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  AN ONGOING NEWSLETTER September 2006


“What’s That Noise?”
Rules for Sewers and Tunnel systems in Combat Zone
by Craig Thomson

1. Introduction

With life above ground becoming ever more dangerous, the smarter street gangs have turned their attention to the hundreds of kilometres of sewers and tunnels that run underneath the city. Every night “Sub” gangs are using use the sewers to move to corporate industrial areas and the richer parts of town unseen, allowing them to ambush, loot and murder before sliding back into the network of tunnels. Gang turfs now run above and below ground and a new bloody war is happening literally underfoot; the war for the city’s underworld.

"What's that noise?"" (WTN) provides additional rules for the Combat Zone rule-set enabling you to play scenarios and skirmishes in the city sewers and tunnels of the near future. A new squad, the SRU has been developed.

2. The Environment

Military Operations Sub Terrain (MOST as it is known by the military, or “Sub” as it’s now known by the gangs) is very different to fighting above ground, or “Upside”. Sewers are typically steel reinforced concrete tunnels about 5ft in diameter, 30ft below ground. There’s no light except the flashlight you have strapped to your weapon, and more often than not the first thing you know of an approaching enemy is the scream from your tail-end-charlie as he is knifed in the dark. This concrete maze runs below every town and city, a mass of interconnecting tunnels. Every 500 metres or so there’s a 30 by 30 foot chamber housing control valves and monitoring equipment for the sewers. These chambers are also access points where ladders go “upside”.

3. The Pre-Game

The scenarios are usually between "Sub" gangs and the authorities. The primary force in the fight against the criminal underworld below ground is the Sub Recon Unit, known as the SRU a specialist force trained in MOST operations. SRU squad composition is described in section 10.

A floor plan for the game is laid out by agreement which should comprise of a few chambers and interlinking tunnels to suit your scenario, I would suggest a distance of about 50cm between chambers creates for an interesting game. By agreement of the players a number of entrances into the sewers should be specified (at least 3). Finally each player draws a map.

Figure 1. The Initial Map

The players agree a points value for the skirmish and proceed to draw up lists of their squads, weapons and equipment, such as claymore mines and BATS (see section 9) in secret. This should be relatively quick to do, but if you're stuck, ready made SRU squads are listed in section 10.

The player responsible for the "Sub" gang proceeds to mark on their copy of the map the positions of any claymore mines, the directions they face and the triggers for the devices (see section 7). They also must specify a point which is the centre of the gangs "Home Turf".

The "Home Turf" area is a radius of 20cm from the specified point and when in this area the "Sub" gang receive a number of bonuses such as quicker movement and no compulsory reaction tests; this is explained in detail later. The "Sub" gang player must also mark on the map the starting positions of each figure. No figures are placed on the actual gaming area yet.

Figure 2. Map with "Sub" gang units, "Home Turf" and equipment marked

If the player responsible for the SRU has BATS-R (Battle Aware Targeting systems - Reconnaissance) drones in his team, these are now deployed by specifying the access point that they will enter the tunnel system. BATS-R reconnaissance is now undertaken in line with the rules in section 8, and if successful, information is provided to the SRU player by the "Sub" gang before SRU troop deployment.

Once the SRU troops are deployed (put by their access points) the game starts and follows the same turn sequence as the original CZ rules-set, namely compulsory actions, reaction test, initiative, actions.

4. Compulsory Actions

In addition to the compulsory actions found in the CZ rule set, there are 2 new compulsory actions in WTN; a BATS link check, and a Fear test to see if the combatants have been freaked by the extreme conditions of fighting "Sub".

The first compulsory action is a BATS link check which must be undertaken by the BATS controller at the start of each turn that they wish to operate or receive data from the BATS remote device. Full rules for BATS are shown in section 9. 1AP is expended to perform the link check, and 1D6 is rolled. The table below is consulted:

Figure 3. BATS link check table.

Controller 1 2 3 4 5 6
Elite Link Fail OK OK OK OK OK
Veteran Link Fail Link Fail OK OK OK OK
Average Link Fail Link Fail Link Fail OK OK OK
Green Link Fail Link Fail Link Fail Link Fail OK OK

A "Link Fail "means that there can be no communication between the controller and the BATS drone and it will not respond that turn. A BATS link check can be carried out again next turn to try and regain control. The controller is free to expend the remainder of his AP as he sees fit this turn. The BATS drone remains static for this turn awaiting a control signal. An "OK" result means the BATS controller may issue commands to the drone this turn.

The second new compulsory action is a fear test. All combatants except "Sub" gangs on their "Home Turf" (see section 5) must take a fear test at the start of each turn to see if they have been panicked by the extreme conditions of "Sub" fighting. The method is to roll 2D6, add any reaction and quality modifiers and total the score. The table overleaf shows the original CZ modifiers and the additional WTN modifiers.

On a score of 8+ the unit is functioning fine and is not adversely affected, 7-5 they are considered "panicked", 4 or less the result is a "rout". These results are as per the original CZ rules-set.

Figure 4. Fear and Reaction Test Modifiers.

Modifier

Explanation

-2 - Suffering from the effects of a gas or flashbang grenade, claymore or spider mine
- Last standing member of their group.
-1 - Suffering from the effects of a sonic grenade
- Less than half the group remaining.
- Already suffering a rout reaction.
- Engaged in close combat.
- Green morale.
0 - Average morale
+1 - Member of a "Sub" gang or SRU (see section 3).
- In base to base contact with group leader or sub leader.
- Sub leader.
- Equipped with flashlight.
- Squad has a mobile scanner.
- Veteran morale
+2 - Group leader.
- Equipped with T.I. goggles or weapon sight.
- Elite morale.

Example 1: A member of an upside gang is a veteran (+1) and armed with a machine gun with a flashlight (+1), but is not in base contact with his group leader or sub leader. His group hasn't taken any losses yet. He rolls 4+2 on 2D6 which makes a total of 6. Adding his 2 modifiers = 8. He is OK. However, that turn his group is attacked by a spider mine and as a result on his next reaction test he receives a new modifier of -2. He rolls 4+3 on the 2D6 which makes 7. Adding his 3 modifiers of +1 (veteran), +1 (flashlight) and -2 (spider mine) his score is 7, which means he is subject to panic.

Example 2: A Group Leader (+2) from the SRU (+1) is a veteran (+1) and is equipped with T.I. goggles (+2). However he has lost more than half his squad (-1) and they are currently under attack from a sonic grenade (-1). He rolls 2+2 on 2D6 which makes a total of 4. Adding and subtracting the various modifiers = 8. He is OK. Had he been under attack from a gas canister (-2) rather than a sonic grenade (-1) he would have scored 7 and would have been subject to panic.

"Sub" gangs on "Home turf" (see section 5) do not have to undergo mandatory reaction tests every turn, however they do have to take reaction tests in line with the original CZ rules (i.e. as a result of shooting or close combat).

5. Initiative

The sewers are rarely bone dry, with puddles of foul water and slime lying in the bottom of the tunnels. Moving and fighting is trickier than "upside" so the SRU, "Sub" gangs have a definite advantage, having greater experience of the environment.

Initiative tests are exactly the same as the original CZ rules, however "Sub" gangs and SRU receive a +1 initiative bonus.

At the start of each game all SRU squads must have a specialised radio link to the "Upside" called a "SubUp" which provides the squad with much needed mapping information about their immediate surroundings. "SubUp" operators are highly trained to interpret the data and as a result SRU gains an additional +1 modifier to fear test for as long as the "SubUp" operator remains alive. When he's dead there is no further bonus. The "SubUp" radio costs 13pts. The "SubUp" radio can also provide mobile scanning information if the Group Leader is equipped with a "Scanner unit", this adds +1 to hit modifier for all squad members for as long a the group leader and radio op remain alive. You may only have 1 "SubUp" per squad. SRU squad composition is covered in detail in section 10.

Group coherency is different below ground due to the dark. As a result control ranges are reduced to a 10cm radius for group leaders and 5cm for sub leaders. Comms units do improve the range at which you can retain effective control; however radio reception below ground is patchy at best. As a result control range for figures with comm units is a radius of 20cm. If the group leader and sub leader are killed then all remaining members of the group are considered out of coherency. All members out of group coherency lose 1AP for the duration of the turn. There is no need for group coherency for gang members on "Home Turf", who can act as individual units without penalty.

Figure 5. Group coherency distances underground

Without Comms With Comms
Group Leaders 10 20
Sub Leaders 5 20
Gangers on "Home Turf" Unlimited Unlimited

6. Movement

Moving around below ground is difficult, however "Sub" gangs, the SRU move slightly quicker than "upside" gangs and troopers due to their training and familiarity with the surroundings (5cm=4AP as opposed to 5cm=5AP). "Sub" gangs operating on "Home turf" move 5cm at a cost of 2AP, the assumption being that they have intimate knowledge of the area's potential dangers and as a result can move much quicker.

"Home turf" is defined at the start of the game by the player leading the "Sub" gang. The "Home turf" is a 20cm radius from a selected point on the map. The "Home Turf" will become apparent to the player leading the enemy as the game progresses, as they see the "Sub" gang moving quicker in certain areas and not in others, much like in real life. A quick reference guide to movement speeds for all troops is provided in figure 6 below.

Figure 6. Movement Quick Reference Guide.

Movement Per Turn Note
"Sub" Gang 5 = 4AP May move 5 = 2AP on "Home turf". May not wear combat suits.
SRU Troopers 5 = 4AP May not wear combat suits.
"Upside" Gangs & Troops 5 = 5AP May not wear combat suits.

Sewer tunnels are only wide enough to allow squads to move in single file, although it is possible for the front 2 members to fire to the front, and the back two to fire to the rear (with one kneeling and one standing). Until the men reach one of the chambers or an intersection they may not change the order in which they entered the tunnel. Should a figure towards the front of the group be killed, and subsequent individuals need to proceed, it is considered a small obstacle and costs 2AP to climb over the body; there is no room in the tunnel to go around them. Entering and leaving sewers by the ladders costs all units 3 AP.

Figures may not "drop down" when in the sewers and tunnels as there is not usually any cover to benefit from (and often a foot of foul water), although they may drop down when in the chambers.

Barricaded sections of tunnel are common and when used it is usual to agree how many barricaded sections the defending player can place pre game. Barricades cannot be crossed until they have been cleared at a cost of 5AP. Clearing a barricade can only be undertaken by the figure at the front of the group. Once cleared it is considered a small obstacle and costs 2AP to cross. Barricades which have been hit by a flamer burn for 1D6 turns, during this time it cannot be cleared or crossed. Cleared barricades will not burn.

All other action costs are as per the original CZ rules.

7. Shooting

As with the original rules line of sight must first be established before shooting can take place, this is not easy when you consider most of the "sub" world is pitch black. Experience plays a large part in how accustomed you are to the environment and whether you can define movement in the gloom. Figure 7 defines the maximum range of vision (ROV) for each class of unit.

Thermal imaging (T.I) goggles and sights are available, although their use is primarily limited to elite leaders from the SRU T.I. sights and goggles cost 20 points. Much more common are torches either strapped to the underside of the weapon, or helmet mounted, these cost an additional 10 points on top of the weapon cost. The unit's maximum range of vision is the effective maximum range that they can spot an individual and can take a shot. At ranges greater than this they are simply wildly shooting into the darkness with no chance of scoring a critical hit.

A summary of maximum range of vision (ROV) is shown on the following page:

Figure 7. Maximum Range of Vision

  T.I. Equipped Torch Equipped Human Naked Eye
Elite 27 23 12
Veteran 26 22 10
Average 25 20 8
Green 20 15 5

Example 1: An elite SRU Group Leader is equipped with a T.I. sighted assault rifle can see and target a ganger up to 27cm away. However if he only had a torch mounted on his assault rifle this would drop to a Maximum of 23cm. Whilst there is a benefit to the T.I. sight, at ranges over 25cm the Assault rifle is no longer considered at short range so if a shot was taken at 26 or 27cm there would not be the +1 modifier for short range attack.

Example 2: An average ganger with a torch mounted on an assault rifle can see and target a rival gang member up to 20cm away. He would receive +1 as this is short range for an assault rifle. His rival is a veteran and has a torch mounted on an autopistol. By stepping back and increasing the range to 21cm the veteran can still see and target his opponent (his max ROV is 22cm, the autopistols long range is 60), however this would be above the autopistols short range distance so there would not be a +1 modifier. At this range the average ganger with the assault rifle can no longer see or target his opponent (his max ROV is 20cm).

As you can see from the above examples range becomes very important below ground and good choices tend to be assault rifles, machine pistols, autopistols, machine guns and the flechette gun (taken from Danny Stevenson's weapons add on for 'The Chronicles'). Flamers are also popular with gangers despite the risks involved:

Figure 8. Blackthorn Flechette Gun

ROF Damage Point Short Long Cost
2 4D8 5 15 30 20

A terrifying new heavy weapon from Blackthorn Weapon Systems, it is essentially a very large semi-automatic shotgun. Boasting a 90mm bore. It fires caseless shells filled with razor-sharp flechettes capable of mincing anything in its path.

Figure 9. Horgan Systems Flamethrower

ROF Damage Point Short Long Cost
1 2D8 5 20 40 15

Flamers in confined spaces are generally bad news!!!!! Whilst they can be very effective for igniting barricades and blocking routes there is an inherent risk using them underground, as there are occasional pockets of gas which can ignite. Each time a flamer is fired 1D8 is rolled, on a 1, a gas pocket lights up which immediately moves 4D6cm along the tunnel in all directions from the point of ignition (the firer). All units that are in the way of the travelling fireball take an automatic 2D6 wound role (including the firer!).

Anything hit by a flamer (body, barricade) or a subsequent fireball burns for 1D6 turns. That section of the tunnel becomes impassable for the duration.

Missile launchers are not practical underground……but the SRU research labs are working on it!!!

The SRU only issue grenades and mines to their trained munitions and mines officers, which are usually the Sub Leader of each squad. Grenades come in 5 types; smoke, gas, fragmentation, flashbang and sonic, each of which have different effects, however the mechanics for deciding where they land once thrown are the same for all. To prime and throw a grenade costs 3 AP. All gangers may use grenades and claymore mines.

The procedure for throwing grenade is as per the original CZ rules, however in tunnels deviation can only be long or short (if it goes left or right it bounces off the tunnel walls). Therefore when the 1D8 is rolled for deviation, on a score of 1, 3 or 5 it has gone long, on a 2, 4, or 6 its short, on a 7 or 8 it hits its spot. Roll 2 deviation dice as per the original CZ rules to determine the distance to move the template.

Damage details of the original fragmentation and smoke grenades, as well as a summary of the new rules for gas, flashbang and sonic grenades are shown in figure 11 .

Figure 10. Erskine Corporation Grenade Launcher

ROF Damage Point Short Long Cost
1 As per Payload 3 10 25 20

Figure 11. Grenade Cost, Templates, Damage and Effects.

  Cost Template size Max thrown range Damage if >50% under template Damage if <50% under template Notes
Frag 2 5cm 15 4D6 2D6 No other effects
Smoke 1 5cm 15 n/a n/a Non lethal, blocks LOS.
Gas 3 5cm 15 2D6 1D6 Causes AP reduction for several turns, see above. -2 modifier to next fear test.
Flashbang 3 5cm 15 2D6 1D6 No AP next turn. -2 modifier to hit for the next 1D6 turns. -2 modifier to next fear test.
Sonic 3 2.5cm 15 3D6 2D6 No AP next turn. -1 modifier to hit for the next 1D6 turns. -2 modifier to next fear test.

Gas, flashbang and sonic grenades are designed to incapacitate your enemy long enough for you to neutralise them (whether that be permanently or just long enough to restrain them). Gas grenades use a 5cm template and affect everyone except those who are wearing respirators (cost 2 points). Each figure without a respirator which is more than 50% under the template for the gas cloud takes an automatic 2D6 wound roll, and figures with less than 50% under the template takes a 1D6 wound roll. Normal wound modifiers do not apply. Gas clouds last for 3 turns in the same location, lurking in the still air of the sewer system. Those affected by the gas are unable to take any action for the remainder of the turn in which the grenade was thrown, and the following turn have just 4AP. This figure cannot undertake any action other than moving towards the edge of the gas cloud until they are no longer under the template. AP returns to them at a rate of 1AP per turn up to their maximum amount once clear of the source of the gas. Those unfortunate enough to experience a gas grenade suffer -2 on their next fear test. Gas grenades cost 3 points.

Flashbang grenades are designed to stun the enemy by releasing a bright white flash and a loud bang. From a "sub" perspective it the white light which causes the biggest problem as it ruins your ability to target for several rounds. As with the gas grenades a 5cm template is used. Any figure which is more than 50% under the template takes an automatic 2D6 wound roll, and figures with less than 50% under the template takes a 1D6 wound roll. Normal wound modifiers do not apply. Those affected by the flashbang are unable to take any action for the remainder of the turn in which the grenade was thrown, and the following turn. They also suffer a -2 to hit for the next 1D6 turns. Those unfortunate enough to experience a flashbang suffer -2 on their next fear test. Flashbang grenades cost 3 points.

Sonic grenades use a 2.5cm template and when detonated let off a very loud bang aimed to pierce the eardrums and cause concussion. Figures that are 50% or more under the 2.5cm grenade template take an automatic 3D6 wound roll, figures less than 50% under the template take a 2D6 wound roll. Normal wound modifiers do not apply. Disorientation lasts for the remainder of the turn in which the grenade was thrown, and the following turn during which they may not take any action. The victims also suffer a -2 modifier to their next fear test and -1 to hit modifier for 1D6 turns. Sonic grenades cost 3 points.

Smoke grenades do not have any side effects for anyone caught up in the smoke cloud; however it decreases the maximum range of vision to 5cm for any figure that doesn't have T.I goggles or a T.I. sight that is fully under the 5cm template. Smoke completely destroys line of sight and cannot be fired into or through unless the firer has a T.I. sight or goggle. Smoke lasts for 3 turns before dispersing. Great for a sneaky retreat!!!

Grenades may also be fired using a grenade launche.

Figure 10. Erskine Corporation Grenade Launcher

ROF Damage Point Short Long Cost
1 As per Payload 3 10 25 20

Figure 11. Grenade Cost, Templates, Damage and Effects.

  Cost Template size Max thrown range Damage if >50% under template Damage if <50% under template Notes
Frag 2 5cm 15 4D6 2D6 No other effects
Smoke 1 5cm 15 n/a n/a Non lethal, blocks LOS.
Gas 3 5cm 15 2D6 1D6 Causes AP reduction for several turns, see above. -2 modifier to next fear test.
Flashbang 3 5cm 15 2D6 1D6 No AP next turn. -2 modifier to hit for the next 1D6 turns. -2 modifier to next fear test.
Sonic 3 2.5cm 15 3D6 2D6 No AP next turn. -1 modifier to hit for the next 1D6 turns. -2 modifier to next fear test.

Claymores have also been added to the rules, the idea and mechanics of which have been borrowed from Danny Stevenson's additional weapons rules (find them at the CZ Chronicles).

Claymores are widely used by gangers to protect their "Home turf" and to bolster their barricades. Triggered by either a simple Infra Red beam being broken or a tip wire, they can cause devastating damage to a squad who stumble across one. On triggering, 800 ball bearings blast out in a 60 degree arc causing a 2D8 wound roll.

Figure 12. Claymore Mine

ROF Damage Point Short Long Cost
1 2D8

5

20 40 15

When set, the claymore must be in a static position and a note made on the players map including direction of fire and the position of the trigger. The IR beam trigger will span a 10ft distance, a traditional trip wire up to 20ft. When a figure touches the I.R. Beam it automatically fires the claymore potentially inflicting 2D8 damage. When a trip wire is activated 1D8 is rolled, on an even number the claymore has been triggered, on an odd number it has failed to register the intruder. A claymore mine is currently a single fire weapon, although SRU's research labs are working on a multi shot variant for more permanent defensive positions. Those unfortunate enough to experience a hit from a claymore suffer -2 on their next fear test.

Claymores may not be targeted by small arms fire except the "Haywire" pulse generator (see section 9 and 10).

8. Close Combat

All close combat rules are as per the CZ rules-set.

9. BATS and other assorted mechanised units

Soon after the SRU were first deployed "Sub" it became apparent that two things were needed, specific MOST training covering subjects such as close combat in the maze of tunnels, and some way of scouting ahead which wouldn't put troops at risk. SRU squads are small (just 4 soldiers per squad), which means whilst they can react well to changing tactical requirements, if you loose 1 man in action you have lost a significant proportion of your firepower, and either your radio op/group leader/sub leader or medic.

SRU research labs solved both problems in one by developing a series of drones known as BATS (Battle Aware Targeting systems) which were initially developed to act as adversaries in training.

These drones, about the size of a backpack, hover using multidirectional jets, and can move at a maximum rate of 15cm per turn, and whilst not silent are encased in heat reflective armour which renders them invisible to T.I. sights and goggles.

More recently 2 types of BATS have been developed for operational use; the "R" variant, a reconnaissance drone which is deployed pre-troop deployment below ground, and the "C" variant which accompanies troops in MOST

The BATS -R is simply a set of flying sensors which monitor heat patterns, electrical discharges, air composition, audio, video, RF, and several other signatures and from this information determines the most likely location and position of troops and traps below ground. However they are unarmed and subject to interference which can lead to limited data transmissions on occasions.

To simulate the reconnaissance, as described in section 3 above, once the "Sub" gang player has marked on his map his troops' starting positions, their "Home Turf" has been defined and traps and barricades have been set, the SRU team may be deploy any BATS-R units at any one of the available access points.

As with all BATS commands a link check is undertaken at the start of the reconnaissance turn and if successful the controller may move the drone up to 15cm. The "Sub" gang may fire upon the drone at any point in the turn if it travels within any figures' maximum ROV (range of vision). T.I goggles and sights are of no use against a drone due to the heat reflective armour. Use the existing CZ damage rules for machines. If the drone survives it may complete its movement and report back to the controller. A D4 is rolled, and table 14 consulted.

This completes the end of the reconnaissance turn. The next reconnaissance turn starts in the same vein until either there are 2 failed link checks in succession, 3 failed link checks in total, the drone is destroyed, or the SRU player commands the drone back to the original access point. The drone can be moved within a 45cm radius from the access, any further and all communication and control is lost and the drone is sacrificed.

Figure 13. SRU Research Labs BATS -R

AP Move Toughness Armour Modifier Detection range Coherency with Controller Cost
Na 15cm

8

-3

15 45 40 for unit + 20 for controller.

Figure 14. BATS Reconnaissance

Roll

Data Transmitted

Notes

1 Data fail No data received.
2 Partial data transfer Player must advise if there are any figures within 15cm of the drone, but not their numbers, locations or composition.

3

Data transmitted
- Troop numbers and composition within 15cm.
Player must advise how many figures are within 15cm of the drone, their quality, and weaponry but not locations.

4

Data transmitted
- Troop locations and composition within 15 cm.
- Trap positions.
Player must place any figures and mines/traps within 15cm of the drone on the gaming table, and detail their quality and weaponry.

BATS -C are the combat version of the drone, in which the sensing and recording equipment has been replaced with thermal imaging sights, 2 weapons and 6 ammunition slots. The T.I. sights are exactly the same technology as the weapon mounted sights and infantry goggles and give the drone a maximum R.O.V. of 25cm.

Figure 15. SRU Research Labs BATS -C

AP Move Toughness Armour Modifier ROV Coherency with Controller Cost
10 15cm

8

-3

25 45 40 for unit + 20 for controller + load cost

The BATS -C has 3 weapons; the "Haywire" pulse generator, a grenade launcher and a spider mine launcher. The "Haywire" delivers a pulse of short-ranged electromagnetic energy which can be used to disable claymore mines from maximum distance of 15cm. The BATS -C cannot in itself identify the claymore as a threat as it does not have the same sensing capabilities as its recon variant,

Once a BATS -R has identified the location of a claymore, this can be used ahead of infantry troops to secure a path. It costs 10 AP to generate the pulse and deliver it accurately, effectively meaning the drone cannot move in the same turn as firing the "Haywire". At the start of the drones movement phase the player must specify that they are not moving and which claymore they are targeting and mark it in an obvious way as a target (use a tiddlywink or similar). At the start of the next turn the marker is removed and the effected claymore can be considered "Haywired" and is treated as a having no further role to play in the game.

The grenade launcher that BATS -C carries is similar to the infantry version in all respects but one, the cost of the grenades. Due to the need to keep the drone light the grenades and mines are built from low density polymers which are more expensive than "normal" grenades. As a result they cost twice their hand carried equivalents. Firing a single BATS carried grenade costs 5AP, and only one grenade may be fired each turn. All stats for the grenade launcher are as per the infantry carried variant.

Figure 16. BATS and Hand Carried Grenade Costs

  Hand Carried Cost BATS Carried Cost
Smoke Grenade 1 2
Fragmentation Grenade 2 4
Gas Grenade 3 6
Flashbang Grenade 3 6
Sonic Grenade 3 6

The maximum a BATS -C can carry is a mix of 6 grenades and spider mines, E.g. 2 x Frag, 2 x spider mines, 1 x smoke, 1 x gas. The effects of the grenades are as per their hand launched variants.

Spider Mines may be hand launched or launched by BATS -C. Spider Mines are small spider-like robot which lies dormant until it senses an intruder. The mine will then move towards and follow its target, exploding once within range. Spider mines may only be hand deployed by the trained mines and munitions officer of the SRU squad, or by BATS -C. Gangers cannot use them as an RF code is radiated by the SRU comms units which ID squad members as "friendlies".

The Lancaster systems spider mine is another of Danny Stevenson's creations which I have adopted for WTN Thanks Danny. Details are shown on the following page:

Figure 17. Lancaster Systems Spider Mines

AP Move Toughness Armour Modifier Detection Range Damage Explosion Template Points
7 6cm

6

-3

15 4D6 5cm 6 by hand, 12 by BATS

Cost to deploy a spider mine is 3AP by hand and 6AP by BATS Launched mines are visible and marked on the table with a suitable marker. Their detection range is 15cm and upon detection the mine will move directly towards its target. Spider mines can move up vertical surfaces at 2AP cost. When within 5cm of the target the spider explodes and all potential targets within the 5cm blast radius must be diced for. Spider mines do not suffer from reactions; however they can be destroyed by weapons fire. A modified damage roll equal to the mine's toughness means it is destroyed. Firing upon a mine receives a -1 to hit modifier, due to their size and closeness to the ground.

If the target manages to stay out of the spider mine's detection range for a turn (i.e. they outrun it) the mine will deactivate until the next time a target comes into its detection range. Those unfortunate enough to experience a blast from a spider mine suffer -2 on their next reaction test.

10. Specialist Troops

Sub Recon Unit (SRU)

THE SRU is the authorities' attempts at controlling gangers below ground; they can be thought of as a Special Forces unit who are trained to specialise in MOST

SRU squads are composed of 4 members; a Group Leader who commands the squad and acts as spotter, a Sub Leader who is either the munitions and mine expert or the BATS controller (see section 9), a Trooper who is also the medic, and a Radio Op who carries a "SubUp" radio unit to allow communication with the upside. All SRU units must have comms units (3pts), and each squad must have a "SubUp" radio carried by the Radio Op at a cost of 13 points. SRU members are never "Green", and often "Veteran" or "Elite" status. SRU personnel cost an extra 5 pts per individual to reflect the extra training they receive.

Figure 18. Composition of a typical Sub Recon Unit (SRU) - 283 Pts

Class Rank Kit Cost Total Role
Elite

(20+5)

Leader

(7)

- Flak Jacket
- Flechette Gun
- Dagger
- T.I Goggles
- Scanner unit
- Comm Unit
6
20
1
20
10
3
92

Leader and spotter

Veteran

(13+5)

Sub Leader

(3)

- Flak Jacket
- Auto pistol
- 2 x Spider mines
- 1 x Gas Grenade
- Dagger
- Torch
- Comm Unit
6
8
12
3
1
10
3
64 Munitions Officer
Veteran

(13+5)

Trooper - Flak Jacket
- Flechette
- Dagger
- Torch
- Medic kit
- Comm Unit
6
20
1
10
5
3
63 Grunt & Medic
Veteran

(13+5)

Trooper - Flak Jacket
- Assault rifle
- Dagger
- Torch
- "SubUp" Comms
6
16
1
10
13
64 Radio Op

It is usual for the Squad leader to carry T.I Goggles or a T.I Sight (20pts). See notes above re rules for use. If a scanner unit is carried it must be used by the group leader and costs 10pts. If carried, and both the group leader and the radio op remain alive all squad members receive a +1 to hit modifier.

Each squad must carry a medic kit at a cost of 5 points. This is of little or no use in combat but must be carried none the less.

Grenades and mines may only be carried by the sub leader who is trained as the team's munitions officer. Munitions officers may carry a maximum of 3 munitions (E.g. 1 claymore, 1 spider mine, 1 gas grenade). See notes above for rules relating to munitions.

The sub leader may alternatively be trained as the BATS operator. Points cost are an additional 10Pts for this skill set. He must be equipped with a BATS controller (20 pts) which is very cumbersome. As a result they may only carry the controller, a pistol or close combat weapon (choice of dagger/machine/light/auto Etc), and his comm unit.

Figure 19. A typical BATS controller - 72pts

Class Rank Kit Cost Total Role
Veteran

(13+5)

Sub Leader

(7)

- Flak Jacket
- Autopistol
- BATS Controller
- Comm Unit
6
8
20
3
72 BATS Controller

(10)

BATS-R Units have a flat cost of 40 Points. BATS-C Units cost 40 points plus their payload cost (the cost of the haywire generator, grenade launcher and Spider mine launcher are included). Each BATS-C has 6 munitions slots which can be filled with any mix of grenades (frag, smoke, gas, sonic, flashbang) or spider mines. Grenade and mine costs are twice as expensive as their hand launched counterparts.

Figure 20. A typical BATS -C drone - 72

Class Payload Cost Total
BATS -C

(40)

- Gas grenade
- Gas grenade
- Frag grenade
- Frag grenade
- Flashbang
- Flashbang
6
6
4
4
4
4
72

Typically SRU platoons consist of 3 squads of 4 (who do the dirty work below ground), and a command and control element which remain "Upside" consisting of an elite figure who is the platoon commander, a veteran Radio Op, a veteran Platoon Sergeant and a BATS -R Controller responsible for pre-deployment recon. Each platoon will have at least one BATS -R and at least one BATS -C. This platoon composition equates to 16 men and approximately 1200 points....as you can see SRU are not cheap, however their equipment and training make them very successful in MOST situations. In many scenarios you may wish to play just a couple of squads of SRU as a partial platoon action.

The SRU currently consists of approximately 200 active soldiers, 17 BATS -C and 11 BATS -R drones. They are backed up by the SRU research labs who develop new technology and weaponry in the fight against the "Sub" gangs. The budget, number of researchers and technicians, and specific remit of the research arm is not known outside of SRU senior command.

11. Additional Notes

In order to play the WTN add on you will need very little additional scenery or miniatures, as most action takes place on a top down 2D scale map. The easiest way to produce this is to create a number of sewers and chambers in your favoured arts package, print them out and laminate them. This allows you to change the layout every time you play. I have found a sewer width of about 3cm is ideal. Chambers should be approximately 20cm square.

Many manufacturers make suitable miniatures to use as SRU and "Sub" gangs (remember neither can use combat suits when "Sub" so look for poorly armoured ones).

Written by Craig Thomson of www.urbanfuture.blog.co.uk, with input from Danny Stevenson.
My thanks to Danny for allowing me to include some of his very nasty weaponry.

Thanks to all the members of the Combat Zone Yahoo Group and the contributors to Combat Zone Chronicles for inspiring me to work on this CZ add on.

Further rules for Squats in the "Sub" can be found at URBAN FUTURE


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