Commando Optional Infantry Rules (MK2)

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Requiem
05/19/18 10:11 AM
58.175.193.140

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After re-reading my fist attempt I thought it required re-working – consider the following

OPTIONAL INFANTRY RULES

The original four types of infantry include foot, motorized, jump infantry and Battle-Armour infantry. Though there is now an additional two types of infantry these being the Commando and the Insurgent.

THE COMMANDO
The Commando (a special forces operative) undergo a highly educated training, not only in advanced tactics, they also undertake a ridged physical and mental training – as advanced infantry operatives – their training includes the following –the ability to be subtle and covert, the use of vehicles including armour, VTOL and naval craft – They are also experts in being a military sniper (assassination), demolitions, sabotage, infiltration of enemy strongpoints and/or operational area, extraction, Jump-Pack operation, commandeering of enemy vehicles and equipment and improvised explosive ruses. Commandoes are also trained to operate in any environment – Land, air, sea or space as well as utilizing HALO and LALO parachute operations.

Note – House unit commandoes can also undertake additional training to become either a mech-Warrior or an aerospace fighter pilot. (Refer below regarding the rules for Extraction).

Commando units are usually a 16-‘man’ platoons – two 7 men squads and one 2 man sniper unit that can act independently (with different weapons and objectives) or as a group. Though for clandestine operations this can be amended, however if it is deemed necessary to combine platoons then they must have the same operations objective(s) i.e. increase the number of snipers within the group is allowable if they are required to assassinate multiple targets at the same time.

Each 7 man squad must carry the same type of weapon and can be armed with machine guns, portable lasers, or short-range missiles. The two man sniper unit is armed with a high velocity sniper rifle together with either an armour piercing or depleted uranium ammunition.
In addition to this a Commando unit is outfitted with sneak suits (or powered armour when it becomes available) for camouflage or covert operations, or other suits when a mission requires them; eg. Diving-suits / Space-suits.

The Table below shows the different types of weapons a commando squad has access to, their Movement Points, the number of men in each when at full strength, and the maximum amount of damage an undamaged unit can do.

COMMANDO SQUADS
Type....................... MP..........Men......... Max. Damage
Machine Guns.........2............. 7..............3
Portable Lasers.......2..............7..............4
SRMs...................... 2..............7..............4
Sniper Rifle............. 2..............2..............See Combat , below
Jump Commando
Machine Guns.........4..............7..............3
Portable Lasers.......4..............7..............4
SRMs...................... 4..............7..............4
Sniper Rifle............. 4..............2...............See Combat, below

Each Commando unit has a record sheet that is to be used to keep track of its status during the game. Prior to the start of the game the players should fill out the appropriate sheets indicating their squad’s weaponry and any other equipment they may be utilizing for the any mission specific operation (be specific – who has what as this is important (see below)) As well as their starting hex number (see below).

EXPERIENCE LEVELS – SQUAD DEVELOPMENT
Same rules as per squad development.

However, the following Commando Squad table should be used and it should be noted that only Veteran and Elite Infantry can be trained into a Commando Unit. Though for game purposes even though they may have been Veteran or Elite Infantry. Once Commando training is completed they are then only considered Regular Commando and must proceed, again, through experience to an Elite Commando Status.

Commando Infantry Squad Experience Level Table
Battle-armour
Experience Level.............Modifier............Base to Hit
Regular Commando............0..........................3
Veteran Commando............-/+1*....................2
Elite Commando..................-/+2*....................1
* Used for all roles that is to be considered to help in achieving the commando’s objective requirement(s) 1D6 or 2D6 roles as noted below.

MORALE
Commando units are not subject to morale checks, even if they have lost most of their numbers.

DAMAGE
Same, as per standard Infantry rules.

COMBAT
Commando combat is divided into different types: combat with commando infantry, and combat with snipers.

STANDARD COMMANDO ATTACKS
Commando fire and To-Hit procedures are the same as for standard Infantry.
However they have a modified To-Hit Numbers by Range.

Base To-Hit Numbers of Standard Infantry Weapons
Weapon......................Range in Hexes
Type................0......1......2......3......4......5.......6
MG..................1.......2......3
Laser...............1......2......3......4
SRM................ 1......2......2......3......4......5......6

The amount of damage a commando squad does is based on the number of men that it currently has, and the type of weapons with which it is armed (as noted above). For every two men lost from their squad subtract 1 from the Max damage the unit can do.

SNIPER COMMANDO ATTACKS
A Sniper Commando unit has been trained in assassination and also that of anti-battle-armour tactics. These units use stealth to hunt down ‘their’ target, keeping them at a distance and with the use of a high velocity sniper rifle, together with high velocity, armour piercing and/or uranium depleted rounds kill their assigned target. This tactic is dangerous and requires highly skilled and dedicated individuals, but it can remove key individuals or deplete the number of elementals on the battlefield quickly.
Each team is made up of one rifleman and one spotter.
Anti-Battle-Armour attacks are resolved in the Weapon Attack Phase of the turn.


Their base To-Hit Numbers of a Sniper Commando are as follows.
Weapon Range in Hexes
Type................0-1....2....3-4....5-6....7-8....9-10....11-12....13-14....15-16....17-18....19-20
Sniper Rifle.......2.... 2.....3........3……4..…..4….……5……..6……….7………8…..……8

The amount of damage that a standard round does is as follows.

For an un-armoured individual, a direct hit is to be considered an automatic kill.

For Battle-armour when using either an armour piercing and/or uranium depleted round the following is to be considered. (Consider this rifle and its ammunition will be available 2 to 3 years before that of armour piercing rounds for ‘Mechs or even earlier this will be at the discretion of the individuals playing the game).( Otherwise they are using a 50 cal. Sniper Rifle that will have on effect on Battle Armour – However for non-armoured individuals this should be treated as per the above rule)

If a hit is achieved, the round does one point of damage to the armour due to penetration damage to the amour, however, the remaining damage is to be be considered a “critical hit effect” to the battle-armour’s operator. Roll a 1D6 (eg. using an elemental Unit of 5), rerolling a 6 result (and any other number that is considered out of action/not in a unit of 5 during the game). That armour is considered to be out of action for the duration of the battle. Roll a second 1D6 – on a roll of 1, 3 or 6 the Battle-armour pilot is to be considered killed in action, otherwise if treatment is readily available and obtained the pilot is to be considered to be a survivor of the battle.

Note, a sniper is considered to be well camouflaged when attacking, therefore they are considered to be a hidden unit even when attacking. The defender is to roll a 1D6 on a roll of either a 1 or 6 the location of the sniper has been determined by the attacker.

POINT BLANK SHOTS FROM HIDDEN UNITS
Same rules are to apply, however if the unit is a sniper the base To-Hit Number is not modified for movement or terrain, and it should be 2 for all shots.

MOVEMENT
As per infantry Commandoes have no facing and can move in any direction unless blocked by terrain and must pay the same movement point costs as per other units. Also entering / Leaving either buildings or vehicles or climb/descend stairs to reach one level higher or lower will cost 1 MP.
Commandoes may also move into Depth 1 or deeper water as required to swim to their objective. Though movement is reduced by half (Sneak-suits only unless the power armour has been created with amphibian operations in mind).
Jump and Power armoured Commandoes can move as per the jump / power armoured rules.

HIDDEN LOCATION AND MOVEMENT
If the battle is assumed to have occurred in such a way that the Commandoes had warning of the impending attack they may be considered to start the game as hidden units at the start of the game.
They are considered to follow the same rules as those for Hidden Units.

Alternatively if it assumed the Commandoes were surprised by the attack they must start the game within the first row of hexes as per their defender deployment side.

However as Commandoes, when wearing their sneak suits (or a variant of this such as ECM and Camo Suits) and their movement is by walking only and with sufficient cove such as light / heavy woods / buildings / obscured by natural terrain, they are still to be considered hidden when moving, have an enemy unit move into their hex or end its movement adjacent to it unless the attacker is able to roll a 1, 3, or 6 on a 1D6 – then they will no longer be a hidden unit.
Same rules apply when using ECM and Camo Suits

SURVEILLANCE
Commando teams have the ability to covertly watch they intended target for extended periods of time. Roll 2D6 once per day on a roll of 2 only will the surveillance team be spotted.

INFANTRY CARRIER
Commandoes may ride inside a vehicle during the course of a game that is equipped with cargo space may carry them inside of it.
Therefore, a Commando Squad of Seven takes up 1 ton of cargo space unencumbered by power armour.
With Power Armor this is increased to 1.5 tons of cargo space.
And with Jump packs / parachutes this is increased to 2 tons of cargo space.
For Commandoes all other rules regarding Infantry and the use of vehicles is considered to be the same.

PARATROOP DROPS – HALO OR LALO
Commando platoons may enter a scenario via a parachute drop. Such a unit is deployed in the same manner as dropped ‘Mechs and battle armour, with the following exceptions.
Roll 2D6 for each squad of Commandoes to determine whether the drop was successful. A result of 3 or better indicates a successful drop. On a result less than 3, the squad landing is in the wrong location and/or the squad may have incurred damage. Roll 2D6 (rerolling 8 and above to determine who sustained the error (as per Infantry sheet) in the Commando squad of 7; If sniper team incurs the error then 1D6 and 1-3 sniper / 4-6 spotter)

Paratrooper-drop Error Table – Roll 1D6
Roll..................Error Issue
1......................Equipment malfunction - One Squad member lands hard – KIA – and 50 meters (?) in the wrong location / loss of equipment held by that soldier (roll 1D6. On a 1, 3 or 6 the Paratrooper squad has been discovered)
2......................Equipment malfunction - One Squad member lands hard – broken ankle – and 50 meters (?) in the wrong location location / loss of equipment held by that soldier (?) - MP reduced to 1 until extraction confirmed. (roll 1D6. On a 1, 3 or 6 the Paratrooper squad has been discovered) - If discovered the squad member must now fight his way back to the team – otherwise he must meet up with the team another way.
3......................One Squad member lands 50m (?) in the wrong location (roll 1D6. On a 1, 3 or 6 the Paratrooper squad has been discovered) – If discovered the squad member must now fight his way back to the team – otherwise he must meet up with the team another way.
4......................Paratroopers lands in the right location – however, loss of equipment bag on the way down.
5......................Paratroopers lands in the right location - however One squad member sustains a broken ankle – MP reduced to 1 until extraction confirmed.
6......................Paratroopers lands in the right location - however One squad member lands in a most aquod pose requiring his squad members to cut him free.
Nt. The error in distance from the main body of troops is a subjective distance.
– It should be just far-enough that it will cause an inconvenience to the group as a whole.

INFILTRATION - SNEAK
As per the rules above, concerning movement, when Commandoes infiltrate whilst wearing sneak suits, ECM and Camo Sits there is a chance they will be discovered. When infiltrating an area after each movement phase the attacker (Commandoes) will be required to roll a 2D6 after each movement phase to determine if they have been detected, though this is also based upon the level of security involved and the type of suit used. The following table should be used for a sneak suit.

Security..................................Detection Number
Minimal effort to none....................2
Small effort....................................2-3
Marginal effort...............................2-5
Maximum effort.............................2-7

Though these detection numbers are reduced by two when utilising either an ECM or Cammo. Suit.

Also if you are fighting your way into a building remember to use the Infantry in Buildings Chart – however for the sniper this chart should be considered a non-issue if he has line of sight to the defenders within the building. The sniper is therefore allowed to use standard attack rules.

INFILTRATION – THE SILENT KILL
If the Commando unit has been successful to date in its infiltration and the unit comes across an individual that requires them to Kill to be successful in the mission. Roll 1D6 on 2 and above the individual has been killed in silence. On a roll of 1 assume the unit has been discovered.

For every round the unit takes to hide the body assume the “chances of its discovery” is decreased by 1. Ie. Roll 1D6 if it is just left here assume a base of 4 and above the body will not be discovered, after 1 turn reduce this to 3 and above it will not be discovered; after 2 turns reduce this to 2 and above it will not be discovered etc - otherwise assume the body is discovered and the “base / objective building” goes on alert. Thus requiring he Commando team to adapt accordingly.

EXTRACTION
Once a successful infiltration has been established and the Commandoes are in the same Hex as that of their objective. The Commandoes can either proceed to demolitions or sabotage (as noted below) and use the following extraction rules to determine their success.
The attacker (Commandoes) will be required to roll a 1D6 this is the number of turns it will require the Commandoes, after gaining access, securing the site and gaining access to the objective(s) before it will be considered you have gained access to the objective.
(eg. Thus as Commandoes you must sneak in, gain access to the building (this may require the use explosives to demolish an entry point – fight you way through the building as per normal rules –then gain access to the target – remain with the target for 1D6 turns – then fight your way out.
In the event you are gaining access to an unmanned Battlemech or aerospace fighter after the 1D6 turns it will be assumed you have broken the access code / started the ‘Mech or fighter – then it is just a question as to fighting your way out to safety in the ‘Mech or getting to the runway and taking off as fast as possible whilst the security force is engaging you – and outrunning any pursuit force).

Nt. Extraction rules can also be used to a stationary ‘Mech or vehicle within combat (as long as the engine etc. is still functional) in which the commando unit is at the same level as that ‘Mech’s head. Roll your 1D6 to determine the time it will take to gain access (there is a small safety leaver that can grant emergency access – as long as it has not been deactivated – other- wise you will have to use a shape charge to blow the door). Then roll a second 1D6 on 2 and below the charge was un-successful . Keep going with a second charge?. Or if you gain access then roll a third 1D6 to determine how long It would take to take control of the ‘Mech/vehicle – and now you must not only be able to pilot the ‘Mech/vehicle but also extricate yourself and your prize from the combat) (Note if you have blown the door off then amend ‘Mech/vehicle sheet with a “critical” damage to reflect this)

MINEFIELD
COMMAND-DETONATED HEXES
The Commando squad is allowed to establish either a command-detonated Hex.
(Nt. For each 10 kilogram plastic explosives carried will detonate for 5 points of damage)
The detonating explosive does 20 points of damage to each unit occupying the hex and 8 points of damage to each unit in each adjacent hex.
The Commandoes will require 2 un-interrupted turns within the hex to establish the mine.
Each squad has only enough explosives for one Mine unless they are re-supplied with additional explosives – a vehicle (with a cargo hold) has to occupy an adjacent Hex to that of the Commandoes for 1 turn to enable the transfer of explosives, then an additional two turns to create the mine again.
The Commando squad must also be within 5 hexes of the mine to detonate it.
IMPROVISED EXPLOSIVES
Same rules as per Command detonated bombs, though only require one turn and do 5 points of damage to each unit occupying the hex, nil to adjacent hex. The Commandoes do not need to be within 5 hexes for it to detonate – these are set and forget explosives. Though any unit be it friendly or enemy going through this hex will detonate it incurring damage.
If an improvised explosive is established this will also reduce the overall ability of a command-Detonated Hex – ie. one improvised will decrease to 15 occupying and 6 adjacent, two, 10 occupying and 4 adjacent.
VIBRABOMBS
Commando squads are allowed to bury Vibrabombs.
Each squad is allowed to start the game with three of these mines.
They can be resupplied with explosives as discussed above.
All other rules for vibrabombs remain the same.

Note:- Each Commando squad can start the game with only one type of these minefields as per the notes written down on their Infantry Record Sheet at the start of the game.

DEMOLITIONS
Demolitions applies to Buildings / Bridges etc.
Same rules apply for demolitions. However Commandoes are not as proficient as engineers at destroying bridges and buildings – for a full strength commando squad they can inflict 5 points of damage after one turn, and ten for two turns when planting charges.

SABOTAGE
Applies to Vehicles / Mechanical Equipment etc.
Commandoes can either sneak in by foot or use a vehicle to gain their proximity to their target.
Then the same rules apply as per demolitions when planting charges.
However, when the explosives detonate they are to be treated as a critical hit damage and can also be treated as a targeted attack. Ie. The Commando can nominate where the damage was to take place - for an aerospace fighter examples could be either the engine or cockpit.

NIGHT COMBAT
If combat takes place at night, add an automatic +1 to all To-Hit Numbers.

COMMANDOES AND BUILDINGS
Same, as per standard Infantry rules.

BATTLE-ARMOUR ATTACKS AND DAMAGE
Same, as per standard Infantry rules.

COMMANDOES ACTING AS AN ANTI-BATTLEMECH UNIT
Same rules are to apply as those of Anti-Battlemech Leg attacks / Infantry units / Swarming.
Though for a Commando squad of seven when a “Leg Attack” and “Swarm Attack” are used the Base To-Hit Number is 8 as an attack is still possible – all other rules remain the same.

ARTILLERY SPOTTERS
Same rules apply when off-board indirect artillery is available. With the exception of adjusting fire – each previous shell which has been observed by a commando unit this modifies the To-Hit Number by -2, as listed in the Artillery Modifiers chart.

INTENTIONAL FIRES
Same rules apply as per intentional fires and the effects of fire

HOSTILE ENVIRONMENTS
Same rules apply when simulating combat in those types of environments.

UNDERWATER OPERATIONS
Same rules apply for submersible units – Except for the following, when specially equipped to operate underwater Commandoes are limited to 2 MP per turn.

IMPROVED POSITIONS
Same, as per standard Infantry rules.

DIGGING IN
Same, as per standard Infantry rules.

DEST/LOKI/MIIO etc.
Only one squad of this type is allowed on the planet ant any one time – they can be a squad of 7 or a sniper team of 2 and they are to be treated for game purposes as an Elite Commando squad for all other benefits a Commando has.
Though, these squads also come with additional benefits/limitations.
INFORMATION SOURCING
As an operative of one of the major Houses this squad may have access to one of the K-Series Fax Machines. Hence they may be able to relay and receive information from off-world.
They also have the ability to resource information from their network of spies throughout the planet. However, this does not mean they will assist either the attacking or defending team as they may have their own mission and their own way of achieving this goal.
Upon accepting this unit into your unit roll 2D6 to determine their future goals -1-4 at odds with your goal; 4-8 neutral with regards to you goal; 9-12 in favour of your goal.
RESOURCE SOURCING
As an agent of the House Lords they may have a secret holding containing money, document forgery kits, advanced tech weapons, communications, surveillance and spy equipment etc . The exact nature of this is at the discretion of the game master.
ADVANCED INFORMATION EXTRACTION
Yes, enhanced communications techniques, via any means necessary to obtain information may be used by these operatives. Roll 2D6 to determine the number of days before the target breaks. However on a roll of 2 target dies – no information obtained. Clan elementals should receive a bonus to this as well as Commando Infantry members.
COMMAND
As a member of the House Security they may be in a position to commandeer your unit for their own goals. (ie. they are Loki and you are part of the LCMS).
Inproved rules that should be included?
You may choose only one
Yes
No


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Get thee to Coventry … Now is the winter of our discontent, made glorious by this daughter of Tharkad … Our army shall march through. Well to New Avalon tonight.


Edited by Requiem (05/19/18 07:33 PM)
ghostrider
05/19/18 11:13 PM
66.74.61.223

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So motorize move and damage is combined with foot infantry? Or not even allowed, which jump may be prohibited. The jump packs make alot of sound when used. If the jump packs aren't use, the movement drops...

The minefield section. The Commando squad is allowed to establish either a command-detonated Hex. The either in this statement doesn't make sense. Is that supposed to cover the other mines, and just written in the wrong spot?

One suggestion would be having the normal commando's weight with normal equipment listed, so you know what strength the are required to have just to do normal things, much less carry mines and such. This is optional.

Now as for the time frame. Is this only after the fax machines were out? Or is it something you can use before 3025 or during that time frame?

What is aquod mean?

Is there a chance for the enemy to find any sabotague/virus in the system and prevent it from working such as a time delayed action to get free of the complex, ie sabotaguing the ammo stocks on base and getting away? Make the party have to return to fix it... Evil grin.
Requiem
05/20/18 04:42 AM
58.175.193.140

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Thank you for your questions,

Q1. So motorize move and damage is combined with foot infantry?

Yes say you APC has a movement of 6 and your infantry require 1MP to egress themselves and 1MP to open fire – then the vehicle can move a max of 4 egress the infantry and both can open fire at the same time.
If you want to use Jump give them an additional 1MP and yes they too can be deployed and open fire with the vehicle. As for noise –yes 3025 could be considered to be high; though by 3060 with noise dampeners attached, your guess is as good a mine.

Q2 the either question?

What I was attempting to say – as a Commando unit you can either leave the base with vibro-mines or plastic explosives within / on you backpack – not both.
Though if you call up an APC for rearmament you could switch over.
Then once in the great outdoors, as a commando unit you can create either a vibro-mine-filed and walk away or create a command detonated mine, move back a max of 5 hexes and when an enemy unit is in that hex detonate it – then bug out asap.

Q3. What each person is carrying?

This is more for accuracy – for the following scenarios 1. If one or more of your team mates is KIA and you have to leave them behind – what do the others have on them that could be utilized to create an explosive device (max power you have on hand)? And 2. Parachute drop – if a person does not make it then what do you have on you to complete the mission?
You could give each trooper a max amount they are expected to carry and them work out the weight for everything each person is carrying – though this might become very hard to manage within the game unless you have pre-arranged this requirement.

Q4. Time Frame.

Sorry I did not make myself clear, you can use these in any era – if the equipment is not available then you just do not have it – so as for the fax machines I would assume they would only become more common approx. 3060? so before then it is up to each game master to make a determination as to when it becomes available- this principle also extends to the anti-armour rifle say 3055 or even 3060 before it could be considered common – thus before that you only have a 50 cal. sniper rifle that is only used against non-armoured targets.

5. aquod? Sorry not watching what I was typing (watching TV at the same time as writing this) - it should be a humorous or jocular position. Like being stuck in a tree in the movies – then falls flat on his a__ , something the other members of his group can rib him about later on.

6. Time delayed explosives and the ability to deactivate them?

Yes of course there should be a search after their mission gets discovered – however if the mission is not discovered by the opposing side - or a short fuse was used then no it would not be discovered so much as experienced.

So let us say there mission was compromised – there is a reasonably long fuse o the explosive – roll 2D6 and 2-9 inclusive it was found and if you had a K-9 / dogs unit looking for it 2-11 and it was found – then roll a 1D6 on a 1-5 deactivated and on a 6 not so much deactivated as exploded whilst an attempt was made to deactivate it.

This is where a list of specific detonators may be required such as …..
Chemical timer – acid burns through ... chemicals mix and bang ….
Timer – anywhere between 30 sec to 24 hours and is programmable ….
Radio / infra-red detonator – detonate on a specific call eg. say a mobile phone’s phone No. ... call the No and bang …. For infra-red open a door break the light switch and bang ….
Motion activated timer – move it and bang, together with a timer and bang ….
And any others you may wish to get “Q” (007 ref.) to create for you ….

Thus …someone with the knowledge of how to deactivate them – a specialist in this area may be needed to be added to the rolls of Regular Infantry and added to each RCT as a Sapper Unit

Also I will need to amend all my sneak unit rolls – in the event the guards have dogs you chance of just waltzing though just dropped by a long way.

Let us say if the Guards have dogs then your roll of success just got worse by 2 points per role.

Also if the dog is let go and sent after you ….. incur one point of bite damage per round he continues to bite down and you become an easy target for capture (roll 1D6 and if it is 1-5 then you are captured or shot).

Thus another good reason why Clans never created gen. modified guard dogs – could you imagine elemental dogs in battle armour …….

Requiem
Adelaide, Australia
Get thee to Coventry … Now is the winter of our discontent, made glorious by this daughter of Tharkad … Our army shall march through. Well to New Avalon tonight.
ghostrider
05/20/18 12:11 PM
66.74.61.223

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I would think motorized infantry should be removed, as you can use a vehicle to get close, but not on the actual infiltration missing. I guess I should have said that first.

And had an idea for a scenario using these rules. Play the LC's commandos going in to steal the plans for battlemechs when they first came out. That is why I was wondering about the time frame.
Others might including infiltration of periphery/Star League bases and such as well.

With most units that I have heard of, it seems one or two troopers are assigned to carry heavy weapons or the explosives. This is the basis for my question about loads carried by each. This seems to be beyond they normal packs. Also, it would be a general list of things that would be required in the field. I do know missions change, so the explosives would not normally be used in just recon. Raids, yes.

Just didn't know what aquod is. So it is much like the jokes you see in movies, like Hot Shots.

Another question comes to mind. Do you have specific rules for instant kills, such as using a knife on the guards? Seen the sniper rifle stuff, but not hand to hand.
It is a bit stupid, but needs to be asked. If unaware, would the enemy guard roll initiative with the players? I would suspect the guard that doesn't have a clue is considered to have lost it.
Requiem
05/20/18 08:00 PM
58.175.193.140

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The answers your questions ….

1. Motorized Infantry in an infiltration mission
What I was thinking here was two attack patterns formulated in WWII by the SAS – 1st move towards the target on foot quietly using stealth to plant explosives; 2nd where the SAS used their Commando vehicles armed with machine guns to suddenly “appear and disappear” utilizing their speed and firepower so sow chaos and destruction in its wake as a variant on the infiltration mission.

2. Commando’s individual backpacks contents.
I would assume how you decide to distribute the load is up to you as their unit CO.
You could have a general list but if some of your members are KIA or lost in a parachute drop how should you determine what equipment they are carrying is lost? As this will have to be taken into account for the mission as it progresses.
As for my unit even on a recon mission I would give them high explosives and different types of detonators – as if a target of opportunity arises I would take it out – Though if a more comprehensive mission (requiring a larger attack force with more weapons) is required then you can move back without the enemy knowing about it.

3. Aquod – is a type of water soaked soil, so just ignore the word …. So yes assume the situation will end up like a Hot Shots short.

4. For Instant Kills – refer to the section entitled “Infiltration – the Silent Kill” – this is either hand to hand or pistol with silencer etc as yes he doesn’t have a clue. Otherwise if the guard does notice you – roll for initiative etc.
Get thee to Coventry … Now is the winter of our discontent, made glorious by this daughter of Tharkad … Our army shall march through. Well to New Avalon tonight.
Requiem
05/21/18 03:16 AM
58.175.193.140

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Commando – backpacks

I have given this topic some thought and please consider the following as a rule and let me know your thoughts.

Each commando can be considered to have a standard kit (eg. food, ammunition, first aid kit, knife, water, communications, rope etc ….)

However for game play each Commando is allowed four slots for additional “specialist” equipment (irrespective of weight). This record is then attached to the Infantry record sheet.

An Example of this would be …

Soldier 1
1. Plastic explosives (5Kg block).
2. Lap-top Computer – used to copy a memory core (still encrypted)*
3. Electronic Kit that is used to defeat a Battlemech’s security protocols (Aerospace fighter also?)
4. Grapple Rod

Soldier 2
1. 6 various types of detonators for the plastic explosives.
(as it is important to keep explosives separate from detonators whilst in transit)
2. Tranquiliser pistol with 12 rounds (good for up to 10 meters)
3. Tranquiliser gas grenades – three (good for even un-armoured elementals (15min))
4. Hand-cuffs and leg-shackles three pairs (also strong enough for an elemental)

Etc.

* can un-encrypt the data at a later date.

Though a decisive list as to what can go into each slot, the number of items etc. would have to be decided upon at a later time / or with your game-master.

This then would allow you to tailor your unit’s equipment towards each mission’s objectives.

Requiem
Adelaide, Australia
Get thee to Coventry … Now is the winter of our discontent, made glorious by this daughter of Tharkad … Our army shall march through. Well to New Avalon tonight.
Requiem
05/22/18 06:57 AM
58.175.193.140

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Standard Equipment - A standard Commando would include?

Clothing:-
Standard Infantry – Combat suit / rain / snow / heat etc and infantry protective flak armour + helmet
(as per individual environment)
Backpacks
Advanced Suit – Sneak Suit Camo / ECM / IR – Stealth Gear
Underwater gear
Parachute – HALO / LALO

Weapons:-
Knife
Bayonet
Rifle / Pistol Silencer
Rifle / Pistol Silencer
Flash Suppressor
Laser light
Rifle eg. Mauser IIC (Other – SRM / Sniper Rifle etc.)
Pistol
Ammunition

Explosives:-
Three hand grenades – Type (?) – Shrapnel, Flash-bang, Gas etc.

Food / Water:-
Two Water Bottles
Survival Rations for 3 days

Medical:-
Field Dressing Kit

Miscellaneous (they would have some but not all of the following):-
Folding Entrenching Tool
Long Burning Flares
Cable – both Climbing and Hunting
Flashlight
Pulse Signal Flare
Infra -red night vision goggles
Sub-vocal Communicator
Holo-Map – paper Map / Compass
Advanced Optics
Bubble tent

Commando 1
Special Equipment:-

1.______________________________
2.______________________________
3. ______________________________
4. ______________________________

Various other equipment, that should be considered to be added to the special equipment list for each Commando - Eg. (note, this is not a definitive list - but a start)
Electronic Codebreaker; Advanced Laptop Computer; Small drone with camera; Grapple rod and gloves; High Explosives; Detonators – variation of types; Neuro-helmet; Cooling vest; Aerospace Helmet; Gloves; Filter mask; Advanced Medical Kit / combat medi-pack; Communications Kit – Long Range; Video Camera; Audio Video Countermeasures; Bugs – scanners – locators; Remote Sensors / monitors; Various Espionage gear and security countermeasures; Toolkits – Specialist types and Drugs and Poisons.
Get thee to Coventry … Now is the winter of our discontent, made glorious by this daughter of Tharkad … Our army shall march through. Well to New Avalon tonight.
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