Saturday 25 August 2012

Marzil's Marauders

Having never played Striker before what follows represents my current best understanding of the rules.

Scenario 1: The Raid requires the creation of a full company of Tanoose Freedom League (TFL) guerillas and so I present "Marzil's Marauders". Let's start with the man himself.

Name: Marzillian Erkossa (aka Marzil)
UPP: 6967A7
Age: 38
Cr 180,000

Skills: Leader II, Tactics II, Recruiting II, Gun Cbt II, Brawling I, Forgery I, Blade Cbt I, Pilot I, Electronic I, Liaison I, Interrogation I

Service History: Pirate 3 terms, Diplomat 2 terms.
Marzil is a smuggler by trade and for many years made a living running contraband across the demilitarised neutral zone in his ship "The Forlorn Hope", a decommissioned Type T 400-ton patrol cruiser. Somewhat idealistic,  his previous activities in the TFL are represented by his time as a diplomat where he primarily focused on recruitment. His contacts among the Sworld Worlds and the Zhodani Consulate have made him a key player in the TFL hierarchy.

 THE MARAUDERS

I had some Heroics and Ros modern USA infantry lying around and decided they would make suitable guerilla infantry. I also have some support weapon packs too, just in case an escalation of force is required in future scenarios. Because this is my first go at the Striker design system I decided to make things easy on myself.

100 men all MILITIA rated ergo: 84 x Recruits, 10 x Regular, 5 x Veteran, 1 x Elite

Company HQ
1 x Company CO: Elite. Morale 13. High initiative. 7mm ACR (Marzil)
1 x Senior NCO: Veteran. Morale 10. Average initiative. 7mm ACR

Company Support Squad
1 x TL7 80mm RR + 2 crew (R): Morale 7. Average initiative. 9mm Auto Pistols
1 x 4MFT (2R2Rc): Morale 6. Average initiative. 7mm ACR

1st Platoon (The Ready Platoon)
1st Squad: 1 x 4MFT PHQ (1V3Rc). 7mm ACR
                   1 x 4MFT (2R2Rc). 7mm ACR
2nd Squad: 2 x 4MFT (2R2Rc). 7mm Carbines
All Fire Teams in the 1st Platoon have a Morale of 6 and Average initiative

2nd Platoon
1st Squad: 1 x 4MFT PHQ (1V3Rc). Morale 6. Average initiative. 5.5mm Assault Rifle
                   1 x 4MFT (4Rc). Morale 4. Low initiative. 5.5mm Assault Rifle
2nd Squad: 2 x 4MFT (4Rc). Morale 4. Low initiative. 5.5mm Assault Rifle
3rd Squad: 2 x 4MFT (4Rc). Morale 4. Low initiative. 5.5mm Assault Rifle

3rd Platoon
1st Squad: 1 x 4MFT PHQ (1V3Rc). Morale 6. Average initiative. 7mm Auto Rifle
                   1 x 4MFT (4Rc). Morale 4. Low initiative. 7mm Auto Rifle
2nd Squad: 2 x 4MFT (4Rc). Morale 4. Low initiative. 7mm Carbines
3rd Squad: 2 x 4MFT (4Rc). Morale 4. Low initiative. 7mm Auto Rifle

4th Platoon
1st Squad: 1 x 4MFT PHQ (1V3Rc). Morale 6. Average initiative. 7mm Auto Rifle
                   1 x 4MFT (4Rc). Morale 4. Low initiative. 7mm Auto Rifle
2nd Squad: 2 x 4MFT (4Rc). Morale 4. Low initiative. 7mm ACR
3rd Squad: 2 x 4MFT (4Rc). Morale 4. Low initiative. 7mm Auto Rifle
4th Squad: 2 x 4MFT (4Rc). Morale 4. Low initiative. 7mm Carbine

The adventure book stipulated that there should be a mix of gun types with at least 30% being Auto Rifles so I devised this table and rolled by the squad:

1 = 7mm ACR
2 = 7mm Carbine
3 or 4 = 7mm Auto Rifle
5 = 5mm Assault Rifle
6 = 7mm Assault rifle

As can be seen Marzil has put his veterans in positions of command and has formed a small Ready Platoon. He usually commands the Ready Platoon and tends to use it as a "fire brigade"/tactical reserve. The company support squad is usually commanded by the Senior NCO.

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