Table of Contents
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.
- Master map of the Universe (6Mb PDF, as at 3212).
- Delta Green - some roleplaying campaigns about horror and conspiracy. The main one was set in Berlin in 1953.
- Free games rules - a collection of free rules for wargames and other sorts of face to face games that I have designed or run.
- Wargames rules - I'm not just a player of games, I also do rules for them from time to time as well as one-off games. A primary outlet for this is through Chestnut Lodge Wargames Group.
- Other free rules - at the moment just those for the 1689 (Orange or Lemon? and Bonnie Dundee, respectively about the debates in the Scots Parliament and then the military campaign of Viscount Dundee during 1689) and The Other Side of the COIN (about what makes people become insurgents). All games that I have have produced for Chestnut Lodge Wargames Group.
- Background for a near future universe where I have written some fiction and also run some roleplaying games in.
Comments and complaints to me at webmaster@full-moon.info please.
James Kemp
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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
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
Bounce Into Action: Infantry
Once the mass of the defending infantry become possessed of low morale, the battle is as good as lost. **Douglas Haig**
There is no substitute for boots on the ground when it comes to winning battles and taking ground from the enemy. For this you need infantry.
Overview
There is a wide range of capability in the universe. Infantry range from groups of settlers armed with hunting rifles and other small arms to the fully professional and highly trained Ground Forces using Heavy Mobility Armour (HMA).
Each infantry group (stand) has a number of characteristics that determine how it fights the battle. Training and Experience combine to give an idea of how capable the troops are and how flexibly you can use them. Better trained troops will have smaller groups represented by a single stand, they will also be harder to hit. Each infantry unit will also have a morale rating which will be the target number for morale rolls when required. Lastly the level of equipment that an infantry unit has will determine how well it can engage other units and also how well protected it is from fire.
Training
All troops will fall into one of the categories below, if in doubt use the lower category.
| Category | Definition | Stand Size |
|---|---|---|
| Civilian | Those with no formal military training, or less than required to reach the next level. Units at this level that survive sufficient actions to become Seasoned should be upgraded to Recruits even if they don't get formal military training. | Around 50 people per stand, not very flexible, no officers or crew served weapons. |
| Recruits | A minimum of 40 days training in basic military skills, discipline and rudimentary weapons handling, this is equivalent to the first phase of basic training most western soldiers go through. All non-infantry Militia (except officers) fight at this level if required to do so as infantry. At this level only basic weapons can be used, assault rifles and grenades. | About 30 people per stand, officers from a higher training class only. Crew served weapons in groups of four to six. |
| Trained | A minimum of 150 days of military training analagous to what most recruits to professional armies will get in the modern period. All non-infantry GF (except officers) will fight at this standard if forced to do so in an infantry role. Militia infantry and GF non-infantry officers also fight at this level. Training to this level allows the use of Light Tactical Armour (LTA) and SLA weapons. | Each stand represents a squad of about 8 to 10 soldiers, officers are individually based. Each crew served weapon would be a stand on its own. |
| Regular | A minimum of a year's training in advanced infantry tactics and weaponry is required to hit this level of training. All GF Infantry are of this standard which also allows the use of Heavy Mobility Armour | Stands are groups of four soldiers, officers are individually based, Each crew served weapon is a single stand. |
| Special Forces | the elite will have trained continuously for years. They are highly motivated and can use any equipment likely to be found. They are also capable of training others. | All special forces soldiers should be based in pairs, except officers and NCOs who should be singly based. Crew served weapons are individual stands. |
Experience
| Category | Definition |
|---|---|
| Raw | No combat experience or exposure to fire. |
| Novice | Trained troops (or better) who have yet to be involved in combat. They are likely to have been exposed to some incoming fire during training in a safe way (e.g. over their heads, or non-armour piercing rounds fired at HMA etc). |
| Experienced | Fought at least one action where incoming fire was received and weapon was fired in anger at the enemy. |
| Seasoned | Fought at least 15 actions (as defined above). Being wounded in action counts as two actions. |
| Veteran | Fought at least 30 actions. |
Equipment
There are four equipment levels for infantry:
- Civilian weapons
- Assault rifles
- Light Tactical Armour
- Heavy Mobility Armour
Civilian Weapons
Troops equipped in this way are unarmoured and can only successfully engage targets that are either unarmoured or in light armour. HMA troops and armoured vehicles are immune to their fire (except for morale purposes).
Any class of troops may use this equipment level.
Assault Rifles
This is the equivalent of early 21st century military technology. These troops have light armour covering vital organs and automatic weapons. They usually have armour piercing ammunition that is very effective at short range and moderately effective at longer ranges.
Some training is required to use this kit effectively so Civilians may not be equipped at this level.
Light Tactical Armour (LTA)
This is the main level of equipment for most professional troops in the universe. Body, vital organs, head and major joints protected by lightweight laminar armour. The suit is airtight and has environment controls, HUD with tactical information, medic readouts, IFF system etc.
A considerable level of training is required to use LTA so only troops that are at least Trained can be equipped to this level.
High Mobility Armour (HMA)
This is specialist armour used only by professional Ground Force infantry5).
Complete body environmental laminar armour. The suit is airtight and has environment controls, HUD with tactical information, medic readouts, IFF system etc. The main advantages of this armour are speed, sustainability, firing platform stability and occupant survivability.
Marine Armour (MA)
This is specialised space armour used by the Starship Marines. It is similar in terms of support and protection to TA, but a lot less maneuverable in planetary situations (it is designed for use mainly in zero g). It's here because Starship Marines are sometimes used as assault troops in planetside missions.
Morale
See the Bounce Into Action: Morale section for details on how this works.
Basic morale factors for infantry depend on training and experience. This is modified by the level of medical and logistical support and their expectations of the mission ahead of them.
Cross reference the training and experience in the table below to get the basic morale number that the factors are applied to.
| Training | Raw | Novice | Experienced | Seasoned | Veteran |
|---|---|---|---|---|---|
| Civilian | 1 | - | 0 | - | - |
| Recruits | 2 | - | 1 | -1 | -2 |
| Trained | - | 3 | 2 | 1 | 1 |
| Regular | - | 4 | 3 | 2 | 2 |
| Special Forces | - | 5 | 4 | 3 | 2 |
Bounce Into Action: Orders
Issue Orders
Every unit must have a set of orders to carry out. These should not usually change every game turn. They should also have a posture which may well change from turn to turn as they carry out the orders.
Orders can be changed only by a senior officer. So a platoon commander needs to be given orders by their own Company Commander and they in turn must give orders to their section commanders that are in line with the orders that they have been given.
Orders are likely to be of the flavour “Seize and hold the bridge at Grid 648382”
Posture
Within the orders framework each of the stands controlled by a player must be given a general posture that determines how it will attempt to carry out the orders.
| Posture | Explanation |
|---|---|
| Advance to Contact | Unit will advance tactically onto the nominated position even if fired upon by the enemy, they will close assault any enemy unit that they come into contact with |
| Advance | Unit will advance tactically onto the nominated position or until they come under effective enemy fire. They will return fire or engage any spotted enemy in a firefight at medium range. |
| Travel | Unit will move non-tactically to a specified point. Likely to retire disordered if fired upon. |
| Dig in | Unit will prepare their current position for better defence, including marking up arcs of fire, registering likely indirect fire targets as well as digging themselves in. |
| Defend | Unit will wait until enemy are at medium range or they are taking effective fire before engaging in the suppressive fire phase. |
| Delay | Unit will open fire at long range in the suppressive fire phase and retire in good order facing the enemy to their next position when they start to take casualties |
| Observe | Unit will not open fire on the enemy unless directly engaged. May call in indirect fire and may return fire to cover a withdrawal in the suppressive fire phase. |
| Fire Support | Unit will attempt to provide suppressive fire to support another friendly unit |
| Re-org | Unit will re-organise itself following a close assault tending to casualties, ammo etc. |
| Embark/Disembark | Troops will get on/off a vehicle that can carry them. |
| Transport | A vehicle or aircraft will move its cargo to a specified location tactically (to move non-tactically use 'Travel' as the posture) |
| Land | An aircraft will land on the ground. |
| Ground Attack | An aircraft will attempt to attack a ground target |
| Air Defence | An aircraft or Air Defence system will attempt to attack air targets |
| Orbital | a Shuttle or Pacifier will return to orbital mode |
| Planetary | a Shuttle or Pacifier will descend from orbital mode |
| Launch | An aircraft takes off or is launched from an orbital or starship |
declare Air Defence targets
All units with an 'Air Defence' posture must declare either a specific aircraft that they wish to target or a ground unit that they wish to cover.
declare Air to Surface targets
All units with a 'Ground Attack' posture must show which ground units they wish to target with their weapons and their route to the weapons release point.
Morale
The morale of the soldier is the greatest single factor in war. (Field marshal Sir Bernard Law Montgomery)
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
When any of the following conditions apply then morale should be tested:
- two or more casualties6) (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 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 2d6 for each7) individual/stand or group (i.e. a group all inhabiting the same square). Modify the dice roll if any of the factors below apply.
| Situation | Modifier |
|---|---|
| Officer leading by example 8) | +1 |
| Under small arms fire from within [two squares] or indirect fire/grenades | -1 |
| Each friendly casualty in sight (walking wounded or worse) | -1 |
| Each enemy casualty in sight (walking wounded or worse) | +1 |
| Visibly outnumbered (i.e. more enemy than friends in view) | -1 |
| Melee threatened with edged weapon | -2 |
| Officer taking morale | +2 |
| NCO taking morale | +1 |
| Total Score | Resulting Individual Morale |
|---|---|
| 7 or over | No restrictions, carry on with whatever they wanted to do. |
| 3 to 6 | 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. |
| Less than 3 | Duck back behind 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. |
| -1 or 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 will be several squares in size and 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 indivdiual 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 crew members do if they are visible.
Wargames
The spirit of the wargame
"Wargames are played, for the most part, without the supervision of an umpire. The game relies on the integrity of the individual players to show consideration for other players and to abide by the rules. All players should conduct themselves in a disciplined manner, demonstrating courtesy and sportsmanship at all times, irrespective of how competitive they may be. This is the spirit of the wargame."
Bob Cordery, Wargames Development.
Wargames
- Hot Blood & Cold Steel - a WW1 trench raiding game using offset squares and individual figures. All the rules you need to play fit on a single side of A4.
- WW2 Company Actions - a work in progress to do a set of company level actions for WW2 infantry actions.
- Bounce into Action - another work in progress on doing a set of rules that fit between Jim Wallman's 'Starship Soldier' and 'Plan A'. i.e. another set of company level rules in an SF environment.