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Last Updated 2001-07-01
These are culled from the GASLIGHTRules YahooGroup. They
are the work of the stalwarts on the list.
Organisation |
Q |
How many figures do I need? |
A |
The rules have a lot of flexibility and games
have been played with only a couple dozen, up to around 200 figures. We find
a good number and mix for games to flow well is when each player has a unit,
a vehicle, and a couple of Main Characters to run. |
|
Q |
How big is a unit? |
A |
The basic unit size in GASLIGHT is ten men. |
|
Creating Main Characters and Extras |
Q |
Heroes leading units are TOUGH. That unit
is too powerful unless you play balance it somehow. |
A |
Right. We usually reserve Heroes for those
unattached Main Characters. On the other hand, in some circumstances, if
might make sense to have an "elite unit" that kicks serious butt.
Yes, you have to realize the powerful tool you wield when you put a Hero
controlled unit on the board, and play balance the game accordingly. I recently
play tested a Zulu game where there was a unit of Boer farmers led by a Hero.
The Brits all stood around with their mouths agape, as the Boer unit almost
single handedly cleared the veldt of all the natives. |
|
Generating Vehicles and Conveyances |
Q |
What is the difference between Vehicles
and Conveyances? |
A |
Vehicles can hold more than one person (i.e.
a steam tank), and a Conveyance can hold only one person, (i.e. a bicycle).
They both can be either armored or unarmored. |
|
Q |
What is the deal with Save Numbers and
Unarmoured Conveyances? The Rules are TOUGH to follow - Unarmored vehicles
do not have a save number...later in the same paragraph...Unarmored vehicles
halve the results of the save roll. Huh? |
A |
Refer to the definitions of conveyances vs.
the definition of vehicles on page 7. An example of unarmored conveyance
would be a bicycle. An example of an unarmored vehicle would be a 2.5 ton
truck. |
|
Q |
Do vehicles have to sustain EVERY TURN
- even if they are just shooting? |
A |
Yes. Sustain keeps the motor from konking out.
And finally, to clarify - if a Vehicle fails it's Sustain roll, it can take
NO action, firing, reloading, move etc...
This needs to be a GM call. If the weapon is powered, one could assume that
when the engine conks out that the weapon cannot fire, but maybe it has
batteries. If the engine conks out, crewmen manning Gattling guns should
be able to fire, I think. |
|
Q |
Should my walkers/vehicles have Cannons
- or should their weapons be something different? (Negating the amount of
Arty wandering my table and wiping out units) |
A |
We often arm them with weapons rolled from the
Heavy Weapons Chart. |
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How the Game is played |
A |
First, about cards. I agree. The problem with
card-based systems is that someone is always waiting for something to do.
In Blood and Swash, I got around that by only allowing one figure to perform
one action, and the resolution of that action is very quick. The hope was
that the actions were fast enough in GASLIGHT that this wouldn't be a problem.
(In most of my other game designs, I have chosen other methods than cards
to add friction.)
As a GM, I find that I can flip three or four cards at a time, generally,
without having any effect on the game. I only stop flipping cards when the
next card will cause a conflict. Once the limiting action has been resolved,
I start flipping cards again until the next conflict occurs. For instance,
three players on the same team can go simultaneously in many cases. Players
on opposite ends of the table can often take actions simultaneously. |
|
Movement |
Q |
What about Charges? |
A |
The guidelines I use for allowing charges are
as follows. First, I require that the charging unit has an actual chance
of reaching its target; which for infantry, for example, would be 12" (6"
move +d6 charge bonus). The second is that the charging unit must have a
clearly defined objective, not necessarily a unit. A physical objective would
do also. For example, I would let a unit charge towards a wall in order to
occupy it first. These two rules combined, prevent charges just to gain ground.
In your case, I would be tempted to rule that what you are describing is
an ordered rout. Somebody (maybe the officer), shouts 'Let's get out of here!'
, and the men, 'scared witless', as you say, interpret it as they want.
Therefore, I would require the unit to roll on the Morale Failure Results
Table. I would modify the table's last line from 'No Effect' to 'Move as
Desired'. Most of the results would therefore be a move 12" (same as a maximum
charge move), or greater away from the threat. This in effect would give
you the effect of a unit gettin' the hell out of town, as it were, with only
the thought of saving their skins on their mind. Chris |
|
Firing at Personnel |
Q |
Can figures hide behind other figures or
are you getting too skirmishy if you do that? |
A |
Figures cannot hide behind others. When you
roll randomly for the number used to count through the unit, determining
who gets hit (p. 19), everyone in the area gets counted. The idea is that
a bullet can pass through one guy's shirt and hit the guy behind him. We
didn't want to gunk up the game with allowing men to hide behind other men. |
|
Q |
Do figures, firing at a unit, hit only
the figures they can actually hit? (are in their LOS) or do they affect the
entire unit? |
A |
Again, figures (except for Main Characters)
don't fire at individual targets; they fire at units. As long as the GM
determines that the target is legitimate, anyone in the unit can be hit.
Bullets keep going into the woods -- even though the men in the unit who
are farther back into the woods might not be visible. Basically, I agree
with Buck here. I would be inclined to rule, though, that any figures in
a unit that are truly, within the laws of physics, impossible to be hit,
be left out of the casualty determining count. |
|
Firing at Vehicles |
Q |
Still kinda confused on a couple of points:
The rules on Unarmored say that they get half a save number. So they do get
to save? Or is that a modifier for the personnel? I know I am belabouring
a point, but this resulted in one of the coolest vehicles - the Ornithopter
- getting whacked in turn 2. |
A |
Unarmored conveyances don't get a save; you
just roll against the people. In other words, you don't target a bike; you
target the rider.
Unormored vehicles (a vehicle holds more than one person) DOES get a save.
If you fire at a truck, the truck gets a Save. The Save attribute is determined
by rolling on the chart, but dividing the RESULT by two.
So your ornithoper, assuming it only holds one man (and is therefore a
conveyance), would not get a Save. If you shoot and kill the operator, it
flaps crazily to the ground and cracks up. If your ornithopter holds several
people (and is therefore a vehicle), it would get a Save.
The notion here is that something so small that it could only handle a single
person would be too fragile to take a hit. If you miss the person, you also
hit the conveyance. If you hit the person and kill him, you also destroy
the conveyance.
Yes and no. The Main Character would get to use his save for himself personally,
but I would rule that the conveyance had been destroyed anyway; either by
receiving the hit directly, or crashing while the MC driver was distracted
by a shell passing through his breeches. The MC would therefore be killed
if he failed his save, or have to continue on foot, (without any benefits
attached to the conveyance, i.e., weapon), if he passes his save. |
|
Q |
Seems that the vehicle fire charts are
for ANY weapon firing at them? So a pistol or a Cannon fire on the same charts
(I am in that case sure that Save Rolls affect the outcome pretty substantially)
|
A |
Yes, you are right that any weapon uses the
vehicle fire charts. And yes saving throws are a determining factor. More
specifically the SRM (Save Roll Modifier) of the weapon firing is the big
determiner.
The basic save throw for the vehicle represents the basic toughness of the
vehicle's hull. The SRM of the weapon represents it destructive capability.
A pistol has a SRM of -10, which means whatever the vehicle's owner rolls
for his save he subtracts 10 from it. So it's pretty hard to not save from
a pistol shot.
On the other hand, if you look at the Artillery Effects Chart, you will see
that most artillery gets a + SRM modifier. This makes it more difficult for
the vehicle to save. We always treat any Save roll of 20, as an automatic
failure. This means that even a pistol can get a lucky shot. This happened
in the Cold Wars Civil War Science game. A lone Confederate officer shot
his pistol in desperation at a huge Armoured Steam Spider and scored a hit.
The owning player rolled his save, never doubting he would succeed, but rolled
a 20. This was treated as an automatic critical hit. The result was noxious
gases filled the spider, incapacitating the crew. Apparently, we decided,
the bullet had punctured some pipe, causing an internal leak. Surprise
occurrences like this; we feel, make for a more exciting and fun game. |
|
Swivel Guns, Cannons and Other Large Ordnance |
Q |
Artillery as is can be devastating - before
our Vehicles starting shooting at each other, they commenced to pounding
some infantry and doing great damage to units. |
A |
See above comments. I think maybe you just had
too many large guns in the game. |
|
Q |
Does Artillery have any kind of increased
effect against Conveyances? |
A |
No. Conveyances are merely vehicles that move
only one person as opposed to a vehicle which moves more than one. The more
important factor is whether the target is armoured or not. An armoured conveyance
could be better off versus artillery than an unarmored vehicle. The only
special case is an unarmored conveyance. In this case, we feel that the man
operating the conveyance is the actual target, so any hit against it is really
a hit versus a man target. This means the conveyance itself gets no saving
throw, and the operator does only if it's a Main Character. |
|
Q |
Should Artillery shells really have a 6/8/10"
diameter? (Very big when you put it over a figure...) |
A |
This was controversial during play testing and
design. Recall that not everyone in the radius gets hit. You divide the roll
on 1d20 by the divide-by number. Given and expected value (average roll)
on 1d20 is 10.5, this means that a large gun will affect about 5 figures
per shot. A small cannon, on the other hand, could affect at MOST 5, and
probably only 2. When the enemy has artillery, you need to spread out your
units. You could always modify the radii or the divide-by number to suit
the tastes of your group. |
|
Close Combat |
Q |
How do infantry Scuffle with vehicles?
(We had an interesting phenomenon - one of the Federal Tanks was retreating
to get a better shot at a CSA Spider, and some CSA infantry and Cavalry used
it to screen themselves from Federal Infantry - pretty comical!) |
A |
This is really a game master call.
The GM must determine whether the vehicle CAN be scuffled by infantry. In
other words, do the hatches lock, is the skin thin enough to be punctured
by swords and bayonets, etc. If there is no way for infantry to get into
the vehicle, they must have something to help them, such as Professor Palmer's
Armour Piercing Pneumatic Drill. They might be able to force the occupants
to come out by tossing in some gas or something. The GM might also allow
the infantry to attempt to inflict a mobility kill from outside.
My thoughts on this are that you should generally allow attacking infantry
to pry open a hatch or three and melee the occupants. It is pretty difficult
to get close enough to one of these vehicles as it is. Go ahead and let them
melee. We made the decision that there would be no modifiers to close combat
rolls - for simplicity and speed. As a result, being behind cover doesn't
matter in close combat. This would probably be a good time to say a few words
about the reverse: Vehicles meleeing infantry. Usually what we do is let
the vehicle move and any infantry it can contact becomes a potential target.
The driver rolls his scuffle number to determine if the targets are hit.
Extras that are hit are automatically eliminated; MC's get to Save, (thus
rolling between the vehicle's treads, providing the audience with another
heart-stopping escape!). Buck once got into the middle of my Bicycle Lancers
with a Steam Elephant, (made from a Star Wars Imperial Walker), and got two
cards before I was able to move out. Picture those huge heavy flat feet,
and the poor cavalrymen trying to pedal and steer frantically on their
penny-farthings. The result was not pretty. |
|
Q |
In a game last night the question came
up about using a vehicle to crush enemy figures as part of its movement.
At the time I didn't allow it but am curious if some sort of save or morale
roll would be appropriate for figs in its path. |
A |
Basically, the way I have done it is to have
the player move the vehicle over any figures that its' movement allows. The
driver then roles his Scuffle number to see if he actually was able to collide
with any of the targets. Extras would be automatically squashed, MC's would
get a saving throw. Your situation seems to be slightly different, in that
the vehicle was runaway, and therefore not deliberately trying to hit people.
A simple answer would be to generate a random hit number for the vehicle.
I would base it on the speed and relative size of the machine. Take the vehicle's
speed, and add it to a number representing the size, then divided by two.
This would give you a number you could use for random/accidental overruns.
For the size number we could classify vehicles three ways: small, medium,
& large. You can generate the random numbers by rolling a D20 on the
MC Attribute Table, using Veteran for a small vehicle, Leader for a medium
vehicle, and Adventurer for a large vehicle. |
|
Morale and Tests of Manhood |
|
General hints and tips on Morale. |
|
|
Players can shorten the time it takes to determine
the morale results if they do it 'assembly line' style, and as a team. First,
the unit's owner should drop a number of d20s, equal to the men in the unit,
all at once. Then he should start reading them off in some random order,
(left to right perhaps, or maybe across the color spectrum: warm shades to
cool shades). Starting with the highest MC, then to the Extras, the owning
player reads a die number to another player reading the chart. The chart
man then announces the corresponding result and the unit's owner moves the
figure. He then reads the next die number, and the chart man reads the next
result, and another figure is moved, etc., etc. This beats one player, rolling
a die, consulting the chart, moving a figure, repeat, over and over again
for each figure in a unit.
The whole unit should suffer the effects of a bad morale check. |
Gaslight Tips
Useful ideas and suggestions from those who have seen the elephant.
Unit & Character Cards |
These can be produced in a variety of ways: |
PC printer business cards |
Most work, best effect. For The Rules With
No Name I use a digital camera to take pictures of the figures and then print
them right on the cards. No need to worry which figure is Catfish Sam. Just
look at the photo. It could work with units too.
(Robert Minadeo) |
|
Make Your Own |
To make the game flow faster and add to the
general look, I have scanned pictures of my Main Characters & a figure
from each unit for unit cards. I have then pasted them into a word document
and put all the Shoot, Scuffle, etc ratings on them. I get 9 cards to a page.
The only down side is scanning the figures but you'd be surprised at how
quickly you can finish off most of your units. I'll save them on my PC until
I need them, then print them off and glue them to some index cards I've lying
around.
(Barry Burman) |
|
Playing Cards |
For our group, the answer is quit simple...
Take a standard deck of playing cards and assign each unit a particular card.
Keep track of the card(s) on your record sheet. It works for us.
(Mark A. Siefert) |
|
Old Business Cards |
Just write unit info on the backs. I even use
stick figure-ish sketches of the miniatures to speed play. Much easier to
match the figure to the picture than to look up the names involved. You can
mark status changes on them, experience, whatever. Very disposable. (Robert
Minadeo) |
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Poker chips |
Basing Figures |
You can mark the bases of your figures to
distinguish Main Characters from Extras. |
Paint |
Paint the base, or just one or more edges a
different colour to show a Main Characters. Use a different colour for each
level of Main Characters. |
|
Terrain |
I use a very visible rock on my bases to
distinguish squad leaders, two for officers and a twig as a log for Heroes.
Just be careful the hero does not trip over the log.
(Lee Barnes) |
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Equivalency for Extras |
I have been trying to figure out a system where
Squads of Extras of different nationalities are fairly balanced in overall
effectiveness. First, I am trying to put a point value on a squad of extras,
I assume that the Unit Leader and his sidekick are main characters and they
are not included. That leaves 8 Extras to form a squad. Here is the formula
I use to create an approximately even battle by applying the ratio between
Squad points.
Formula: Squad Points = (((Number Of Guns * Reload Factor) * Range Factor)
* Shoot Factor) + (Number Figs * Scuffle Factor)
Definitions: Reload Factor = How often do the majority of extras have to
reload? No reload required equals 1.0, Reload takes 1 turn = 0.5, etc
Range Factor = How far does the majority of weapons shoot? A breech loading
rifle range is 12"/24" its factor is 1.0; a Pathan Jezail range is 18"/36"
its factor is 1.5, Spears are 6"/12" factor is .5, etc
Examples: British Troops as extras all carrying breech loaders, Shoot = 9,
Scuffle = 8 Squad Points = (((8 * 1) * 1) * 9) + (8 * 8) = 136
Pathans as Extras - 4 armed with Jezails 4 armed with swords, Shoot = 8,
scuffle = 10 Squad Points = (((4 * .5) * 1.5) * 8) + (8 * 10) = 104
Cannibals as Extras - 4 armed with Spears, Shoot = 6, Scuffle = 8 Squad points
= (((4 * 1) * 0.5) * 6) + (8 * 8) = 76
Scott Mathews |
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