Glorious Adventures in Science Loosely Involving Generally Historical Times

Revue des Règles du Jeu de Guerre

Gaslight - Glorious Adventures in Science Loosely Involving Generally Historical Times by Christopher Palmer et John R. »Buck« Surdu

Gaslight is a set of rules for fighting des escarmouches in the Victorian era. Bands of stout-hearted Extras are led by Main Characters - from the streets of London to the hills of South Africa et from the glorious charges of the Crimea to the maelstrom de la Guerre de Sécession. Gaslight was based on the popular Blood et Swash / Thunder et Plunder rules. These rules were written avec the works of Victorian science fiction authors in mind, such as H.G. Wells, Jules Verne, et H. Ryder Haggard, et a nod toward Hollywood.

In addition to the standard colonial era actions, special rules are included for adding various science fiction elements to the plot, including, but not limited to, steam conveyances, fabulous inventions, glorious weapons, et strange creatures from the depths of the jungle ou the core of the Earth.

The designers made the specific design choice not to build their own world for the rules. Instead, the rules allow for the generation of véhicules, weapons, et creatures that allow groups of players to tailor the rules to their perception of Victorian science fiction. Players will find these rules flexible et fun.


  • Titre: G.A.S.L.I.G.H.T. - Glorious Adventures in Science
    Loosely Involving Generally Historical Times
  • Période: Époque Victorienne
  • Type: Jeu d’Escarmouche
  • Échelle du Temp: pas donné
  • Échelle du Terrain: pas donné
  • Échelle de Troupes: 1 figurine = 1 man
  • Auteur: Christopher Palmer et John R. »Buck« Surdu
  • Format: 40 pages, piquage métallique
  • Langage: Anglais
  • Maison d’Édition: LMW Works, Tonawanda, NY
  • Publié: 2000


  1. Organization, 1 page
  2. Creating Main Characters et Extras, 2 pages
  3. Generating Fantastic Weapons, 3 pages
  4. Generating Véhicules et Conveyances, 4 pages
  5. Skills, 2 pages
  6. Generating Beasties et Baddies, 2 pages
  7. How the Games is played, 22 pages
    • Formations
    • Facing
    • Movement
    • Firing at Personnel
    • Firing at Véhicules
    • Reloading Weapons
    • Swivel Guns, Cannon et other large Ordonnance
    • Grenades et Grenade Launchers
    • Close Combat
    • Morale et Test of Manhood
    • Example of Filling Out a Record Sheet
  8. About the Authors, 1 page

Quick Reference Charts

  • Missile Attack Table
  • Véhicule Hit Chart
  • Morale et Morale Failure Results Chart
  • Personnel, Unit, Véhicule et Weapon Record Sheet

Fantastic Weapons et Fabulous Inventions

Victorian era miniature gaming appeals to the highly creative modélistes et joueurs de guerre among us who want to create fantastic machines, only to see them fight et fail in battle. Many wargame rules attempt to exactly model reality, et they must specify the exact number et position of gun et machine gun turrets on a particular fighting véhicule, as well as the realistic capabilities of the weapons mounted inside them. To play miniature wargames, historically accurate, precision-tooled scale models must be purchased, et superbly painted to match the high standard of craftsmanship exhibited by joueurs de guerre today. This can be frustrating, if the number of rivets ou track sections on a particular véhicule model turn out to be incorrect upon close inspection by a passionate rivet-counter.

Adventures in Victorian fiction provide a welcome change of pace from historical simulations, if miniature modélistes are encouraged to build their own equipment from scratch. Plastic bottle caps, coffee stirrers, shampoo bottles, cream cheese containers, handles of disposable razors, cardboard tubes, jewellery chains, popsicle sticks, et other suitable parts can be used to build fascinating steam-powered véhicules, amphibians, naval vessels, et aircraft. Fleamarkets are an excellent source of cheap plastic toys which only need to be modified et repainted to pass as Victorian fighting machines. The creative potential is endless, et Gaslight provides the game rules to drive, sail, fly, fire, et destroy any secret weapon design a player could possibly come up with. Rather than develop a Victorian world of their own, et the expensive miniature merchandize to go avec it, the creators of Gaslight designed random generation tables to fit the figurines, weapons, véhicules, et monsters we already have in our collections. This is a truly liberating idea pour joueurs de guerre, et for sci-fi modélistes interested in taking their scratch-built designs off the shelf, et play-testing them.

Véhicules et conveyances need to have their engines started et sustained throughout the game. Part of the fun is that engines may conk out at the wrong moment, et critical hits may damage ou jam certain components, making the véhicule difficult ou impossible to control. Regular troops may be less imposing than Victorian fighting véhicules, but their combat abilities are relatively predictable et more consistantly reliable. With the exception of some special abilities of main characters et extras, the infantry, cavalry, et artillerie rules in Gaslight are straightforward, easy to implement, et conceptually similar to those used in historical miniatures games. Fantastic small-arms et heavy weapons may be generated to provide the infantry avec better anti-armour et anti-personnel firepower. Some of these weapons might launch grenades, but their range may be too short, et they make take too long to reload to be suitable for combat. If all else fails, an heroic main character may have to stop an attacking creature ou steam tank avec a Webley revolver.

Beasts et Baddies

Toy stores, fleamarkets, et cereal boxes offer an unbelievable variety of strange creatures which would be nice to have, if they were useful to miniatures gamers. Some of these creatures may have to be dull-coated ou re-painted to make them compatible avec existing wargame figurines, but many can be used as they are. Gaslight provides the random creature generation table to turn these plastic critters into serious opponents, some of which may turn out to be slow, weak, et not too aggressive, if you’re lucky. The element of surprise is a defining element in Gaslight, unlike other rules which require multiple source books to spell out every minute detail, every strength et weakness of a potential opponent to a point where the fog of war is lifted completely. There is plenty of fog of war in Gaselight. The game master may decide to move a fast creature very slowly to lead players on, et armour characteristics might be kept secret until a strange creature has been killed et medically examined.

Got some of my best plot ideas from playing Gaslight. -- Jules Verne

Jules Verne et H.G. Wells probably would have loved Gaslight, if the rules had been available then. Colonial joueurs de guerre will find Gaslight easy to mix et match avec The Sword and the Flame ou similar escarmouche et Western Gunfight games which lack the véhicule et creature rules for a stimulating what-if scenario. And, there is no reason why Ancients ou Napoleonic joueurs de guerre should forgo the intense experience of meeting a strange creature on the gaming table. Allow Gaslight to inspire you.

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Règles du Jeu de Guerre