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#1
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Lawful or Unlawful Combatants?
I'm wondering how the various legitimate military forces would handle the numerous armed "factions" in the Twilight World. What would the ROEs be? Would there be a SOP for dealng with unidentified armed groups?
I was playing in an Armies of the Night PbP and I realized that, in my T2K experience, pretty much every armed group is engaged with deadly force on sight. Of course, when approaching a settlement, most players tend to be cautious and cognizant of the potential presence of legitimate militia forces. But out in the open country, it seems like it's open season on anyone not in the uniform of the PC's national or allied military. How does one differentiate between a marauder and an armed civilian simply trying to defend him or herself? Are all armed people considered hostile? What about legitimate militias and civil defense forces? How does one keep track and tell the difference? In very recent times, the U.S. military has had a really hard time acting as a police force. It's just not a job to which modern military forces are well suited. This would be a big problem in most theatres but especially in the U.S. with its proliferation of firearms and dueling governments. Your thoughts?
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Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG: https://www.drivethrurpg.com/product...--Rooks-Gambit https://www.drivethrurpg.com/product...ula-Sourcebook https://www.drivethrurpg.com/product...nia-Sourcebook https://www.drivethrurpg.com/product...liate_id=61048 https://preview.drivethrurpg.com/en/...-waters-module |
#2
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My first thought it that playing-it-safe violence would be very widespread. Conventions for estabishing peaceful contact between armed strangers would develop over the course of time, but even then there would be a great deal of bloodshed between people who don't necesarily mean each other harm.
Regarding this, I have been thinking more and more than even within a small cantonment, there will be law enforcement and there will be combat specialists. Fairly quickly, some governors (not implying state governors) with a group of armed combatants will realize that keeping the peace and enforcing the law is quite distinct from active combat. Dealing with thievery and muggings is different than dealing with twenty or fifty guys with small arms raiding the silos. Getting back to the subject at hand, I think one of the biggest risks to PCs is unintentional combat. While the best military units often look like a bunch of bandits (who know how to take care of their weapons), those same troops appearing in a new locale are certain to alarm the local scavengers, hunters, trappers, and militia--to say nothing of the actual bad guys (supply your own definition for who that might be). One of the big skills in Twilight: 2000 will be making peaceful contact with strangers. Webstral |
#3
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In my games it has been simple. The PCs often do get burned however for being to sympathetic, and as member of the Evil GM's guild I use it lest I be dismissed Usualy the evil doers will come on strong, but they have little staying power and run away quickly. Whereas a village militia where are they going to go? They will stay till the death since they will be defending their homes and families.
As for a small hunting party, shots may be exchanged, but a small party of hunters or civilians who are not out for a gunfight will not be overly enthusiastic about getting into a protracted firefight and get their number killer or wounded, or, waste valuable and hard to come by ammo. So civilians <legitimate> would be open to parlay, they may even initiate such, or they will run after the first couple rounds. Bandits as I said, would usualy be less organized and much better armed. Their attempts to parlay would be noticed and more for selfish purposes, as well as a trying to pull something over on the PCs. As for "other" irregular forces. In my European games I employ ALOT of cavalry and partisan type forces. The cavalry usualy supply their own horses <yes they are available with a wave of my magic GM wand, of course this iss farm country> But, they are issued semi modern weapons and they act as auxilaries to the main first string Pact Forces. They patrol the roads, patrol the villages etc, they mopp up stragglers <like those from the 5th> downed aircrewmen and keep LRRP and similiar forces on their toes. These guys have killed three PCs and 2 primary NPCs <all unplaned> in one of my campaigns. These guys are treated like regular soldiers when encountered. Sometimes they are shot when captured but usualy they are left tied up which is often the fate of most enemy who are captured. Partisans, they are shot outright, sometimes tortured. Since I handle partisans as guerillas and well as history has shown most guerillas are nasty people to begin with, often they will have done some nasty things to other allies the PCs may have found afterwards, a village that was freindly or even a PC or NPC so often the PCs have a reason to deal so harshly with these types. We had one criminal join our group in one campaign. He caused many PCs to be killed and wounded and forced the PCs to fight their way out from a minning complex. They caught him with a radio and caught one of the enemy attackers who had info. The PCs put 2 and 2 together and found out their spy. 1 of the PCs wanted to shoot him, instead they hung him, heaving him on his tiptoes till the rope was taunt and left him. One PCs then shot him in one of his legs so he had to stand on his tip toe perfectly balanced lest he slowly strangle, and of course trying to keep his balance he would fall constantly with the noose choking him, the only way to get leverage was to lean into the noose have it choke some more and get his good leg under him and try to use his shattered leg as well which would cause him to fall again and repeat the process. As Jack Sparrow said the inner circle of hell is reserved for mutineers and traitors.
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"God bless America, the land of the free, but only so long as it remains the home of the brave." |
#4
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I think that in T2K, the idea of unlawful vs. lawful combatants would be thrown out, in favor of "who's shooting at me" vs. "who's helping me."
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I'm guided by the beauty of our weapons...First We Take Manhattan, Jennifer Warnes Entirely too much T2K stuff here: www.pmulcahy.com |
#5
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In my campaign Major Po had a rule that anyone who was armed and had not been identified as a friendly was deemed to be a marauder and was subject to immediate termination with extreme prejudice. The PCs then took that rule to comical (for them) extremes. In one session one of the PCs had a civilian in his sights who was holding a stick (to use as a makeshift club). Major Po then gave the civilian one verbal warning to drop the stick. Luckily the civilian obeyed and avoided being shot.
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"It is better to be feared than loved" - Nicolo Machiavelli |
#6
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A thought on deserters: anyone in a "friendly" uniform but not acting as part of a recognized unit would be considered a deserter. Deserters are sometimes (or oftentimes in totalitarian systems) subject to summary execution in the event of capture. In the Twilight War, where there would be even less of a distinction between deserters and marauders, this practice might be even more widespread. On the other hand, manpower shortages in T2K would be so accute that some armies may feel in necessary to try to rehabilitate deserters and reincorporate them into legit units. How do you think deserters would be dealt with?
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Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG: https://www.drivethrurpg.com/product...--Rooks-Gambit https://www.drivethrurpg.com/product...ula-Sourcebook https://www.drivethrurpg.com/product...nia-Sourcebook https://www.drivethrurpg.com/product...liate_id=61048 https://preview.drivethrurpg.com/en/...-waters-module |
#7
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#8
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I think if their only crime was desertion, in general every effort would be made to rehabilitate them. There could be a multitude of reasons why someone deserted, and not every deserter will automatically be a lost cause. Plus as you say, manpower shortages are going to be chronic, so every man (and woman!) counts.
If on the other hand the deserter has committed other crimes either in the course of deserting or afterwards, then the likliehood of them being rehabilitated decreases as the seriousness of the offences increases...those who have committed murder or other violent crimes would probably have nothing to look forward to except execution, although even then there might be exceptions...(I'm thinking of the Dirty Dozen type scenario here...)
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Author of the unofficial and strictly non canon Alternative Survivor’s Guide to the United Kingdom |
#9
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Good question. If you look at some of the adventures, organized military units-even those not holding any allegiance to a higher authority-Krakow, Markgraf of Silesia, etc., consider marauders as "unlawful combatants" and treat them accordingly (summary execution if lucky, being worked to death as forced labor if very unlucky). Of course, some military units are so disorganized that calling them bandits in uniform would be a compliment.
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Treat everyone you meet with kindness and respect, but always have a plan to kill them. Old USMC Adage |
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