Welcome! These forums will be deactivated by the end of this year. The conversation continues in a new morph over on Discord! Please join us there for a more active conversation and the occasional opportunity to ask developers questions directly! Go to the PS+ Discord Server.

Insurgencies/counterinsurgencies

6 posts / 0 new
Last post
revengespc revengespc's picture
Insurgencies/counterinsurgencies
Fairly rudimentary rules for handling insurgencies. I wrote these with the assumption that the PC’s will be working with the insurgent groups, though I think they can handle PC’s as agents of the governing faction quite easily - perfect for running an Oversight campaign, or a Barsoomian Movement focused one. The rules cover everything from terrorism to civil disobedience on the part of the “insurgents,” while governing forces are primarily restricted to violent means, since their nonviolent choices are primarily restricted to negotiation options. Government forces will try to maximize stability and eliminate insurgent groups, while insurgent groups will try to build public support and undermine the government, moving from covert ops cell, to hidden insurgency, and finally to guerilla warfare. They're fairly vague so they can be easily applied to other settings. An insurgency follows the efforts of one or more insurgent groups to destabilize the governing forces and (ideally) replace them with themselves. [b]Stability[/b] is the primary statistic which keeps track of this. It measures the degree to which coercive tools are concentrated in the hands of the governing faction. A Stability rating at 100 automatically brings an end to any insurgency, as this means that the governing faction is the sole owner of any and all coercive tools. Stability is still important in autonomist polities, although its meaning is slightly different. Autonomist polities still require a monopoly on organized coercive force (though this might be more loosely enforced), but the objective of autonomist security forces is generally to ensure freedom from coercion (as are the nominal goals of both the Jovian and Consortium security forces, though most would agree that autonomists actually achieve this ideal.) Either way, stability is the same for every society. When starting an insurgency, determine stability by rolling 3d100 and picking the highest score. Easier insurgencies can be made by rolling just 2d100. Functionally, “safe” societies would rate in the 90’s, “unsafe” societies in the 80’s, and “very unsafe” societies in the 70’s. 40-60 is “failed state” territory, below which you’re got an active civil war, and 0 is complete and total anarchy. |Stability: | Status:| |70-100 | Stable| |40-69 | Unstable| |0-39 | Anarchic| [b]Insurgency Factions:[/b] Factions (including the governing faction) are governed by six main statistics: [/b]Popularity:[/b] Popularity is the base of public support and goodwill that a faction has created. Turns are resolved in order of Popularity, though the governing faction always goes first. Popularity ranges from 0-99, and each insurgent faction attempting to benefit from spontaneous demonstrations rolls against its Popularity score. Critical success allows that faction to immediately take an Action, and critical failure is a PR disaster, reducing Popularity by (D10/2) points. [b]Strength:[/b] Strength is the size of the faction, measured by the number of committed members. For governing factions, this would include all security forces as well as essential bureaucratic membership and core political supporters. For insurgents, this would include active membership, but wouldn’t include sympathizers, members of associate groups, or inactive cells. Depending on the size of the insurgency campaign, each point of Strength could represent 10 members, or even 100 or 1,000 members (the latter for a whole-Mars Barsoomian insurgency.) Strength affects turnout for actions such as demonstrations, rioting, guerilla warfare, and polling. An insurgent faction is automatically destroyed if its Strength is reduced to zero. [b]Organization:[/b] Organization is the faction’s strength of leadership, centralization, chain of command, and operational efficiency. Organization is treated as a skill (ranging from 0-99) and an insurgent faction is automatically defeated if its organization reaches 0. Factions must pass an Organization test each turn in order to take any Actions - failure means it cannot act at all this turn. Critical Failure reduces Organization by (D10/2) points, as incompetent personnel manage to get themselves caught or killed, and Critical Success allows two Actions to be taken this turn. [b]Loyalty:[/b] Loyalty is the deep and abiding commitment to the cause felt by the faction’s members. Loyalty levels range from -30 (completely disillusioned), 0 (ambivalent), to +30 (zealot). The loyalty bonus/penalty is applied to faction member’s efforts to resist Persuasion, Protocol checks to gain entry to secret hideouts, WIL saves to resist torture, the faction’s resistance to infiltration and defection,and other scenarios at GM discretion. [b]Security:[/b] Security measures the faction’s resistance to infowar intrusions. Like Loyalty, it ranges from -30 to +30, with the modifier being applied to hostile infowar actions. Security doesn’t directly cover infosec or mesh security gear (it instead applies to Actions within the Insurgencies ruleset) but higher modifiers will mean more mesh security infomorphs, better firewalls, dead switches, or sometimes the complete absence of hackable technology. [b]Equipment:[/b] This is a measure of the quality of gear (usually combat gear) available to the faction, as well as the amount of training they are capable of providing. Generally, governing factions have higher equipment ratings. Since equipment is very dependent on the GM’s selection of a faction, I’ll only give a “example” table for the average mook. |Equipment level: | Morph: | Armor: | Weapon: | NPC CP:| |0-19 (Rag-tag) | Case | None | Improvised weapons | 600| |20-39 (Low) | Worker pod | Armor clothing | Medium pistol | 800| |40-59 (Adequate) | Exalt | Light combat | SMG | 1,000| |60-79 (Good) | Novacrab | Heavy combat | Railgun Assault Rifle | 1,200| |80-99 (Professional) | Ghost | Battlesuit | Plasma rifle | 1,400| Insurgent factions have a 6th statistic, [b]Visibility[/b], which determines the amount of media or social coverage their actions receive. It ranges from 0-99. Each Action is accompanied by a Visibility Check, to determine Publicity, with effects as described within the action. Visibility must be tested even if no action is taken (for the possibility of investigative reports, losing the spotlight, or the emergence of damning XP). General Publicity tests are taken at a -10, with the following effects: Success or Excellent Success: +1 or +D10/2 Visibility points. Failure or Severe Failure: -D10/2 or -D10 Visibility points. Critical Success or Critical Failure: +D10/2 or -D10/2 Popularity points. [b]Generating an insurgency:[/b] First, you must pick a governing faction and a primary insurgent faction. For each of these, you can either hand-select their statistics, or roll them up: Popularity, Organization, Equipment, Visibility (insurgents only) : Roll 5d100 and assign the top scores to each category of your choice. (Yes, this means insurgents are at a disadvantage, as they only drop the lowest 1 die, rather than the lowest 2.) Security and Loyalty: Roll 1d10-4 for each of these, counting results higher than +3 as 0. Strength: Roll 4d10. Governing factions roll 8d10. Next, either choose 3 Faction Traits, or roll 3d10 to generate three Traits. Discard any that don’t work (i.e. they contradict another trait or the nature of the faction. The government can’t be a “sub-faction”!) [b]Faction traits:[/b] 1- Mass appeal: Add 2d10 to Strength and to Visibility. 2- Secretive: Subtract 1d10 from Strength and Visibility. 3- Meshed In: Add 1d10 to Equipment, subtract 1 from Security. 4- Low Tech: Subtract 1d10 from Equipment, add 1 to Security. 5- Demagogue: Faction is vulnerable to a special Leadership Assassination action - assassinating the demagogue has quadrupled results, but she has triple the bodyguard contingent. 6- Clade Organization: Subtract 1d10 from Organization and add 1 to both Security and Loyalty. 7- Ahimsa: +10 to organizing nonviolent Actions, but negative publicity is doubled from intentional or unintentional violence. 8- No Innocents: May not take nonviolent Actions, but can use Suicide Bombings. 9- Front Group: Faction has a loosely associated front group that can be scapegoated for failed operations. May take an Organization check to avoid negative Publicity, with a cumulative -10 modifier every time it is used. 10- Sub-Faction: This faction is a wing or party within another faction (could even be the governing faction). Its Strength, Organization and Visibility are halved, and it is treated as a part of the main faction until any of those three stats are higher than its parent organizations, or some major schism occurs, at which point it breaks off. Finally, generate 1d10/2 (or more/less, if you’d like) “latent” factions. Roll up or pick their stats and traits. These factions won’t necessarily be “active” at the start - they may range from opposed, but just as active insurgent groups to hidden social schisms that only emerge as stability breaks down. Introducing latent factions is most convenient as stability moves between each “step,” or as major events occur, such as a successful leadership assassination or the start of negotiations. Some of these may be extremist pro-government forces. Alternatively, they could be several factions allied to the PC’s insurgent faction to create an “insurgent coalition.” [b]Running the insurgency:[/b] Each turn represents two days. Every active faction gets to attempt 1 action per turn, with the governing faction getting the first attempt at 7:00 AM +(d10-5), and the other factions acting in Popularity order afterwards. Each Action occurs d10 hours after the preceding one. Attempting an action requires a successful Organization test. Failure means it cannot act at all this turn - make a General Publicity test. Critical Failure reduces Organization by (D10/2) points, as incompetent personnel manage to get themselves caught or killed, and Critical Success allows a second action to be taken after the final faction acts. PC-controlled Actions are generally run as short missions under that Action’s mission guidelines. GM-controlled actions are resolved under the Action’s guidelines. At the end of each Action, test Visibility to see if the action gets publicity. Success doubles the action's effects, regardless of whether the action itself was a success or failure. Critical Success increases Strength by 2. Critical Failure reduces Strength by 2. At the end of every turn, roll against Stability and the government’s Popularity. If both of these fail, generate a Spontaneous Demonstration. The demonstration’s Strength is 1d10, plus 1d10 per critical failure rolled. Reduce Stability by half this number. Each Insurgent faction may make a Popularity test to see if the demonstration is favorable to them. Success adds half the demonstration’s Strength to the faction’s Popularity. Critical success allows that faction to immediately take an Action, and critical failure is a PR disaster, reducing Popularity by half of the demonstration’s Strength. [b]Trading Places:[/b] Once Stability has reached Anarchic levels, the "government" more or less ceases to exist, and the remaining factions must jockey for territorial control based on their strength and popularity. At the beginning of every turn, roll 2d10. If the result is higher than the current Stability, each faction must roll to see which becomes the new "government" that is responsible for restoring order to a shattered society. Each Faction makes a Popularity test and modifies that faction's Strength by a percentage equal to its MoS. The faction whose modified Strength is highest becomes the new governing faction. [b]Government Actions:[/b] Censorship: Mission - The PC’s must secure or delete incriminating XP files or propaganda xcasts from a major media station before they are publicized. There are at least three. GM Guidelines: Test against Equipment, with the Security bonus or penalty. Success: Reduce target faction’s Visibility by 1d10+5. Increase Stability by 1d10/2. Reduce Popularity by 1d10/2. Failure: Reduce Popularity by 1d10/2. Increase target faction’s Visibility by same amount. Reduce Stability by 1. Arrest/Leadership Arrest: Mission - The PC’s must subdue and jail an insurgent political leader without inflicting casualties. Leadership Arrest doubles the leader’s bodyguard and causes them to open fire earlier. GM Guidelines - Test Organization, with Loyalty bonus or penalty. -20 for Leadership Arrest. Success: (Leadership Arrest doubles these results) Reduce target faction’s Organization by 1d10. Increase Stability by 1. Failure: (Leadership Arrest doubles these results) Reduce Popularity by 1d10/2. Reduce Stability by 2. Search and Seizure: Mission: The PC’s must go home-to-home in search of hidden weapons stashes. There are at least two. GM Guidelines - Test Popularity, with Loyalty bonus or penalty. Success: -1d10 Equipment from target faction. -1 Stability. -1 Popularity. Failure: -1d10/2 Stability and Popularity. Purge: Mission - The PC’s must locate and interrogate moles within the faction. GM Guidelines - Organization with Security bonus or penalty. Success: +1 Loyalty. -1d10 Strength. Failure: -1d10 Strength. -1d10/2 Organization. [b]Nonviolent Actions:[/b] Boycott: Mission - The PC’s have to scrounge equipment and food for inconvenienced members of the population or those who can’t independently afford the boycott. GM Guidelines - Test Organization with Loyalty bonus or penalty. Success: -0 Stability, +1d10/2 Visibility, +0 Popularity. Each of these increases by 1 per consecutive success. Failure: Reset the Boycott action’s Success table to +0. Sit-In: Mission - The PC’s must endure several hours of “sitting in” a restricted area. SAV-based checks to converse with media, SOM checks against hostile shoving, WIL saves against losing temper. GM Guidelines - Test Organization, with Loyalty bonus or penalty. Success: +1d10 Visibility, +1d10/2 Strength. Failure: -1 Strength, +1 Stability, -1d10/2 Popularity. [b]Guerilla Actions:[/b] Bombing: Mission - The PC’s have to plant a bomb in a symbolic structure or factory and then call in the threat so the area is evacuated, and not get caught. GM Guidelines - Equipment, with Security bonus or penalty. Success: -1d10/2 Stability and Popularity, +1d10 Visibility Failure: d100 civilian casualties, -1d10 Popularity, +1d10 Visibility, -1 Equipment Assassination/Leadership Assassination: Mission - The PC’s must kill a high-ranked government official and escape. GM Guidelines - Test Organization, with Loyalty bonus or penalty. -20 for Leadership Assassination. Success: (Leadership Assassination doubles these results) Reduce government’s Organization by 1d10. Reduce Stability by 1d10/2. Reduce Popularity by 1d10. Failure: (Leadership Assassination doubles these results) Reduce Popularity by 1d10/2. Reduce Stability by 1. [b]Terrorist Actions:[/b] Suicide Bombing: Mission - The PC’s must disguise, arm, and deliver the suicide bomber to a tightly packed location. GM Guidelines - Organization, with loyalty bonus doubled. Success: Reduce Stability and Popularity by 1d10. 2d100 civilian casualties. Failure: 2d10 civilian casualties. Reduce Stability by 1 and Popularity by 1d10. Purge: Mission - The PC’s must locate and interrogate moles within the faction. GM Guidelines - Organization with Security bonus or penalty. Success: +1 Loyalty. -1d10 Strength. Failure: -1d10 Strength. -1d10/2 Organization.
OneTrikPony OneTrikPony's picture
Very interesting
I've only had time to give this a first glance but it looks like there's lot's of promise here. I plan to devote more attention over the weekend. What are your resources or inspirations for this framework? Do you have any suggestions for further reading? How would you stat the barsoomian or Steel Liberator insurgents or activists?

Mea Culpa: My mode of speech can make others feel uninvited to argue or participate. This is the EXACT opposite of what I intend when I post.

Baalbamoth Baalbamoth's picture
Envoys needlecasting... beware...
I started looking at this game due to the similarities to the setting in Altered Carbon by Richard K Morgan. I especially loved Morgan's "envoy corps" I also havent had a chance to test these rules, but really, the game needs this or something like this (other than simple GM fiat) to resolve fraction conflicts and how PC influence can make the difference. from the wiki article about Takashi Kovacs (Morgan's transhuman 007) http://en.wikipedia.org/wiki/Takeshi_Kovacs Kovacs is a former Envoy, a type of futuristic soldier, part intelligence operative and part shock trooper, trained to adapt quickly to new bodies and new environments. Envoys are used by the governing Protectorate to infiltrate and crush planetary unrest and maintain political stability. Envoy training is actually a form of psychospiritual conditioning that operates at subconscious levels. Envoys possess total recall and are able to discern subtle patterns within seemingly unrelated events. They possess a thorough understanding of body language and vocal tonality, such that they can discern intention and manipulate others with ease. They are able to control their physiological and psychological responses, such as fear and anger, at will. Another aspect that figures prominently in an Envoy's training is the systematic removal of every violence-limiting instinct a human is born with. Due to this training, most worlds prohibit Envoys or ex-Envoys from holding any political or military office. The fear the mere mention of their name can elicit is often used by Kovacs to threaten and intimidate.
"what do I want? The usual — hundreds of grandchildren, complete dominion over the known worlds, and the pleasure of hearing that all my enemies have died in highly improbable accidents that cannot be connected to me."
revengespc revengespc's picture
OneTrikPony wrote:I've only
OneTrikPony wrote:
I've only had time to give this a first glance but it looks like there's lot's of promise here. I plan to devote more attention over the weekend. What are your resources or inspirations for this framework? Do you have any suggestions for further reading? How would you stat the barsoomian or Steel Liberator insurgents or activists?
I was mostly inspired by The Alexandrian's series on Game Structures: http://thealexandrian.net/wordpress/15126/roleplaying-games/game-structures And by a research paper on the Philippine-American War that I'm working on. Modern counterinsurgency has always interested me since it's actually only about 40% combat, plus 30% economics and 30% sociology. There was an article a few years back about the Army creating a special "anthropology unit" I thought was really interesting. So the idea of an "insurgency" game structure seemed interesting because it combined a natural, obvious conflict with the ability to deliver players, with equal frequency, to combat encounters, to diplomatic encounters, and to cultural exploration encounters. And it really lends itself well to Eclipse Phase, with the plethora of non-lethal weaponry and focus on broad-scale social, rather than individual plotlines. I didn't actually end up including a bunch of the cultural/social stuff, but that can be filled in around the edges of the side factions. Also, it recently struck me that an insurgency campaign could be conducive to open-table play (http://thealexandrian.net/wordpress/1223/roleplaying-games/opening-your-...) - all players could be government forces (or insurgents) with each session encompassing a single strike, with whoever shows up counting as the insurgents who happened to be able to make it to that week's secret meeting. As far as further reading is concerned, look at the FLN in Algeria (or watch The Battle of Algiers!), the Cuban Revolution, or the failed Bolivian Revolution that got Che Guevara killed (for an instance of the government winning). As well as, of course, the modern counterinsurgencies going on. For stats, it'd mostly depend on the rolls - the suggested CP is more of a guideline, as I usually randomly generate my generic NPCs with Excel. For my current campaign, the Steel Liberators have: Strength - 31 (3,100 individuals) Popularity - 23 Organization - 70 Equipment - 73 (custom morph designers, after all!) Visibility - 16 Security - -30 Loyalty - +10 Meshed In, Clade Organization, Front Group So my Steel Liberators are technically proficient and fairly large, with a well-organized cell structure. I'll count the "front group" as an ability to instigate mass action on the part of Luna's casemorphed clanking masses while maintaining plausible deniability. Popularity is lower than expected (maybe because people think that hawking those Steel Morphs is turning them into more of a microcorp than an activist group) and visibility is really low (I guess the media just doesn't care). With that equipment rating, they'd get 1,200 CP (if I was fully fleshing them out). OTOH, I'd give the average activist a Steel morph (of course) with light combat armor and pneumatic limbs, the full suite of enhanced sensors, two seeker armbands with concussion micromissiles, and a saucer. 15 in all aptitudes, but 20 WIL and 20 INT. The idea would be, open use of a high-end synth, able to record any police misconduct, and with heavy armor and hidden less-lethal weapons for self-defense. (The seeker armbands have Arm Slides and are stored in hidden compartments.) I didn't get the impression that the Liberators were particularly violent (aside from the picture of two synths getting ready to bomb a train) so it's less of a visibly military build. A bodyguard for higher-ranked leaders would get structural enhancement, heavy combat armor, and a firearm assault rifle with flux ammo.
The Doctor The Doctor's picture
On the other side of the coin
On the other side of the coin, a hacker whose skills I respect has just started [url=http://grugq.github.io/]an OPSEC blog[/url]. The information in the first couple of posts will probably be of interest to GMs and players of EP who are in games that have (counter-)insurgency (or Hollywood-style black ops) as themes.
Arenamontanus Arenamontanus's picture
Looks interesting. I was
Looks interesting. I was running a guerrilla/insurgent campaign a while ago ( http://www.aleph.se/Nada/Game/2300AD/ - incomplete, I will hopefully eventually get around to posting the final documents spelling out the full details and how things ended). I did not run a strict system like revengespc's, but I did try to keep track of relative power and ability of the different sides, updating them semi-randomly between sessions, with adjustments for what had happened in-game. We sometimes used Genesis to play out the behind the scenes events. In our case outside pressure was important: the oppressive colonial government was responsible towards the French government back on Earth, and a number of other nations were present and could exert diplomatic pressure (or give covert or overt aid). Both sides were doing their best to justify themselves and get the rest of the world to support them. In the end the journalist PC reporting from the frontline was likely more important than the guerrilla leader PC. So I would suggest that there should be media and diplomatic actions trying to get world opinion and different external powers to support one's side or work against the other. Of course, this also ensnares you in external politics (accept those Ultimate military advisors who will give you a nice bonus, and your relations to autonomist groups will go down...)
Extropian