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Author Topic: SMF QRF Sheet  (Read 1480 times)

Offline fergal

  • Mad Scientist
  • Posts: 913
    • Crossover Miniatures
SMF QRF Sheet
« on: May 11, 2018, 05:23:48 PM »
I've had this project on the back burner for a while now.  In my ongoing quest for making SMF easier to play at conventions (one of my only chances to play) and with my daughter, I wanted to get a QRF so we didn't miss any rules that make this game so fun (like never having used super-clubs yet!)

I have been reading the rules through carefully and making notes to create the QRF, well, I finally had the motivation to put it together, I haven't gotten through the book in its entirety, but these are the things that I've got so far.

Feedback welcome!

Again, this isn't meant to be a substitute for owning the rules, but if you showed up to play this game for the first time, would this help? 

Is there anything you constantly refer to the book to look up?




Offline fergal

  • Mad Scientist
  • Posts: 913
    • Crossover Miniatures
Re: SMF QRF Sheet
« Reply #1 on: May 11, 2018, 05:26:12 PM »
I also wonder about the 'verbosity' of it?

Could this:

Cover
Models in hard cover gain +2D to their defense rolls.
Models in soft cover gain +1D to their defense rolls.
Model need only be partially obscured by the cover to receive its full benefits.

be shortened to:

Cover
hard cover +2D defense rolls.
soft cover +1D defense rolls.
Model need only be partially obscured

Offline Ultravanillasmurf

  • Galactic Brain
  • Posts: 9305
    • Ultravanillasmurf
Re: SMF QRF Sheet
« Reply #2 on: May 12, 2018, 07:42:50 AM »
Sound reasonable. You could regain the word count with a brief list of the cover type:

hard cover (walls, buildings etc.) +2D defense rolls.
soft cover (fences, washing,  civilians) +1D defense rolls.
Model need only be partially obscured

Offline kimryoung

  • Bookworm
  • Posts: 71
Re: SMF QRF Sheet
« Reply #3 on: May 31, 2018, 01:27:03 AM »
I was working on this idea too!

It really is needed. Other things I think needed are:

Re-roll pool 6D maximum (4D used on any one roll)
Initiative modifiers - Clever +1D, Savant +1 Reroll, Enhanced Senses +1 Reroll
Hiding and Spotting to be able to charge
Grappling and Throwing grappled characters
Difficult Ground
Dangerous Terrain
Jumping/Falling
Target Numbers (unopposed)
TN1 Easy
TN2 Average
TN3 Hard
TN4 Very Hard
TN5+ Extremely Hard

Also could add reference to the rule page number where you state “see rules”

Good Job!

Kim