The Western Alliance Background -...
Transcript of The Western Alliance Background -...
Factions & Army Lists
The Western Alliance
Background
Originally formed as an alliance of old – style monarchist European nations against the perceived threat of Bolshevism from the east, the Alliance was shaped in the aftermath of the panic-stricken, confused Franco – Russo- German War of 1914 –15. Although the nations of Western Europe came to an understanding after a brisk, if bloody, German victory (sealed with the Franco – German Treaty of Versailles and the German – Russian Treaty of Volgograd), the war had hit Russia far harder.
In the weeks and months following the signing of the Volgograd Treaty the fragile Russian economy and infrastructure simply collapsed, as a wave of religious fundamentalism, coupled with the bizarre and anarchic ideas of millenarian prophets Karl Marx and Vladimir Ulyanov swept the nation.
Confronted with the rise of a new and vast entity preaching a terrifying doctrine of "Bolshevism", the nations of Western Europe and the United States of America began to gradually bond together into an alliance, a process that was speedily completed when in 1958 newly crowned Bolshevist, self- pronounced "mystic" and fundamentalist Tsar Joseph Djugashvili initiated Operation "Barbarossa", an immense armoured and mechanised attack over the fortified Polish border that was preceded by a number of strange, unexplained phenomena.
Gathering their forces and mustering every ounce of their technological ingenuity, the Western Alliance girded itself to meet the invader head on, and as the world descends into chaos the Alliance fights a bitter war to ensure the survival of its cultures and way of life.
Military Analysis
The Western Alliance armed forces underwent a revolution in the immediate pre-war years, following the crash in 1947 of an unidentified extra-terrestrial spacecraft in the American backwater of Roswell, New Mexico. Although much of the technology within the craft still remains a mystery to Alliance scientists, enough has been understood (particularly by the genius Albert Einstein) to give the Western Alliance a significant edge in its weaponry (e.g. many of its vehicles are now protected by the "Rosewellium" armour composite derived from structural analysis of the downed craft) – vitally necessary in order to offset the vast
numerical superiority of the Holy Army, and latterly the Chinese Communist Federation (commonly abbreviated to ChiComs) and Jihad Pact.
However, no army can be reliant on far- fetched and unstable high technology weaponry, no matter how devastating, and the real strength of the Western Alliance lies in its highly trained, well equipped and motivated infantry, its fast and well armed vehicles, its highly capable intelligence agencies and its powerful and sophisticated air forces.
Notes
The Western Alliance has a standard initiative rating of 4.
It also has a standard air power rating of 9.
Western Alliance infantry units can make use of the "fire team" formation, a 3 – 4 man subgroup of the squad. This gives WA troops increased flexibility and reflects their professionalism and training.
Because of their sophisticated communications systems and high degree of co-ordination between ground & air forces, Western Alliance fire support arrives in the end phase of the same turn it is called.
Building A Western Alliance Army
1. Command Section
A force of more than one rifle squad must have a platoon command section. A force of more than one platoon must have a company command section.
Platoon Command Section – 60pts
All troops have as standard: body armour, knife/ bayonet, respirator, smoke & fragmentation
grenades and handgun. CCR 3
Lieutenant: Submachine gun
Platoon Sergeant (Platoon XO): Assault Rifle
Communications specialist: Submachine gun, Platoon / Company Radio net
Platoon Medic: Submachine gun
Company Command Section – 100 pts
All troops have as standard: body armour, knife/ bayonet, respirator, smoke & fragmentation grenades and handgun. CCR 3
Captain: Submachine gun
Lieutenant (Company XO): Submachinegun
Company Sergeant Major: Assault Rifle
Communications specialist: Submachine gun, Platoon/ Company Radio net
2 Medics: Submachine gun
2 Troopers: Assault Rifle
2. Squads & Fireteams
These make up the main body of any force.
All troops may be upgraded to Experienced or Veteran status for extra points.
Rifle Squad - 150pts
All troops have as standard: body armour, knife/ bayonet, respirator, smoke & fragmentation grenades and handgun. CCR 3
Sergeant: Submachine gun
8 Troopers: Assault Rifle
For extra points the squad may upgrade its weapons with Sniperscopes – 30 pts
The Troopers may exchange their weapons for:
Submachine guns
Combat Shotguns
The squad may split down to operate as three equal sized fireteams
Heavy Weapons Squad – 210pts
All troops have as standard: body armour, knife/ bayonet, respirator, smoke & fragmentation grenades and handgun. CCR 3
Sergeant: Submachine gun
3 Troopers: Light Machine Gun
5 Troopers: Assault Rifle
For extra points, the squad may upgrade its small arms with Sniperscopes – 30 pts
For extra points,any or all of the Troopers with Light Machine Guns may upgrade their weapons to the following:All contents copyright c2004 James Martin
.50 cal Heavy Machine Gun
Flame-thrower
Automatic Grenade Launcher
Stinger/ TOW Dual Purpose Missile Launcher
Light Railgun
Minigun
The squad may split down to operate as three fireteams
Special Forces Fireteam (maximum of 4 per Company or 1 per Platoon) – 140 pts
All troops have as standard: body armour, knife/ bayonet, respirator, smoke & fragmentation grenades and handgun. CCR 5
Sergeant: Assault Rifle with Grenade Launcher & Sniperscope
Medic: Assault Rifle with Sniperscope
Communications Specialist: Assault Rifle with Sniperscope, Platoon/ Company Radio net
Demolition Expert: Assault Rifle with Sniperscope, C4 Explosives
These units suffer no penalty for moving through difficult terrain
3) Vehicles
These may be bought as auxiliary units and be attached to formations or operate independently.
Hummvee – 50pts
A four wheel drive wheeled utility vehicle, the Hummvee resembles an overgrown Jeep – the vehicle it has replaced in most Allied armies. In its basic form it mounts a Light Machine Gun and Smoke Launcher and may carry up to 6 infantry .
For extra points Hummvees may be upgraded with the following:
Extra "Roswellium" composite armour panels
NBC filters
Platoon/ Company radio net
For extra points Hummvees may exchange their Light Machine Gun for
.50 cal Heavy Machine Gun
Automatic Grenade Launcher (Fragmentation & Smoke ammo)
Stinger/ TOW Dual Purpose Missile Launcher
Minigun
"Defender" Infantry Fighting Vehicle
A multi wheeled personnel and weapons carrier. The Defender may be considered as a larger, better armed, equipped and armoured take on the Hummvee. In its basic form it mounts 2 Light Machine Guns, a Smoke Launcher, NBC filters and Platoon/ Company radio net, and may carry up to 10 infantry.
For extra points the Defender may be upgraded with the following:
Extra "Roswellium" composite armour panels
For extra points the Defender may exchange either or both of its Light Machine Guns for
.50 cal Heavy Machinegun
Automatic Grenade Launcher (Fragmentation & Smoke ammo)
Stinger/ TOW Dual Purpose Missile Launcher
Minigun
"Thunder" Main Battle Tank –
The most popular Allied heavy tank, this is practically the standard throughout the allied armies. In its standard form, it mounts a 120mm cannon with Laser Targeter, NBC filters, Smoke Launchers ,a
Stinger/ TOW launcher, a .50 cal Heavy Machinegun and 2 Light Machineguns.
For extra points it may be upgraded with:
Extra "Roswellium" armour panels
Up to 2 additional Stinger/ TOW Dual Purpose Missile Launchers
4) Fire Support
The Western Alliance has a wide variety of fire support missions available to back up its forces.
Artillery:
HE Strike – 3 barrage templates in line, effects as fragmentation grenade
Copperhead Strike – Guided antitank round that attacks a single tank (Note- shell attacks the Top armour of the vehicle). Strike has +2 accuracy
MLRS Strike – Uses square MLRS template. Targets are struck with double fragmentation grenade effects (i.e. 6 hits vs infantry, 8 + 2D6 penetration).
Airstrikes:
Snakeye – Uses single barrage template. Targets are struck with double fragmentation grenade effects (i.e. 6 hits vs infantry, 8 + 2D6 penetration). Strike has +1 accuracy.
Napalm - Uses square MLRS template. Effects as heavy flame-thrower.
Maverick Launch – 2 Guided missiles that attack target vehicle’s Top armour. Effects as TOW missile.
A-10 Strafing Run. – Uses rectangular Strafing Run template. Each target is hit with A-10 cannon: ROF 5,
Penetration 10 + 3D6
Mines- Drop 6 mines & 6 decoys from 30cm above target spot. Real mines cause damage as fragmentation grenade, but with 6 + 3D6 penetration. Counts as attack against Top of vehicle due to thin armour on vehicle underbelly.
GPS Launch- Launched at beginning of game. Gives +4 to initiative roll, allows Western Alliance player an extra move once in the game, gives +1 artillery accuracy and +1 airstrike rollAll contents copyright c2004 James Martin
The Soviet Empire
Background
The botched assassination attempt of Archduke Franz Ferdinand in Sarajevo at the hands of her Serbian allies set in motion the events that were to revolutionise both Mother Russia and the world. The Germans and Austrians had exhausted themselves in the West, taking Paris after a hard fought campaign which cost them huge casualties, so when the French sued for peace the Germans gratefully accepted, offering them surprisingly lenient terms an the 1915 Treaty Of Versailles.
Such leniency was not extended to France’s staunchest ally, Russia, whose ill- trained and ill- equipped armies were butchered by the Germans and hurled backwards. Faced with the capitulation of its French ally and offered only token aid by Britain and the USA, Russia fought on for a few more months before surrendering in May 1915 and being forced to accept harsh and damaging terms at the Treaty of Volgograd signed that September.
The defeat brought catastrophe to Mother Russia – her backward peasant economy collapsed, and with unemployment and inflation rife on such a scale, religious fundamentalism and mysticism (both long held tenets of Russian society) dominated the minds of the populace.
The Holy Revolution of August 1916 was led by an unlikely alliance of a Jewish academic and philosopher (Karl Marx) and a demagogue priest (Vladimir Ulyanov), who together brought down the dynasty of the Tsars and ushered in a new age – the Soviet Empire was born.
But it was to be neither of these men who led the great tidal wave of revenge against the decadent Western democracies. It was to be a Georgian priest and mystic, Joseph Djugashvili, who called himself "Stalin" ("Man Of Steel"), who rose to prominence and crowned himself Tsar Joseph I after the mysterious deaths of both Marx and Ulyanov in 1932. It was Djugashvili who initiated the Soviet Empire’s massive rearmament program and built up his Holy Army, he who initiated the research into using the psychic powers he believed he and many others possessed for war, and he who, on the morning of June 9, 1958 initiated Operation Barbarossa, a massive assault on the Western and Asiatic world. 200 divisions crossed the Polish border, with 200 more in reserve, the entire operation preceded by a massive psychic bombardment, the like of which the world has never known.
Now, however, the Western Allies and the Chinese Communist Federation have regrouped, and Mother Russia faces new dangers on her borders.
All contents copyright c2004 James Martin
Military Analysis
Much as the Western Alliance underwent a revolution courtesy of the Roswell crash and the genius of men such as Einstein, the Holy Army (a catch-all term for all three services, but which clearly denotes the Army as the senior) has been revolutionised by the bewildering and disturbing discoveries of the August Revolution Institute of Psychic Research, which has begun to harness the power of the human mind for bizarre and often horrifying effects. Stories abounded, particularly in the panic-stricken, terrifying early days of Barbarossa, of Allied dead arising and siding with the Soviets, of Holy Army troops breathing fire, of vehicles and troops being invulnerable to the heaviest firepower.
Complementing these discoveries has been the research of Dr. Nikolai Tesla, whose efforts to produce non- projectile weapons have resulted in some strange and deadly new weapons for the Holy Army.
Little of this wizardry generally makes it down the ranks, however, and most Russian soldiers are still under equipped and ill trained, certainly compared to their Allied equivalents. But life was cheap under the old Tsars, and this is one thing that has not changed under Joseph I.
Notes
The Soviet Holy Army has an initiative rating of 2, reflecting the mediocre quality of its basic troops and the rigid inflexibility of its commanders. It also has an airpower rating of 5
Building a Soviet Empire Army
1. Command Section
A force of more than one rifle squad must have a platoon command section. A force of more than one platoon must have a company command section.
Platoon Command Section
All troops have as standard: knife / bayonet, respirator, fragmentation grenades. CCR 2
Lieutenant – Handgun
Radio operator – Handgun
Platoon sergeant – Assault Rifle
Company Command Section
All troops have as standard: knife / bayonet, respirator, fragmentation grenades. CCR 2
Captain – Handgun
Radio operator – Handgun
Lieutenant (acts as Company XO) – Handgun
2 Troopers – Assault Rifle
2. Squads
These form the backbone of the Soviet Holy Army
Rifle Squad
All troops have as standard: knife / bayonet, respirator, fragmentation grenades. CCR 2
Sergeant – Assault Rifle
7 Troopers – Assault Rifle
2 Troopers – Light Machine Gun
For extra points, the squad may be upgraded with:
Body armour
Smoke Grenades
The squad may exchange its Assault Rifles for:
Submachineguns
Combat Shotguns
The squad may upgrade its Light Machine Gun to
.50cal Heavy Machine Gun
Grenade Launcher (with Phosgene, Smoke, Fragmentation ammo)
Lightning Launcher (requires a 2 man crew- one additional Trooper must be assigned to the weapon, and forfeit his Assault Rifle for a Handgun)
Flame-thrower
Heavy Support Squad
All troops have as standard: knife / bayonet, respirator, fragmentation grenades. CCR 2
Sergeant – Submachinegun
6 Troopers – Submachine guns
3 Troopers – Handguns, Grenade Launcher (with Phosgene, Smoke, Fragmentation ammo)
For extra points, the squad may be upgraded with:
Body armour
Smoke Grenades
The squad may exchange any or all of its Grenade Launchers for:
Light Machine Gun
.50cal Heavy Machine Gun
Flame-thrower
Lightning Launcher (requires a 2 man crew- one additional Trooper must be assigned to the
weapon, and forfeit his Submachinegun for a Handgun)
3: Auxiliary Troops
These are attached to the platoon or company command section
Holy Mystic & Bodyguard (maximum of 1 per platoon, 3 per Company)
All troops have as standard: knife / bayonet, respirator, fragmentation grenades
Holy Mystic – Handgun, up to 4 Psychic Abilities at points cost indicated (CCR 1)
Sergeant – Submachinegun (CCR 2)
2 Troopers – Submachinegun (CCR 2)
NKVD Squad (maximum of 1 per Company or Platoon)
All troops have as standard: body armour, knife/ bayonet, respirator, smoke & fragmentation grenades and handgun. CCR 4
Lieutenant – Assault Rifle
Sergeant – Assault Rifle
3 Troopers – Assault Rifle
Troopers – Submachinegun
All contents copyright c2004 James Martin
4: Vehicles
These may operate independently or be assigned to specific formations.
GAZ Jeep
The standard light support/ transport utility vehicle of the Soviet Holy Army. It may be configured to carry up to 5 infantry or a heavy support weapon chosen from the list below:
Light Machine Gun
.50cal Heavy Machine Gun
Grenade Launcher (with Phosgene, Smoke, Fragmentation ammo)
Lightning Launcher
Heavy Flame-thrower
SAM Launcher
NKW Half Track
A heavier wheeled/ tracked fire support and transport vehicle. It can carry up to 10 infantry and a heavy support weapon chosen from the list below:
Light Machine Gun
.50cal Heavy Machine Gun
Grenade Launcher (with Phosgene, Smoke, Fragmentation ammo)
Lightning Launcher
Heavy Flame-thrower
SAM Launcher
For extra points it may be upgraded with the following:
Smoke Launcher
Tesla Armour Plate
Black Eagle Heavy Combat Tank
The main armoured vehicle of the Soviet forces, this is a ferocious beast. In its basic form it mounts a 105 mm cannon, a 50mm autocannon, a .50 cal Heavy Machine Gun, 2 Light Machine Guns and a Smoke Launcher. It also carries three Troopers with standard equipment and Submachineguns.
For extra points it may be upgraded with the following:
Laser Targeter for the 105mm cannon and/ or autocannon
Up to 2 SAM Launchers
Tesla Armour Plate
Exchange Troopers’ Submachineguns for Flame-throwers
5.Fire Support
Artillery:
HE Strike – 3 barrage templates in line, effects as fragmentation grenade
Phosgene Strike – Uses Square MLRS/ Katyusha template. Effects as Phosgene ammo
Katyusha Strike – Uses square Katyusha template. Targets are struck with double fragmentation grenade effects (i.e. 6 hits vs infantry, 8 + 2D6 penetration).
Airstrikes:
MiG Strike – Uses single barrage template. Targets are struck with double fragmentation grenade effects (i.e. 6 hits vs infantry, 8 + 2D6 penetration).
Yak Strafing Run. – Uses rectangular Strafing Run template. Each target is hit with Yak cannon: ROF 5, Penetration 6 + D6
Tesla Storm (only 1 may be used per game) – Uses Square MLRS/ Katyusha template. Effects as Lightning LauncherAll contents copyright c2004 James Martin
The Chinese Communist Federation
Background
The impact of Bolshevism was not confined to the shattered Russian Empire. The huge but economically backward and brutally repressive regime in China quickly found itself being rocked by dissent and outright revolt, as, inspired by the example of their Russian counterparts, its peasant population decided en masse that enough was enough.
Unsure what to make of this dynamic new presence on their borders, Stalin and his ministers at first attempted to gain some kind of control of the nascent Communist regime by offering "advisors" who would install themselves in key positions to observe and exploit the Chinese weaknesses. When Operation Barbarossa, Stalin’s long dreamt-of "revenge" attack against the West, was in its planning stages, he at first attempted to gain the support of the Chinese. When this was not forthcoming, he ordered these "advisors" to sabotage key facets of the infant Chinese economy, hoping to blame these acts on the West and enlist Chinese support that way.
The plan backfired spectacularly. Many Asiatic and Oriental governments (notably Korea, Vietnam and Indonesia), which had all experienced the effects of the Bolshevik revolution, had found themselves gradually drawn into the Chinese orbit and gratefully accepted the offer of alliance with the world’s most populous nation that was now put to them. On April 4, 1959, the Chinese & Asian Communist Federation (commonly abbreviated to ChiComs) was formally brought into being.
Undaunted, Stalin sent his legions across the border. At first they were devastatingly successful, as the poorly armed and trained ChiComs were hurled back. But gradually, the ChiComs overwhelming numerical superiority began to tell. Now, however, the ChiCom Federation faces enemies without and within, from the decadent capitalist Western Alliance to the fanatics of the Jihad Pact and the sinister threat of The Brotherhood.
Military Analysis
The Chinese Communist Federation has no equipment to compare with the sophistication of the Western Allies or even the Holy Army. Much of their kit is based on obsolete or obsolescent designs, or improvised from hastily converted civilian equipment, and their troops generally have little of the training or equipment of their Western counterparts.
What they do have, however, is immense strength of numbers, massive amounts of artillery (notably rockets), and a surprisingly large degree of expertise in guerrilla warfare and espionage. As Stalin’s Holy Army discovered, a commander underestimates the ChiCom Federation at his peril.
Notes
The Chinese Communist Federation has an initiative rating of 3, representing their espionage and guerrilla warfare expertise offsetting, to some degree, the mediocre quality of their troops and officers. It has an airpower rating of 3.
Building a ChiCom Federation Army
1. Command Section
A force of more than one rifle squad must have a platoon command section. A force of more than one platoon must have a company command section.
Platoon Command Section
All troops have as standard: knife / bayonet, fragmentation grenades. CCR 2
Lieutenant – Handgun
Radio operator – Handgun
Platoon sergeant – Submachinegun
2 Troopers - Submachinegun
Company Command Section
All troops have as standard: knife / bayonet, fragmentation grenades. CCR 2
Captain – Handgun
Radio operator – Handgun
Lieutenant (acts as Company XO) – Handgun
Company Sergeant Major- Submachinegun
3 Troopers – Submachinegun
All contents copyright c2004 James Martin
2. Squads
These form the backbone of the ChiCom Federation army. All troops may be upgraded to Experienced or Veteran status for additional points.
Rifle Squad
All troops have as standard: knife / bayonet, fragmentation grenades. CCR 2
Sergeant – Assault Rifle
12 Troopers – Assault Rifle
1 Trooper – Light Machine Gun
For extra points the troops may be upgraded with:
Smoke grenades
Respirator
Body armour
Close Assault Squad
All troops have as standard: knife / bayonet, fragmentation grenades. CCR 2
Sergeant – Submachinegun
3 Troopers – Submachinegun
10 Troopers – Combat Shotgun
2 Troopers – Flame-thrower
For extra points the troops may be upgraded with:
Smoke grenades
Respirator
Body armour
Heavy Support Squad
All troops have as standard: knife / bayonet, fragmentation grenades. CCR 2
Sergeant – Submachinegun
8 Troopers – Assault Rifle
3 Troopers – Light Machine Gun
2 Troopers – Rocket Propelled Grenade Launcher
For extra points the troops may be upgraded with:
Smoke grenades
Respirator
Body Armour
For extra points the squad may exchange any or all of it heavy weapons for:
.50 cal Heavy Machine Gun
SAM Launcher
Grenade Launcher (Phosgene, Smoke and Fragmentation ammo)
3. Auxiliary Units
Guerrilla Auxiliaries
No standard equipment. CCR2
Section Leader – Handgun, knife/ bayonet
15 Guerrilla Troopers – Handgun, knife/ bayonet
Extra Guerrilla Troopers may be added for points per trooper.
For extra points the troops may exchange any or all of their handguns for:
Assault Rifle
Combat Shotgun
Submachinegun
These units suffer no penalty for moving through difficult terrain
People’s Commissar (max 1 per infantry unit)
These may be attached to any unit as a commanding officer.
Standard equipment: Body armour, handgun, fragmentation and smoke grenades, submachinegun. CCR 4
Any unit with a People’s Commissar attached automatically passes its morale checks and gains a +1 bonus to its CCR
All contents copyright c2004 James Martin
4. Vehicles
These may operate independently or be assigned to specific formations.
Willys Jeep
The basic light support/ transport vehicle. It may be configured to carry 4 infantry or 1 heavy support weapon chosen from the list below.
Light Machine Gun
.50cal Heavy Machine Gun
Rocket Propelled Grenade Launcher
SAM Launcher
Grenade Launcher (Smoke, Phosgene, Fragmentation ammo)
All contents copyright c2004 James Martin
21/2 Ton Truck
A heavier wheeled vehicle, this may carry 16 infantry and mount 2 heavy support weapons chosen from the list below.
Light Machine Gun
.50cal Heavy Machine Gun
Rocket Propelled Grenade Launcher
SAM Launcher
Grenade Launcher (Smoke, Phosgene, Fragmentation ammo)
Type 63 Combat Tank
The main combat tank of the ChiCom Federation, this is based on obsolete Russian design specifications, but is still a force to be reckoned with. In its basic form it mounts a 100mm cannon, a .50 cal Heavy Machine Gun, and 2 Light Machine Guns.
It may be upgraded with the following:
Upgrade 100mm cannon to105mm cannon
Upgrade 100mm cannon to 120mm cannon
Smoke Launcher
Reactive Armour
5. Fire Support
Artillery:
HE Strike – 3 barrage templates in line, effects as fragmentation grenade
Katyusha Strike – Uses square Katyusha template. Targets are struck with double fragmentation grenade effects (i.e. 6 hits vs infantry, 8 + 2D6 penetration).
Petroleum Strike – Uses single barrage template. Effects as Heavy Flame-thrower
Phosgene Strike – Uses Square MLRS/ Katyusha template. Effects as Phosgene ammo
Airstrikes:
Yak Strafing Run. – Uses rectangular Strafing Run template. Each target is hit with Yak cannon: ROF 5, Penetration 6 + D6
All contents copyright c2004 James Martin
The Jihad Pact
Background
As the Stalin’s Operation Barbarossa began to lose momentum in the face of stiff Allied resistance and the West began to contemplate counterattacking, it became clear to all participants that the war was going to be a long one, and the eyes of planners on every side began to look elsewhere for weaknesses and ways to strike at their foe.
The oilfields of the Middle East were an obvious and immediate strategic objective for the Western Alliance and Soviet Holy Army, and powerful forces were dispatched there in the early months of 1959. Soviet forces bludgeoned their way into northern Iran in the face of stiff local opposition, whilst the Western Allies forced bridgeheads in Palestine and Saudi Arabia.
Faced with these threats, the Arab nations put aside their squabbles to unite under the fundamentalist Muslim cleric Mohammed ibn al-Sabtheti, who claimed direct descendancy from the ancient hero Saladin (revered for having vanquished the Crusaders in the 11th century) and had vowed to repeat his forefather’s successes against these new invaders.
Certainly, the armies of the Jihad Pact (as the coalition was known) had some notable initial successes against the Western and Soviet forces, and were able to use their local knowledge and fanaticism to good effect when the ChiCom Federation invaded in late 1960. Now the Pact fights to protect its valuable resources in the face of enemies from all corners of the globe.
Military Analysis
The armies of the Jihad Pact are something of a mixed bag, reflecting the wildly varying wealth and military outlooks of the nations that forged the alliance. Virtually untrained conscripts can be found fighting under elite Sandhurst- and West Point- trained officers, and whilst their armour is often first rate, their fire support capability leaves much to be desired.
Jihad Pact forces are distinguished by two main features- first, their immense fanaticism and devotion to their cause. This manifests itself in their suicide units, which generally consist of troops unarmed except for flak jackets packed with high explosive or incendiaries, and their Teeth Of Allah Brigades, consisting of squads of religion- and drug-crazed sabre- wielding fanatics who are wont to behead their foes in close combat.
Secondly, because of their generally poor industrial base, the Jihad Pact countries often make use of captured equipment against their opponents, increasing their flexibility and lethality.
Notes
The Jihad Pact has an initiative rating of 3, taking into account the varying quality of its troops and commanders. It also has an airpower rating of 5.
Selected Jihad pact troops automatically pass morale checks and never surrender.
A Jihad pact commander may choose up to 20% of his points value from the Vehicle lists of other armies.
Building a Jihad Pact Army
1. Command Section
A force of more than one rifle squad must have a platoon command section. A force of more than one platoon must have a company command section.
Platoon Command Section
All troops have as standard: body armour, knife/ bayonet, fragmentation grenades. CCR 2
Platoon Sergeant: Submachinegun
Communications specialist: Handgun, Platoon / Company Radio net
Company Command Section
All troops have as standard: body armour, knife/ bayonet, fragmentation grenades. CCR 2
Captain: Handgun
Lieutenant (company XO): Handgun
Company Sergeant Major: Submachinegun
Communications specialist: Handgun, Platoon/ Company Radio net
All contents copyright c2004 James Martin
2. Squads
These form the backbone of the Jihad Pact army. All troops may be upgraded to Experienced or Veteran status for additional points.
Rifle Squad
All troops have as standard: body armour, knife / bayonet, fragmentation grenades. CCR 2
Sergeant – Assault Rifle
8 Troopers – Assault Rifle
1 Trooper – Light Machine Gun
For extra points the troops may be upgraded with:
Smoke grenades
Respirator
Machine Gun Squad
All troops have as standard: body armour, knife / bayonet, fragmentation grenades. CCR 2
Sergeant- Assault Rifle
5 Troopers – Assault Rifle
2 Troopers – Light Machine Gun
1 Trooper - .50cal Heavy Machine Gun
The squad may exchange its Assault Rifles for:
Submachineguns
Combat Shotguns
For extra points the troops may be upgraded with:
Smoke grenades
Respirator
Rocket Squad
All troops have as standard: body armour, knife / bayonet, fragmentation grenades. CCR 2
Sergeant: Assault Rifle
5 Troopers – Assault Rifles
2 Troopers – Rocket Propelled Grenade Launchers
2 Troopers – SAM Launchers
The squad may exchange its Assault Rifles for:
Submachineguns
Combat Shotguns
For extra points the troops may be upgraded with:
Smoke grenades
Respirator
3. Auxiliary Troops
These may be operate independently in their own formations or be assigned to support other formations
Suicide Bombers
Standard Equipment: body armour, knife / bayonet, fragmentation grenades. CCR 2
Suicide Bomber- handgun, High Explosive Jacket*
May exchange jacket for Incendiary Jacket**
*Uses single barrage template. Causes damage as double fragmentation grenade, penetration 8+ 2D6. If shot or killed in close combat roll D6 – on odd number jacket explodes.
** Uses single barrage template. Causes damage as Heavy Flame-thrower . If shot or killed in close combat roll D6 – on odd number jacket explodes.
Teeth of Allah Brigade
No standard equipment. CCR 6
Leader – Sabre
15 Warriors of Allah – Sabres
Additional Warriors may be added at extra points cost
For extra points the squad may be upgraded with:
Handgun
Smoke grenades
Fragmentation grenades
This unit has a standard move allowance of 18cm. Teeth Of Allah brigade troops automatically pass morale checks
All contents copyright c2004 James Martin
4. Vehicles
These may operate independently or be assigned to specific formations.
Willys Jeep
The basic light support/ transport vehicle. It may be configured to carry 4 infantry or 1 heavy support weapon chosen from the list below.
Light Machine Gun
.50cal Heavy Machine Gun
Rocket Propelled Grenade Launcher
SAM Launcher
Grenade Launcher (Smoke, Phosgene, Fragmentation ammo)
Scorpion Tracked IFV
An expensive and sophisticated vehicle which features in many an oil sheikh’s army. The Scorpion may be configured as a transport or heavy fire support vehicle.
If configured for transport mode the Scorpion may carry up to 10 infantry, mounts a Light Machine Gun and ONE of the heavy support weapons from the list below:
Light Machine Gun
.50cal Heavy Machine Gun
Rocket Propelled Grenade Launcher
Stinger/TOW Dual Purpose Missile Launcher
Grenade Launcher (Smoke, Phosgene, Fragmentation ammo)
Heavy Flame-thrower
Minigun
If configured for fire support mode the Scorpion mounts a turret with a 50mm autocannon with Laser Targeter and two Dual Purpose Stinger/TOW Missile Launchers. It also carries two hull mounted Light Machine Guns.
It carries Smoke Launchers and Platoon/ Company Radio net as standard.
For extra points the Scorpion can be upgraded with:
Reactive Armour
5. Fire Support
Artillery:
HE Strike – 3 barrage templates in line, effects as fragmentation grenade
Airstrikes:
Fighter Strike – Uses single barrage template. Targets are struck with double fragmentation grenade effects (i.e. 6 hits vs infantry, 8 + 2D6 penetration).
Fighter Strafing Run. – Uses rectangular Strafing Run template. Each target is hit with 20mm cannon: ROF 5, penetration 4 + D6
All contents copyright c2004 James Martin
The Brotherhood
Background
The history of the Brotherhood is a history of a myriad different factions and organisations. As the war spiralled out of control, sucking more and more nations, peoples governments into its destructive whirl, martial law clamped down heavily on the criminal and revolutionary elements in societies across the globe. Cut off from their sources of funding, facing draconian security measures and increased military presence, temporary alliances of convenience began to be made between former foes to ensure survival in adverse circumstances.
As ever in these circumstances, adversity pushes to the fore those leaders with an eye for opportunity. The chaos that the war brought that opportunity. Corruption and coercion in boardrooms and government ministries from Washington and Paris to Beijing and Delhi became an accepted part of getting things done.
The shadowy alliance bided its time, reorganising and rearming to take advantage of the chaos for their various ends.
And now, in the hearts of cities across the globe, terrorists and revolutionaries seize key points to force the governments of the day to negotiations.
Military Analysis
Stealth and speed, rather than raw firepower, is the order of the day here. The Brotherhood operates in small cells, using local terrain and civilians for cover. This means that their forces have a very different character from most of their opponents- normally, they will be both outnumbered and outgunned, so a degree of lateral thought is required to secure victory.
Notes
The Brotherhood has an initiative rating of 5, representing the wiliness of their leaders and the initiative and adaptability of their troops. It has an airpower rating of 2.
Some Brotherhood units may use the fireteam formation.
Due to the small scale of Brotherhood forces, their commanders can quickly interact with their units via mobile phones, meaning that Brotherhood units may ignore coherency rules above the basic squad/ fireteam formation, and that fire support arrives in the end phase of the turn it is called.
The mobile phone fulfils the same role as the Platoon/ Company radio net in conventional forces.
Building A Brotherhood Army
1 Leadership Cell
This comprises the force commander and his immediate bodyguard.
Leadership Cell
Standard equipment: Handgun, knife, Molotov cocktail. CCR 2
Commandante: Mobile phone
Sub- Commandante: Mobile phone
3 Fighters: No additional equipment
For extra points, the fighters may be upgraded with:
Respirators
Fragmentation grenades
For extra points any or all of the cell may exchange his handgun for:
Assault Rifle
Submachinegun
Combat Shotgun
2. Cells & Mobs
This comprises the main body of the force.
Gunman Cell
Standard equipment: Handgun, knife, Molotov cocktail
Cell Leader: Mobile phone
3 Fighters: No additional equipment
Extra fighters may be purchased for points cost
For extra points, the fighters may be upgraded with:
Respirators
Fragmentation grenadesAll contents copyright c2004 James Martin
For extra points any or all of the cell may exchange his handgun for:
Assault Rifle
Submachinegun
Combat Shotgun
A maximum of 2 fighters may be equipped with a heavy support weapon from the following list:
Light Machine Gun
.50cal Heavy Machine Gun
Rocket Propelled Grenade Launcher
SAM Launcher
Grenade Launcher (Smoke, Phosgene, Incendiary and Fragmentation ammo)
Rioting Mob
Standard Equipment: Knife
Ringleader: Mobile phone, handgun
12 Rioters: No additional equipment
Extra rioters may be purchased for points cost
For additional points the Ringleader may swap his handgun for a submachinegun
For additional points the Rioters maybe upgraded with:
Handgun
Molotov Cocktail
3. Auxiliary Troops
These may operate independently or may be assigned to a specific formation.
Suicide Bombers
Standard Equipment: Handgun, knife, Molotov cocktails. CCR 2
Suicide Bomber- handgun, High Explosive Jacket*
May exchange jacket for Incendiary Jacket**
*Uses single barrage template. Causes damage as double fragmentation grenade, penetration 8+ 2D6. If shot or killed in close combat roll D6 – on odd number jacket explodes.
** Uses single barrage template. Causes damage as Heavy Flame-thrower . If shot or killed in close combat roll D6 – on odd number jacket explodes.
Sniper
Standard Equipment: Handgun, knife, Molotov cocktails. CCR 2
Sniper- Sniper Rifle
Hacker
Standard Equipment: Handgun, knife, Molotov cocktails. CCR2
Hacker- Laptop Computer (see special rules below)
The Hacker may, instead of moving or firing, use his laptop to attempt one of the following:
Hack Communications – the player may take an extra turn
Jam Communications – Block enemy calls for fire support
Transmit Virus – Paralyse a selected enemy vehicle by shutting down its electronics.
For a successful operation, the player must roll a 6 on a D6.
4. Vehicles
These may operate independently or be assigned to specific formations.
Station Wagon
Exactly what it says on the tin, a common or garden civilian estate car. One passenger may fire his personal weapon from the vehicle (at a –1 penalty to hit) – the vehicle has no standard weapons or equipment, but may carry up to 6 passengers.
All contents copyright c2004 James Martin
Suicide Wagon
A station wagon packed full of C4 explosive and kerosene. See special rules below.
Explosion – all within 6cm of the vehicle take damage as if from a fragmentation grenade and then from a flame-thrower.
If he vehicle is hit or crashes, it will explode on a D6 roll of 3+. The player may detonate deliberately.
Technical
A 4x4 vehicle mounting a heavy fire support weapon chosen from the list below:
Rocket Propelled Grenade Launcher
Grenade Launcher (Smoke, Phosgene, Incendiary, Fragmentation ammo)
SAM Launcher
Light Machine Gun
.50cal Heavy Machine Gun
All contents copyright c2004 James Martin
5. Fire Support
Artillery:
Mortar fire: 2 rounds of Phosgene, Incendiary or Fragmentation ammo. Damage as from Grenade Launcher (both rounds must be of the same type)
As they have no air force, the Brotherhood cannot call in airstrikes.
All contents copyright c2004 James Martin
Lunacorp
Background
Even before the rise of Stalin and Barbarossa, there were those who prophesised that the Six Months War of 1914 – 15 had laid the foundations of something more. The horror and confusion of the brief conflagration seemed to many observers to have ushered in a new, terrifying age of warfare, cracking open a Pandora’s Box. Despite the heady atmosphere of prosperity, a dark fear lurked in the hearts of citizens the world over. The next war, it was feared, would bring Apocalypse.
In the midst of this, a young scientist, Pyotr Dinirov, a refugee from the Bolshevik regime, arrived in New York full of wild schemes and designs. His ideas for a rocket plane to break out of the Earth’s atmosphere and carry a man to the moon were at first dismissed as laughable, but eventually he was able to find a backer in the shape of maverick millionaire industrialist and playboy Dick Wright, a leading aviation pioneer and avid fan of the works of French author Jules Verne. The first shots of unmanned payloads into orbit around the Earth stunned the world.
Stalin’s swift and brutal rise to power caused many religious leaders to flee the boundaries of the Soviet Empire, often in fear of their own lives. One such leader was the mysterious cult leader Ibrahim Raeshnau, whose curious brand of Islam, Russian mysticism and apocalyptic prophesising, allied to a charisma and dynamism to rival that of Vladimir Ulyanov himself, touched a chord in the hearts of many Europeans and Americans.
Raeshnau (now having been dubbed, both by himself and the press, as a "Yogi") amassed a huge following as the rumours from Russia darkened and intensified. Both Dinirov and Wright, by now working with US government backing to develop a space probe under the company name FutureCorp, became converts to his cause. Raeshnau confided to the two that he believed a war with Stalin was not only now inevitable, but would be so catastrophic that the only way for the human race to survive would be to escape Earth altogether.
Awestruck by his vision, Dinirov and Wright set to designing a spacecraft, a mighty Ark that could transport the Yogi’s followers to the moon and once there become a self-sufficient colony. After months of intensive testing, the world watched with baited breath as the giant craft, christened the Ark Endeavour, left the launch rails at Wright’s personal testing ground at his Nevada ranch and blasted off for the moon. Four months later the colonists landed. Six weeks later Operation Barbarossa smashed into Western Europe and
the world began its slide into chaos.
Raeshnau now faced a crisis. The colony was not yet ready to survive on its own. Supplies were needed. Resources were needed to power the generators until the solar panel carrying satellites could be launched. Turning to his followers, he called on them to take up arms and fight for the survival of their comrades, and now FutureCorp assault units prowl the globe, fighting any enemy, to secure the resources they need to ensure their survival.
Military Analysis
With the financial of Wright and Raeshnau behind it (not to mention high placed contacts in government and defence industry circles), FutureCorp has the best equipment money can buy, but is limited by the quality of its infantry, who are generally inexperienced, though enthusiastic, amateurs. On the plus side, however, though it lacks almost any conventional artillery, sophisticated FutureCorp satellites can provide precision fire support and intelligence, and many of its commanders are ex-military, providing a valuable core of experience.
Notes
Lunacorp has an initiative rating of 3, taking into account the sophisticated intelligence gathering capabilities of its satellites and the quality of some of its commanders against the inexperience and lack of training of much of its infantry. It has an airpower rating of 3, but due to the nature of its fire support delivery systems, gains a +2 bonus to its airstrike rolls.
Building A Lunacorp Army
1. Command Section
A force of more than one rifle squad must have a platoon command section. A force of more than one platoon must have a company command section.
Platoon Command Section
All troops have as standard: body armour, knife/ bayonet, respirator, smoke & fragmentation grenades and handgun. CCR 1
Lieutenant: Submachine gun
Platoon Sergeant: Submachine gun
Communications specialist: Submachine gun, Platoon / Company Radio net
Platoon Medic: Submachine gun
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Company Command Section
All troops have as standard: body armour, knife/ bayonet, respirator, smoke & fragmentation grenades and handgun. CCR 1
Captain: Submachine gun
Lieutenant (Company XO): Submachine gun
Communications specialist: Submachine gun, Platoon/ Company Radio net
2.Squads
These make up the main body of any force.
All troops may be upgraded to Experienced or Veteran status for extra points.
Corporate Security Team (Combat)
All troops have as standard: body armour, knife/ bayonet, respirator, smoke & fragmentation grenades and handgun. CCR 1
Sergeant: Submachine gun
4 Troopers: Assault Rifle
2 Troopers: Light Machine Gun
For extra points the squad may upgrade its small arms weapons with Sniperscopes
The Troopers may exchange their Assault Rifles for:
Submachine guns
Combat Shotguns
The squad may upgrade either or both of its Light Machine Guns to:
.50cal Heavy Machine Gun
Rocket Propelled Grenade Launcher
Automatic Grenade Launcher (Smoke, Incendiary, Phosgene, Fragmentation ammo)
Heavy Flame-thrower
Minigun
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Corporate Security Team (Infiltration) (Max 1 per platoon)
All troops have as standard: body armour, knife/ bayonet, respirator, smoke & fragmentation grenades and handgun. CCR 3
Sergeant: Submachine gun
3 Troopers: Submachine gun
These may be set up after the opposing player has set up, regardless of initiative roll, and may be up to 12cm forward of the standard deployment limit.
Corporate Security Team (Missile)
All troops have as standard: body armour, knife/ bayonet, respirator, smoke & fragmentation grenades and handgun. CCR 1
Sergeant: Submachine gun
4 Troopers: Assault Rifle
3 Troopers: Stinger/ TOW Dual Purpose Missile Launcher
For extra points the squad may upgrade its small arms weapons with Sniperscopes
The Troopers may exchange their Assault Rifles for:
Submachine guns
Combat Shotguns
3.Auxiliary Troops
These may operate independently or be attached to specific formations.
Corporate Assassin
Standard equipment: body armour, knife/ bayonet, respirator, smoke & fragmentation grenades & handgun. CCR 2
Corporate Assassin – Sniper Rifle
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Attack Dog Team
All troops have as standard: body armour, knife/ bayonet, respirator, smoke & fragmentation grenades and handgun. CCR 1
Sergeant: Submachine gun
2 Troopers- Submachine gun
4 Attack Dogs (see special rules below)
Attack dogs stay within 2cm of their designated handlers until ordered to charge. Their charge distance is 48cm, their CCR is 6 and they never need to check morale
Laser Designator Team
All troops have as standard: body armour, knife/ bayonet, respirator, smoke & fragmentation grenades and handgun. CCR 1
Sergeant – Submachine gun
Trooper – Submachine gun
Trooper – Laser Designator (gives +1 accuracy to fire support)
4. Vehicles
These may operate independently or be attached to specific formations.
Hummvee
A four wheel drive wheeled utility vehicle, the Hummvee resembles an overgrown Jeep. In its basic form it mounts a Light Machine Gun and Smoke Launcher and may carry up to 6 infantry.
For extra points Hummvees may be upgraded with the following:
Reactive Armour
NBC filters
Platoon/ Company radio net
For extra points Hummvees may exchange their Light Machine Gun for
.50 cal Heavy Machine Gun
Automatic Grenade Launcher (Fragmentation & Smoke ammo)
Stinger/ TOW Dual Purpose Missile Launcher
MinigunAll contents copyright c2004 James Martin
Scorpion Tracked IFV
An expensive and sophisticated vehicle, the Scorpion may be configured as a transport or heavy fire support vehicle.
If configured for transport mode the Scorpion may carry up to 10 infantry, mounts a Light Machine Gun and ONE of the heavy support weapons from the list below:
Light Machine Gun
.50cal Heavy Machine Gun
Stinger/TOW Dual Purpose Missile Launcher
Automatic Grenade Launcher (Smoke, Phosgene, Fragmentation ammo)
Heavy Flame-thrower
Minigun
If configured for fire support mode the Scorpion mounts a turret with a 50mm autocannon with Laser Targeter and two Dual Purpose Stinger/TOW Missile Launchers. It also carries two hull mounted Light Machine Guns.
It carries Smoke Launchers and Platoon/ Company Radio net as standard.
For extra points the Scorpion can be upgraded with:
Reactive Armour
5. Fire Support
Satellite strikes (count as artillery)
Kinetic Strike : Effects as HE artillery strike
EMP Strike: All vehicles & communications equipment within 15cm of strike point cease functioning for a turn (unless specifically hardened against EMP). On the following turn roll a D6 for each piece of affected equipment- each piece that rolls a 1 is permanently crippled and useless (although vehicles may count for cover)
All contents copyright c2004 James Martin