Insurgent Operations Mk II rules

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Requiem
05/20/18 03:28 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 INSURGENT
Insurgents have many names, for example, the partisan or freedom fighter or even a terrorist as defining them is based solely upon which side you are on and the methods they use.
They are the local people rising up and using force of arms to achieve their goal(s).
For game purposes however they are either the local population (without any military experience) or they are from the local Home Guard / Reserve Unit / National Guard Unit – that has escaped capture by their new rulers and are now waging a guerrilla war or even a mix of the two.

They are part of an underground network – each cell working individually – and those within a cell only know those who are within their own cell – thus each cell is insulated from activities of another cell.

However, For ease of game play assumptions will be made i.e. all members within each cell squad will be utilising the same weapon (However, in real life it could very well be mix and match due to whatever was available at the time) as this would also greatly simplify the damage calculation when all individuals have the same weapon.

Cell Squad sizes will also include an assumption and will be based upon a 7 man unit size (However, in real life, each cells size could be radically difficult from one cell to the next). Therefore as you increase your cell sizes it will be done in groups of 7 or 2 for for a sniper, as this should simplify all required calculations.

Their access to equipment will also be “mix-and-match” – thus write down on the infantry record sheet their available equipment before game play starts. Though in the event they do come across advance Infantry equipment, treat these individuals as you would regular infantry –green experience (However, a penalty should also be included to represent their lack of education / ability to use the equipment as a regular infantry would be able to do so).

Insurgent Infantry cannot be Jump Infantry as they lack the training and equipment.

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.

INSURGENT SQUADS –for foot Infantry and Motorized Infantry
Type......................MP..........Men.............Max. Damage
Rifles………………1…………7………………1
Machine Guns.......1…….......7…….....………2
Flamers………......1………..7……….………..2
Portable Lasers….1………..7……….………..3
SRMs….…………1…………7……....………..3
Sniper Rifle….…..1……......2………………See Combat , below

Each Insurgent 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, unless the insurgent squad had been part of the home guard they are starting off as civilians with guns (a mob would be a better name) thus they will start off at this level and progress from there.

Insurgent Infantry Squad Experience Level Table

Experience Level…..Modifier………Base to Hit - Battle-armour……… Morale Target
Mob – Insurgent……….+3...............................6…………………………….10
Green – Insurgent…… +2…....……………….5……….…………………….9
Regular – Insurgent…..+1….……………….....4……...................………….7
Veteran - Insurgent....... 0……………………..3…................................….5
Elite - Insurgent..............1….........……………2…….....................…………3

MORALE
As insurgents, and not soldiers, their morale is easier to break thus they may flee the field even when ordered to hold their ground.

MORALE CHECK
Same, as per standard Infantry rules.
With the following modifications, the morale table for insurgents has been modified (refer to the above table as to the morale targets) and in addition add +1 to all attack source modifiers and other modifiers is to be applied as per the standard infantry morale table (ie. For infantry - Battlemech in LOS is a +1 however for insurgents this becomes +2).

DAMAGE
Same, as per standard Infantry rules.

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

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

Insurgent Base To-Hit Numbers of Standard Infantry Weapons
Weapon………………………………….Range in Hexes
Type………………. 0…..1…..2…..3…..4…..5…..6
Rifle………………..3…..5…..7
MG………………….3…..5….7…..9
Flamer…………….4…..5….7
Laser………………3…..5…..7…..9
SRM……………….4…..5…..5…..7…..7…..9…..9

The amount of damage a insurgent 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 INSURGENT ATTACKS
A Sniper Insurgent for all intense and purposes is a hunter. These people also use stealth to hunt down ‘their’ target, keeping them at a distance and with the use of a high velocity hunting rifle, together with high velocity, ammunition rounds to kill their assigned target. This tactic is dangerous, when hunting other people and requires a highly skilled and dedicated individual.

Each team is made up of one rifleman and one spotter.

Attacks are resolved in the Weapon Attack Phase of the turn.

Their base To-Hit Numbers of an Insurgent Sniper 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…... 3….4….…4…...5…..5…….…6……..7……….8………9………9

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 as they are using a 50 cal. hunting Rifle that will have no effect on Battle Armour.

Note, an Insurgent 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, 2 or 3 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 Insurgents 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.

INSURGENT CARRIER
Insurgents use normal civilian vehicles.

INFILTRATION
For insurgents this is their greatest asset – a civilian working within an organisation that the enemy utilizes gives them access to information. Information that can be used against the enemy, in the future, when a target of opportunity presents itself.

As a civilian they can walk the same streets as the enemy – watching and observing their routines – routines that may reveal a weak link in their security – this also can be used against the enemy, in the future, when a target of opportunity presents itself.

SURVEILLANCE
Insurgent 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 be spotted.

THE DRIVE BY
Insurgents can use civilian vehicle to drive pass an intended target., utilizing a Machine gun to pen fire on their intended target(s). The base To-Hit Number is 2 for all shots although it is modified for movement and terrain.

IMPROVISED EXPLOSIVES
Same rules as per Command detonated bombs, though they require one turn to do 4 points of damage to each unit occupying the hex, nil to adjacent hex.
(two turns – 4 occupying and 2 adjacent; three turns – 12 occupying and 4 adjacent etc – this is dependent upon the type of explosive used and the mode of delivery – ie. suicide vests and vehicle explosives).
The Insurgent does not need to be in close proximity to detonate – these are set and forget explosives with a fuse timer between 30 seconds to 24 hours or they could be motion activated where 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.

IMPROVISED TRAPS
Insurgents are experts in creating an improvised trap. Game-master is to have final say when determining the success of the trap. (Otherwise assume the trap was successful on a 1D6 roll of 1-4 inclusive if the insurgent had enough time to prepare for this trap)

DEMOLITIONS
Demolitions applies to Buildings / Bridges etc.
Same rules apply for demolitions. However Insurgents are not as proficient as engineers or Commandoes at destroying bridges and buildings – for a full strength commando squad they can inflict 4 points of damage after one turn, and 8 for two turns when planting charges. However achieving desired result requires planting the explosives in the right location. Therefore either an engineer will be required to provide the knowledge or bruit force will mean the desired result is obtained (Roll 2D6 – on a roll of 2 the desired result will be obtained on the first try) Otherwise it is a the game-masters discretion as to how successful the demolitions was)

SABOTAGE
Applies to Vehicles / Mechanical Equipment etc.
Infiltration cells utilize theirs or others employment to gain access to the equipment.
Their work hides the planning of explosives (roll 2D6 on a 2 or 3 you were seen planting the explosive / poison (food)).
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 Infiltration Cell can nominate where the damage was to take place – eg. destroying a key transformer thus blacking out a section of the city.

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

CIVIL UNREST / UNDERGROUND PAPER
Insurgents can produce and distribute an underground paper to keep the population informed as to what is going on – thus fanning the flames of civil unrest or even civil disobedience.

RACKETEERING
Insurgents will require access to these operations or even control over the illicit goods trade to ensure supply routes are maintained for weapons and their consumables. It is up to the game master to determine the extent of Insurgent’s Cells involvement, unless a game is run to gain control over these operations.
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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.
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