From: Thomas Barclay <Thomas.Barclay@s...>
Date: Tue, 6 Oct 1998 23:42:48 -0500
Subject: [SG2] Platoon Sergeants and Special Forces Troops
Platoon Sergeants Treat them as 'individual figures'. That way they can roam the platoon or attach themselves to squads. They have the Leadership ability. To limit them somewhat, in any turn that the officer in charge loans one activation, they may loan two. Otherwise, they may only loan one (for a total of three in any turn). If one or other is incapacitated, the other can loan two activations as normal. Special Forces Grant Elite Special Forces troops special benefits. Squad Cohesion can be over 3" from each other or 8" radius. As they react with less hesitation to commands, and are trained for rapid movement and violent assault, each Special Forces squad may be activated TWICE per turn (maximum) by loaned activations as opposed to the normal limit of ONCE per unit on normal units (This is a house rule I use to keep single units from leaving the rest of the table behind.... like they were on 'Roids...). As they are more capable of independent action without supervision, their command squad may manoevre while the unit commander (who is also squad commander) gives orders (activates units). Unit Commander Unit May Also loans: Conduct: 2 actions 1 activation 1 action 2 activation 0 actions 2 activations (Essentially, one free activation from officer without affecting the capability of the command squad.) If Platoon Sergeants (as above) are being used, then the PSM can loan an activation without detracting from his squads performance also. So in a SF detachment with two eight man squads, one led by a captain and one by the platoon sergeant (a warrant officer), both squads may activate normally, and then both the platoon sergeant and the officer can activate a squad once more. For scenario purposes, SF troops should be less likely to become fatigued (they are better at managing their energy), recover morale levels more quickly than other units, move faster over route marches, and will tend to have (in any team of 4) 1 medic (far better than the average medic +2 to wound resolution rolls), 1 explosives expert, 1 weapons expert (could be sniper, could be heavy weapons), 1 comms guy (can handle EW or Comms). All will be trained in explosive, most small arms, escape and evasion, small unit tactics, forward observer, laser designation, some will be trained in riverine craft, aerospace or space craft, rail operations, crypto, drop capsule or grav chute operation, scuba, zero G combat, sniper, nuclear demolitions, horsemanship, etc. etc. - the list of possible skills is huge. These troopers will be extremely valuable to their forces and should be rated (for victory points) at at least a 2:1 value with normal veteran or elite troops. Possibly 3:1. /************************************************