Welcome to James Kemp's Wiki

This is a collaborative web platform that allows people to edit1) the web pages to provide additional content for some of the stories I have written and the roleplaying games that I am involved in, whether as a player or GM.

There are several namespaces operating slightly different wiki subjects. These are, in no particular order:

  • Skyss - Story Background - a fantasy novel I wrote for NaNoWriMo 2016.
  • Perfects - background for the near future story and some police roleplaying that I ran in that universe
  • Theocracy of Daprav - A D&D campaign that I ran with Glasgow University Games Society around 2002-3.
  • Jim Wallman's Universe - a roleplaying by e-mail campaign that I play in, this is an unofficial wiki and none of it is canon unless Jim says it is.
    • Interstellar Freelance Unlimited - subset of the Universe pages covering the activities of a mercenary company that we are currently roleplaying every Full Moon.
    • Earth Imperium pages. These cover the activities of the Government of the Solar republic (aka Earth Empire) in Jim's Humanity Will Prevail campaign, including the Earth Imperium News Items.
    • Free Worlds Alliance - covering the activities of another emerging polity in the Humanity Will Prevail campaign. Mostly contributed by Eric Moroney.
    • Universe Background - page collecting the various bits of background info that have come up in various e-mail discussions for the campaigns set in Jim Wallman's Universe.

Comments and complaints to me at webmaster@full-moon.info please.

James Kemp

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Berlin 1953 - The Golden Gate

This is a game resource and not historical background2))3)


Background

It is late spring 1953 and Berlin 1953 is still in the process of reconstruction, although these days it can afford to occassionally stop and enjoy itself. That's just as well because if it couldn't then the The Golden Gate would be very much out of business.

The Story

Starting from the beginning (almost) and possibly including some things that not everyone knows about (so if so please play as if you don't know about it unless told by one of the characters that does). Narrative

The story centres on “The The Golden Gate” an upmarket club which caters to every need. The drinking den plays music and is host to a number of working women who are more than willing. The club sits in the middle of Berlin 1953 close to the Potsdammerplatz and the sector boundaries between the British and Soviet sectors. The area surrounding the club has been subject to the RAF's urban redevelopment and has yet to be re-built.

In the recent past there have been some Murders, discoveries in the basement including some Tunnels. There has also been an aura of mystery around one of the new girls.

Session Calendar

You can see the dates that we intend to play sessions on the Roleplaying in Merstham page.

18 Mar 2010 17:07

Earth Imperium of the Solar Republic

see also Rob Cooper's pages at http://solar-republic.net/frameset.htm

The local pages cover some of the background from Rob's pages, some new material and also what the Earthers have been up to since Turn 69 in Jim Wallman's Humanity Will Prevail play by e-mail game.

Current Affairs

Personalities

Background

12 Apr 2007 12:54

Bounce Into Action: Morale

The morale of the soldier is the greatest single 
factor in war. **(Field Marshal Sir Bernard Law Montgomery)**

Overview

Every unit has a morale number. This is determined in advance of the game and then used, with modifiers, to determine whether or not units will do what the player wants when the situation becomes difficult.

Morale checks roll 1d6 and roll less than the modified morale number to be successful.

This is only tested when one of the conditions mentioned below is reached, once morale has been tested once for a particular condition then it should not be tested again for that group.

Group morale

Group morale applies to the entire player command. If there are multiple players on the same side then each player's troops form a separate group.

When any of the following conditions apply then morale should be tested:

  • two or more casualties4) (or 25% of group if more than eight members)
  • 50% casualties (at -2)
  • 75% Casualties (at -4)

Score 6 or more on 2d6 to carry on. If morale is failed the group will withdraw in good order, recovering any casualties and/or fighting their way back to their own line.

If morale has to be tested for more than one group then do so in the following order.

  • all attacking groups first from biggest to smallest
  • all defending groups second from biggest to smallest
Individual Stand Morale

Test individual morale when any of the following conditions apply:

  • coming under fire for first time
  • attempting to enter enemy position
  • first-time in hand to hand combat

Roll 1d6 for each5) individual/stand or group (i.e. a group all inhabiting the same space). Modify the dice roll if any of the factors below apply.

Situation Modifier Situation Modifier
Officer leading by example 6) +1 Wearing HMA +2
Each enemy casualty in sight (walking wounded or worse) +1 In HoverBus +2
Under small arms fire from close range or indirect fire/grenades -1 In APC +1
Each friendly casualty in sight (walking wounded or worse) -1 Enemy in HMA/APC -1
Visibly outnumbered (i.e. more enemy than friends in view) -1 Enemy Tanks -2
Melee threatened with edged weapon -2 Unarmoured -1
Officer taking morale +2 Under air attack -3
NCO taking morale +1 Enemy weapons can't kill +4

.

Result Resulting Individual Morale
3+ over Attack the enemy.
morale number or more No restrictions, carry on with whatever they wanted to do.
morale -1 Move no closer to seen enemy. May stand where they are and fight. Will not enter a known fire-swept zone unless leaving an enemy trench while under attack from within the trench.
2 or 3 Less Retire in good order to nearest cover. If no enemy in sight then count as ‘move no closer’. If there is no cover, or nowhere to duck into within a tactical move distance, then stand and fight.
4 or more less Surrender to nearest known enemy (even if not in sight initially).
Definitions for Morale
Fire Swept Zone

This is any area that has been fired upon by the enemy in the previous turn, either by direct fire (including being under a MG dangerous area) or by indirect fire or grenades. Generally it should represent a greater danger to the figures than the area they currently inhabit.

Casualties

For group morale purposes any losses from the stands in a platoon or company count towards the percentage losses.

In individual morale only those casualties that are physically co-located with the troops in question and that can be seen count for determining the morale modifiers. All visible casualties count for this purpose regardless of whether or not they were recent or from the same unit as the enemy. Destroyed vehicles do not count, although wounded/dead crew members do if they are visible.

Bounce Into Action: Rules for Company Sized actions

21 Jun 2007 15:34

Bounce into Action

This is a provisional title for a series of games set in Jim Wallman's universe for medium to small actions involving infantry, vehicles, air and space assets.

Bounce Into Action: Rules for Company Sized actions

design criteria

  • quick battles (about two hours playing time to a decisive finish)
  • it should cope with orbital and air activity in support of the ground action
  • it should cope with things too big for 'Starship Soldier' and too small for 'Plan A' in a way broadly consistent with both rulesets
  • logistics and morale should have an appropriate impact
  • it needs to support a campaign approach as typified in the Full Moon IFU campaign
  • capable of playing with multiple players on each side (min two each)

Level of Resolution

This should be two-down from the main action level. The size of action that we are most likely to play with these rules might have an infantry company of up to 100 supported by up to eight tanks. On the air front there are only likely to be two or three combat capable craft on each side with perhaps one side having some shuttles to conduct a landing from orbit.

Orbital

There could be orbital reconnaissance or even weapons platforms, the latter being most likely to be of similar capability to artillery. There might be some attempt using shuttles, pacifiers or marines to deal with orbital platforms.

Stuff happening purely in orbit should be abstracted and turned into a quick lookup table with a set of factors and some way of working out how long it will take.

Shuttles should be dealt with as individual air assets when they come into play to land/evacuate ground force elements.

Orbital weapons platforms in support of the ground forces should be treated the same as artillery. Orbital reconaissance should remove any hidden movement, or at least make it more likely that units are acquired and placed on the table top even when there is no direct line of sight to enemy ground forces.

Air assets

These should be very few in number. Each aircraft or shuttle should be individually represented.

Ground Vehicles

All fighting vehicles7) should be individually represented.

Infantry

Infantry should be shown in groups dependent on their primary function and level of equipment. Crew-served weapons should be a single stand each, Special Forces in pairs, regular ground forces in four man fire teams and unarmoured militia with assault rifles in sections of eight. This should allow more flexibility for the better armed (and by extension better trained) troops and also make each stand slightly more comparable in terms of firepower.

Commanders

All commanders should be individual figures to allow a separation between the commander and the troops under command. Only those commanders at platoon level and above (except for HMA troops where the section commanders will also be included) will be separately represented.

Commanders include key NCOs and other specialists (e.g. medics, demolitions experts etc).

Time slice

For the purpose of working out all the other times in the rules I am going to use a ten minute time slice. This doesn't mean that all that time will be used by units for moving, firing or doing anything else, it is merely a choreographic abstract to allow all the bits to notionally fit together.

Technology

There is a huge gulf between the most and least able.

At the bottom end you can have a people's militia with untrained people armed with hunting rifles and the like through to infantry in Heavy Mobility Armour that can run at 40Km/h, shoot explosive slugs and are almost impervious to assault rifles.

With vehicles there is also a range from civilian wheeled vehicles up to the well armoured hover tank that can largely ignore ground conditions, move at road speeds across country and can shoot accurately on the move.

In the air there is also a wide range of capability, although this is more down to specialist aircraft rather than great technological differences. Largely that is because the air assets all represent controlled military hardware of one kind or another.

Bounce Into Action: Rules for Company Sized actions

1 Nov 2024 15:43

Bounce Into Action: Firing

Infantry Firing

All infantry firing, except Small Arms Air Defence (see below), uses 1d10 per stand firing. Officers (and other individually based figures) provide a positive modifier to a stand they are grouped with rather than an additional dice. If there are sufficient individually based figures in the same place to be the same size as a stand would be then they may fire collectively as if they were one stand.

Infantry Firing Modifiers
Firer Situation Mod Target Situation Mod
Moving8) -4 Unarmoured +3
Special Forces +4 in MA/HMA/cover -2
Each officer9) +1 Special Forces -4
Each turn aiming10) +1 Seasoned/Veterans -2
Veteran +1 Officer on own -8
Trained -1 Stationary Vehicle +2
Recruits/Civilians -2 non-tactical +1
Weapon Range Bands

Air Defence

This covers both Air to Air and Surface to Air. Orbital to Air is not allowed except for very slow aircraft.

The probability of an aircraft being hit depends on its speed, manoeuvrability and loiter time. The modifier for each of these three is added together to get the basic hit number required. This can then be modified by the pilot ability.

Aircraft Speed

Aircraft have one of three speeds Fast, Slow, Very Slow. Some aircraft types may be capable of more than one speed, if so this should be specified when their posture is chosen.

The relevant hit numbers are:

Firing from
target Surface Fast a/c Slow Very Slow
Fast 0 4 2 0
Slow 2 2 4 2
Very Slow 4 0 2 4
Aircraft Manoeuvrability

Like speed there are three versions of this, Good, Medium and Poor.

The relevant hit numbers are:

Firing from
target Surface Good Medium Poor
Good 1 2 1 0
Medium 2 4 2 1
Poor 4 8 4 2
Loiter Time

The longer an aircraft spends in a danger zone the more likely it is to get shot down. Aircraft fall into two groups, those that can loiter in the target zone and those that need to make several passes. Fast aircraft always make passes rather than loiter.

Fast aircraft on their first pass get -2 to being hit by air defence. On any subsequent passes there is no modifier to the hit probability. This represents the AD systems having a longer range than the missiles usually and aircraft will normally stay within range of the sensors while they are turning for subsequent passes. The short time spent in the defended area counter-acts this partially.

Those aircraft that can loiter get +1 to the hit probability for each turn that they remain in the Air Defence umbrella. This also applies to any fast aircraft that are dogfighting outside the ground force area.

Resolution

Once the hit number is worked out roll the hit number or less on the dice to hit the aircraft. If the dice roll is less than a quarter of the hit number then the aircraft is immediately shot down, otherwise it is damaged.

AD System Range Dice Notes
Heavy SAM 50 Km 1d6 always hits on a 1
Vehicle SAM / Air to Air Missile 20 Km 1d10 Misses if hit number below min roll
ManPAD 10 Km 2d6 Misses if hit number below min roll
Multi-Cannon 2 Km 2d6 Misses if hit number below min roll
SLA 3 2 Km 2d10 Misses if hit number below min roll
SLA 2 2 Km 1d100 Can only damage aircraft
Small Arms 300 m 1d100 Cannot damage Pacifiers, only damage to others

Where there are multiple air units on 'Air Defence' then the order of firing is by manoeuvrability, then pilot ability, speed, or highest die roll if all factors are identical.

Air to Ground Attack

15 Jun 2007 22:23
1)
but only if they are logged in, registration is temporarily disabled due to excessive spam. Contact the webmaster if you would like to edit these pages explaining your interest.
2)
although some of it is researched historical material a good amount of it is fiction and I don't distinguish on the pages which is which, so be warned;-
3)
only registered users can edit or add material, but you can self-register
4)
note that casualties are individual hits, not lost stands
5)
i.e. the same roll should be applied to all co-located stands, modifiers may differ
6)
i.e. in sight and doing the same as the others in the group, only the most senior in the group counts if more than one commissioned officer present
7)
tanks, armoured personnel carriers and anything mounting a weapon
8)
Except in HMA
9)
i.e. an individually based figure, includes specialists
10)
first turn doesn't count, only for SLA2/3 armed troops
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