[SG2] Platoon Sergeants and Special Forces Troops

1 posts ยท Oct 7 1998

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.

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