-2 screen = d12.
A number of difficulty dice
equal to the number of beam die at that range, are rolled against a single
skill roll.
Each MINOR HIT scores 1 point
of damage.
Each MAJOR HIT scores 2
points of damage and 1 re-roll against a target of d8 to represent penetrating
damage. If a second MAJOR HIT results,
then there are no further re-rolls (to balance against the easier to-hit
numbers).
This gives a slightly
different damage spread to FT, but the players are supposed to be heroic,
aren’t they?
EG: A class-3 battery at
point blank range fires at a frigate, the difficulty rolls (d8) result in 1, 5
& 8. The player rolls 4 & 7 on
their skill. This gives 3 points of
damage + 1 re-roll (MAJOR hit + MINOR hit + a clean miss). The re-roll scores 3 vs
3 & 4, giving an additional point of damage. A respectable result which cripples the
frigate.
Missile weaponry uses a
similar system to determine lock-on.
Standard MT capship missiles are resolved using Astrogation
skill instead of Ship’s Guns.
A MINOR success against a
difficulty of d8 allows normal operation (written orders or just move). A MAJOR success gives the missile the benefit
of Level-1 screens against the target (if also using RPG stats). Failure results in maximum acceleration
directly forward.
Salvo Missile Launchers use Astrogation skill as well.
1 difficulty die of d12 is rolled for every missile in the salvo. A MINOR success indicates that the missile is
on target, while a MAJOR success allows you to ‘reclaim’ a missile which has
missed the target (failed roll).
This can result in 0 missiles
on target or all 6 on target, but lets the player skill determine results.
*****
Experience:
Every
skill use that results in a MAJOR result, 1 xp is
noted against the skill OR the quality.
STAT & SKILL COSTS: (NB: stats of
d0 are considered to be a roll of 1)
Level Description XP
skill XP Quality
1 Hopeless (d4): 2 5
2 Poor (d6): 8 20
3 Competent (d8): 18 45
4 Expert (d10): 32 80
5 Master (d12): 50 125
6 Phenomenal (d20): (Only
used for large creatures/aliens)
SKILL DIE TYPES: TASK
DIFFICULTY DIE TYPES:
PHENOMENAL: D20 IMPOSSIBLE: D20
MASTER: D12 VERY DIFFICULT: D12
EXPERT: D10 DIFFICULT: D10
COMPETENT: D8 AVERAGE: D8
POOR: D6 EASY: D6
HOPELESS: D4 VERY EASY: D4
Experience
is reset to 0 after a gain in level.
After a game, each character will receive 2d6 experience points to
assign wherever they wish to represent schooling and training from other people
& experiences.