Al-Bawaaba Foot Patrol Generator

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Good news! You are an infantry section commander currently assigned to Counter-Insurgency work in the Al-Bawaaba province of the Albion Commonwealth. Due to the porous border with the neighbouring Bazi Empire and growing unrest, there has been an increase in cross-border criminal activity and attacks on police and military positions. So far, most of your time here has been spent in your FOB keeping watch on your sector.

Bad news! Today is a day you have been ordered to go on patrol. You will need to gather what you can of your overstretched section and step out into hostile terrain filled with an unknown enemy.

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Future Versions

  • Finish map generation (specifics and Civilians)
  • Additional Advantages and Disadvantages system
  • Expanded Modifications
  • Generators for rolling up troop profiles for Skirmish Sangin
  • Additional wording tweaks

Version 0.1

  • Initial release

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This system was written thanks to the backing of my patrons on Patreon.

Special thanks to:

  • Ben Hanson
  • Dan @desk-ops.de
  • Matt Hall
  • Paul Deehan
  • Runner Mesaaz
  • Tom ‘ViolentlyShiny’ Snider
  • TrashPanda6
  • Treadheadz
  • Urban

If you want to join them and let me release more systems like this, why not join the Patreon at https://www.patreon.com/ChargeBlog

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How to Use

This is a simple process to generate Patrol missions for use in Skirmish Sangin. At each stage either roll a D10 or pick a preferred result.

Generate map

Location type

Dice Roll Result
1, 2 Wasteland - open desert with little vegetation or scrubland, terrain is mostly rocky outcrops or dry wadis
3, 4 Foothills - rocky outcrops mix with hardy plant life and thin goat tracks over the rises.
5, 6 Green Zone - crowded around the few rivers in the region, these areas are filled with small villages and compounds, drainage ditches and dense vegetation.
7, 8 Rural town
9, 10 Dense Urban

Terrain Specifics

Split the map into 4 equally sized tiles. For each tile, roll a dice as a guideline for laying out terrain.

Dice Roll High Desert Foothills Green Zone Rural Town Dense Urban
1 Barren Featureless Desert - a few scattered rocks, perhaps a rise or two Coming soon Coming soon Coming soon Coming soon
2
3
4
5
6
7 Dried up Wadi
8
9 Boulder field - several large pieces of cover
10 A structure in the desert - a lone building (such as a gas station on a lonely road or the ruin of an old fort)

Civilian Population

Split the map into 4 equally sized tiles. For each tile, roll a dice to determine if any civilians are in the area.

Dice Roll High Desert Foothills Green Zone Rural Town Dense Urban
1 No civilians here Coming soon Coming soon Coming soon Coming soon
2
3
4
5
6
7
8 A lonely goat herder and his herd.
9
10 A group of four civilians crowded around a broken down car

Generate mission

Starting Objective

Your primary objective is to cross the board, moving from the entry point to the exit point.

Starting Deployment

Deployment for BLUFOR is to begin off the board, moving on as a move action during their activation from the entry point.

Roll for Entry and Exit point

Dice Roll Entry/Exit Point
1 Player chooses
2 Northern Edge
3 North East Corner
4 Eastern Edge
5 South East Corner
6 Southern Edge
7 South West Corner
8 Western Edge
9 North West Corner
10 Player chooses

If the entry and exit points are the same OR on adjoining sides, the patrol will need to perform a circuit on the board, visiting each of the quarters before exiting

Roll for Additional objectives

Dice Roll Objective
1 No Additional Objective - the patrol is just moving through the area
2
3 HUMANIT - the patrol is attempting to gather intelligence. Add three markers for civilians which the patrol must interact with and pass an Interpreter test.
4
5
6 Investigation - the patrol is investigating intelligence reports in the area. Three markers are placed and the patrol must interact with each and pass a spot check at -20%
7
8
9 IED - the patrol is here to secure and defuse a reported IED.

Place an IED marker in the centre of the map at a logical position. This must be defused as part of the patrol by a figure with the EDO skill

10

Generate Section

Assemble Section

First of all, generate a full section based on your chosen nation’s layout using the Skirmish Sangin rules. Due to the situation, most of the section should be Average with only a few Veterans as NCOs/Team Leaders.

Albion Army: 8 men - 1 NCO, 1 Team Leader, 2 Grenadiers, 2 LMGs, 1 Rifleman and 1 Marksman

Cynerice Army: 9 men - 1 NCO, 2 Team Leader, 2 Grenadiers, 2 LMGs, 2 Rifleman

Roll for Combat Ineffectiveness

Dice Roll Attachments
1 Between sickness, leave and other matters, your Squad is having serious issues

Remove D3+2 soldiers

2 Remove D3 Soldiers
3
4
5 Remove D2 soldiers
6
7
8 Squad is at full strength - no soldiers removed
9
10

Roll for Morale Modifiers

Dice Roll Attachments
1 Command lacking - Squad leader has -30% to command rolls
2 Major Discontent - everyone in the squad starts at -20% morale. This discontent is cleared on a character after the first successful morale test (combat has a way of sharpening the mind).
3 Minor Discontent - everyone in the squad starts at -10% morale. This discontent is cleared on a character after the first successful morale test (combat has a way of sharpening the mind).
4
5
6 Everything is good - no change to morale
7
8
9
10 Your squad is in fantastic spirits and ready for a fight - everyone in the squad Has +10% to morale

Mission Specific Attachments

If your patrol has the secondary objective “HUMANIT” - either add an Average soldier (armed only with a pistol) with the Interpreter skill OR add the Interpreter skill to one of your section members.

If your patrol has the secondary objective “IED” - either add a pair of Combat Engineers (see Dispatches 2) OR add the Engineering skills to one of your section members.

Roll for Attachments

Once your basic squad has been assembled, roll up to see any attachments your squad gains.

Attachment Number

Dice Roll Attachments
1 No additional attachments - you’re going out with what you’ve got!
2
3
4
5 Good news! Gain 1 attachment roll
6
7
8
9
10 You’re in luck! Gain 2 attachment rolls

Attachment Types

For each attachment you’re allowed, roll on this table. No duplicate results are allowed, instead re-roll.

Dice Roll Attachments
1 To bring your squad size up, two FOBBITS from Company have been added to your squad - Add two average troopers with Assault Rifles and Body armour to your force
2
3 Local Police are joining you on patrol. Roll D10 on the table below to determine who actually turns up.
4
5 Local Army are joining you on patrol. Roll D10 on the table below to see who you have been assigned
6
7 One of the other squads in the platoon sends some of their guys over to build up your patrol. Roll D10 on the table below to see who you got
8
9 Two of the SF boys at your FOB have been ordered by their team leader to come along with you. Add a pair of SF troopers to the force. One is rated Elite, the other Veteran. They also have body armour, frag/smoke grenades and Assault rifles. One of them can be upgraded to have either a DMR, Assault Rifle with Underslung grenade launcher or LMG.
10
Dice Roll Local Police Attachment

All patrolmen have light body armour and assault rifles

Local Army Attachment

All Soldiers have body armour and assault rifles (unless otherwise noted)

Reinforcements from Platoon

All soldiers have body armour and frags. Weapons can be chosen as would be sensible

1 You were assigned a team but no one has arrived at kick off time - No attachment You were assigned a team but no one has arrived at kick off time - No attachment Two Average Soldiers
2 Two Average Soldiers
3 One Veteran Soldier

One Average Soldier

4 One Novice Patrolman Three Average Soldiers Three Average Soldiers
5
6 Two Novice Patrolmen Four Average Soldiers
7 Two Average Soldiers

One Veteran Soldier

8 Three Novice Patrolmen One Veteran Soldier

Two Average Soldiers

9 One Average Soldier

One Average Soldier with MMG OR DMR

One Veteran Soldier

One Veteran Soldier

Three Average Soldiers

10 Two Average Patrolmen One Veteran Soldier with MMG OR DMR

One Veteran Soldier

One Average Soldier

Two Veteran Soldiers

Two Average Soldiers

Generate OPFOR

Roll a D10 to determine the opposition.

Deployment should be considered a guideline. If your terrain does not allow positioning as written or has locations that make more sense for placing objectives (such as buildings for characters to start in), then feel free to adjust.

Dice Roll Description OPFOR OPFOR Deployment OPFOR Objective
1 It seems… quiet - A veteran enemy sniper is laying a trap for your patrol. 1 Veteran Sniper The enemy can deploy anywhere on the board and begins hidden The enemy sniper is aiming to kill as many of your patrol as possible
2 Someone has paid off some local farmers to pop up and take a shot at you 1 Average, 4 novices, all with Assault rifles The enemy can deploy anywhere on the board and begins hidden The farmers need to engage your force (perform a shooting attack that hits) and then successfully escape
3 The enemy have placed an IED and are now lying in ambush. 4 Average fighter with assault rifles.

1 designated as triggerman

The IED is placed in a logical position in the centre of the board.

The triggermen begin hidden within LOS of the IED site

The IED team must detonate the IED while within LOS of it (to get the recording) before fleeing off the board
4 Rumbled! Your patrol has stumbled upon an insurgent mortar being setup in preparation for a strike on your FOB 1 Insurgent mortar tube

1 Veteran, 5 Average fighters

The mortar is placed close to the centre of the board

The rest of the insurgents start within 6” of the mortar.

The Mortar team must finish assembling the tube (spend 6AP) and then fire off multiple shots.

Alternatively, they may attempt to flee to prevent themselves (and their equipment) being captured

5 You have encountered a group of well trained insurgents using the area as a pathway to move through 8 Insurgents - mix of Veteran and Average fighters with a RPG and MMG The Insurgents start the game in a moving column in the centre of the board - reasonably well spaced. The Insurgents will attempt to break contact and flee. Suppressing the enemy and causing casualties is a secondary objective
6 Your patrol has stumbled upon an enemy camp 10 Insurgents - mix of Veteran and Averages with a few Novices.

Mostly ARs with a few RPGs and PKM

The insurgents start scattered around a central campsite.

Three insurgents start on guard duty around the outside.

The rest begin relaxed. They must spend 2AP to gather their gear and be ready to fight.

The Insurgents will attempt to break contact and flee. Suppressing the enemy and causing casualties is a secondary objective
7 Your patrol area just happens to include an enemy arms cache. The Insurgents will try to defend it. 8 Insurgents - mix of Veteran and Average fighters with a RPG and 2 MMGs

2 Arms cache markers

The arms caches are placed in logical positions around the board.

All insurgents begin ready for combat.

The Insurgents will attempt to defend their arms caches for as long as possible.

Insurgents can attempt to evac individual items by spending 2AP to grab a token (representing gear that one man can gather). Each figure can only carry two tokens and must leave the board to evac them

8 Your patrol has stumbled upon a campsite - except these guys are not local insurgents but are instead enemy Special Forces from across the border.

Get ready for a fight!

2 Elite, 4 Veteran fighters

All have light body armour and frag grenades. Weapons are mostly Assault Rifles but may includes LMGs, MMGs, DMRs, Light ATs  and grenade launchers

OPFOR has a 25% chance of being in an ambush position. If in an ambush position, they can be deployed anywhere on the board outside LOS of the Patrol and start hidden.

Otherwise, OPFOR is deployed within the campsite close to the centre of the board. They start crouched (technically seated) and must spend 1AP to grab their weapons and equipment.

OPFOR must minimise casualties.

Having been detected, the Special Forces must destroy their campsite and break contact.

9 Your patrol has encountered an enemy leader and his retinue attempting to move through the area 1 Veteran leader, 4 Veteran, 4 Average, 2 Novices

1 RPG, 2 PKMs, rest with Assault Rifles

The Veteran leader starts in the centre of the board.

Other OPFOR figures start close by.

The key objective for OPFOR is for the enemy veteran leader to escape
10 Overwhelming enemy force led by Foreign fighters 12 OPFOR mix of veteran and average, several with MMGs and RPGs.

2 Veteran OPFOR with body armour, NVGs, frags and assault rifle

OPFOR can deploy anywhere on the board. All begin Hidden As well as denying the BLUFOR objective, the enemy force is aiming to cause casualties in the patrol

Generate Modifications

Once the basics are set up, you can roll for additional modifiers. In future versions there will be a positives and negatives system to allow you to make the mission harder/easier but for now, roll once.

Dice Roll Attachments
1 No change in the situation - it’s a perfectly normal day (as much as it can be in a warzone)
2
3 Good news - Platoon HQ has put up a small UAV to cover your patrol. Use the rules for a Handheld UAV.
4 A former soap actor is filming a documentary on the Al-Bawaaba conflict and has been sent along with you. He and his cameraman act like the TV crew from the News Crew mission in Afrika. They must be kept alive.

Good news, because of this you’ve been given additional troops to make sure nothing happens to him. Add two Average rated troops with Assault Rifles to your patrol.

5 Radio is bust: something is wrong with the radio system. Sending information via radio now only 25% likely to actually be received. Test for each attempt to share.
6 Crap weather: rain, dust or even snow means this engagement sucks for everyone involved. Everyone is affected by -20% to spot and shoot.
7 “You guys aren’t leaving me behind!” - One of the soldiers who were removed from the Section has managed to rejoin the Section for this patrol.

They are not affected by any of the Morale Modifiers rolled in the creation process

8 The battle area is within Line of Sight of the Forward Operating base. This means that the Section can call for fire support if required.

The section has access to an off-map support option (either HMG, GMG, Mortar, Sniper or ATGM). The type of support is selected when it is called in using the Forward Observation skill

9 OPFOR has a Heavy Machine Gun nest in the area.

OPFOR can replace two of their figures with a weapon team of the same skill rating. If they do not have enough people to crew it, then nothing happens

10 The mission takes place at night.

All Regular Troops and Local Army have NVGs. Local Police do not have NVGs and so are left back in the FOB.

Roll a D10 for each Veteran OPFOR figure. On 6+, they have NVGs