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Author Topic: Communications  (Read 1056 times)

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Offline sergeant_hastp

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Communications
« on: March 09, 2011, 05:18:16 AM »
Communications
UNE Signaler
Fantasian Komms Tek
Infranite Runner
Black Empire Standard Bearer
Machine Chrome Siren


Written by Justin Crough


Communications Have been considered essential in warfare since it's very inception. From horns, bag pipes, flags, and drums to advanced frequency multiplexing radio and laser burst transmissions, the ability for a commander to relay instructions and get information from his troops is imperative. To this end, this article will explore the effects of communications within the games of Legions of Steel and Planetstorm. Note that all modifiers are Planetstorm version.



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UNE Signaler
As stated in the Legions of Steel Scenario Pack 1, (p19) 'The standard means of battlefield comms is the K&H PRIVATE SQUAWK 4G high frequency unit....Some suits such as recce or sigs mount station to station laser comm sets...'


The actual Comms set used by the UNE Signaler is the K & H GF/PLRC 6G set or 'Kelvin and Hughes Ground Forces / Personal Laser and Radio Communications: 6 Gig set.'

It is a more powerful version of the system incorporated into the standard PBA, in both range, channel modulation, and encryption. It is large enough to project from the back of the powered armor, appearing to be a back pack, with a few retracting antennae, of both the whip and directional array types. The Signaler will usually replace one of the grenadiers in a PI HQ section, making the UPV for the unit: 507, and a PI platoon UPV: 1774


UNE Signaler UPV:96

FCL:
Paladin PBA
RAM Laser
6G Comm set

Move    GM  Kills  Hero  HP cost Lead  Cmd
  4        0    1      0          23      0        0*

SPECIAL:

Integral Figure (1 per Platoon)

(If EW rules are in play, the Signaler has 4 EW points)


The UNE Platoon Signaler, is a specially qualified powered infantry soldier. His skills include everything from proper Comms voice procedure, to erecting improvised antennae matrices. His job in a platoon is to keep the Lieutennant in touch with higher command, to sort transmissions by priority, store all comms traffic, assemble tactical information into a consolidated HUD read out, and act as personal security for the platoon commander. His job is complex, even with his advanced system, but he takes a lot of the work load from the officer, allowing him to react more efficiently to a fluid combat situation.

As such, the signaler is always half aware of his surroundings despite, of rather because of, the wealth of information passing through his system. He is covering -1 after remaining stationary, covering -2 after walking, and running leaves him fired. Any shots taken on his normal action are unhindered, as visible impending threats can be given priority over his sorting tasks.

The 6G set: The presence of the advanced comms pack on the battlefield has a number of effects;

It gives the platoon commander an extra Command point, as long as he is in line of sight with the signaler. This represents detailed instructions from the company commander, and well sorted contact reports from his own troops. If the officer becomes killed, the Command point is transferred to the next figure in the chain of command (the platoon Warrant Officer) as long as she and the signaler are in line of sight. Should the WO be removed, the command point is transferred to the Sgt of the most senior section. (1 Sect) etc. As long as they are in line of sight.

Note that this bonus cannot skip a link in the chain in favor of LOS. For example, if the signaler can see a Sgt but not the WO, the Sgt doesn't get the point, as he does not yet have operational command. Note that a Nachtmacher can block line of sight thus breaking the laser comm link, and depriving the commander of the bonus.

Another use for the 6G is to link with recce troops. The recce troops are armed with lasers that they use for indirect designation, but which are also used to send information to each other and to the signaler in bursts. This has the following effects:

-If unbroken line of sight can be traced from recce troop to recce troop to the signaler who is in LOS with the commander of the platoon, that commander will get an ADDITIONAL Command Point if one or more of the recce troops at the other end of the chain can see at least 200 UPV worth of troops that the commander cannot. Note that if the commander does not have LOS to ANY enemy troops, this nullifies the bonus. (After all it represents extra tactical information, not all of it!)

EXAMPLE: The platoon commander is watching his troops battle a Machine Security Horde. He has his signaler not too far away. On the crest of a far hill, a pair of recce troops have just landed after a powered leap. From this vantage point, they can draw a line of sight to a Machine Hunt Pack, not yet committed to the battle. The officer receives an additional Command point due to the detailed burst transmissions he is receiving. So he has 4 Command points available. 2 of his own, and 2 routed through his signaler; (one from company HQ , and one coming from the chain of recce troops. Now suddenly a nachtmacher blooms between the sighting recce troop and the signaler. If an unbroken LOS can be bounced around the field of darkness via a couple more recce troops, the effect remains, if not, the extra point is lost.

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Fantasian Komms Tek

 The fantasians rely heavily upon their superiors for instructions. It has been said by some UNE sergeants that it requires approval from a Kolonel for a fantasian rifleman to wipe himself after exercising his bodily functions. (An act which required permission from higher in the first place.)

While this is an obvious exaggeration, the lack of trust and initiative given to junior officers and fighting troops among the fantasian republic is appalling to the free-thinking UNE soldier. The Komms Tek is a Kommisar's link to his superiors, and his podium to his subordinates.

Fantasian Komms Tek UPV:125

FCL:
T85 RXS
PKM
MNPK Maserkom system

Move  GM  Kills  Hero  HP cost    Lead  Cmd
  4        0    2      0        33          0        0*

SPECIAL:

(If EW rules are in play, the Komms Tek has 4 EW points)

The Komms Tek is a limited deployment figure, and there is never more than one per Kommisar in a battle, though a Kommisar need not be present to have one deployed.

The Komms Tek provides the following effects:

The Komms tech has no command points himself, but may provide them to the Kommisar or highest ranking leader. Before initiative each round roll on the following chart:

1 -1  command point 
2-3  no change command 
4-5  +1 point
6      +2 command points

These are the modifiers to the Commander of the Fantasian forces' command points. The 1 result means there has been a conflict somewhere in the long chain of command above him, and the unit is receiving conflicting orders. If the Highest ranking figure has no command points, and a 1 is rolled, the fantasians automatically lose initiative that round.

-Command and Control: any fantasian soldier, is expected to seek tactical advice/orders prior to undertaking an important task.. As long as the electromagnetic spectrum is not being jammed, any Corporal, Sergeant or Starshina can remain stationary and sacrifice their fire action to inform their commander of their situation and ask for explicit orders. The Komms Tek who acts as the relay must also spend his fire action. The player then rolls on the following chart for results which take place in the next turn:

Corporals receive a normal roll, Sergeants a +1 and Starshinas a +2. (The Kommisar is assumed to be in communication constantly, hence the previous system.)

1  Still waiting: both requester and Komms Tek remain stationary and spend another fire action to make another roll, or they can abandon the attempt.

2 The figure is denied any valuable information. No effects.

3-4 The requesting figure is assigned 1 leadership for that turn only. It can be used by the figure, or spent on any subordinate figure in LOS.

5-6 The requesting figure is assigned 2 leadership for that turn only. It can be used by that figure, and/or 1 directed on any subordinate figure in LOS.

7-8 The requesting figure is assigned 2 leadership. If not spent that turn, one is lost, but the other may be directed the following turn. One or both may be directed to any subordinate figure in LOS.


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Infranite Runners
The Infranites use a similar system of communications as the UNE, however they use it a lot less.

The Infranites are allowed to be even more independent than UNE soldiers, and they make very little use of their comms by human standards. When important instructions or information is to be relayed, however they believe that it is an ill portent to send it across the air. As if it were provoking the gods themselves, challenging them to snatch the vital data from the mortals and deliver it to their enemies as punishment for their audacity. After all, one would not shout a secret across a battlefield, and so a War Chief should not entrust details of his plans to the open air waves.

Thus it is the Runner, the sacred battlefield courier who is tasked to coordinate between leaders. Marked with sacred sigils of speed and protection, the Runner can be trusted with any detailed instructions.


Infranite Runner UPV 136

FCL:
Falcon PBA
Tempest Assault Rifle
2 FTG Grenades
Razor Arm Blades
SSRP

Move GM  Kills Hero  HP cost  Lead  Cmd
  6    -1    1    1            29      0        0

SPECIAL:

Sprint Capable

Information storage and transfer:

(if EW rules are in play, the Runner has 2 EW)

The runner is a limited deployment figure. There must be at least one War Leader or Lesser War chief present in the battle to deploy a runner.

Courier between Leaders: A Runner must be within 1" of a War Leader or Lesser War Chief. The Leader /Chief spends a Leadership Point, and the Runner is 'imbued' with the Leader's Plans. The runner must then move to within 1" of another Leader or Chief (who is at least 15" away or out of LOS from the first), and spend a fire action to release the information. That Leader or Chief gets 2 leadership points to be used during his next action phase. They can be used himself, or directed as normal. If they are not used, they can be spent on initiative as normal. This effect is caused by the timely information on the other commander's situation and plans, and also the direct and concise way that the Runner is trained to deliver it.

Courier to the Warriors: Commanders are not the only ones who benefit from having a Runner to relay messages. A Runner can be imbued with instructions bearing the commander's intent. The Runner remains within 1" of the War leader or Lesser War Chief. The commander spends a Leadership point, as he briefs the Runner on his plans. The Runner stores this point. The next turn another Leadership can be stored, as the Leader/Chief explains in more detail. Up to 4 Leadership can be stored like this, over 4 or more subsequent turns. The courier can then be dispatched to wherever the Leader/Chief wants her to go, carrying the 1 to4 Leadership points worth of plans . The Runner cannot use these points on herself, instead she can direct them to other figures within 2" of her and in LOS. She knows all about the Chief/Leader's plans and can direct the warriors toward the desired end.

Example: The Infranites are battling the Machines inside one of their complexes. The Lesser War Chief Spends 3 turns walking with the Runner (as long as both figures finish their movement within 1", or 1 square, of each other). Each turn the Lesser War Chief spends a leadership point, the Runner 'absorbing' each one. Meanwhile 2 War Parties are skirmishing with the Machine forces in a series of well defended tunnels ahead.

The Runner then takes off in a sprint toward one of the War Parties, while the Lesser Chief makes his way to the other. When the Runner gets to within 2" of a figure, she directs two of the saved up Leadership points to a nearby Assault Warrior enabling him to take a second fire action at the Predator who is suppressing the hallway. She could then direct another Warrior within 2" with the remaining point, or she could direct it the next turn, or hold onto it indefinitely.

Basically a Runner is a rechargeable 'Leadership battery'. Should the Runner be killed, any stored points are lost.


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Black Empire: Standard Bearer

Few Tzoren Tozai Drakkar are given the honor of being a standard bearer. For these "non-citizen" nobles, the chance to display the banner of a Kraf or even a noble house as they go into battle will ensure their place as a most favored lesser officer among the social elite. If he survives.

The Standard Bearer is always in the place he can be most easily viewed by the largest number of troops. Tzoren troops, especially loyal Massakar will do their utmost to defend the Standard Bearer from hostiles.


Standard Bearer. UPV:340

FCL:
Vraxx RXS
4 Wrist Rockets
Tarnak Grenade Launcher
D-Blade
Battle Standard

Move  GM  Kills  Hero  HP cost  Lead  Cmd
  4      +1    2        0        47          2        0

SPECIAL:

Limited deployment figure.

The Battle Standard is a large pole held aloft by the Standard Bearer. From it a huge holographic banner ripples in an illusionary wind. It serves as much more than this esoteric role however.

It is an antenna that links all of the Tzoren Powered armor with an unobstructed LOS. Thus any Leader with a LOS to the banner may direct leadership to any other soldier also with LOS to the banner, regardless if they have LOS with each other.

If using the optional morale rules (Planetstorm 14.0) as long as the Standard Bearer is alive, the Black Empire Forces have a +4 to morale. Should the Standard Bearer fall, it requires an immediate morale check with a -2 penalty.


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Machine Chrome Siren
This Machine looks like a silvery Succubot (much like the one on the cover of the advanced rules.) It is not designed for Command and Control, rather it is designed for MIJI (Meaconing, Intrusion, Jamming and Interference.) These little pains in the butt make a Signaler's job so much harder than it needs to be. Broadcasting electronic interference across the entire spectrum, except their own control frequencies, they can unleash loads of havoc upon their opponents.

They affect enemy signalers in a variety of ways.

Chrome Siren UPV: 159

FCL
Deadbolt Carbine
Nachtmacher Generator MKII

Move  GM  Kills  Hero  HP cost  Lead  Cmd
  5        -1    1      0      20          0        0

SPECIAL:

2 fire actions

(If EW rules are in play, the Siren has 5 EW points, but only for ECM, not ECCM)

Limited deployment

The MKII Nachtmacher generator creates a field that can be PROJECTED. The field extends in a 1 ½ inch radius around it's central focus point, and makes a +2 LOS penalty. The Siren can project this point up to 6 inches away from itself. It lasts as long as the Siren remains stationary. If the Siren moves, the field automatically vanishes, but it can be re-deployed after remaining stationary again and by spending a fire action. Once the field is operating, no further fire actions are required for it, unless the Siren moves again. This field is handy for interrupting a LOS being used by a UNE signaler or it's linked recce troops.

MIJI field: The Siren has the following effects, when remaining stationary and spending a fire action (think of it like suppressing the air waves):

All figures (except Machines) who possess Command points lose one of them. Leadership may not be assigned.

Leadership may not be assigned, and only a single point can be directed at a time.

Other effects:

UNE: The Bonus Command point gained for the Platoon Commander can be maintained as long as the Signaler remains stationary and spends his fire action. A point gained from linked Recce troops is unhindered. (Unless the LOS is broken of course)

Fantasian: The rolls involving the Komms Tek: the command point roll, and the tactical advice requests receive a -1 penalty.

Infranite Runner: The Runner is bound to be doing a lot more running. No further effects besides the standard -1 Cmd point blanket penalty.

Black Empire: Standard Bearer: The Chrome Siren has little to no effect on the Black Empire, who rely so much on leadership than Command points. The Holographic Standard is not affected, though Nachtmacher effects may limit the number of troops who have LOS to it. Should the Standard Bearer be within a Nachtmacher field, the Holographic banner is of course useless.



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Suggested figures ideas:

UNE Signaler: PI Trooper, remove the TOW launcher, add a Recce jump pack, minus the thruster nozzles. Add an antenna array. (Thin wire and /or a mesh)


Fantasian Komms Tek: Use the T85/34 Shock trooper, replace the left (ZSU) arm with the arm of a T85/36 Tank Killer (PKM) Put the AES on the shoulders, but cut off the actual shilka barrels. (The AES dishes look cool as directional antennae)


Infranite Runner: Niekee Scout Warrior. (Note that although only the Niekee have scouts, all the tribes, except the Oths have Runners. Runners from the other tribes are identical to the basic Runner presented here. You might consider all Runners as Niekee who cross tribal boundaries due to their special trade.) They are adorned with the sacred sigils...(be creative.)


Black Empire: Standard Bearer: Use a Tozai Drakkar. Instead of the burst lance, put a long rod in that arm. (Like a segment from a wire coat hanger...) To this you may or may not add a cloth or light cardboard banner.


Machine: Chrome Siren: Succubot without Spaz rocket packs. To get the chrome look you could metal-polish the figure...paint on the details, and then apply a high gloss varnish. (Or you could paint it silver!)