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From: [g--b--t] at [utkvx.utk.edu] (Garbett, Shawn)
Newsgroups: rec.games.design
Subject: Generic Miniature Game
Message-ID: <[14 DEC 199310262195] at [utkvx.utk.edu]>
Date: 14 Dec 93 15:26:00 GMT
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Organization: University of Tennessee
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Here's an alpha version of a generic miniature game I'm working on


for net access. It is very alpha so comments are appreciated.
I have done some playtesting, but that resulted in the current
revisions and a completely different system which I will now
go back to playtesting.

If you want to work on part of this, E-mail me and I tell you


if anyone is working on it and what my ideas for the section
were. If you don't like what I tell you, ignore me and do it anyway
I'll throw it in as an alternate, and who knows your alternate may
become the standard over time.

I'd like to thank Steffan 'O Sullivan for his FUDGE system which
inspired the GEM system. Also GW's current marketing strategies and
my sore pocket book from buying their many many rule books with
constant revisions that make me have to buy more rules books.
No more.

I have no plans to profiteer off of this system, I don't want it


published in it's current form. If it ever is published, I plan
to make little or no profit. Game Designers I understand are an
undernourished lot for the most part anyway. If it does become
published, I hope to make it inexpensive. If it is expensive it
will have many full-color glossy pictures of excellently painted
miniatures.

==============Cut on the Equal sign line==============================

GEM: Generic Easy Miniatures


By Shawn Garbett
Version: December 1, 1993

"Back Cover Blurb"


----------------

GEM is a generic miniature wargaming "engine". This means that you can
use any of the minitures that you own. Their is a point system which
(hopefully) gives balanced battles. Stats are customizable for whatever
style of battle one wants. This requires more work on the part of the
gamers than the average miniature game, but not being tied to one
companies whims is well worth the effort. Play is designed on the
fast and furious style, but also with rolling handfuls of dice.

GEM is specifically for those who are sick of having new revisions of
their favorite rule system leave out those great new miniatures they
just finished painting. If all the commercial miniature systems
have flaws which you really don't like, then GEM may be just what
you've been looking for. If you've ever been bogged down in rolling and
rolling with no resolution in sight, GEM is probably for you. Several
other play options exist, for customization to a gaming groups own
tastes.

However, if you want a completely designed miniature gaming world


with hard-set rules and all kinds of wonderful illustrations
and no end of supplements, then you probably should quit reading now.

GEM was written to be an easy to use, generic miniature combat


system. No more adding, subtracting and dividing tons of numbers
in your head to determine the results of a single combat. Any
figure you can show up with can be used in this system only
requiring a little creativity on your part. Also, designed into
the system is the ability for the lowest of low figures to be able
to wound even the most powerful. Odds are against this, obviously,
but one gets what one pays for. A large amount of the work has
gone into the point system to make it equitable and realistic.
The point system may seem confusing and unweilding at first, but
once stats are worked out for a figure, it's not necessary again.
The main point of it all is to play a game with friends and enjoy
yourself, if you're not having fun--change the rules so that you
are or get another group to game with.

In its current edition, GEM is for game designers who wish to twiddle
with these rules and make changes and fix rules that are truly
braindead. No detailed explanation of basic miniatures wargaming
is provided. This is a BETA copy and probably riddled with omissions and
errors. If you chose to continue, be warned.

======================================================================

0.0 Legal Notice


------------

Version: December 1, 1993

GEM is copyright 1993 by Shawn P. Garbett. It may be freely copied and


distributed by any means desired. This legal notice must be included
with each copy of GEM. No charge may be made for GEM beyond a maximum
of US$5 fee (at 1993 rates) for materials and shipping, without written
permission from the author.

A publisher may not include GEM in a book of copyrighted material. The


text of GEM may not be changed in any way.

GEM was first published in 1993 on internet, and was written by


Shawn P. Garbett ([g--b--t] at [utkvx.utk.edu]).

======================================================================

Terminology:

Table of Contents
=================

To be completed
======================================================================
1.0 GEM Overview

A few groundrules that seem to be common and serve to ease tension


among players are necessary. Dice must be rolled and land flat on the
table, otherwise, roll again. Once a figure is moved or used up
some of its action, you can't change it, if you don't like it, tough.
You _CAN_ premeasure any distance on the table. Also a figure is armed
with what it has upon it. To often a valient warrior charges into
hand-to-hand to be received by "He's armed with a Multi-Mega-Super-
Death-Ray-Smite you on the head from GOD weapon, what? I didn't tell
you that. BUT--BUT--I paid the *points*". So to avoid this situation,
if the figure you're paying points for, has this ultimate weapon you
should work on making it look like it does. Obviously some weapons
and devices aren't very noticable on a figure, i.e. a hand-gun of a heavy
weapon man or a hand dagger, but the main big items should be present
on the figure itself.

1.1 Dice

Most of the dice rolls in the game are based on twenty sided dice,
a few rolls may be six sided or even twelve sided on rare
occasions. It feels good to roll a handful of dice. Twenty siders
were chosen for their wider flater range of random numbers. Dice
will be refered to using a fairly standard notation. The number of
dice to roll followed by a 'd' then the number of sides on the
dice. For example, 4d12 means roll four, twelve-sided dice. How to
interpret the results will depend on the situation. Mostly comparision
to a chart will give the proper result, rarely summing of the dice
rolled is used.

1.2 Stats

A figure's stats are composed of the following: Offensive Ability,


Defensive Ability, Hits, Number of Attacks, Morale Modifier,
Magic/Psionic Save, and Move. These will be refered to as OFF, DEF,
HIT, ATT, MOR, MAG, and MOV respectively. The term figure is used
loosely to describe a single based miniature or an entire unit
composed of the same figures in a standard formation.
A vehicle has extra stats consisting of ARM and ACC.

OFF(Offensive Ability) and DEF(Defensive Ability) are measured on


a scale of one to ten. A one on this scale is the worst possible
and a ten is the absolute best. OFF represents the ability to
damage an opponent and can vary by type of attack or weapon because
some figures have multiple weapons available. DEF represents the
ability to avoid damage through skill, luck, and armour and takes into
account all possible ways to avoid damage. In historical, ancients
and fantasy DEF will be only one factor representing skill and
toughness of armour. In modern and sci-fi games DEF stats will
be necessary for the different types of attacks. A figure could
have ultimate reflective armour against laser attacks, but very
little use if a grenade were dropped near.

HIT(Hits) is the amount of damage a figure can take before is


totally eliminated. The normal amount for a human is one HIT.

ATT(Attacks) is the total number of attacks a figure can do in


one turn. The default value of ATT is one.

MOR(Morale Modifier) is the amount added or subtracted to a morale


check. A figure who has lost over half of his HIT will start
seriously considering what it is doing here in the first place and
start looking for where it really wants to be, usually not on the
table.

MAG(Magic/Psionic Save) is a figure used to determine what the


chances of a figure resisting a spell or psionic ability used
against him. It also will effect the ability of friendly spells to
take effect. This stat is not be necessary in games not using magic
or psionics. It is a number from 1 to 10, 1 being the worst and
10 being the highest resistance. The default value of MAG is 2.

MOV(Movement Rate) is the amount a figure can move during any given
turn. This will be effected by terain and other factors such as
manuevers. The default value of MOV is 4.

ACC(Acceleration/Deacceleration) is amount a figure can change its


movement from turn to turn.

1.3 Basic figure formation

Figures in this game will fall into four categories: Skirmishers,


Peltasts, Block Infantry and Leaders. Skirmishers are a single
based figure or figures who move in a loose formation, and
sometimes individually. Block Infantry is usually several figures
of the same type formed into a square and it moves as a block. Block
Infantry can also be a single large figure on a base subject to the
same restrictions that all Block Infantry suffer from. Peltasts are
figures who can change between Block Infantry and Skirmish
formation during a movement sequence. Leaders are those single
figures who move like skirmishers but crucial to maintaining
control of troops. Leaders should be protected at all costs, obviously.

In a modern or far future setting, only the Skirmish rules are typically
used. Although if the moderns were fighting a bunch of primatives,
the Block Infantry and other formations could come into play. If it
is a historical ancient battle or a fantasy battle, all possible
formations are important and have their uses. In fact a minimum number
of points should be spent for each of the different formations. Battles
should reflect the historical balances as much as possible.

=========================================================================

2.0 Game Turns and Sequence

A game consists of several turns. Each turn has the following


sequence of segments:

1. Determine Initiative Segment


1a. Setup
2. Magic/Psychic Segment (Advanced Rules)
3. Movement Segment
4. Missile Fire Segment
5. Melee Segment
6. Morale Segment
Objectives can be set for a game, such as storm the citadel by turn
10 or you lose. A game could be open ended and have conditions set
upon it such as last survivor wins, played till a winning turn.

2.0.1 Initiative

Initiative is determined by each side rolling a d20 and the highest


score wins. The side that has initiative can then determine if he
wants to go first or last for the rest of the turn. In a
multiplayer game the side that has the highest initiative score can
determine the order that players will take during each part of the
turn sequence. For each turn in a row that a player has previously
won initiative a modifier of -5 (cumulative) is applied. In the
event of a tie, including modifiers on the first roll, all players
who tied roll again without any modifiers applied.

For example, Player A has won initiative the last two turns and
rolls a 18, giving him a modified score of 8. Player B rolls an 8
equaling Player A's modified score. Both players must roll again.
Player A rolls a 14 and Player B rolls a 16. Player B wins
initiative for the round and next turn gets a -5 modifier to his
initiative roll.

2.0.2 Setup

Terrain is setup up first. Available terrain is placed into similar


sized bunches. The side that goes first takes a bunch and places
it anywhere on the table. Then the other side does the same. Both
sides alternate doing this until all terrain is placed.

Then each side rolls a d20 and the highest roller picks
the side he wants.

Each side then makes a drawing of the battlefield,


and secretly draws where each of it's units will go within 12"
of it's table edge and 12" away from the ends. Then the side that
goes first places its units upon the table according to its plan
and then the other side places it's units upon the table according to
its plan. Plans are revealed after all units are placed and can
be inspected and if a unit is not where it was supposed to be, then
it is placed by the other side where it is supposed to be.

2.1 Moving

The side that is to go first moves all of its figures and then when
it has completed its move, the other side then moves all of its figures.
The base move of a figure is the MOV stat in inches for a 25mm scale.
A figure cannot move into contact with any friendly figures except
as described under Overruning Skirmishers 2.1.1.1. A unit can take
a rushed move and double its effective move score. A vehicle cannot
take a rushed move.

The movement total is also modified by terrain. For a clear area MOV
is normal. But when moving through difficult terrain it is halved. If
the troops are all on a road, they can move at 1.5 times their normal
rate rounding up. If troops are crossing a line obstacle, it costs 2"
off of their normal move. If this 2" stops their movement, then the
next turn subtract 2" from their move again.
Difficult Terrain
------------------
Woods
Uphill (any part of the unit)

Line obstacles
-----------------
Hedges
Fences
Walls
small streams
Brush
Earthworks

Impassable Terrain
------------------
Rocky mountains
Razor wire
Lava
Crevices
Raging Rivers

2.1.1 Block Infantry

Block infantry has many advantages and disadvantages, one of the major
disadvantages is it's restrictive movement. A group of block infantry
can move straight forward or wheel, but not both. If it chooses to
move straight forward it can chose to execute a rushed move and move
double its normal distance. If it decides to wheel, it can wheel half
it's normal movement. To measure a wheel move the front rank without
moving any other ranks. Then measure from the front of the second rank
to the back of the front rank on the side opposite the wheel. The other
front corner of the second rank and rear corner of the front rank must
still be touching. Once it is measured, the rear ranks are moved to line
up with the front rank. The unit cannot wheel into any other friendly units.
A block infantry unit may chose to change frontage instead of it's normal
movement. It does so by changing it's frontage by up to two models on
either side. This cannot be used to move sideways. Also note that
block infantry cannot move from a melee. A disorganized block infantry
unit can not make any moves at all.

Block Infantry must be at least 2 ranks deep and at least as wide as


it it deep. Block Infantry is preferably arranged in a square, although
stragglers can be placed in the center rear forming a partial rear rank.
These do not count as a rear rank. When determining number of ranks,
subtract casualties from the total number, starting from the rear and
any rank that was once a full rank that is still is half or more of it's
number is considered a rank.

2.1.1.1 Overruning Skirmishers

A mass of block infantry can overrun a skirmisher and keep moving if


it has sufficient momentum to destroy a skirmisher. During a movement
phase, a block infantry can attack any skirmisher it contacts during
its movement phase and perform an out of segment attack with it's
full force. If the skirmisher is eliminated, the infantry unit can
continue with it's move. However, the skirmisher also gets an out of
phase hand-to-hand attack back, whether or not it is eliminated.
A unit may overrun it's own friendly skirmishers and they are removed
from play immediately with no casualties taken.

2.1.2 Skirmish

Skirmishers can move in any direction from where they started, and must
be within 2" of one another at the end of any move. A skirmisher can turn
to face the direction 90 degrees left or right at the end of its move.
A skirmisher can take a rushed move if it wishes to. Skirmishers cannot
move into a group of massed infantry.

2.1.3 Peltast

Peltast are highly trained units wearing light armour that can fight
as either a skirmisher or a massed infantry. It takes full movement
round to convert to massed infantry formation. It take no time to break
apart into skirmisher formation. To mass up into a block infantry,
a center figure is chosen and all figures are moved to be a block around
this single figure. A unit that has done this is treated as if it
has performed a rushed move. Peltast can break and leave a melee.

2.1.4 Calvary

Calvary in a block formation move much like heavy infantry, but can wheel
at any point during their movement and combine it with normal movement.
If the calvary doesn't have a second rank, use a pencil or other straight
edge to make the rear of its front rank for measuring a wheel.

2.1.5 Vehicles

Vehicles are for transporting troops and delivering powerful attacks


in a blitzkrieg like way.

Vehicles can only change their last turns movement by their ACC factor up
or down. A vehicle can make any number of wheels during it's movement.
A vehicular wheel is measured using two tape measures. One tape measure
is set at the current speed of the vechicle in inches and acts a radius
for the turn. The actual distance the vehicle moves in the wheel is
measured along this radius.

2.1.6 Breaking from combat

If a peltast or skirmisher unit wishes to break from combat, they


are free to do so, but only after the opposing side gets two free
attacks out of normal turn sequence. Then after the models are moved
a fear check must be made for the unit.

2.2 Missile Fire

Missile Fire is resolved in the same order as movement as determined under


the initiative section.

A massed infantry unit can only fire straight ahead, from each edge. Only
the front row is eligible to fire. Skirmishers can fire at anywhere within
a 90 degree arc centered on their front. A model cannot fire over the
heads of friendly troops or if the fire path passes within 1" of a friendly
model. Calvary can fire in any direction.

Example
Fire Arc
\ /
\ /
\ /
+----+ <=== Front of Model
| |
| |
+----+

A unit which has not moved in a rush can fire it's missile weapons. Heavy
Weapons cannot be fired at all if the figure has moved. To fire a
weapon, look up it's distance and meaure to see if the target is in
range. If it is, then it can be fired upon. Each weapon has an OFF
Value and an ATT value, and possibly a radius effect.

For a simple missile weapon, cross reference the following chart (Table 1)
with the OFF of the weapon versus the appropriate DEF of the defender.
In some games, a defender may have several DEF values and each missile
weapon must be classified as to which DEF value is the correct one to use.
Next roll the ATT number of 20 sided dice, or ATTd20 dice, and apply
the modifiers from (Table 2) to each roll. Now each modified value that
is equal to or greater than the number from table 1 is a HIT and
is subtracted from the targets HIT score. If a target reaches zero,
it is of course dead.

If a weapon has an area effect, take a template of the proper size


and place it over the target. Next roll for deviation on a d6, on a
result of 5-6 a direct hit has occured, if a 4 or less is rolled,
a deviation has occured. Targeting mods are applied to this roll. If
a deviation occurs, randomly determine a clock direction using a d12.
Twelve o' clock is the direction that the fire was shot at or the
weapon was thrown at. Next roll the correct number of inches for
deviation from the weapon chart and move the template. Now each target
under the template is effected by the stats of the weapon. If hitting
a block infantry, roll the number of dice of the miniatures under the
template. If a miniature is partially covered, roll a d6 for each of
these on a roll of 1-3 it is safe and a roll of 4-6 it is hit.
Missile fire mods do not apply.

TABLE 1

Defense Value (DEF)

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---+----+----+----+----+----+----+----+----+----+----+
1 | 11 | 16 | 18 | 19 | 19 | 19 | 20 | 20 | 20*| 20*|
O ---+----+----+----+----+----+----+----+----+----+----+
f 2 | 6 | 11 | 14 | 16 | 17 | 18 | 18 | 19 | 19 | 19 |
f ---+----+----+----+----+----+----+----+----+----+----+
e 3 | 4 | 8 | 11 | 13 | 15 | 16 | 17 | 17 | 18 | 18 |
n ---+----+----+----+----+----+----+----+----+----+----+
s 4 | 3 | 6 | 9 | 11 | 13 | 14 | 15 | 16 | 17 | 17 |
e ---+----+----+----+----+----+----+----+----+----+----+
5 | 3 | 5 | 7 | 9 | 11 | 13 | 14 | 15 | 15 | 16 |
V ---+----+----+----+----+----+----+----+----+----+----+
a 6 | 3 | 4 | 6 | 8 | 9 | 11 | 12 | 13 | 14 | 15 |
l ---+----+----+----+----+----+----+----+----+----+----+
u 7 | 2 | 4 | 5 | 7 | 8 | 10 | 11 | 12 | 13 | 14 |
e ---+----+----+----+----+----+----+----+----+----+----+
8 | 2 | 3 | 5 | 6 | 7 | 9 | 10 | 11 | 12 | 13 |
O ---+----+----+----+----+----+----+----+----+----+----+
F 9 | 2! | 3 | 4 | 5 | 7 | 8 | 9 | 10 | 11 | 12 |
F ---+----+----+----+----+----+----+----+----+----+----+
10 | 2! | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 |
---+----+----+----+----+----+----+----+----+----+----+

*A natural twenty is the only way to hit, no other modifiers apply.


!A natural one is the only way to miss, no other modifiers apply.

A natural twenty is always a hit.


A natural one is always a miss.

TABLE 2 Missile fire mods

+1 large target (40mm to 50mm base width in fire arc)


+2 extremely large target (bigger than 50mm width in fire arc)
-1 small target
-2 firing after moving
-2 firing at target which has moved
-2 firing over half range
-2 target behind soft cover
-4 target behind hard cover

Soft cover is anywhere within 2" of the edge of a forest, a hedge,


lying prone, brush or anything else that a model could hide in that
is not very substantial.

Hard cover is anywhere within a house, behind a wall, behind a rock,


or anywhere that a model has something that can substantially stop
a bullet.

TABLE 3 Targeting mods


-1 if firing after moving

2.2.1 Firing into Hand-to-Hand

Firing missiles into Hand-to-Hand, all potential hits are randomized


among all involved into the melee. If one target is a whole lot bigger
and taller, say Cthulhu versus an investigator, then shots can be
assumed to be directed at open target areas and this rule need not apply.

2.3 Melee or Hand-to-Hand Combat

When two units are locked into Hand-to-Hand combat the real fun begins.
Melee is similtaneous, if one side is eliminated the other side still
gets its attack. Successful attacks are removed from a units HIT
score. If this score ever reaches zero it is eliminated, completely.
It doesn't get a chance to rout, it's gone completely.

To resolve the result of an attack, use Table 1 in section 2.2 and


apply the modifiers in Table 3 below.
Table 3
--------
+2 if unit that charged into combat that turn
+2 for each rank deeper than opponent
+1 Higher ground
-1 Enemy behind obstacle (fighting over a fence)
+5 flank attack
+10 rear attack

A block infantry unit uses it's whole front rank as the number attacking.
If more then one unit is contacted to the front than the attack is split
between all available units. If a unit is disorganized, the number available
to attack is halfed and rounded down. Block infantry can only attack to the
front. Block infantry casualties are recorded by placing little chits or
markers beside a unit. Casualties are not removed from a block infantry unit.
If a peltast unit transforms from a block unit to a skirmisher formation,
casualties are removed at that point. If a skirmisher is reduced to 0 HIT
then it is removed. If a block infantry unit contains spears or pikes,
it gets an additional bonus to its number of attacks. For spears add half
the second rank rounding down. For pikes add half the second rank rounding
down and a quarter of the third rank.

A flank attack is only possible if the attacking unit starts its move
completely behind a straight imaginary line extending from the front
of the attacked unit. A rear attack is the same except the line is drawn
across the rear of the unit.

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Example ***

A unit cannot be anywhere in this zone to make a flank attack

----------------- +--front--+ ------------------------


| |
| victim |
| |
----------------- +--rear---+ ------------------------

A unit must be completely in this zone to make a rear attack

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

2.4 Morale

Morale is applied to a Massed Infantry unit as a whole based upon


casualties taken from the whole. Morale is likewise applied to a
skirmisher unit based upon casualties taken from the original number.

There are two kinds of morale checks: Fear and Rout. Fear represents
the unit's potential to become disorganized and lose its momentum.
Rout is when a unit finally breaks under the strain of combat and
the participants run for their lives. To pass a morale check, figure
out how many losses have been taken as a percent of total and reference
the Morale Table. This is the number that must be rolled or exceeded
to pass a morale check with no bad effects.

A Fear check is called for in the following situations: Contacted in


the flank or rear by an enemy unit, contacted while crossing an obstacle,
contacted by undead or daemonic (or any other fear causing unit), loss
of over 20% of a unit to missile fire in one turn, or contacted by a
routing unit. The result of failing a fear check is that a unit becomes
disorganized. The effects of disorganization are that the unit cannot move
during the next turn, cannot fire missiles and fights at half (rounded down)
its OFF value for all hand-to-hand weapons if engaged in combat.

The Rout check is called for every round that casualties meet or exceed 60%.
If a rout check is failed, the unit moves half its move backward away
from the combat situation and causes a fear check on any unit it contacts.
The unit is removed from the table and is out of the game for all purposes.
In a campaign situation the unit has fled and taken casualties in fleeing.

TABLE 4 Morale Table

losses | Fear | Rout |


---------+---------+--------+
0 % | 2 | - |
20 % | 5 | - |
40 % | 10 | - |
60 % | 15 | 18 |
80 % | 20 | 20 |

Morale Mods (only when using leader/hero rules)


-----------
No leader in range -4
Hero within 4" +3 (Not cumulative)

2.5 Alternate Fire/Move Style A

This style combines the initiative, missle-fire, magic and movement


segment all into one segment. For each unit, one or more index
cards are made with it's name upon it. A card is made for a unit if
it can move. A card is made for a unit to fire it's missiles. Also a
card is made for a unit if it can cast magic/psychic. If using the
Tactical Magic system, don't make a card for magic. Tactical Magic would
be resolved before the cards are used. Now once this is done
for each unit upon the board, a card deck is made and shuffled.
Each card is revealed one by one and the results of the card are
immediatly worked out. This really randomises movement and firing, and
slows the game down, but some people really like this variation.
If a unit is eliminated, then it's cards are removed from the deck when
revealed.

2.6 Alternate Move Style B

Orders based

***

=========================================================================

3 Advanced Rules
***

3.1 Advanced Moves

3.1.1 Column

3.1.2 Wedge

3.1.3 Box

***

3.2 Advanced Armour

For a science fiction based game, basic DEF value of armour is not enough.
When man was beating on each other with metal sticks and shooting rocks
and arrows, simple armour was enough, but when bullets and lasers are thrown
into the picture, armour variations are needed. Now for sci-fi weapons
the type of attack is specified and the approriate armour stat is used
when computing OFF/DEF attack results.

***

Ablative works best against small missle fire


Reflec works best against energy beam weapons
Field works best against heavy projectiles
Gas works only against gas attacks

***

3.3 Vehicles and Dreadnaughts

Dreadnaughts are included in the vehicle classification, along with


hovercraft, gyrocopters, tanks, motorcycles, and anything that else
that encloses a figure and provides mobility.

3.3.1 Damage

A vehicle has a number of armour points, HIT that represent how well it
is armoured and constructed. Everytime a kill is scored against a vehicle
it is subtracted from the HIT stat. These kills are cumulative and
eventually the HIT stat could be reduced to zero. Once the HIT stat
reaches zero, real damage starts occuring. For each hit that occurs when
the HIT stat is zero, roll on the following two tables:

Effected Sub-system (d6) Damage Result (d6)


------------------------ --------------------
1 -- Left Actuator 1 -- Jammed
2 -- Right Actuator 2 -- Broken
3 -- Left Mobilizer 3 -- Out of Control
4 -- Right Mobilizer 4 -- On Fire
5 -- Main Body 5 -- Torn Off
6 -- Central Control 6 -- Explodes

Actuator refers to any arm or weapon system on the left side. If there is
a central actuator system, and/or several actuator systems on the same side,
randomize the hit among all possible systems. Mobilizer refers to any
system which provides mobility to the vehicle, be it a tank tread,
mechanical leg, wheel or otherwise. Randomize hits in a similar
manner to the actuator hits. Main body refers to the main body of
a vehicle. Central Control means the controling mechanism of the vehicle,
if the vehicle is a motorbike this means the driver. If the vehicle is
a dreadnaught, Central Control means the main controlling computer.

3.3.1.1 Jammed

If a system is jammed, it cannot be used during the current turn sequence.


At the start of each following turn sequence (or when you remember it during
the sequence), a d6 roll is made and the effect part comes unjammed on a
roll of 4 or greater. If the game is part of a campaign, then the next
game the system will be completely functional.

If the jammed system is a tank tread or a mechanical leg, then vehicle


can only move in place, turning using the good mobilizer. If it is a wheeled
vehicle, it can only move at half rate, and turn at half normal turn arc--due
to the drag of the jammed wheel.

If the jammed system is the main body, a roll of a 3 or greater on a d6


is needed to move greater than half speed, fire a weapon, use a mechnical
arm or turn. This is only necessary until the main body becomes unjammed.

If the jammed system is the control system, the movement sequence performed
in the last turn is repeated until the control system is unjammed. If the
control system is the driver, such as for a motorcycle, the driver is
stunned and repeating what she did last turn. The driver remains stunned
until the control system becomes unjammed.

3.3.1.2 Broken

If a system is broken, it doesn't work for the rest of the game, just like
the word broken means. If this game is part of an extended campaign it
could be repaired with sufficient resources by the next game.

If the system is a mobilizer such as a tank tread or a mechnical leg,


the vehicle is limited to turning in place. If it is a wheel, then movement
is cut down to half rate and turning is only available in half the turning
arc.

If the system is the main body, roll a d6 now and at the start of each
turn. If the result is a 5 or higher, then the vehicle can't move, it's
frame is broken.

If the system in the Central Control, ***.

3.3.1.3 Out of Control

If the system is a weapon it fires on a roll of 4 or greater on a d6, the


target is randomly determined from all available.

If it is any mobilizer, the vehicle will move a random speed next turn,
determined by rolling dice. The maximum speed is divided by 6 rounding up,
this is the total number of d6's to roll for the speed of the vehicle next
turn. If the total of this roll is higher than the maximum speed, the
vehicle is stuck at full throttle for the remainder of the game. The
vehicle will also turn randomly, roll a d6 and use the following guide
or make up your own: 1-2 turn left, 3-4 go straight, 5-6 turn right.
If it is the main body, who cares. It doesn't need controlled anyway. You
are a lucky person. The crew is acting funny though.

If it is the central control, you are a poor sucker. The rest of the
game apply the above results to all systems. The vehicle runs amok.
If the Central Control is a driver, then consider the driver to be
having seizures. He can only be replaced if he is knocked unconcious
or killed as a result of further damage.

3.3.1.4 On Fire

A fire is started in the named system, next turn roll a d6 and on


a result of a 4 or greater the fire has caused some kind of further
damage, roll on the damage table alone and apply the result. On a roll
of 3 or less the fire has gone out.

3.3.1.5 Torn Off/Blown Off

If it is a mobilizer, the vehicle can no longer move. It is stuck in place.

If it is a weapon or actuator, that weapon or actuator no longer exists.

If it is the main body, the vehicle no longer exists in one piece. The
driver is unconcious and possibly dead. He can not be revived during the game,
although he could be taken prisoner. If the main body contained troops,
roll a damage roll for each trooper using the OFN value of the attack which
caused the damage against the vehicle.

If the control system is torn off, the vehicle grinds to a halt, it will
coast to a stop, so each turn it moves half of what it moved the previous
turn, rounding down. Without controls, no weapons can be fired and it
cannot be steered. If the driver was the control system, the vehicle no
longer has a driver. The next turn he can be replaced if suitable replacements
exists, and is in range. This takes a full turn.

3.3.1.6 Explodes

This usually means a hit to a fuel tank or line. Possibly ammunition


stores were struck, a main axle is shot off, etc. Extra credit for
real descriptive results when this occurs, be creative.
Apply all of the Torn Off penalties for the effected system, plus
roll d6 more damage results.

3.3.1.7 Moving too fast or slow

If a speed is dictated by some result which is faster than the vehicle


is capable of accelerating, the vehicle only accelerates up to it's
maximum acceleration.

If a vehicle has a new maximum speed due to damage on the above tables,
one must make sure it can deaccelerate to that new speed safely.
Take the vehicles speed last turn and subtract the maximum deacceleration.
If the result is zero or less then the manuever was executed with no problems.
If the result is greater than zero move the vehicle in its current direction
at this rate (actual distance varies with scale). Place a clock template over
the vehicle and roll a d12 to determine it's new facing. For each inch that
it moves during this sudden deacceleration roll a d6. For each result of
a 5 or greater, apply another damage roll on the above tables.
3.3.2 Collisions

The amount of damage a vehicle does upon colliding with a model, building
or other vehicle is determined by it's current movement in inches and
it's original HIT stat. The HIT stat determines the number of attacks
it can do and the movement determines the strength. Divide the current
move in inches by two and round down (never lower than 1) for the OFF
factor of the attack. For each inch over 20, add another attack to
the total. In a collision of two vehicles, both usually get to roll
for damage. If the two vehicles collide head on, use the total of both
of their forward movements for computing OFF factor. If a vehicle is hit
from the rear, subtract the forward movement of the front vehicle from
the movement of the ramming vehicle. If a vehicle is struck from the
side, it doesn't get to roll for an attack back. No modifiers apply
to these rolls, and for each 1 or 2 rolled upon the attack dice, the
attacker gets a HIT instead.

3.3.4 Disembarking

Troops can only disembark from a stationary vehicle.


The number of models that can leave from one exit per turn is
equal to the MOV score of the lowest model exiting.

3.4 Warmachines

***

3.5 Flying

*** This section will be hard to balance.

3.6 Psionics

***

3.7 Tactical Magic

Tactical magic is a push and shove affair, with one side eventually
overpowering the other side's wizards. Magic usually doesn't effect
the outcome of a game too much, but can if one side is far more
powerful. Such a side is throwing it's outcome to luck however
as magic sometimes doesn't work.

Each wizard can cast one offensive spell and one defensive spell
per magic phase. Each spell can have a power level from 1 to 10.
Each wizard has a number of offensive power points and defensive
power points to spend on power levels in casting. Each power point
spend equals one power level on a spell. Once these points are
spent the wizard is exhausted and can cast no longer. There are
10 possible spells and each wizard knows all of these spells and
can cast any one he chooses. Each offensive spell has an associated
defensive spell which can cancel the effects of the offensive spell
or have effects of it's own when not opposing an associated offensive
spell. Each spell lasts for one turn only, or it's effects are immediate.

For faster and easier play, write each of the spells on an


index card with the title and effects on one side and leave the
other side blank. Make a set of these cards for each wizard to
be used in a battle.

During the magical segment, the side that is going first declares
all of its offensive spells for each wizard first and secretly
writes the number of power points used on the blank side of the
appropriate index card. The cards are placed by their target units.
Then the other side declars all of its offensive spells for each wizard
and secretly writes the number of power points used on the blank side of
the appropriate index card. Then these cards are placed by their target units.
This procedure is repeated for defensive spells. After all cards are placed,
for each unit flip the cards and resolve the effects. If any effects
are to last through the turn, the card can stay on the table for a
reminder.

To resolve the effects of magical combat, first if the spell is


opposed by the appropriate defensive spell, take the number of offensive
power points as the OFF and the number of defensive points as the
DEF and cross reference the combat table for the roll that the offensive
side must meet or exceed for the spell to have overcome the DEF.
Next the unit has a magical resistance, MAG, factor that is used as its
second line of defense and a second roll must be made to see if the
spell overcomes the units magical resistance on the combat table using
the number of points in the spell as the OFF and the MAG factor as the
DEF on the combat table. Note that a defensive spell must also overcome
a unit's MAG factor to be successful if cast for the alternate effect.

If a spell is successful, then the effect are described below.

3.7.1 Spells

10 Spell Titles
Offensive Defensive
-----------------------------------------------
Indolence of Beavis Vigor of Hrothgar
Dread of Morphus Peace of Jude
Bane of Vex Benevolence of Angeline
Eye of Smaug Defense of St. George
Sloth of Grimgut Haste of Gygax

3.7.1.1 Indolence of Beavis


Indolence of Beavis causes all attack rolls for hand-to-hand to be
modified by -(power level of spell used divided in half, rounding down) for
the unit under the effects of the spell. The spell causes the target unit
to betormented insulted and distracted by vaporous illusions.

3.7.1.2 Vigor of Hrothgar


Vigor of Hrothgar cancels an attack of Indolence of Beavis. If used
otherwise all attack rolls for hand-to-hand to be modified by
+(power level of spell used divided in half, rounding down) for
the unit under the effects of the spell. The spell focuses the minds
of the unit upon its targets.

3.7.1.3 Dread of Morphus


Dread of Morphus causes a unit to take an immediate fear test. The
spell causes an overwhelming dread of the future to invade the minds
of the target unit.

3.7.1.4 Peace of Jude


Peace of Jude cancels the effects of Dread of Morphus. If used otherwise
the next fear check is at +(power level of spell used). A serene comfortable
feeling settles quietly into the minds of the target unit.

3.7.1.5 Bane of Vex


Bane of Vex causes a unit to take a rout check immediately. This can
be very useful if your opponent is holding on due to a lucky roll after
some heavy losses. An existential angst about the current situation
sinks heavily over the target unit.

3.7.1.6 Benevolence of Angeline


Benevolence of Angeline cancels the effects of Bane of Vex. It
can be used otherwise to get a +(power level of spell) on the next
rout check. A feeling of the units greater worth and purpose encourages
the unit to fight for greater glory.

3.7.1.7 Eye of Smaug


Eye of Smaug causes a ball of pure magical fire to shoot from the
magic user into the target unit. It causes 6 Attacks
upon the target unit at an OFF level of the OFF level of the spell.

3.7.1.8 Defense of St. George


Defense of St. George cancels the Eye of Smaug. If used otherwise
it creates an additional shield against missile weapons, each
missile attack that is successful under the effects of this spell,
must be rolled again on the OFF/DEF table with no modifiers, using
a DEF value of the number of points put into the spell.

3.7.1.9 Sloth of Grimgut


Sloth of Grimgut causes a unit to become lazy and sluggish. For
each power level used, a point is subtracted off of the MOV score
for the next turn.

3.7.1.10 Haste of Gygax


Haste of Gygax cancels the effects of Sloth of Grimgut. If used
otherwise it can add to the possible movement of a unit, up to double the
units normal move for a turn. Note, that if a unit is performing
a rush move, than the theoretical maximum is four times normal move.
For each point of power level used a point is added to the MOV
score for the unit.

3.8 Infernal Magic


3.8.1 Infernal Weapons and Armour
3.9 Miracles
3.9.1 Virtuous Weapons and Armour
3.10 Faerie Magic
3.10.1 Faerie Weapons and Armour
3.11 Victory Points
3.11.1 Missions

3.12 Leaders

This leader section is optional, but can add another tactical dimension to
the game itself. Leaders are the commanders of a force and have a command
radius of 12". A unit without a leader in command radius fights like it
is disorganized and moves at half rate. Leaders usually stay to the rear
and out of combat. They are exceptionally tough and lucky individuals that
have made it to the top.

Heros are models that raise morale to every unit within 4" of their current
position. They usually fight to the sides and try to sneak through and
get flank and rear attacks, and even better attack the leaders.

3.13 Standards and Baggage


3.14 Lunatics and Berserkers

This will be a great section to outline Orks.

3.15 Buildings
3.15.1 Effects of Collapse
3.15.2 Effects of Fire

=========================================================================

4 Point System

A point system is necessary to balance out a scenerio so that each player


has a feeling that his force is equal to the other sides force. Sometimes
a scenerio calls for an unequal number of points for either side, due
to the odd nature of the victory conditions. But usually, a force
will be developed independent and assigned a value. This value is
somewhat arbitrary, and a gaming group should be willing to modify
the point system to reflect inadequacies they feel effects the group
as a whole. Points should not be modified due to poor strategy and tactics.

4.1 Description of Concept

In the development of GEM, a point system that gave fairly equal


battles in terms of abilities was desired. Many systems are based
upon a additive system, such as stat increases are worth a fixed
amount added to the base value of the model. This is usually fine
until one starts getting into extremes of the point system. For example,
if their are two models, both with one hit point, and one is a
far superior fighter and very defendable and the other is a very
weak model, if their hit points were increased to two, doubling their
effective lasting power, and the amount added to both of their point
values were the same, the more powerful one just got twice as powerful
for very little additional to its points and the weak one just paid
an exorberant amount for a small increase. To avoid this, GEM
uses a complex system, which involves several factors, and strives
to overcome these limitations of older systems

This system is pretty complex and requires a calculator, and still


has some philosophical factors in it, but is hopefully more consistant
than an additive system. If you find it too difficult to figure up
points in this system, just look at the world designs that already
exist and the beastiary for examples and agree on points that are
close with friends. If you write up stats for some models that
aren't in the beastiary, please mail them too me, I will include
them along with your name in further revisions of GEM.

I derived these formulas by doing a statistical simulation of combat,


summarizing the results into an average value table. Then a non-linear
least squares fit was done upon this table using every possible factor
I could think of. Several factors turned out not to really matter and
a second fit was done using the factors I decided really effected the
outcome. The results somewhat suprising. The base value is really
dependent upon three factors, a defensive total, an offensive total,
and a product of these two divided by a constant. The total product
doesn't matter much in the lower ranges but quickly dominates the
total base value if the values get very high. Factors which are
marked "subject to change" are up for playtesting and may be toned
up or down.

4.2 Description of System

Value of Model = (Base Value)x(Morale Mod)x(Base Mod)x(Type Mod)x


(MAG Mod)x(Mov Mod)

Base Value = DEFxHIT + OFFxATT + (OFFxATTxDEFxHIT)/16 + SIZ/18

SIZ is the size of the target unit

Morale Mod = 1 + MOR/50

MAG Mod = (MAG + 18)/20 (Subject to change)

Mov Mod = (MOV + 16)/20 (Subject to change)

Base Mod (still subject to change)


---------------------
Width Mod
20 mm 1.0
25 mm 0.9
30 mm 0.8
40 mm 0.75
50 mm 0.75
huge 0.65

Type Mod (subject to change)


---------------------------
Calvary 1.5
Peltast 1.3
Heavy Infantry/Leader 1.0
Skirmisher 0.8

4.2.1 Missile Weapons

Missile weapons use a modified OFF factor in the base value equation

OFF modified = (OFF x ATT of weapon x Range in inches x Radius Mod) / Fire Mod

Fire Mod
---------
Every turn 4
Every other turn 8
Every third turn
or greater 12

Radius Mod
----------
Single Target 1.0

Otherwise Radius Mod = Radius + 1/2 (This one needs a lot of work)

If a weapon is a heavy weapon, multiply the total by an additional 0.9 factor,


since it can't be shot when moving.
4.2.2 Multiple Attacks

If multiple attacks are possible, calculate the base OFF value of each
attack and then, take the highest possible combination of attacks during
a single turn as the points value of the OFF factor. This forgos the ATT
factor of the model and adds the value individually. That is, the ATT
factor in the basic equation assumes that all attacks have the same OFF
value.

4.2.3 Vehicles

A vehicle has an OFFxATT value as defined by the following:

OFFxATT = (Max Speed/2) x HIT + Missile Attack factors from 4.2.2 & 4.2.3

The DEFxHIT value is modified by a factor of 1.3

Base Value = 1.3 x DEFxHIT + modified OFFxATT +


(modified OFFxATTxDEFxHIT)/12 + (Carrying Capacity)/9

4.2.4 Magic

***

4.2.5 Randomness

If any stat is random, use the average value.

=========================================================================

5 Compendium
5.1 Beastiary
5.2 Vehicles
5.4 World Ideas
5.4.1 Neurotica
5.4.2 Ligerdomain
5.4.3 Historical

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