There are two turns per day (24 hours), (I) Daylight, and (II) Night.
When ever they move roll a D100 on the Patrol Table.
Patrol Table
ROLL RESULT
1 -59 Nothing Happens
60-69 Rout blocked/Sabotage & discovered.
70-80 Enemy tracks. Roll D6+ to discover (DMs -FCR, +1 in vehicle)
If discovered roll again on patrol table to see where they lead.
81-90 Booby trap. Roll to discover (as enemy tracks) or you find it
the hard way!
91-95 Sniper. 2D6 11+ to hit someone. Could play this & any followup
out as a small tabletop game.
96-97 Arms Cache. Roll to discover (as enemy tracks). There will be
2D6-6 enemy guerrillas guarding it. could play this & any followup
out as a small tabletop game.
98-100 Play out patrol as skirmish game. +1 to TIRDNESS.
Night Table
ROLL RESULT 1-69 Nothing Happens 70-89 Sniper. 2D6 12+ to hit someone. 90-95 Few mortar shells (1/2 D6 rounds) 96-98 Heavy mortar fire (2D6 rounds) 99-100 Playout FIREBASE game.
Game Table
RESULT TYPE OF GAME DM TO GUERRILLA TABLE 1-3 Enemy Patrol Active -2 4-5 Food Cashe -1 6-7 Weapons Cashe 0 8 Tax Collector/Harassing Villagers 0 9 Guerrilla Area HQ +1 10 Guerrilla Supply Base +1 11 Guerrilla Rest Camp +2 12 Mainforce HQ/Supply Base +3Guerrilla Table
RESULT TYPE OF GUERRILLAS NO OF MEN NO. OF MINES/TRAPS(*) 1 Local Guerrillas 1D6 1D6 2 Local Guerrillas 2D6 2D6 3 Regular Guerrillas 1D6 none 4 Regular Guerrillas 2D6 1D6 5 Local Guerrillas 4D6 4D6 6 Local Guerrillas 8D6 8D6 7 Maincore Guerrillas 1D6 none 8 Maincore Guerrillas 2D6 none 9 Regular Guerrillas 4D6 2D6 10 Regular Guerrillas 8D6 2D6 11 Maincore Guerrillas 4D6 none 12 Maincore Guerrillas 8D6 1D6(* See below for Skirmish '90 rules for mines.)
Roll D6:
1-2 Worse than average quality.
5-6 Better than average quality.
If Regular or Maincore roll D10:
8 - One heavy weapon.
9 - Two heavy weapons.
10 - Three heavy weapons.
Heavy weapon is HMG, AAMG/AA gun, Mortar, Light tank, etc.
Use of mines/booby-traps in Skirmish '90 rules:
% TERRAIN OF NUMBER OF BOOBY-TRAPS ROLLED THIS TYPE 0 1-6 7-12 13-18 19-24 25-30 31-36 37-42 43-48 None 100% 50% 40% 25% 10% none none none none Minimal none 50% 45% 40% 20% 10% none none none Low none none 15% 20% 30% 20% 10% none none Medium none none none 15% 30% 30% 20% 10% none High none none none none 10% 30% 40% 50% 50% Maximum none none none none none 10% 30% 40% 50%
ROLL RESULT 1-75 Nothing happens 76-95 Sniper fire (Roll 2D6, 12 = someone hit) -------------------------------------------------------------------------- 96-97 LMG fire (Randonly shoot-up some area within the units perimiter) 98-99 Mortar fire (Drop 3 random rounds within the units perimiter) 100 Sapper attack (2D6 men try to infultrate units perimiter)If you rolled 96 or over above, then next and subsequent turns roll D20 below instead:
ROLL RESULT
1-3 Nothing happens (Go back to rolling on table above)
4-10 Nothing happens
11-12 Aimed mortar fire (At a random building/bunker)
13-14 Artillary/Rocket rounds (As mortar fire, above)
15-16 False alarm, garison opens fire. Jumps one ALERT STATE.
17-19 Assult - Roll on GUERRILLA TABLE to get numbers or drive
a carbomb into the base etc.
20 Sapper attack (2D6 men try to infultrate units perimiter)
At the start of each half hour turn the players must choose one of the
following ALERT STATES:
OBS. LEVEL TIREDNESS
(1) NORMAL 25% in position, watching 3 none
(2) EFFICIENT As normal but officers keep men alert 4 +0.5
(3) ALERT 75% in position and awake 5 +1
(4) RED ALERT All in positions, fully manned 5 +2
(5) EXTREME (CAN NOT CHOOSE THIS) As above but all 5 +3
jumpy. Illum shells, firing at shadows, etc.
For each task a sapper wishes to perform they must roll less than the
observation level of the base. If they roll equal to the value they must
stay still for that half hour turn.The effects of TIREDNESS are given below:
TIREDNESS EFFECT
1-15 No effect
16-30 Slightly tired (initial motivation is -1)
31-40 Seriously tired, jumpy (initial motivation is -2)
Roll D6 per turn, if 6 go to FALSE ALARM.
41+ Lathargic (Initial motivation is -2 from now on)
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41-50 DM -1 to all observation & firing rolls.
51-60 DM -2 to all observation & firing rolls.
61-70 DM -3 to all observation & firing rolls.
71-80 DM -4 to all observation & firing rolls.
81-90 DM -5 to all observation & firing rolls.
91-100 DM -6 to all observation & firing rolls.
101+ Shellshock. If you get this far then you're relieved of duty!
Two measures: Guerrilla Alertness and Civilian Reaction.
Modifiers
Each guerrilla killed, captured or defected. +1 Each leader killed. +5 Each base, cashe, taxman, political activist found. +10 Each personal weapon lost/captured by guerrillas. +/-0.5 Each heavy weapon lost/captured by guerrillas. +/-1 Each new guerrilla recruit. -1
VALUE SIZE OF GUERRILLA GROUPS NUMBER OF ACTS OF TERRORISM A DAY
Below 1 As Normal. 1 act per day
1-9 As Normal. D6: 6+ gives 1 act per day
10-29 None over 2D6 men during daylight. D10: 10+ gives 1 act per day
30-59 None during night. D10: 10+ gives 1 act per day
(Unless following tracks.)
60-89 None over 2D6 men. (Day or night.) D20: 20+ gives 1 act per day
90-119 No major units or night assults. D20: 20+ gives 1 act per day
120-149 Half guerrillas in bases. No snipers. D20: 20+ gives 1 act per day
150-199 No guerrillas outside bases.
No booby traps. (150-ALERTNES LEVEL)% No Terrorism
of guerrillas defecting a day.
200+ Area pacified.
Modifiers
Each civilian/policeman/local militiaman killed. +1 Every dead or otherwise soldier in guerrillas hands. +1 Each dead mayor, each successful attack on road or sabotage. +5 Every tank or security forces base captured. +10 Election held and winner still alive. -5 Every GUERRILLA ALERTNESS point over 100. -1 Every civilian project completed and working. -1 to 5
VALUE SUPPORT FOR GUERRILLAS MODIFIER Below 0 Deny guerrillas support. None join guerrillas. +2 0-19 Favour security forces. 1 in 10,000 join guerrillas. +1 20-59 Neutral. 1 in 5,000 join guerrillas. 0 60-79 Favour guerrillas. 1 in 2,000 join guerrillas. -1 80-99 Hostile to security forces. 1 in 1,000 join guerrillas. -2 100+ Civilian population revolts. All join guerrillas. GAME ENDS!Modifier above is to intercept terrorist acts. See below.
These (especially if intercepted by security forces) could be played out as small role-playing or skirmish games.
Terrorism Table
ROLL ACT OF TERRORISM 1-49 Minour crime requiring police responce. 50-59 Angry locals stone patrol. 60-69 Attack by guerrilla cell. Roll D4 on GUERILLA TABLE. 70-77 Infiltrator commits an act of sabotage. 78-82 2D6 guerrillas lay an ambush on a road. 83-92 Grenade attack. 93-96 Sniper shoots someone. 97-99 50lb bomb planted. 100 D20 per 1000 civilians riot. Disperse but DON'T kill them!Possible targets for attack are Mayor, police, army, D6 civilians.
To prevent terrorism you need to patrol villages and towns: Each village
needs 5 patrol points, each town 10 patrol points.
Foot patrols give 1 patrol points each.
Vehicle with searchlight gives 4 patrol points
Helicopter gives 9 patrol points
If you have enough points in the area of a terrorist act then you may try to intercept the guerrillas. Roll a D10: 6+ to intercept. Modified by current Civilian Reaction (see above).
Intelegence Table
ROLL INTELEGENCE FOUND ON ... 1-79 Nothing. 80-89 Evidence of guerrilla cell in town. 90-94 Food/Money cache. 95-96 Weapons cache. 97-98 Taxman/Political activist. 99 Small party of guerrillas (D6) found by patrol. 100 Guerrilla base found.If you get some intelegence you can set up an ambush. Roll a D10 (modified by current Civilian Reaction):
1 Ambush position given away.
10 Culpret of terrorism found.
Roll a D100 for outcome:
ROLL RESULT 1-75 Nothing. 76-90 Roll a D4 on the GUERRILLA TABLE. 90-99 Roll a D6 on the GUERRILLA TABLE. 100 Roll a D10 on the GUERRILLA TABLE.When a guerilla is captured roll a D100:
ROLL RESULT 1-89 Knows nothing/Wont talk. 90-95 Gives enough detail to set up an ambush. 96-97 Gives date & place of next act of terrorism. 98-99 Gives location of politial activist/spy. 100 Gives location of guerrilla base.
At end of month roll a D6 per six men missing from a unit to getb the number of new recruits. If less than six missing roll a D6 individually; 6 to get a man. Roll separately for privates, corprals, sergeants, lieutenants etc.
For each 4 months "in country" units may gain 1 on one of their troop
ratings (Ability or FCR) and leadership points.
If they have recieved 3 or 4 recruits this month then they don't increase
their troop rating.
If they have recieved 5+ recruits this month then they loose all
their troop ratings gained so far.