INTRODUCTION
In a follow-up to the previous Bestiary Notes for the CS Grunt Section, I thought I would address a more complex element of the CS military, and more specifically how the GM could leverage this for adventure design. Most GMs are not military/ex-military and would be excused for not understanding how military units are composed, or the integration of arms into flexible at battalion-plus sized formations.
Breaking down current doctrine into more easily digestible pieces should provide a GM with solid basis moving forward. This informs the GM to make more realistic, engaging, and ever-increasingly challenging combat encounters. The aim is to turn a simple combat encounter with a CS squad into something more like a running gun battle with multiple units that are both trying to track down those PCs, engage with them, and ultimately try to capture or avenge their fallen comrades. This should give Players a sense of accomplishment as they work through a more complex enemy design than simple ‘mook’ enemy forces that take a hit and die. Where’s the challenge in that?
A Final Point: The following is based on an understanding from a Canadian military perspective. If reading from a NATO country, you’re likely going to see small variances to the numbers and/or names. This gap only widens for non-NATO countries. No problem! Use the information below to build on your adventure design. This is just a start point - make it your own!
CURRENT DOCTRINE (TODAY)
Doctrine Informs the Future. For the most part, armies of the future are very likely going to be based on previously identified methods, with proven tactics, techniques and procedures (TTPs). The development of increased damage-dealing weapon or resilient armor likely changes little. Certainly, it provides a GM the ‘cheat’ to simplify things into terms the Players will better understand, and the GM can more easily plan around.
NATO Establishments. Much of the following is relatively open-source information on NATO doctrine and how they have been training to do ‘business’ for decades, augmented with a fair number of new technologies. Let’s extrapolate this into a fictional, post-apocalypse setting, and things become largely a question of theory-crafting. The GM now benefits from flexibility to change or modify things to their liking and fit their adventures/campaigns.
U.S. Army. The U.S. Army has several documents available online. They do assume a level of tradecraft knowledge, the same way a vehicle repair manual assumes the reader has a grasp of the tools and concepts of automotive mechanics. Not universal, but most likely what would happen in North America.
NATO Forces. Outside the United States, your domestic military has their own references. In a post-apocalyptic setting, it would be safe to assume that a military in Poland would look to Polish Army references. This gives GMs a great “out” in terms of naming conventions to something familiar to the Players. For context, the following is based on Canadian (NATO) references.
Technological Advancement. The advent of Mega-Damage weapons, M.D.C. armor, and myriad technological advancements would make the Infantry Battalion a much more potent group. Aside from the obvious weapon and armor, signaling equipment, radios, cybernetics and bionics make each soldier more cognizant and capable, while inclusion of power armor and robot vehicles makes the battle space even more terrifying. So, let’s see how we can adapt this.
Resources. A few books touch on the intricacies of combat unit/formation and employment. The post-apocalyptic setting gives us some wiggle room. The following touch on a few ideas the GM can use:
Sourcebook 1 (Original Kevin Long Cover). A literal gold mine in terms of ‘common CS unit compositions.’ A GM could generate CS-based combat encounters very quickly. It also introduces a feasible establishment for Sections, Platoons and upwards past Company-sized Units.
World Book 11 (CWC). The segment called The Coalition Army (pp 35-58) does a decent job providing non-military folks something to work with for your game design. There’s a good enough basis to give your adventure enough details to move along and build your encounters. There are certainly no lack of power armor, robots and CS gear to exploit!
World Book 22 (Free Quebec). I expressly baked in concepts of integrated arms with the GB Legions. Based around the Glitter Boy, FQ creates scalable combat packages that include Juicer/Cyborg support with power armor, robots and support vehicles. Combined with the superior position of their reconnaissance and Naval forces, Free Quebec molds the force to match the enemy. What they do against the encroachment of Atlantean and Shemarrian forces remains to be seen. I’ve got a pretty good idea what I would present (hint-hint, nudge-nudge).
What You Are Likely to Encounter. What most GMs might not realize is that, regardless the country of origin, certain doctrinal commonalities exist. The following hopefully provides some basis for designing encounters in a manner that escalates the drama, tension, and difficulty.
Company-Sized Unit. This is the smallest tactical unit an Army will deploy on its own. Relatively self-sufficient for short periods (typically no more than 1 week), the Company could form the basis for what you start with. This should apply to the CS as well.
Supporting Big Brother. A Company might split to perform limited tasks in proximity to each other; the Company is almost certainly not far from a supporting Battalion. This means lots of SAMAS, Spider Skull Walkers, or IAR robots or tanks that can be called in for support. But it does mean a Platoon may find itself overstretched.
Reconnaissance Screen. An advancing Formation (battalion or larger) pushes reconnaissance forces ahead of them as a way of clearing axes of advances and finding the enemy. They aren’t there for protracted combat; they have limited firepower. They report enemy contact and bounce back to find another route or push through relying on speed to save them. Most likely hover vehicles, Sky Cycles, and SAMAS troops.
You Can Run, But You Can’t Hide. Something the Players may not realize, even though they defeated a Section of CS Grunts, the PCs are in an operations zone that VERY likely has other CS forces nearby to chase them down, and likely has SAMAS and/or Sky Cycles covering the region to harass PCs with long-range strikes. A Section is part of a Platoon, that always has the remainder of the Company to back them up.
Long-Range Strikes. Many of the assets a CS Company (or larger) deploys with, can track and attack PCs from longer ranges than most weapons PCs would be carrying. Firefights might be more a game of cat and mouse, where the PCs are too busy trying to jump from one hiding spot to the next to deal with the other CS troops moving into position to strike or capture them. A single Spider-Skull Walker supported by a pair of SAMAS power armor is a major threat!
Armor Never Deploys Alone. Short of a lone survivor of a massive battle, no random tank/robot should be found in the wilderness without support. A Squadron or Armored Regiment will always (always) have mechanized infantry attached. Don’t just throw a single Abolisher at the PCs; they get lonely and are easily scared when alone.
THE SECTION LEVEL
NATO Section. Limited in scope; mechanized roles that change are listed in brackets. IC = In Command.
Section IC
Section 2IC
2 Heavy Weapon Gunners
4 Riflemen (1 becomes Driver, 1 the Gunner for APC)
2 Grenadiers
Note: All ‘fit’ within an APC (if you know, you know)
The CS Section. I would defer to The Bazaar #61: Bestiary Field Notes (CS Grunt Section) for more information. It also includes a segment that would satisfy the How They React element.
CS Sections. Most would not warrant their own APC; likely combined with another Combat Section, two Sections per Mark V APC.
Reconnaissance Platoon. A Section would likely get a Mark IX EPC or a pair of fast moving and maneuverable hovercraft with a pair of SAMAS supporting.
Augmented Troopers. Something the GM can start doing is adding in a Juicer, partial conversion troopers, or full conversion cyborg in place of a Grunt. This added threat could make the PCs think twice about engaging into a firefight.
THE PLATOON LEVEL
NATO Platoon (Pl). Starting with 3 x NATO Sections, we add the Platoon HQ and Weapons Detachment (typically split into three pairs, one assigned to each Combat Section).
3 x NATO Sections: ~30 soldiers total
Combat Platoon HQ: Pl Comd, Pl 2IC, and Signaler
Weapons Detachment: Det IC, Det 2IC, 3 x 2-person heavy weapon teams
Note: Mechanized Platoon combines the HQ + Wpns Det into one APC, for 4 total APCs per Platoon
The CS Platoon. We can mix/match to make some interesting groupings. You may only initially throw one Section against the PCs, but the remainder of the Platoon should never be far away. If the PCs are unaware that a full Combat Platoon is operating in the area, this could make for some high-stakes gameplay. The following is an example I’ve come up with:
CS Sections. Each trade in their Grenadiers for 2 x SAMAS pilots, giving us 6 total for the platoon.
Platoon HQ. No great change. Two seasoned Grunts and a Tech Officer (MOS: Communications).
Weapons Detachment. Replace the Grunts with full conversion Cyborg Strike Troopers, giving us 6 total for the platoon. The Det IC and 2IC could be veteran Grunts, partial conversions, or more SAMAS/power armor troops.
Vehicles. At this point, we are also looking at adding in a pair of Mark V APCs, or cramming them all into a Mark VII “Slayer” APC. That’s no small amount of fire support.
How They React: All groupings will remain in close, so an attack by the PCs on one Section will lead to multiple others joining the fight very quickly. This really changes the math.
SAMAS. Divided into three pairs; two pairs scout the flanks and forward, the last pair on stand-by to assist.
Combat Sections. When fighting begins they will hunker down, trying to draw the PCs’ fire for as long as possible. If they have the upper hand, they will try to assault the PCs. Otherwise, their aim is to pin down the PCs until Cyborg reinforcements charge in or SAMAS can start picking at them from range.
Cyborg Strike Troopers. They are the hammer, while the Grunts supply the anvil. The Cyborgs have the armor, firepower, and speed to rush the PCs and stop the fight/capture them.
Transport. Don’t forget these guys. Nothing worse than trying to fight a Combat Section and seeing one of these behemoths come crashing at you! Let alone the contents that come spilling out!
THE COMPANY LEVEL
NATO Infantry Company (Coy). Starting with 3 x NATO Platoons, we add the Company HQ.
3 x NATO Platoons: ~120 soldiers total, with 12 APCs
Company HQ: Coy Officer Commanding (OC), Coy 2IC, upwards to 6 soldiers
Note: Typically, 2 APCs are accompanied by 2-4 cargo vehicles/jeeps
NATO Armored Squadron (Sqn). Basically, the armored version of the Inf Coy. This has a much different look and feel to it. We won’t necessarily bother with the number of soldiers as we are looking to replace one chassis for another.
4 x Armored Troops. 4 tanks each; 16 total.
Sqn HQ. 2-3 tanks.
Note: Typically accompanied by 2-4 cargo vehicles.
The CS Infantry Company. Now we’re cooking with fire! The PCs should not have much of a chance in a straight, stand-up fight. If you choose to throw this into the area the PCs are operating, consider scripting some of the moves before the Players start rolling dice; otherwise, you’re going to flood the combat with SAMAS reinforcements. The PCs will have no chance to escape, let alone accomplish a task.
3 CS Platoons: 72 CS Grunts, 18 SAMAS (12 Old Style, 6 Super SAMAS), 18 Cyborgs/Heavy Weapon Grunts, with 6 Mark V APCs or 3 Mark VII “Slayer” APCs.
Company HQ: Here we can start getting creative; perhaps a nemesis NPC. A higher-level CS Grunt or partial conversion Military Specialist, supported by a small staff. We can also make them all power armor pilots or Cyborgs. In terms of command vehicles, they could have a single “Slayer” APC to them, making an even four of these monsters.
The CS Armored Squadron. Upgrading modern tanks to CS vehicles, we find the CTX-50 “Line Backer” Assault Tank. Alternatively, one could make these robot armored units, with IAR-2, IAR-3, and/or IAR-4 units. This gives us two options:
4 x Armored Troops. 4 x CTX-50 each; 16 total.
Sqn HQ: 2 x CTX-50s
Note: Likely a few Mark IX EPCs towing supply trailers or hover trucks in support.
4 x Robot Troops. 4 x IAR models (various); 16 total
Sqn HQ. Probably a pair of IAR-3s
Note: Likely a few Mark IX EPCs towing supply trailers or hover trucks in support.
CONCLUSION
This post gives an overview on use of contemporary information to shape how we could present things in our Rifts games. It could easily apply to any human-based city state mercenary force (e.g. Whykin, Kingsdale, MercTown), or larger organized military (e.g. FQ, NGR, NG, Manistique Imperium). It’s something I use as background information to better devise the “how and why” CS forces are in the region. It also gives me a checklist of resources I can employ as “random encounters” or follow-on combat scenes.
One final note is that the information above is, strictly speaking, a non-optimized series of force packages. Modern forces are deployed with a variety of combat arms packages into something “greater than the sum of the parts.” We have yet to bring in Engineers or Artillery into the discussion, let alone Skelebots, Dog Boys, you name it!
In the follow-on post, I’ll build on the concept of the CS Company and present the Battalion-sized formation with all it’s possible resources. I’ll present an example of how I would develop an adventure designed for the PCs, using a CS Company deployed into an area. Based on my post The Bazaar #62: Adventure Design Methodology, I’ll show how I would create the nodes and options for each aspect of the adventure, with certain timeline events that help dictate CS reactions to whatever the PCs accomplish. It sounds harder than it is, but that’s the point of this series. Let’s introduce some complexity that builds immersion into the story of the campaign. By adding in elements that PCs have no way of predicting, it increases the difficulty, but makes the achievement so much more rewarding.