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utkvx.utk.edu!garbett
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
Sender: [u--en--t] at [martha.utcc.utk.edu] (USENET News System)
Organization: University of Tennessee
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News-Software: VAX/VMS VNEWS 1.41
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.
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.
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.
======================================================================
======================================================================
Terminology:
Table of Contents
=================
To be completed
======================================================================
1.0 GEM Overview
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
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.
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.
=========================================================================
2.0.1 Initiative
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
Then each side rolls a d20 and the highest roller picks
the side he wants.
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
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.
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 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.
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.
TABLE 1
| 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 |
---+----+----+----+----+----+----+----+----+----+----+
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.
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 ***
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2.4 Morale
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.
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.
Orders based
***
=========================================================================
3 Advanced Rules
***
3.1.1 Column
3.1.2 Wedge
3.1.3 Box
***
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.
***
***
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:
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 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 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 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
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
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
3.4 Warmachines
***
3.5 Flying
3.6 Psionics
***
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.
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.
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
3.12 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.
3.15 Buildings
3.15.1 Effects of Collapse
3.15.2 Effects of Fire
=========================================================================
4 Point System
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 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
OFFxATT = (Max Speed/2) x HIT + Missile Attack factors from 4.2.2 & 4.2.3
4.2.4 Magic
***
4.2.5 Randomness
=========================================================================
5 Compendium
5.1 Beastiary
5.2 Vehicles
5.4 World Ideas
5.4.1 Neurotica
5.4.2 Ligerdomain
5.4.3 Historical