Originally posted by Bill Cameron:
Paul/Golan,
I'm Omer Golan; a seperate person from Paul Elliott. I used our two names in conjunction when talking about the task system as Paul Elliott has designed the basic system and I've added to it.
How does Striker handle vacuum atmospheres? Increased WIA/KIA results?
Striker Book 2, pages 19-20. Basically, ACVs (hovercraft) don't work in vacuum (duh!); energy weapon penetration degrades
FAR more slowly (ranges are multiplied by 1,000 for the sake of penetration but not for to-hit chances) over distance; people need vacc suits and oxygen tanks or be in sealed vehicles with life support (duh!); all wounds become one level higher (I think due to the chance of pressure loss due to suit rupture); air-breathing engines "don't work" (house rule: require their own oxygen supply); aircraft don't work (duh!). Dinom's gravity will also affect the play; I'll describe the planetary characteristics in my next post.
'Historically' the workers win rather quickly, so I wouldn't think the corporate rent-a-cops had much in the way of equipment or training.
Depends on how you define "win". They've ousted the government and probably taken control of several strategic locations in the cities, but both rioters (workers and/or worker's factions not under the direct control of the Worker's Council) and Police Troops still exist; Taking nominal power is one thing, consolidating it will take far more time, especially if (former) shareholders will try to land Intervention forces.
See DA2, P.14: "17. Police Troopers. Occurs in city terrain. A squad of (five) uniformed, armed personnel are walking at a point forward (long range) of the group. Treat each of the five as UPP 888888, armed with rifle. Throw for surprise; they will attack on 8+, otherwise standing and observing. They will not flee."
Also, DA2, P.15: "22. Riot and Disorder. Occurs in city terrain. Large numbers of personnel
in disorganized groups are engaged in rioting, looting, brawling and disorderly
activity. If the group elects to enter this disorder, it will be subject to attacks until
it decide against this foolish course of action."
Most of the fighting will take place around points of strategic importance, mines, mining camps and parts of the cities.
There's also an Amber Zone featuring a raid by a lone Broadsword on a Dinom city with the purpose of locating and retrieving zucchai crystals or something of equal value. If just a couple squads can pull that off, the worker's aren't too tough.
It probably took place during an Intervention attempt by some of the shareholders; with the workers' forces concentrated in another place, a quick commando action would be quite easy to pull off. But aren't you referring to GURPS: Star Mercs, in which the player's merc team was hired by the Worker's Council to retrieve these crystals from a mine through territory controlled by a rival faction?
Let's see... No grav armor brigades or armored lift infantry. Lots and lots of paramilitary stuff and light infantry arms on both sides though, plenty of mining equipment like ATVs and lasers being pressed into service, definitely a case of 'make do' for both sides.
Yes, definitely a lot of improvisation, like pressing ATVs and mining lasers into service (do you have any rules regarding these mining lasers? or for welding armor sheets to previously lightly armored vehicles?), armoring and arming monorail trains, and so on. Subsequently the workers will both buy some surplus weapons from various arms dealers, and start producing light, cheap armored cars and so on - they can't build much, but they have alot of industrial equipment and they will be expecting invasion. Also, the Corporate forces would probably have their own light vehicles (armored ATVs, armored cars, air/rafts/ G-Carriers) to begin with; some will be captured by the workers, some rent-a-cops will defect to the Revolution's side; these will be used to combat the rest.
Modelling the city fights will be interesting. Throw too much lead around and you may cause a breach!
The domes will probably be sufficiently strong to ignore small arm fire and light explosive; artillery, on the other hand, is a whole different issue. I envision the cities as composed of numerous domes (to prevent city-wide pressure loss in the case of an "accident") as well as alot of underground tunneling (with fusion mining, it's quite a cheap way to provide radiation sheltering).
A 'reconquista' scenario might be interesting. The Dinom corporation lands a merc force which is met by a workers' militia and the few mercs they can hire. Again, the 'fragile' nature of the cities would make things interesting.
Yes, Intervention attempts by the corp will be the character of the later phase of the Dinom Civil War. First we'll deal with the Revolution, then with the Council's war to consolidate and defend it.
Oh, and remember that some of the hardcore revolutionaries will have very high morale despite being militia-grade soldiers (and having low initiative); they are devoted to the revolution, have very little to lose and have nowhere to run.