Wednesday, November 2, 2016

Minions: Alliance Troopers

If the Empire and the Storm Trooper are the golden standard of soldiers from Star Wars, the brave troopers of the Rebellion are the silver standard. Of course, a typical Star Wars game doesn’t feature combat against the Rebellion, but there’s no reason for that to be true of Psi-Wars. Moreover, heroes of the Alliance may well be accompanied by Alliance Troopers. Thus, they’ll need as much detail as Imperial Troopers.

The Concept of Alliance Troopers

The soldiers of the Rebellion are defined by being in a state of rebellion. They’re the brave resistance to the great and powerful empire and stand as a contrast to it. The empire is the Leviathan, the great, tyrannical state, and the Rebellion fights against it: they’re the Minute Men, La Resistance, the Viet Kong, and the Taliban. George Lucas often described the Rebellion in these terms. If the Empire is Goliath, the Rebellion is David.

In a sense, both forces are foils to one another. Where the Empire’s soldiers are faceless, the Rebellion’s soldiers show their faces. Where the Empire is well-funded with sleek and advanced technology, the Rebellion is poorly equipped and makes use of old technology. Where the Empire has legions of soldiers at its disposal, the Rebellion has only a few desperate heroes to defeat the great military-industrial behemoth that marches on them.

While describing the Rebellion as “the Taliban” might seem harsh to modern ears, it fits tactically. Like the Rebellion, modern terrorists fight a technologically and numerically superior foe. They must make use of spoiler tactics, explosives, old and reliable weapons like jeeps and AK-47s, and cheap missile launchers to defeat their opponents. They must also make use of the land, network with the local natives, and scatter when their foe launches a serious attack.

The Rebellion differs from the terrorists on two key points, though. First, terrorists lack professionalism. They generally draw their ranks from disenfranchised and disposable youths. The Rebellion, though, shows signs of full military training and also have access to military hardware. If we look at the Rebellion as a splintering of the Empire, then that seems appropriate, and closer to the Revolutionary war, where a portion of the military broke with the Empire and joined forces with the Rebellion. Second, terrorists are villainous. They sow discord for the sake of discord and often have no real plan, other than nebulous idealism, for what will come if they achieve victory. The Rebellion, thanks to its superior professionalism and leadership, is heroic, and has a real plan in place, a restoration to the Golden Age that came before. To evoke this, the Rebellion should represent something from our past, from our own golden age of war.

Thus, I propose that the Rebellion be professional soldiers with a focus on spoiler tactics, explosives and agile hit-and-run tactics. Thematically, they should evoke Americans of WW2 or possibly the revolutionary war crossed with the French resistance movement.




Tactical Theory

Like the Imperial trooper, the backbone of the Alliance military is the rifleman. However, they need to be both visibly and mechanically distinct from Imperial Troopers. We have two meaningful ways to differentiate the Alliance rifleman from the Imperial Carbine trooper: the rifle, and their armor.
For the former, we want to replace the advanced, compact and over-priced imperial carbines with traditional, heavier and cheaper rifles. If the imperial carbine is M-4 carbine, the Rifle is the M1 Garand, which suits the speed of fire, and emphasizes a focus on fewer, but more accurate shots. We’re missing our AK-47, though. If we follow the “gun cult” of the AK-47, we expect a highly reliable and exceptionally cheap weapon. A ruggedized, cheap carbine might fit the bill.

For armor, we’ll discard the combat hardsuit for a helmet and battleweave vest with inserts, and thus we have something that resembles a typical WW2 soldier, but something that’s also justified by the logistical situation the empire finds themselves in: the armor protects the soldier enough but does so for about 1/5 the cost of a standard hardsuit. The net result is a rifleman who is nearly as good as an imperial soldier, but not nearly as expensive.

Recon troopers definitely suit the rebellion. A commando who can infiltrate past enemy lines, radio back troop movements and then snipe at enemy officers and so chaos and discord certainly fits the shoe-string warrior concept. We can expand that further by giving them demolitions, explosives and traps. The recon trooper becomes the ultimate guerrilla warrior, where a single squad can tie up an entire company of imperial soldiers with clever tactics.

The soldiers of the Alliance must go toe-to-toe with the mechanized fist of the Empire. If they cannot defeat tanks and gunships (or their equivalent), their rebellion is doomed. The cheapest way to do this is with missile launchers, but a standard IML is a mere $2000 and weighs a paltry 4 lbs. Given that a blaster can easily run $20,000, which not give every soldier a missile launcher? But if we give every soldier a missile launcher, what role does a heavy soldier play? He can serve a traditional role of machine-gunner and grenadier. Rather than use a gatling blaster though, we could use a weapon similar to a SAW with an underbarrel grenade launcher. They provide suppressive fire and remove hard targets with a plasma-lance grenade.

The Alliance doesn’t have room for assault troopers. Relentless, well-armored killers descending like a storm on the enemy tends to be more evocative of a tyrannical force than a heroic force (outside of something like knights… which is an idea worth exploring, but doesn’t fit the vision of the Alliance). If I were to choose a weapon, the easiest would be a vibro-blade bayonet, and like missile launcher, that’s something every soldier can have, turning every rifleman into an “everyman” soldier, able to shift from a supporting role to an assault role as necessary.

This leaves a slot open, and for that, I suggest the Partisan, a civilian who has taken up arms in favor of the Rebellion. They lack decent armor or decent weapons (using cast-offs of the Rebellion or black market surplus Imperial arms), but they represent the extreme low cost of the Rebellion, and represent its ability to inspire others. They also make a good stand in for any civilian uprising.
For our elites, the Rebellion doesn’t need kill-squads, but leaders, veteran sergeants who inspire their rifleman, or lethal commandos who lead their teams of guerillas to victory.

So, our final “combined arms” of the Rebel Alliance looks something like this: Omni-competent rifleman, equipped with grenades, missile launchers, blaster rifles and bayonets serve whatever role is necessary, supported by a heavy gunner and an inspiring sergeant. When they make their attack, they’ll find that rebel guerillas, lead by a commando, have laid traps and pinned the enemy in the ideal situation for an ambush, and then assist the fight by sniping at the enemy. If either force needs more support, they can turn to the every day person to gain it in the form of a Partisan.

Skill Level Theory

The soldiers of the Rebel Alliance should be as competent as the soldiers of the Imperial, meaning the average soldier should be skill 12. To emphasize their heroic nature, I suggest a basic Higher Purpose as a standard, “Against Impossible Odds”: In such situations where the mooks find themselves overwhelmed by the enemy (usually 3:1 odds), they gain +1.

Our elites, of course, have skill 15, but given their “leadership” role, they’re more likely to be full Henchmen.

Finally, Partisans are defined by their lack of skill, making them skill 10.

Technological Detail

The design considerations for the Rebellion are cheaper, more reliable, and traditional. We want to evoke a more heroic feeling, and make sci-fi callouts to wars of old.

The Blaster Rifle

The easiest way to make a cheaper rifle would be to create a new rifle from scratch and apply the “cheaper gear” modifier to make it larger and heavier. If we use the standard weapons as our target weight, then the net result is a weaker rifle.

If we want something like the Garand, we need a Cheap, Reliable, and a low-tech feel, perhaps low RoF. A cheap weapon is 1.5x as heavy and half the cost, while a reliable weapon is +25% cost (if we use the High Tech numbers, and why not?). If we want to make a weapon that weighs about 9 lbs (the weight of a standard blaster rifle), we get a weapon that deals 5d+2 damage (the GURPS UT blaster rifle should actually deal 6d+1 damage), weights 9.2 lbs and costs $9300.

If we want to do the same thing with a carbine, we get 4d+2 damage, a weight of 6.1 lbs and a cost of $6000.

Bayonets are found on HT 197. Treat them as a socket bayonet, but with the option of a cutting edge (treat them as a large knife for the purposes of swing damage): A bayonet deals thr+4(5) and sw+1d-1(5). It inferior to the actual damage of the weapon, but in very close combat, it doesn’t suffer from bulk penalties.

Sniper Rifles

As the role of a Rebel recon trooper is definitely that of sniper, the sniper X-ray is the perfect weapon. It’s also $40,000, which is mind-blowingly expensive for an army on a budget (You could fully equip 3-4 rifleman for the same cost).

A basic Alliance rifle with a proper scope (for +3 to aimed shots) should be sufficient for the purposes of the average guerilla, though I’d trade out the bayonet for a combat knife, to allow for silent kills. For a commando, can we do better?

If we use the beam weapon design system, a cheap 8d single-shot blaster rifle weighs just shy of 23 lbs and costs $15,000, which is a pretty reasonable pricetag for a rifle that hits with as much punch as a force sword. It’ll do nicely for our commandos.

Partisan Weaponry

If we’re going to have partisans, we need partisan combat gear, which means readily available weaponry. The most obvious weapon is a hunting rifle. A single shot, cheap blaster rifle should do the trick. A 6d blaster rifle, single shot, with a cheap option will cost $6,400.

The other classic “partisan resistance” weapon would be the sten gun. A small, cheap, unreliable submachine blaster. That would be a heavy pistol scale blaster with a rifle configuration, RoF 9 and Malf 16 gives us 4d-1 damage, a loaded weight of 4 lbs, for a cost of $3200.

Heavy Weaponry

Explosives are the weapon of choice for our plucky rebel heroes. They’ll defeat the tanks and gunships of the empire with RPGs and Bazookas. An IML is on UT 146, weights 4 lbs, and costs $2000, making it quite affordable. An IR missile (Skill 15) costs $400, a plasma lance warhead (6dx12(10)) costs a forgiving $150 while a TL 11 HEMP warhead (6dx8(10), plus explosive damage) costs a paltry $20. I would give this to every trooper, but assume about half of all troopers carry one.
If we want a non-gatling “SAW” weapon, we can use the actual SAW as an example. It weighs about 22 lbs, though I’d prefer our final version to be lighter despite its cheap make, thanks to the fact that blasters are lighter than machine guns. If we make a cheap, RoF 12 weapon that deals 6d damage, it’ll weigh 19.2 lbs (unloaded), and a surprisingly light 50 shots, meaning the weapon can only fire for a full 4 seconds before it needs to be reloaded. It costs $25,600, which is steep, but not bad for what you’re getting. The UBGL is the same basic design as the Imperial design (a UBGL is a UBGL)

Bombs and Traps

For basic demolitions, we already have a few plasma charges worked out back in Iteration 2. They’ll serve our purposes well enough. The point of our commandoes and guerillas distributing satchel charges is to disrupt the enemy or destroy their installations. We don’t much more attention to this other than to note their skill with demolitions.

What’s left, then, is how to build traps. GURPS Dungeon Fantasy 16: Wilderness Adventures has a few nice ones we can use, as does GURPS Seals in Vietnam. The obvious ideal trick is the mine, whether a claymore (or a varient), or the limpet mine. A smart grenade can be set to go off when a detonator is triggered, but no option exists for proximity detection. Still, we can do as the SEALs did and use grenades and trip wires to do much the same. For something akin to a claymore or a landmine, a 4 lb mine can be set to be triggered if there’s pressure on it, and is the equivalent to a 100 mm warhead.

Armor

A typical vest is 50% more DR than the standard flexible armor, so a Battleweave Vest would have a DR of 30 for $900 and 9 lbs. TL 11 inserts are +69 DR, but I say we increase it to DR 70 just to get a nice, round 100. This is another $600 and 9 lbs.

We should combine the vest with a decent pair of boots and a helmet. TL 11 Assault boots (UT 173) will work fine for another $150 and 3 lbs. A light infantry helmt (UT 176) is $250 and 3 lbs. Troopers will need a separate radio system, and commandos will need their own IR visor. The total cost is a cheap $1900 and 24 lbs, which means most troops will have light encumbrance.

Support Technology

All Alliance troopers come equipped with communication systems equivalent to wrist-comms, for a 100-mile communication range.  The Alliance lacks faceplates, which means they don’t suffer the accuracy penalties from firing with a mask, but they also don’t have IR vision.  I could give them IR visors, but I think I’ll limit this to IR goggles for commandos.  They do carry light sources, as a result.

Hmmmm...

After looking at the completed version of the equipment I've offered the Alliance, it makes sense in the same way that things like the Starhawk Regal make sense. They represent an older era, the beginnings of the TL 11 era, while the “advanced” weaponry of the Empire represent the first steps into the end of the TL 11 era. But it doesn't necessarily make sense for all troopers to be equipped so poorly. The Taliban (and thus guerillas) might be poorly armed with old AK-47s, but the actual soldiers should have something slightly better. The standard blaster carbine or rifle might represent a middle-of-the-road development that is neither too cheap nor too expensive for a typical Alliance soldier.

Alliance Troopers

All the following troopers have been created in such a way that they'll fit on two sides of an A6, so you should be able to print 4 per page. I have greatly reduced their complexity even further, so that most characters are virtually identical. Note that the listed tactics aren't the only moves possible, just a helper for some of the more complex actions these characters might undertake.

Partisan

The Partisan represents a standard civilian warrior. They are, of course, absolutely terrible, unable to effectively kill an opponent, poorly armed and poorly armored. They don't represent a serious threat so much as a story consideration, or potential fodder for a more skilled commander to turn into a serious threat.
ST 10 HP 10 Speed 5.00
DX 10 Will 10 Move: 5
IQ 10 Per 10

HT 10 FP 10 SM +0
Dodge 8
Parry 8
DR: 0




Hunting Rifle (10): 6d(5) burn sur (Acc 10, Range 600/1800, RoF 1, Bulk -4)

Rifle Butt (6): 1d+1 cr (Reach 1)

Partisan Assault Blaster (10): 4d-1(5) burn sur (Acc 3, Range 250/750, RoF 8, bulk 3)


Skills: Observation-10, Professional Skill-10, Stealth-10, Urban Survival-12.

Traits: Pacifism (Reluctant Killer)

Notes: Human; Untrained and largely unready for combat. Apply a -4 to shoot any recognizable humans (or other galactic sapients generally considered non-monstrous) with visible faces, or -2 if no face is visible. If they killed someone with a visible face, roll against Will or break down. Consider randomly deciding which attack them make (50% chance of attacking (either disorganized fire or Panicked Strike) or defending ( Panicked Retreat)

Partisan Tactics


Disorganized Fire (6): Whether firing a partisan blaster, or a group of partisans firing hunting rifles, collect all of their shots into a single Suppression Fire roll (6+total rof). This counts as an all-out attack, so no partisan in the group may defend.
Panicked Strike (10): Make an All-Out Attack (Determined) with your Rifle Butt at the nearest target to pose a risk to you. Because this is close combat and a “non-lethal” attack, it does not suffer from Pacifism. You may not defend.
Panicked Retreat: Make an All-Out Defense (Increased Dodge) and move at least one yard away from your nearest foe.



Alliance Rifleman

The essential alliance soldier is a flexible element in the rebellion's military. They can act as basic fodder, or as heavies laying down missile fire, or as assault troops charging the enemy.
ST 11 HP 11 Speed 5.25
DX 10 Will 10/12 Move: 5 (4)
IQ 10 Per 10

HT 11 (12) FP 11 SM +0
Dodge 8 (7)
Parry 9
DR: 100/30




Blaster Rifle (12): 6d(5) burn sur (Acc 10, Range 700/2100, RoF 3, Bulk -4)

Vibro-Bayonet (12): 1d+3(5) imp
(Reach 1)

Grenade (12): 6dx5 cr exp inc
(Range 35 yards, +4 if you aim for the ground, 1 turn to ready, 2 seconds to blow)


IML (12): 6dx8(10) cr inc + 8d cr ex [3d cut] (Acc 3, Range 750/30k, RoF 1, Shots 1, Bulk 4)

Skills: Pilot (Contragravity)-12, Savoir-Faire (Military)-12, Soldier-12, Vacc Suit-12

Traits: Fearless +2, Fit, Higher Purpose (Against Impossible Odds)

Notes: Human; Armor grants DR 100 to torso, and Helmet provides DR 30 to skull. Add +1 to all rolls when facing at least 3-to-1 odds. 100-mile communication range and 25 yard light source. Lightly encumbered.

Alliance Rifleman Tactics


Fire from Cover (11): Come out of cover and make a sighted, all-out (determined) pop-up attack against the enemy. Return to cover. You may not defend.
Focus Fire (24): While you have a weapon braced either on the ground or on cover, aim. If you have already aimed, make a sighted, all-out determined attack on your opponent's torso. You may not defend, but because you are prone or behind cover, apply a -2 to any attempts to hit you.
Bayonet Charge (12): Make a Move (up to 4 yards) and Attack (Slam) with your bayonet. Deal 1d+3(5) imp damage. You may defend normally, but you may not retreat or parry with your weapon.



Alliance Heavy Support


The Alliance Heavy brings a genuine light support weapon to the fray, and both missiles and grenades as ordinance. His role is to be within the infantry squad, offering supporting suppression fire.
ST 12 HP 12 Speed 5.25
DX 10 Will 10/12 Move: 5 (4)
IQ 10 Per 10

HT 11 (12) FP 11 SM +0
Dodge 8 (7)
Parry 9
DR: 100/30




Support Blaster (12): 6d(5) burn sur (Acc 10, Range 600/1800, RoF 12, Bulk -6)

Underbarrel EMGL (12): 8d cr ex or 6dx3(10) cr in + linked 2d cr ex [1d-2 cut]. (Acc 4, Range 360/2200 yards, RoF 1)

IML (12): 6dx8(10) cr inc + 8d cr ex [3d cut] (Acc 3, Range 750/30k, RoF 1, Shots 1, Bulk 4)

Skills: Armoury-12, Pilot (Contragravity)-12, Savoir-Faire (Military)-12, Soldier-12, Vacc Suit-12

Traits: Fearless +2, Fit, Higher Purpose (Against Impossible Odds)

Notes: Human; Armor grants DR 100 to torso, and Helmet provides DR 30 to skull. Add +1 to all rolls when facing at least 3-to-1 odds. 100-mile communication range and 25 yard light source. Lightly encumbered.

Alliance Heavy Tactics


Suppression Fire (9): While firing from the hip, move up to 3 yards and make an unsighted All-Out Attack (Suppression fire) using RoF 12. Anyone under the suppression zone can be hit (to a maximum of 8 targets) and must make a Will or Will-based Soldier roll (Add Fearlessness as a bonus, +2 from Combat Reflexes, and characters with Unfazeable automatically succeed) to expose themselves to the suppressive fire zone. Successful hits strike a random hit location. You may not defend. Gain +2 to Fast-Draw or to act first during a cascading wait. You may not defend.
Spread Fire (13): While you have a weapon braced either on the ground or on cover, make a sighted, all-out (Determined) attack, dividing your 12 ROF in up to 3 ROF 4 attacks against up to three targets. You may not defend, but because you are prone or behind cover, apply a -2 to any attempts to hit you.


Alliance Veteran Sergeant

The Veteran Sergeant leads his unit of riflemen, using both his superior combat skill to support them, as well as his leadership and tactics to make them a more effective fighting force. He can also remove the worst disadvantages of a partisan fighting force.
ST 11 HP 11 Speed 6.00
DX 12 Will 11/13 Move: 6 (5)
IQ 11 Per 11

HT 12 (13) FP 11 SM +0
Dodge 10 (9)
Parry 11
DR: 100/30




Blaster Rifle (15): 6d(5) burn sur (Acc 10, Range 700/2100, RoF 3, Bulk -4)

Vibro-Bayonet (15): 1d+3(5) imp
(Reach 1)

Grenade (15): 6dx5 cr exp inc
(Range 35 yards, +4 if you aim for the ground, 1 turn to ready, 2 seconds to blow)


IML (15): 6dx8(10) cr inc + 8d cr ex [3d cut] (Acc 3, Range 750/30k, RoF 1, Shots 1, Bulk 4)

Skills: Leadership-15, Pilot (Contragravity)-12, Savoir-Faire (Military)-15, Soldier-15, Tactics-12, Vacc Suit-12

Traits: Charisma +1, Combat Reflexes, Fit, Higher Purpose (Against Impossible Odds)

Notes: Human; Armor grants DR 100 to torso, and Helmet provides DR 30 to skull. Add +1 to all rolls when facing at least 3-to-1 odds. 100-mile communication range and 25 yard light source. Lightly encumbered.

Alliance Veteran Sergeant Tactics


Fire from Cover (14): Come out of cover and make a sighted, all-out (determined) pop-up attack against the enemy. Return to cover. You may not defend.
Focus Fire (27): While you have a weapon braced either on the ground or on cover, aim. If you have already aimed, make a sighted, all-out determined attack on your opponent's torso. You may not defend, but because you are prone or behind cover, apply a -2 to any attempts to hit you.
Bayonet Charge (15): Make a Move (up to 4 yards) and Attack (Slam) with your bayonet. Deal 1d+3(5) imp damage. You may defend normally, but you may not retreat or parry with your weapon.
Rally (15): Every (mook) member of the veteran sergeant's squad (up to 10 men) gain +1 to fright checks and may ignore disadvantages harmful to combat for the duration of combat, so long as the veteran lives.
Strategem (12): If the sergeant wins a contest of tactics with his opponents, he may grant one free reroll to his squad.



Alliance Guerrilla

Guerillas can represent well-trained locals, or less elite recon troopers. While demolition stats aren’t noted below, they certainly have the skill necessary to blow something up. If they can succeed with their vanish rolls, they tend to want to either remove the enemy with their vibro-knives, or they’ll begin sniping the enemy. Their skills with traps represent a suggestion of how to treat them rather than a genuine tactic: they’ll pepper the battlefield with a mess of traps in advance, making them the Psi-Wars equivalent of “Tucker’s Kobolds.”
ST 11 HP 11 Speed 5.25
DX 10 Will 11/13 Move: 5
IQ 11 Per 11

HT 11 (12) FP 11 SM +0
Dodge 8
Parry 9
DR: 0




Blaster Rifle (12): 6d(5) burn sur (Acc 10, Range 700/2100, RoF 3, Bulk -4)

Old Blaster Carbine (12): 4d+2(5) burn sur (Acc 10, Range 350/1000, RoF 3, Bulk -4, Reliable)

Vibro-Knife (12): 1d(5) imp or 2d (5) cut (Reach C)


Grenade (15): 6dx5 cr exp inc (Range 35 yards, +4 if you aim for the ground, 1 turn to ready, 2 seconds to blow)

Skills: Camouflage-12, Explosives (Demolition)-12, Observation-12, Pilot (Contragravity)-12, Savoir-Faire (Military)-12, Soldier-12, Stealth-12, Traps-12, Vacc Suit-12

Traits: Fearless +2, Fit, Higher Purpose (Against Impossible Odds), Night Vision 2

Notes: Human; Has 100-mile communication device. Add +1 to all rolls when facing at least 3-to-1 odds. Unencumbered.

Alliance Guerilla Tactics


Vanish (7): At the beginning of a fight, a guerrilla will attempt to vanish and get the drop on his opponent. Roll Vanish (ignore modifiers for stealth at the beginning of a fight). Success means he may attack one opponent “from behind.” He may not do this at any other point in the fight.
Remove Sentry (16/11): If the target is unaware of your presence, make a telegraphic grapple for the head (16). You may defend normally. If your target is grappled, make an all-out (Determined) “slicing” attack (thrust cutting) attack with the blade on the target's neck (11). Opponent dodges at -1 or parries at -2. If you hit, deal 2d(5) cut to the neck and double all damage that penetrates DR. You may not defend.
Snipe (23): (With Blaster Rifle) After a single aiming action, make an All-Out Attack (Determined). Successful hit strikes torso. You may not defend.
Fire from Cover (11): Come out of cover and make a sighted, all-out (determined) pop-up attack against the enemy. Return to cover. You may not defend.
Trap (12): Deployed guerrillas may have already prepared a variety of traps. Ideas:
Sensor Wire: Roll Per-based Traps to detect. Signals to Guerilla when tripped.
Trip-Wire Grenade: Roll Per-based Traps to detect. Triggers grenade
Jamming System: Not genuinely a trap, but use the “Trap” skill anyway. Jams communication in a 2-yard radius,


Alliance Commando

Alliance commandos are to partisans and guerillas what the Veteran Sergeant is to Alliance Rifleman: A way of turning a minor unit into a superior unit. Like the Guerilla, he excels at stealth, night combat, and laying traps. He can also offer leadership and excellent tactics. Elite squads of commandos can act as military assassins and saboteurs, or they can join with guerillas or other allies to act as a sort of advisor.
ST 11 HP 11 Speed 6
DX 12 Will 11/13 Move: 6
IQ 12 Per 11

HT 12 (13) FP 11 SM +0
Dodge 10
Parry 11
DR: 0




Blaster Rifle (15): 6d(5) burn sur (Acc 10, Range 700/2100, RoF 3, Bulk -4)

Old Blaster Carbine (15): 4d+2(5) burn sur (Acc 10, Range 350/1000, RoF 3, Bulk -4, Reliable)

Vibro-Knife (15): 1d(5) imp or 2d (5) cut (Reach C)

Grenade (15): 6dx5 cr exp inc (Range 35 yards, +4 if you aim for the ground, 1 turn to ready, 2 seconds to blow)

Skills: Camouflage-15, Explosives (Demolition)-15, Leadership-12, Observation-15, Pilot (Contragravity)-12, Savoir-Faire (Military)-12, Soldier-12, Stealth-15, Tactics-15, Traps-15, Vacc Suit-12

Traits: Combat Reflexes, Fit, Higher Purpose (Against Impossible Odds), Night Vision 2

Notes: Human; Has 100-mile communication device, and IR Goggle (+2 to vision rolls). Add +1 to all rolls when facing at least 3-to-1 odds. Unencumbered.

Alliance Commando Tactics


Vanish (10): At the beginning of a fight, a psycho will attempt to vanish and get the drop on his opponent. Roll Vanish (ignore modifiers for stealth at the beginning of a fight). Success means he may attack one opponent “from behind.” He may not do this at any other point in the fight.
Snipe (26): (With Blaster Rifle) After a single aiming action, make an All-Out Attack (Determined). Successful hit strikes the skull. You may not defend.
Fire from Cover (14): Come out of cover and make a sighted, all-out (determined) pop-up attack against the enemy. Return to cover. You may not defend.
Remove Sentry (19/14): If the target is unaware of your presence, make a telegraphic grapple for the head (19). You may defend normally. If your target is grappled, make an all-out (Determined) “slicing” attack (thrust cutting) attack with the blade on the target's neck (14). Opponent dodges at -1 or parries at -2. If you hit, deal 2d(5) cut to the neck and double all damage that penetrates DR. You may not defend.
Trap (12): Deployed commandos may use the same traps as guerrillas, but with skill 15.
Rally (12): Every (mook) member of the commando's squad (up to 10 men) gain +1 to fright checks and may ignore disadvantages harmful to combat for the duration of combat, so long as the commando lives.

Strategem (15): If the commando wins a contest of tactics with his opponents, he may grant one free reroll to his squad

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