Insurgency Tactics

Unlike the Empire, insurgencies do not have a single, cohesive doctrine. Each has their own strategy, approach and tactics. Thus, the following list of tactics represents suggestions of tactics and agendas that an Insurgency mightuse to fight the Empire. No insurgency will use all tactics, rather, they are offered so that a GM can pick and choose from among them when designing his insurgency movement.

Each contains common insurgency types associated with the tactics. These are offered only as suggestions, to allow a GM to pick an insurgency type or two and quickly get an idea of how it might operate; GMs who wish to mix and match strategies and ideologies are free to do so! Each tactic also contains a list of suggested contact skills, which represent the sort of training necessary to carry out the tactic. Consider adding some of these to an insurgencies contacts or personnel.

Bedlam

Common Insurgency Types:Anarchists and Terrorists
Common Contact Skills: Explosives (Demolitions), Forced Entry, Mechanic, Throwing.

Few things disrupt a society like the sudden and total disruption of their peace. For some insurgencies, this is the whole of their goal: proving the ineffectiveness of the Empire at keeping them safe and demanding change in exchange for freedom from terror and chaos. For most insurgencies, though, bedlam is a form of distraction, a way of keeping the authorities busy while the insurgency gets on with more important matters.

Bedlam requires bombs. Some insurgencies will steal or rent hovercars, rig them with bombs, and park them in the city. Others will simply rove through the city with pockets full of weaponized c-cells or other explosives and plant them in interesting locations. On the appointed hour, they’ll blow their bombs. This is usually simultaneous, but some organizations gain great mileage out of staggered explosions, or even having multiple bombs in the same area, so that when first responders arrive to help the injured, the second bomb can hurt themtoo!

Once the bombs have been set off, some particularly aggressive insurgencies rove the chaotic streets, attacking civilians or authority figures. This is particularly popular if they’ve already incited a riot (above).

Box Ambush

Common Insurgency Types:Freedom Fighters and Terrorists
Common Contact Skills:Explosives (Demolitions), Tactics.

If an insurgency wants to hit a mobile convoy, a column of troops, or get at a target in a moving vehicle, some use a “Box Ambush.”

First, the insurgency insurgency needs to know the target’s route, the general area and ideally the composition of its guard. The insurgents must prevent the target from simply escaping during the attack, and so looks for some location with an obvious ingress and egress that can be blocked off, and with walled-sides, such as a narrow alleyway, a bridge or a canyon. If they cannot find such a location on the route, then they must find a way to change the route, either via people on the inside rerouting the convoy, or with sabotage that forces a detour.

Once they got their location, they need to block the entrance and exit. The exit can be blocked with a simple blockade, provided that this isn’t sufficiently obvious that the target is warned before going into the “box.” for example, the alley or canyon has twists and turns so that the blockade isn’t obvious until the convoy is already inside. Alternatively, the insurgents plant mines at both ends: when the convoy reaches the exit, the insurgents blow up the first vehicle, blocking the exit with burning wreckage, and then do the same at the exit, blocking the convoy in. Those with heavy vehicles may instead, suddenly move their vehicles into the entrance and exit; this has the added advantage that it can happen nearly anywhere: insurgents with access to large vehicles can swoop in to block a vehicle on all four sides.

Once they have the vehicles blocked, they erupt from their hiding places. Insurgents place forces at both the entrance and the exit, opening fire to prevent people from approaching either exit. From above or to the sides, the force unleashes its snipers or rocket-armed soldiers. Some groups also place anti-personnel mines in the center of the “box” and once security personnel or soldiers have disembarked to fight back, they blow the mines.

Caught in a four-way cross-fire, most convoys or targets simply die. However, hardened security or military vehicles might stand up to the fire and call for reinforcements. After the initial barrage, the rebels will usually quickly depart, ending the attack almost as quickly as it began.

Incite Riot

Common Insurgency Types:Anarchists and Ideologues
Common Contact Skills: Current Affairs (Local), Observation, Propaganda, Public Speaking, Streetwise

Insurgencies often need to incite riots, in the least to remind the people of the need to fight, but often as a distraction for a larger operation.

Riots do not arise in a vacuum. They require some grievance from the populace. Characters with Area Knowledge might already know of a common grievance, otherwise, the character might need to uncover something irritating the people. Current Affairstells the character of any unusual recent events that might stir up the people, and Streetwise gives the character the “word on the streets.” If no grievance can be found, one can generally drummed up with a Propaganda campaign, which can stoke existing tensions to a breaking point.

Once a grievance has been found, the insurgency needs a large crowd. They can arrange for some kind of event (Propaganda, again), or they can look for an existing event (a sporting event, a parade, a speech by an imperial official). Then, at that event, the Insurgents can attempt to incite the people to riot. A quick survey of the crowd tells the insurgent if they’re ready to riot (Observation or Per-based Public Speaking). If the possibility exists, the character can make a Public Speaking roll, with a bonus or penalty depending on the mood of the crowd, +1 to +4 if they have a legitimate greivance and +2 if the propaganda campaign succeeded. Success opens the floodgates of existing animosity.

The Empire often defends against this by placing large numbers of riot troopers between the citizens and any event arranged by the Empire. While the Empire intends to prevent riots before they start, this show of force can have a detrimental effect, especially if the Empire suddenly opens fire on its own people. Insurgencies can use the same mechanics for inciting a riot to put imperial officials on edge. Once the imperial troopers become convinced that it’s “us or them,” then the insurgents have only to mask up, draw weapons and attack. If they do it from within a crowd, the Empire won’t know who started it, and will lay into the entire crowd, which will turn a previously peaceful event into a full-blow riot.

Hostage Crisis

Common Insurgency Types:Terrorists
Common Contact Skills:Diplomacy, Electronics Operation (Media), Explosives (Demolition), Intimidation

Some insurgents want to strike home just how vulnerable the populace is, and how helpless the Empire is to help them. They choose a well-populated environment that they can reasonably secure. Then, they simply march in (usually without visible weapons or armor), close all the doors, and open fire until they have everyone’s attention. They’ll secure each hostage, usually using electronic cuffs or cuff tape.

Insurgents who wish to take hostages usually bring two additional tools. The first is a bomb of sufficient size as to seriously damage, or destroy, the building. The second is a holo-cam that they can use to film the proceedings. Once they have the bomb set up (usually deep in the heart of the building, set to a dead-man’s switch), they’ll begin to film the hostages and send out information about the affair to the outside world, and open up lines of communication with the Empire (or other local authorities) to negotiate for their release.

The point of the hostage crisis is theater. If the Empire is cold and refuses to negotiate (as is usually the case), then the insurgents record this and send it out as proof that the Empire doesn’t care. If the Empire tries, instead, to negotiate, the insurgents can use this as proof of imperial weakness. Meanwhile, every sobbing hostage is carefully filmed and holograms of the atrocity sent out to terrify the populace; terrorists then drag a hostage up and executem them for dramatic impact when necessary.

The hostage takers constantly face the danger of reprisal. A complete cell typically takes on the task, with the cell leader handling negotiations, and at least one handling the filming. The remaining split their duties between roving among the hostages to check for escape attempts or to silence conversation, while others, carefully away from the windows to frustrate snipers, keep an eye on how the Imperial response unfolds.

The end-game of a hostage crisis is the trickiest part, and many young insurgencies neglect this and die. Smarter insurgencies coordinate with other cells. First, they might have a hidden escape route that they can use to escape once they’ve received their demands or (more likely) when it’s clear that the Empire intends to attack. During the latter scenario, the insurgents blow the bomb after they’re clear, killing the hostages and many Imperial security agents. Alternatively, they’ll have other cells positioned in the area as snipers and attackers, or they’ll arrange for some distraction (see Bedlam or Sabotage for examples). Once the Empire is in position to attack, the other cells ambush the Empire, causing sufficient confusion that the insurgents can make their escape and, again, blow the building.

Mobile Strike

Common Insurgency Types:Anarchists and Freedom Fighters
Common Contact Skills:Pilot (Contragravity), Tactics.

If an insurgency wants to hit a mobile convoy, a column of troops, or get at a target in a moving vehicle, some use a “Mobile Strike.”

The insurgents need to either know the target’s route, or they need to find him and trail him. Once the target reaches a stretch of relatively open road, moving at speeds that make a quick stop to fight a treacherous one, the insurgents speed up and intercept.

Treat this as a Chase Scene. The insurgents make Moveor Move and Attackrolls while their passengers simply make Attack rolls, preferably using pistols, assault blasters and missile launchers. The ideal situation is to catch directly up with the target vehicle (that is, travel along side it) and open fire on the occupants. Alternatively, especially if the insurgents have access to heavy vehicles, they’ll Forcethe target vehicles into a dangerous situation (such as off a bridge), or towards a Box Ambush.
Once the attack is complete, all the insurgents have to do to escape is drive in a different direction from the authorities, as they’re already at full speed and in full motion.

Sabotage

Common Insurgency Types:Anarchists and Freedom Fighters
Common Contact Skills: Computer Hacking, Electronics Operation (Electronic Warfare, Security, Surveillance), Explosives (Demolitions), Forced Entry.

Rather than inflict damage on random civilians, some insurgencies prefer a more carefully targeted approach, directly hitting onlywhat they want to hit. This professionalism tends to intimidate the Empire more, and does nothing to harm the image of the insurgency. It requires superior infiltration and demolition skills, however. This is rarely done “for its own sake,” but in coordination with some other action. The most common targets for sabotage are surveillance systems, propaganda machinery, the power grid and military infrastructure (especially defense systems).

First, the insurgents must gain access to the system they wish to undermine. They use a variety of techniques from GURPS Action, but far the two most common are either directly storming the facility or subverting a target. If directly storming the facility, heavily armed insurgents simply kick in the doors and open fire on the security forces inside. This works best when attacking poorly defended facilities (such as propaganda studios, rather than planetary shield facilities). Alternatively, they find someone “on the inside” who has a grievance against their employers, and then Subvert them. When it comes time to sabotage the system, the traitor simply holds the door open for them.
The most common means of sabotage is simply to blow a well-placed charge or, alternatively, to place an EMP round a strategic location. Alternatively, once on the inside, the insurgents can access central Imperial computers, where they can directly hack into them to take control of them. Some insurgents particularly enjoy uploading propaganda messages up onto the Empire’s own mass screens and holograms, subverting their message.

Either way, the Empire will soon be alerted to the attack. The entire sabotage event must complete in minutes.

Targeted Assassination

Common Insurgency Types:Ideologues and Terrorists
Common Contact Skills: Observation, Shadowing, Stealth.

Rather than create a huge, paramilitary assault to get at a single target, some insurgencies prefer greater levels of stealth. This makes the attack more difficult to prevent, and creates the perception that anyone, anywhere, can be killed, and often avoids the collateral damage of more extreme attacks.
The ideal of a sniper taking his target out from hundreds of yards away, or slipping directly into the target’s house at night, evading all security systems and then slitting the target’s throat, are beyond the skill of most typical insurgents. Instead, they prefer to use blasters (especially blaster pistols or holdout blasters), grenades and blades.

Most assassins case their target (Observation and Shadowing). Once they know their target’s routine, a team of assassins will arrange themselves in the target’s path, or make their way to the target (say, at the cantina where he enjoys his lunch, or to his office) while wearing plainclothes. Once they have their target surrounded, they’ll spring into action, opening fire from a relatively close distance (less than 10-20 yards), or closing in to stab their target or, for insurgencies that care nothing about civilian casualties, by tossing grenades at their target.

The attack takes only seconds, and once they’ve finished the attack (success or failure), they immediately disperse.

Coordination Tactics

Clandestine Cells

Suggested Insurgency Types: All
Common Contact Skills: Filch, Observation, Smuggling

If an insurgency leader wishes to coordinate his entire insurgency, he must issue orders via a carefully isolated hierarchy. He divides up his “big picture” strategy into parts, and gives each part of his strategy to one of his commanders. His commanders each command a team of agents, and they further break up the orders they have into tasks and give them each to one team. These teams run cells, and they divide up their orders and give specific instructions to each of their cells.

Each member of a cell knows his direct superior and his direct subordinates (that is, a cell leader knows his controlling officer and his cell members), and everyone in a particular unit knows one another but nobody else (all members of a cell know one another, but of no other cells). This isolates groups from one another so that if one part of the organization is compromised, the other parts of the insurgency survive.

This approach is by far the most common. It protects the organization from infiltration and betrayal, but it demands total loyalty of subordinates, who have no “greater picture” to explain why they need to do what they do. It can also break down if vital links between organizational elements die or are captured. For example, if a cell leader is killed in combat, who contacts the controlling officer?
Individual cell members know each other and can communicate in person or via common means (wrist comms). Between vital, organizational links, communication occurs via either the use of predefined communication devices that they only use for that purpose (for example, a dedicated holographic communicator), or an agreed upon drop site where the cell leader can pick up his orders and drop off his reports. To prevent a total break down should a cell leader be compromised or his means of communication broken off, all members of both sides of an organizational link (that is, all members of a cell and of a controlling team) know of an “emergency drop site” where new communication equipment or orders will be dropped of in case of emergency. This site is more vulnerable to interception (if Imperial Security nabs a single member of a cell, they’ll learn of the drop site), so it tends to change from time to time, and it never takes precedence over the standard means of communication; it is only to be used in times of emergency.

Flash Insurgency

Suggested Insurgency Types: Anarchists and Ideologues
Common Contact Skills:Propaganda, Teaching

Some insurgencies prefer to avoid the fragile bonds of cell structures by creating a far more robust, but far more difficult to control, decentralized structure. In this version, a leader directly commands a small cadre of agents who act as provocateurs, advisers and trainers. Instead of issuing direct commands, the leader and his cadre create training material, contact points and strategic suggestions. They then disseminate them. Agents might directly bring this information to known sympathizers, or they might create temporary “flash” documents on the data-net, or they might spread “black data chips” with the information.

Whatever form they take, the information provides details to whomever reads them on how to engage in insurgency, in method, means and goals. Those who follow the instructions soon learn how to build bombs, acquire weapons, and what vital weaknesses in the Imperial command structures might be. The information usually includes illicit ways of maintaining anonymous contact with one another, such as bulletin boards or graffiti tags; a common trick is to create a data-net account and store “drafts” of documents on it, and then disseminate the account information. Members can log in, read and write drafts that contain vital information, and then delete the drafts when finished; this means no information actually passes over the data-net for security to intercept.

The result is an amorphous mass of resistance that’s difficult for Imperial Security to pin down, as it has no hierarchy, no command structure, to dismantle. As long as the information spreads, like a virus, rebellion ripples in its wake. Even coordination occurs, albeit spontaneously, as various isolated groups find ways to contact one another and forge temporary alliances.

This approach has several downsides. Namely, the leader can quickly lose control of his own movement; most leaders of such organizations either see themselves as initiators and trend-setters rather than as commanders, or they only use the chaos caused by these splinter groups as a distraction for a better organized branch of his resistance. Second, the information is very easy to intercept; agents who disseminate the information attempt to be discrete, but it only takes one bad egg to reveal the whole plot to Imperial Security. Decentralized insurgencies must always assume that their information falls into enemy hands, and thus they put nothing that can deliberately harm the organization in their sedition-how-to documents. Finally, because the training documents almost always fall into Imperial hands, the insurgency must always treat their central communication means as corrupted; the result creates an instant tension between cells, as no cell knows which communication they can trust. Decentralized organizations take all such communications with a grain of salt, and this creates an ever-evolving internal lingo as insurgents learn to read between the lines and to say what they want to say without outsiders picking up on their true meaning.

Irregular Command

Common Insurgency Types: Freedom Fighters and Terrorists
Common Contact Skills:Leadership, Soldier

If an insurgent leader can bring enough of his fighters together to form an army, he can command his fighters directly. Insurgencies which follow Irregular Command structures behave like military organizations, except they keep all commands close and personal. Most leaders have a cadre of elite agents as well as strategic commanders. Commanders directly command their soldiers, often in meetings wherein he can see each and every person to whom he gives information, while agents go out and give commands to more distant sections of the organization and enforce the will of the leader. Irregular militaries do use communication equipment (especially wrist communicators or dedicated holographic communication), but expect regular “meet-ups” to discuss major strategic initiatives.
Irregular command is more difficult to infiltrate than most other coordination forms, but once infiltrated or compromised, the lack of compartmentalization can inflict a great deal of damage. Insurgencies that prefer this method operate beyond the reach of the Empire, usually in rural areas, and have sufficiently large numbers that they can begin to act as cohesive military forces.

Supply Tactics

Criminal Enterprise

Common Insurgency Types:Anarchists and Terrorists
Common Contact Skills: Freight Handling, Merchant, Smuggling and Streetwise

An insurgencies weapons and supplies need to come from somewhere. Some insurgents cultivate contacts in the criminal world and directly buy their weaponry. Agents need to get to the location (usually off-world), find a seller, negotiate for a decent price, and then make the exchange and then either return with the weapons (which requires Smuggling), or arrange for a trusted courier to deliver the weapons. This works best when the insurgency isn’t directly under the eye of the Empire, or when the insurgency operates in an area rife with crime.

Naturally, the insurgency needs to be able to pay for their equipment. The money can come from anywhere, but given that insurgencies that buy from criminals have already cultivated contacts in the criminal world, most such insurgencies turn to crime to pay for their weapons.

From On High

Common Insurgency Types: Freedom Fighters and Ideologues
Common Contact Skills: Diplomacy, Savoir-Faire and Smuggling

Rather than purchasing or crafting one’s weapons, insurgencies can ask for donations. This typically involves going to a larger political power (most often the Houses of the old Federation) and pleading your case. If the political organization is amenable to your plea, they may agree to supply your insurgency or even assist you in your fight, but they alwayshave conditions that, if allowed to go too far, turn the insurgency into the arm of the political body. Some insurgencies do not mind this and, in fact, already wanted to work closely with this larger body, but for those who fight for indepedence, this often involves a deal with the devil.

Once the deal has been closed, the larger political organization usually handles the details of delivery.

Home-Made Munitions

Common Insurgency Types:Anarchists and Ideologues
Common Contact Skills: Armoury (Body Armor, Heavy Weapons, Small Arms), Chemistry, Electrician

Reliance on outside organizations, whether they be criminals or political entities, always opens an insurgency up to betrayal, and too often, the insurgency finds itself on its own. So, rather than rely on outsiders, the insurgencies builds its own weaponry and, especially, bombs.

This requires access to fabricators and parts, which still requires swaps, trades and scavenging, but tends to alert the authorities less quickly to your intentions than trying to get through customs with your ship’s belly full of missiles. It also requires extensive training, making it more popular with decentralized flash insurgencies or irregular paramilitary groups. The resulting weapons tend to have distinctive signatures and appearance, meaning that the Empire will never mistake who engaged in an attack.

Imperial Loot

Common Insurgency Types:Terrorists and Freedom Fighters
Common Contact Skills:Electronics Operation (Security and Surveillance), Forced Entry, Lockpicking

Why hunt for weapons when you’re presented with weapons everyday in the hands of Imperials?These insurgencies regularly fight and kill Imperial soldiers, and regularly raid their bases, giving them access to their armories. Once they’ve finished, they simply take the Imperial weapons with them, which means every successful attack leaves the Empire weaker and the insurgency stronger.
The Empire quickly picks up on this sort of tactic, especially when it realizes it’s fighting enemies with Imperial weaponry and armor, and so begin to booby trap their equipment with tracking devices. Insurgencies who use this tactic must remain constantly vigilant against any such tricks. They also have to find ways to differentiate themselves from Imperials: if your insurgency all wear imperial armor and wield imperial carbines while fighting imperials in imperial armor and wielding imperial carbines, friendly fire becomes much easier! Thus, they need to not only eliminate any lingering security traps, but they need to personalize the gear so that it stands apart from Imperial equipment.

Influence Tactics

Blackmail

Common Insurgency Types:Anarchists and Terrorists
Common Contact Skills: Fast-Talk, Diplomacy, Intimidation.

Why rely on the good will of others? Instead, some insurgencies prefer to expose the hypocrisy of the Empire, or to simply turn that hypocrisy against itself. The insurgency seeks evidence of wrong-doing on the part of a useful target or, if none can be found, manufacture some (common examples include having an attractive woman suddenly kiss a married target while capturing the moment with a holo-cam, or smuggling illegal goods past a lazy customs official, then depositing credits in his account to make it look like he was bribed). If neither of these can be done, they can also kidnap someone beloved by the target.

Once the secret has been uncovered or manufactured, the insurgents reveal the evidence they have to the target and make a Diplomacy or Intimidation roll to either negotiate or demand compliance, with a bonus equal to how severe the secret is (typically a bonus worth 1/5th the value of the Secret) or how beloved the target is and a penalty based on how extreme the demands are, in a quick contest with the target’s Will. Success forces the target to capitulate to their demands.

Brainwash

Common Insurgency Types:Idealogues and Terrorists
Common Contact Skills: Brainwash, Intimidation, Pharmacy (Synthetic), Psychology

Rather than persuade someone to assist, some insurgencies break a person down and rebuild him from the ground up.

First, they kidnap the target and bring him to an isolated location. Thereafter, they use a variety of techniques to brainwash him. Some brutalize the target whenever they do something “bad,” and reward them when they do something good, instilling a deep terror for his captors and a subconscious desire to please them; others “love-bomb” the target, encouraging a deep sense of connection with his captors, and then ostracizing him (tossing him back in a cell, taking away privileges, expressing deep dissatisfaction) when he fails to assist properly; yet others will directly address the target in hour after hour of exhausting interviews where the interviewer pounces on mistakes the captive makes and uses them to leverage deeper into the psyche of the captive and force the captive to rethink his perspective until he begins to see the world the way the interviewer wishes. Once the subject has become sufficiently submissive, he is released and given his task, to be activated later.

All such efforts use Brainwash, and some use Intimidation or Psychology as complementary skills. The right drugs offer an addition a +1 to +2, and psionic characters can directly manipulate the brain of the target for +2 for most powers, or +4 for extreme powers (like Suggestion).

Note that brainwashing in this manner is best used against NPCs as a plot device, or a way of explaining how an insurgency subverts targets.  PCs should generally be able to resist brainwashing attempts.

Preach and Protest

Common Insurgency Types:Ideologues
Common Contact Skills: Acting, Carousing, Public Speaking, Writing

Insurgents need to bring entire crowds to their side, and some do this through personal magnetism. First, they cultivate a persona(Social Engineering page 61) for a +1 to Public Speaking rolls for persuading people. Then they make a point of interacting with the average person, speaking to him, persuading him, either via the written word (in pamphlets or on the data-net) or directly in person, addressing large crowds about the evils of the Empire (Public Speaking). Success turns some portion of the crowd to the speaker’s side, and can result in an impromptu protest.

Preaching creates high-profile insurgents, which paints a target on the back of anyone who does it. Insurgencies either use this tactic naively, not realizing what the Empire will do to their spokesmen, or consciously intending to create martyrs of their preachers.

Service

Common Insurgency Types:Freedom Fighters and Ideologues
Common Contact Skills: Acting, Architecture, Carousing, Electrician, Engineering (Civil), First-Aid, Mechanic, Propaganda, Savoir-Faire

All organizations engage in propaganda, but some do so via direct service to their community. They stop and listen to the ills of the people, they make a point of expressing sympathy, they give candy to kids, they offer medical assistance and rebuild ruined homes. Some insurgencies engage in these acts out of love for their community (indeed, many insurgencies beginbecause of a love of a community, and to right the wrongs inflicted by the Empire), but successful insurgencies who engage in service seek to benefit from it, reminding the citizenry that they act in their best interests, where the Empire does not. All such acts offer a complementary bonus to Propagandarolls.

Subversion

Common Insurgency Types:Freedom Fighters and Ideologues
Common Contact Skills: Acting, Body Language, Carousing, Diplomacy, Sex-Appeal, Psychology

Insurgents need allies. The Empire is rife with disgruntled minions, citizens and officials, all of whom make excellent additions to a insurgency cell, or as a temporary ally. Those insurgents who prefer to subvert targets typically learn to flirt and chat and in what sort of circles the most disgruntled tend to travel. There, they float through and look for someone who seems particularly unhappy and chat them up. They seek both common ground (manufacturing it if necessary) and a reason the target might oppose the Empire. Once they’ve found a mark who have both traits and whom hits it off with the agent, they agent continues to build a relationship with the target over days, similar to a courtship: “accidentally bumping into them,” offering gifts, performing favors, sharing “secrets” and so on, until they feel they have earned the trust of the target enough that they can approach them with a request. This request usually combines the depth of their relationship with the anger the target feels towards the Empire to “flip” the target.

Evasion Tactics

Disinformation

Common Insurgency Types:Anarchists
Common Contact Skills: Acting, Fast-Talk, Obseration, Lockpicking.

Rather than evade the enemy, some insurgents allow themselves to be captured or, in the inevitable event that they are captured, use the opportunity to spread disinformation. While being interrogated, the insurgent does not resist questioning, but instead answers the questions directly with a careful mixture of lies and truths, constantly spinning yarns that are compelling enough that the interviewer cannot afford to dismiss them outright. The fact that the insurgent answers all questions makes it pointless to torture him, and forces the interrogator to instead focus on parsing truth from lie while the insurgent stalls for time.

The insurgent also takes the opportunity to note what the interrogator already knows, based on the direction of the questions (faking appropriate shock and fear to make the interrogator feel as though he’s in a position of strength), as well as observe what he can about the Imperial facilities. Then, once he’s done, he attempts to escape.

Endless Patience

Common Insurgency Types:Idealogues
Common Contact Skills: Meditation, Mind Block, Philosophy, Public Speaking.

In the inevitable event that the insurgent is captured, some make good use of their time in prison. When interrogated, the insurgent “shuts down.” He begins to meditate (and, if skilled enough, reaches Autohypnosislevels of meditation, giving him extreme levels of pain resistance and increased Will). This allows the insurgent to resist all but the most expert forms of interrogation and even torture in stoic silence.

Once returned to the prison populace, if word of his resistance gets out (as the frustration of the guards inevitably shows), the insurgent takes advantage of his improved visibility to preach to the gathered crowds of prisoners, spreading his ideology and his particular brand of insurgency. He may even do the same to his guards, or his interrogator, attempting to convert anyone and everyone he comes into contact with, until the Empire is forced to kill him (making him a martyr) or release him to just get hi out of their hair.

Go to Ground

Common Insurgency Types:Anarchists and Ideologues
Common Contact Skills: Acting, Disguise, Forgery, Holdout, Shadowing, Stealth

Once an operation has been completed or uncovered, it’s time to vanish. Insurgents with this strategy never rely on technology that really makes them stand out. Once the operation completes, they simply discard whatever weapons they used, or secret them on their person, ditch whatever mask they wore, and simply vanish into local crowds, becoming indistinguishable from the rest of the citizenry. This has the advantage of turning the insurgent into a needle in a haystack, but it can also frustrate the Empire enough that they start inconveniencing or attacking innocent citizens, further emphasizing their oppressive ways. This works best in large crows (Shadowing), or when the populace has a high opinion of the insurgency.

If the Empire uncovers the actual insurgency and comes to arrest its members, insurgents never keep anything more incriminating in their “base” or homes than a few easily disposable weapons, perfectly innocent technology that happens to be useful during an insurgency, and some forged ident-chips and cred-sticks. They have only to pocket anything incriminating, make a few changes to their appearance, and walk away with their new ident-chip, head to a new safe house and notify the insurgency of the crackdown.

Retreat and Regroup

Common Insurgency Types:Freedom Fighters and Terrorists
Common Contact Skills: Explosives (Demolition), Hiking, Pilot (Contragravity), Running, Survival.

Once an operation has been completed, or the Empire has discovered your larger operation, it’s time to high-tail it out of there. If they’ve finished with an operation, they’ll simply run: they’ll physically run away as quickly as they can, or either steal a vehicle or use their own vehicle to put as much distance as possible between their pursuers and themselves. This typically involves a Chase scene, where the pursued makes use of his superior Area Knowledgeto help him get away. All insurgencies of this type has an agreed-upon “regroup” point, and a maximum duration that the rest will wait.

Insurgencies that follow this tactic keep loaded vehicles in their base (or their base itself is just a set of tents and vehicles that can easily pick up and move), ready to go at a moments’ notice. They also rig any incriminating material with explosives. Should the Empire suddenly raid their facilities, all non-mobile items and incriminating evidence is immediately destroyed (though some insurgents wait until the imperial troopers are right on top of the explosives, to take some of the bastards down with them), and the insurgent escapes on foot of by vehicle to regroup at the “regroup” point.

Bonus Post: Tactics of the Imperial Navy

I’ve been terribly busy with my newborn son, but I do want to keep moving forward with Psi-Wars. When I built the Empire, it occurred to me that I didn’t know all that much about how they really operated.  How do they invade planets? What purpose do cruisers serve and how are they different from dreadnoughts?  If you attack a defensive Imperial installation, how do they look?

So, I wrote up a bunch of “signature tactics” for various Imperial institutions, but I wasn’t sure how valuable others might find them, so I showed them to my Patreons.  They nearly unanimously felt they were extremely useful.  I’m not sure how I’ll fit them all in, but I wanted to share one of the documents with you, the tactics of the Imperial Navy.  If I have time, I might expand them to include other organizations, but in the meantime, enjoy, and be sure to tell me what you think!

(The Tactics for Imperial Security is also available, but currently only to Patrons.  It’s available to all $1+ patrons, if you’re interested!)

Tactics of the Imperial Navy

Border Patrol

The Imperial Navy must maintain constant vigil against its enemies. While interstellar communications moves fast enough to alert the Imperial Navy to a sudden attack, they still prefer to physically present themselves at the borders of the Empire. Naturally, this allows the Navy to do things like purge local pirate nests or disrupt any mounting resistance from local warlords, but the real purpose is more diplomatic. The sight of a huge fleet looming over a planet reminds the locals of who rules here. Enemy vessels who suddenly find themselves confronted by the combined might of a dozen dreadnoughts think twice about invading Imperial space. For the Imperial Navy, a border patrol is a chance for a lesser officer to earn his stripes and learn what it really means to protect the Empire, and a chance for the higher-ranking officers to tour the Empire and carry the Imperial flag, to remind all in the Galaxy of who its master really is.

For genuine patrols meant to flush out pirates and check for genuine dangers, usually to the less interesting rim systems of the Empire, the Navy prefers to send at least one Victory-class battlecruiser or, for more dangerous systems, a single Empire-Class dreadnought flanked by two to five battlecruisers. The highest ranking characters in such patrols tend to be either Captains (Military Rank 5) or Commodores (Military Rank 6). On the high end, an Admiral (Military Rank 8) might take his entire fleet on patrol, consisting of at least the Admiral’s Mythic-class Dreadnought and between 10 and 25 Empire-Class Dreadnoughts. These latter tend to hit the more prestigious systems, such as major trade points, star systems known for their exquisite luxury, or extremely important defensive choke-points in the Empire’s ongoing wars.

When a patrolling fleet reaches a system, the first thing it does is survey the system (Electronics Operation (Sensors)) to see if anything immediately threatens them. If so, they move to engage. If not, or once their enemy has been dispatched, the fleet contacts the system’s primary colony and/or starport to announce their arrival. Thereafter, the fleet scans the system again, in much greater detail, and the crew notes any changes on the starcharts (Cartography) and if anything seems out of place, they’ll investigate, working from the outside of the system in. The Navy focuses its attention on unexplained debris fields (signs of battle) or unreported space stations or asteroid colonies, which tend to be smuggler dens, asteroid miner havens, pirate nests or rebel bases. If they find anything unexpected or unexplained, they may ask for the station to justify itself and submit to an inspection; if the fleet dislikes what they see, suspect an ambush, or have a fit of pique, they destroy the installation.

Once the fleet reaches the primary planet, they’ll request permission to land. If permission is denied, the Navy will note the world down as rebellious and signal this to Empire (assuming a datanet beacon is close enough to reach; if not, the commanding officer must decide if he wishes to risk confrontation alone, or flee; the Navy frowns on fleeing). The commanding officer is then free to discipline the unruly world if he wishes. If the planet accepts, then the commanding officer descends in a shuttle with a minimum of a full retinue of elite troopers and proceeds to inspect the installations. Sometimes, these displays become much grander, with an entire regiment of soldier parading through the streets in a display of power (Savoir-Faire (Military)). Once the officer has completed his inspection, he’ll note the state of the naval installation and signal this to the empire. This also represents an excellent time for the local garrison to appraise him of the current strategic situation, such suspicious enemy activity they have noticed, or things they might think might be wise to investigate.

He will then meet with local imperial officials or local rulers loyal to the Empire, ask if they face any problems; in principle, the Navy is only prepared to deal with military problems, but the Navy enjoys officials owing them favors, so if they can help in other ways, they often do. Traditionally, the commanding officer expects a gift, at least a memento, from the ruler of each world he visits. In practice, for minor officers, the ruler might have a lower official perform this diplomatic exchange, but unless the ruler of the world is particularly powerful or important and the naval official very minor (such as a “mere” Captain of a battlecruiser), most rulers won’t risk irritating the Imperial navy. This exchange can be fraught, especially is relations with the Empire are tense. The commanding officer can expect to make a few Savoir-Faire or Diplomacy rolls during the affair. If things fail, of course, he can always call upon his kill squad, his squadrons of attack fighter and his orbiting warship!

This represents the total required tasks of a patrolling fleet, but most commanding officers allow their crew to relax and enjoy themselves on each planet; the Navy tends to have an expected schedule for the tour, though this tends to be very relaxed for an admiral, while it can be rather strict for a mere captain. Within those constraints, the commanding officer is free to do as he wishes; most tend to spend less than a day on unpleasant worlds and find reasons to spend weeks on particularly luxurious worlds full of beautiful women and generous officials.

Sometimes, the Empire uses “routine border patrol” as cover for other missions, and will send along security officials or black-ops commandos along on a border patrols, to spring them on their enemies when they’re in a vulnerable position.

Space Battle

When a border patrol goes side-ways, or when the Imperial Navy needs to invade an enemy world, they’ll need to secure total space dominance. The primary strategic unit for the Imperial Navy is the Empire-Class dreadnought; the same basic tactics work for battle-cruisers or Mythic-class dreadnoughts, but on a smaller or larger scale, respectively.

A dreadnought commander generally thinks in terms of his three primary tactical tools: space-dominance fighters, like the Typhoon-Interceptor and the Typhoon-Storm; ship-killing fighters like the Typhoon-Breaker; and his own cannons, especially the dreadnought’s spinal cannon.

Generally, the commodore orders the scrambling of his Typhoon-Interceptors as his first wave of attack. Their job is to clear space of any enemy fighters, and if none remain, to begin stripping turrets off of capital ships. Once the first wave is out, the second wave (which takes another full minute) is generally Typhoon-Storms (if the ship has any) and Typhoon-Breakers. The Storms, still fresh and usually piloted by veteran pilots, fly to the assistance of any harried interceptor squadrons, or reinforce any faltering attack efforts. Remaining interceptors and storms escort the breakers into attack position against capital ships or corvettes; a breaker’s primary targets are either the enemy’s shields, which allows the dreadnought to open fire with all cannons on the now vulnerable vessel, or the engines, to prevent it from escaping. If the commodore is concerned that the battle might turn too quickly, he’ll mix the launch of his first fighters, usually one squadron of storms, one squadron of breakers, and 2-3 squadrons interceptors.

Typhoon pilots prefer coordinated and reckless attacks, relying on sheer numbers, and the skill of their aggressive wingmen, to protect them. The average typhoon pilot does not engage in sophisticated tactics (they’ll use Aggressive Maneuvering and fire all weapons they can at their enemy), but elite pilots often use complex tactics like those described in the Imperial fighter pilot write-up.

The dreadnought’s actions depend on his opposition. His first objective is generally to make sure his opponent cannot harm him. If he can, his first action is to focus fire on any weapon capable of penetrating the dreadnought’s shields. Once those have been eliminated, if the enemy vessel has force screens capable of stopping the secondary or tertiary batteries of the dreadnought, he will focus the spinal cannon on destroying those force screens. Once the force screens have been eliminated, the dreadnought can usually just carve up his enemy at his leisure with his full firepower, with a focus on engines first to prevent the enemies’ escape. If the vessel has been crippled completely, the Commodore may order its seizure. He’ll launch any boarding vessels he has to send soldiers aboard to pacify the ship. If he deems this too much of a risk, he’ll simply order the vessel to surrender or be destroyed or, alternatively, he’ll destroy it out of hand.

In space combat, dreadnoughts prefer Aggressive Maneuvering and Offensive Tactics. If this proves untenable, dreadnoughts might Hold the Course and make Defensive Tactics, but they rarely engage in Evasive Maneuvers as this presents the rear of the ship, where they have fewer weapons and exposes their reactors and engines, preventing their escape. Generally, presenting anything but the front of the dreadnought to the enemy risks the defeat of the ship.

The commodore will measure his success or failure generally by the state of his squadrons. If his interceptors have been destroyed or routed before he can launch his second wave, or his spinal cannon has been damaged, he’ll consider retreat. He may launch a second wave to keep his enemy distracted an occupied while he makes his escape, knowing full well that those pilots are lost to him. However, most imperial officers suffer from Overconfidence, Fanaticism or Sense of Duty to the Empire or their own comrades, and most Commodores will not attempt to retreat until it’s completely obvious that they’re doomed, at which point they will finally order a retreat, but usually wait to collect their pilots, which usually dooms the entire ship to destruction. The Navy has not seen a sufficient number of defeats to notice this pattern yet, and where Admirals have noticed it, they generally consider it a feature of Imperial culture rather than a bug.

Admirals tend to prove the exception to this rule. In large scale battles, they’ll almost always have an escort of dreadnoughts, which they’ll use to engage the enemy. If these begin to be destroyed in great numbers, the admiral will commit more to keep the enemy engaged while he makes his escape to fight another day. Defeating an admiral usually requires making a bee-line for his ship long before he would even consider retreat or pinning him down in a battle he cannot afford to lose.

Planetary Invasion

When the Empire chooses to invade a planet, it generally faces one of three scenarios: it wants to make a focused raid against a location not much larger than a city (say, to take out a rebel base, or to take royalty hostage); it needs to make a raid but faces a planetary shield; it intends to outright conquer a planet.

For a direct raid, a single Empire-class Dreadnought is generally enough. Empire-class dreadnoughts carry a single “mobile” regiment equipped with Banshee-class dropships and supported by Firebrand close air support and Typhoon fighters. The invasion takes place in three steps. First, to prevent the defenders from shooting their dropships out of the sky, the dreadnought begins orbital bombardment of any anti-air weaponry the defenders have; the preferred weapon for this is the spinal pulsar cannon. Once anti-air has been cleared away, the drednought launches its dropships, typhoons and firebrands. Typhoon Interceptors focus on control of the airspace and, once that has been achieved, Typhoon Breakers and Firebrands focus on ground defenses, blowing away fortifications and scattering major formations of troops. The banshees drop off their troops, and then linger as additional close air support, unless the airspace proves too “hot,” in which case they’ll retreat to a safe distance, waiting to extract the ground troops once they’ve finished their objective. Finally, once they’re in place, the imperial troopers move towards their objective, which is generally to secure a city (such as a starport).

If the target the Empire wishes to acquire has a planetary shield and considerable aerial defenses, a single dreadnought can no longer expect to capture it. Instead, the Empire needs to send a Legion-class assault carrier. This carries 50 assault regiments. These come equipped with Vanguard fighting vehicles, Vanquisher tanks and Eradicator mobile artillery, all of which can cover a great deal of ground quickly. The Legion lands beyond the scope of the aerial defenses and the planetary shield and disgorges its soldiers, who then head towards the objective under the planetary shield. Vanquishers spearhead the assault, followed by Vanguards in support, and Eradicators, which take up the rear and offer artillery support. The core objective of this first invasion wave is to eliminate the planetary shield; once this has been one, the orbiting dreadnought(s) can deploy their mobile regiments directly, as above.

If the Empire wishes to conquer an entire planet, rather than seize a single strategic resource, it must deploy an entire fleet. The preferred fleet composition for a world invasion is at least one Legion-class assault carrier and five Empire-class dreadnoughts, but it regularly sends more than this. If the planet has extensive planetary shield cover, the dreadnoughts focus all of their fire on one until it finally collapses and the Legion and the dreadnoughts’ Banshees can descend (Combining the tactics above). Working in tandem, the mobile regiments act as a forward force, scattering the enemy and taking vital positions while they wait for the assault regiments to reach them. Then both combine their power to destroy local defenders. Once a central beachhead has been established, the Empire can press its advantage, taking additional strongholds and bringing supplies down to the central beachhead.

If a planet proves too tough for even this sort of tactic, the Empire resorts to siege. It broadcasts its intent to local systems (threatening to act against any planet that supports the rogue world) and then it blockades the desired system, warning away any ship that tries to approach it. If any ship ignores those warnings, the Empire either captures or destroys it, at the commanders leisure.

Assault Tactics

Imperial troopers operate on a platoon level. A mobile platoon consists of 3-5 squads of 5-10 men, each with a Banshee-class dropship. An assault platoon consists of 3-5 squads of 10 men, each with their own Vanguard-class fighting vehicle. Mobile platoons tend to enjoy the support of at least one Firebrand close air support craft, while assault platoons might enjoy the support of a Firebrand, an Eradicator-class mobile artillery, or a platoon of up to three Vanquisher-class hovertanks. Both might be supported by up to 5 recon soldiers armed with BR-100 sniper rifles and mounted on Hunters armed with gatling blasters.

A squad has, at a minimum, a corporal armed with either a standard BR-4 carbine or a BPX-5 assault blaster, one heavy gunner (armed with BG-49 “Decimator” blaster) with an assistant armed with a standard BR-4 and a second D-cell back-pack, and at least two troopers armed with BR-4 carbines. Squads of up to 10 add another heavy weapon team, a sergeant and two more carbine-armed troopers. Any squad might replace one carbine trooper with a flamer-armed chem trooper. Imperial kill squads eschew heavy weapons teams entirely, usually come in teams of five, and always have a sergeant as their leader.

When advancing on the enemy, a full squad will break into two half-squads (fire team). One fire team will pin down the enemy, with the heavy weapons team laying down suppression fire (usually while prone and his weapon mounted on a bipod, if possible) while the carbine-armed troopers take pot shots at anyone who shows their head, or join in on the suppressive fire. While the enemy is tucked behind cover, the second half of the squad advances until they’ve reached their position, at which point they lay down covering fire and allow the first fire team to advance. Kill squads act in a similar fashion, but use any two of their number as “the heavy weapons team.” They tend to move in shorter hops and a more constant flow. If the squad has been reduced to 5 men, they’ll use their Vanguard or a second squad as the second “leg” of their leapfrog tactic. Squads supported by a Vanguard often use the Vanguard as cover for their advance, especially against small-arms fire, and use the top-mounted gatling cannon to assist with suppression fire. However, while doing so carbine-armed troopers need to remain vigilant for any anti-vehicular weaponry, and use focused fire to remove them.

Once the squad is in position to defeat an entrenched enemy, they’ll throw grenades into the enemy position and lay down suppressive fire. Those who remain in their trench need to deal with the grenades, while those who exit come under fire from the squad. If possible, the squad prefers to create a zone of cross-fire, slightly flanking the enemy position on either side.

Platoons coordinate their attacks. If one squad comes under heavy fire, a second squad moves in to relieve them. As a rule, when advancing, the platoon makes the same leap frogging motions, which one squad acting as support for the second squad, with the third squad acting as a reserve, moving in to assist wherever necessary.

If a position proves too difficult to take, or the platoon comes under heavy fire, the lieutenant will call for support. If that support is a Firebrand, the Firebrand will fly in and lay down a line of explosive fusion fire on the requested attack point or use its 100mm HEMP missiles to destroy very hard targets (such as tanks). If that support is artillery, the Eradicator will proceed to lay down a line of 1-6 100mm plasma shells on the desired point. If the platoon as tanks as support, those tanks generally integrate with the platoon in the same way vanguards integrate with squads, and generally don’t need to be notified for assistance, and can readily see whatever problems need to be dealt with.

Recon bikes and Firebrands continue to survey the field, on the look out for any sudden influxes of enemy forces, or good points to attack next to finish securing the objective. Recon soldiers will either buzz the enemy with hit-and-run tactics, using their gatling blasters to pin the enemy down for a few moments, or they’ll find a useful view point and mount it, in pairs, to act as snipers and spotters.

Planetary Defense

Once a planet has been conquered, in principle, the Navy establishes a garrison and turns over direct control to Imperial Security. In practice, this can take some time, due to distance, bureaucratic entanglement and political bickering between the Navy and Security. In the meantime, the Imperial Navy can establish their garrison and rule the world directly.

The engineers and technicians of an Imperial dreadnought can and do double as an engineering force, especially under the eyes of chem troopers. Using modified tanks, construction equipment, and prefabricated fortifications carried in the cargo bays of a dreadnought, the Imperial forces will rapidly construct defenses of their newly acquired territory.

The standard defense structure is the “Imperial tower.” The Imperial forces first clear out a considerable area around their construction sight (ideally giving them a 100 yard clearance around their fortification), and then build a fortification that either consists of a barracks, a garage and a tower. The tower is at least four stories tall, but can reach up to eight. This comes equipped with a spotlight, a large ultrascanner (UT 66), an IR sensor array (UT 61) and a large communication array (treat as gravity ripple comm, UT 45) at its top, as well an emplacement of “Storm” gatling blasters at least once every 4 stories. The base contains contains a barracks with enough accommodations for a single platoon and a garage that can contain any (ground) vehicles associated with the unit. Surrounding the installation is a cutting wire (UT 102) fence. The Empire generally tries to construct one of these per 100,000 people in an area being controlled, but in practice an Empire-class Dreadnought only carries enough material for 4, while a Legion-class super-carrier carries enough for 200.

Between the towers, the Empire sometimes runs impromptu walls and barricades (DR 150 and 50 HP per section), only allowing access from one part of a city to another via tightly controlled checkpoints. These checkpoints have portal scanners (+5 to search) and IR cameras. Imperial troopers man these check-points, but typically aren’t excellent at the roll (Skill 8 to 10). The primary purpose of the checkpoints are to keep an eye on the movements of the populace and to prevent easy access from one side of the city to another, thus preventing cooperation among the populace.

All Naval fortifications in an area answer to a central Imperial citadel. This resembles and Imperial tower, but is usually larger than the rest, and has a much more extensive facility, including a command central where the garrison officer can watch over his soldiers. If room exists for it, it will contain a full company, and will have a landing pad for Banshees and Alpha-Class shuttles bringing supplies. The Empire tries to have one of these for every 4 towers, but an especially large community might have a single citadel commanding ten or more towers, but such large coverage areas usually mean that the Empire will try to have a few more landing pads, just in case.

Should anyone attack a fortification, the cutting wire automatically activates upon touch. The sensors generally pick up the coming intrusion and gunners manning the storm gatlings will open fire. Those who wish to attack will need to cross 100 yards of no-mans land to reach the facility, by which time the platoon should have readied itself for the defense of the tower or citadel. Towers do not generally reinforce one another unless the situation is obviously dire; instead, the central citadel dispatches a platoon to relieve the besieged tower. The exception to this is if the central citadel is attacked, as it represents the more crucial piece to the puzzle: its landing pad acts as the primary conduit for supplies, and it contains the command codes and the centralized computer systems that govern the other towers. A citadel under attack usually calls on all other towers for reinforcements and calls upon any orbital craft immediately.