Unconventional Warfare

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					Unconventional Warfare
An Unofficial Supplement for the Star Wars RPG
By: Evan Hansen (hansene@umich.edu), Landon C. Darkwood, Tim “Nealos” Salaam,
and Armage Bedar.

Table of Contents:
Introduction
1 – What is Unconventional Warfare?
2 – Harnessing the Power of the Atom: Nuclear Warfare
3 – The Living Death: Biological Warfare
4 – An Unseen Evil: Chemical Warfare
5 – A Quick Note on Guerilla Warfare
6 – Creating Material for Unconventional Means of War
7 – Ethics
Conclusion


Introduction

"Beta Leader to Beta Squadron, target is dead ahead, slow to combat speed and prepare to
deploy to orbital attack formation on my mark."

Commander Jadin Spade waited for commtaps from the rest of his squadron before
throttling down and settling in for his approach of the planet Gunferri II. The world
loomed against the backdrop of a void of stars, green and lush and tranquil. He smiled
grimly, knowing that it would not be that way for very long. Behind him, the Victory-
class Star Destroyer Repulse sat in space like a gigantic arrow, waiting patiently for the
completion of his mission.

The standoff between the Empire and Gunferri II would be over soon, and in Commander
Spade's mind, it was going to come to the only acceptable end. This planet would be
made an example of. Its inhabitants would learn the consequences of openly defying the
Emperor's will. He casually changed the mode on his sensor display with a flick of
practiced fingers, searching for any sign of planetary defense starfighters.

"Mark, begin deployment now," he said over his comm. "One flight is on me. Two flight
is on Five, and Three flight is on Nine. This is looking like it did in simulation, but stay
sharp."

The Emperor's purge of the Jedi Knights five years previous was both sudden and
devastating, but certain numbers of them had managed to escape the initial wave of
massacres to flee for safety in the Outer Rim. In response, Palpatine assembled some of
the highest rated combat personnel in his New Order to take care of the rest of the
cleanup. The head of this operation, Kinman Doriana, had tracked the paths of a group of
Jedi Knights masquerading as traveling entertainers to this world, where they were
apparently planning to spend the years in seclusion until they could muster the strength to
threaten the galaxy once again.

Spade grimaced as he considered the thought. How could the Republic have been taken
in by those charlatans for so long? A cloistered group of religious fanatics should never
have been allowed to gain any kind of real power, and the Jedi, as far as he were
concerned, had overstepped their boundaries long ago.

Palpatine was absolutely justified in destroying them, he decided. Removing their
influence from the universe was a great step toward reestablishing stability, and all the
statistics he read on the standard of living in the Core Worlds proved that. Pilot though he
was, Commander Spade was not wholly unaware of the goings on in the galaxy, and that
only made his duty to the Empire that much more important.

He checked his scanners again. Nothing. Alpha Squad, it seemed, had done a thorough
job of taking care of the planet's fighter screen. A pity, he thought. He would have
enjoyed the chance to add a few marks under his name to the killboard in the Repulse's
fighter lounge. No matter, though. With a hint of etheric rudder, he maneuvered his TIE
toward the preplanned orbital position designated to him by Fighter Command. It was
time to administer the Emperor's will.

None of this had to happen. The people of Gunferri II could have been spared, had they
just given up the Jedi immediately when the Repulse entered the system and demanded
them. They refused, however, spouting a bunch of nonsense about the inhumanity of the
Empire, about how they would not be a party to the willful slaughtering of innocents.

Innocents, he thought contemptuously, sighing quietly as he crossed the daylight
terminus and positioned himself in a geosynchronous orbit over the world's capital, Itlak
City. They had already been corrupted. He had no doubt that the Jedi were influencing
the planetary ruling council themselves. Though he tried, even Doriana could not
convince them of the real danger of the Jedi, of the insidiousness of their manipulation.
They, like the Jedi, were too far gone to save now.

<< This is Four, >> his comm said, crackling with a bristle of static. << Two flight is in
position. >>

Confirmation from Three flight came in just moments later. He checked his sensor
display, confirming that his flight was also ready, and nodded, tapping his comm channel
to the Repulse.

"This is Beta Leader. Beta Squadron is in position."

<< Acknowledged, Beta Leader, >> came Doriana's voice from the bridge of the Repulse.
<< You may fire when ready. >>
Commander Spade suppressed a satisfied smile. He was being granted the order to
launch. "Confirmed, Repulse. My thanks." He tapped the adjacent button. "Beta
Squadron, prepare to launch warheads on my mark." He allowed a moment of silence to
envelop him. Though nuclear weaponry had long since been outmoded, he agreed that it
was an effective way to express the Emperor's will, something that would leave a
reminder to the galaxy for years to come.

It was a great day for the Empire. "Launch," he ordered, and his thumb convulsed on the
top of his flight stick. A shudder went through his small starfighter as the warhead
launched, streaking down to Itlak City, to the people waiting below. Simultaneously,
bombs ejected from the bellies of the eleven other fighters in his squad. He veered his
fighter away from the planet, a satisfied grin on his face, and began the flight back toward
Repulse. "All fighters form on me. Good work, Beta."

With speed and precision, the TIEs from Beta Squadron swooped into formation and
were taken by the jaws of Repulse's hangar bay. The great Star Destroyer lingered only
moments longer before making her jump into hyperspace. In the wake of her departure, a
world died.


1 – What is Unconventional Warfare?

         Recall the last time you saw the deep blue of the rivers on Malit Prime? Of
course you don’t, because 80 years ago, a chemical known as Safrox was deposited into
the rivers to kill off a population down stream. The chemical remains the color, shade,
smell and feel of water for months, allowing it to seep into the water supply of the
population. The perpetrators in the case of Malit Prime left the planet successfully and, 6
months later, returned to find their target population dead or dying. They pillaged the
city and left.
         These pirates knew that Safrox is a chemical that slowly reacts with water. When
the concentration of product is high enough, it acts to speed up the rest of the reaction,
suddenly turning a water supply into a green vat of grotesque poison. This is a perfect
example of the powerful, distant nature of unconventional warfare. The use of chemicals,
living organisms, or the power of an atom are all very potent ways of illustrating a point,
or killing a target without having to endanger your own people. Unethical? Perhaps.
Dangerous? Very.

Safrox
Type: Chemical Weapon
Cost: 10,000 credits per barrel
Scale: Character
Availability: 3,X (R in some systems)
Damage: dependant on volume of water and amount of chemical. Assume 1
gallon of poison. Streams/small rivers: 8D. Large Rivers: 6D+1.
Ponds/Small Lakes: 5D. Lakes: 3D+2. Seas/Oceans: 1D+1.
Capsule: Safrox is a potent chemical that is most often used by
pirates and rogues with money to spare. Six months after being
deposited into a body of water, the chemical changes the water into a
highly toxic poison. In theory, one drop in a drinking glass of water,
left for six months, would kill whoever drank that water. Safrox is,
comparatively, fairly easy to manufacture. Its cost is due only to its
fairly unavailable status. It cannot be used in an explosive device,
as temperatures above 150 degrees centigrade will vaporize the
chemical. It can be frozen down for storage, however.



2 - Harnessing the Power of the Atom: Nuclear Warfare

        Nuclear warfare was often used right around the invention of the hyperdrive. It
could be used to take out a variety of vessels that were bound for a planet’s surface.
Once torpedoes, missiles and other weaponry was perfected and ship-to-ship combat
became more feasible, it began to be abandoned. However, some planets certainly still
have the capabilities to use this form of warfare, and it can be a deadly one. Ask any
military official from a post-industrial society.

        The biggest, most well-known nuclear threat is the large-scale bomb. Able to be
placed, dropped by ships or planes, or launched via a missile, it is very versatile for
something its size. Military tacticians have forgotten its power with the advent of devices
like the torpedo sphere and large scale capital ships. However, there are those that will
still employ its power to do their bidding.


Name: General Mutt Dertstryker
Type: Rogue General
Height: 5’10”   Weight: 180 pounds.
Species: Human
Age: 52

Background: Cold and calculating, Mutt left the Imperial Academy due
to a lack of discipline. He claimed the Imperials were poor models of
soldiers, so he left to strike out on his own. When the Rebellion
formed, he became a Lieutenant. However, his brash, nearly abusive
style soon had him unemployed again. He acquired a few freighters and
equipped them with the cheapest powerful weapon he could: nukes. The
“Guilded Flame” is his personal ship, and carries a small gallery of
long-distance aerial shots of mushroom clouds as trophies. He’s a
small threat to some of the Outer Rim worlds.

DEX 2D                        PER 4D                        KNO 3D
Blasters: 3D                  Command: 4D+2                 Tactics: 4D+2
                              Persuasion: 4D+1              Intimidation: 5D
                                                            Willpower: 5D
                                                            (S)Tactics-Imp: 5D+1
                                                            (S)Sch-Nuke History: 6D

STR 3D+1                      MEC 2D                 TEC 2D+2
Brawling 4D                   Transport Piloting: 3D Freighter repair: 3D
                              Repulsorlift Ops: 2D+2

CP – 7
FP – 1
DSP – 1
Credits:    unknown



         There are a great number of different types of nuclear warheads that are used in
modern times. The four most common are the 10KT, 1MT, 20MT and the related
neutron bomb, a particularly scary device. It should be noted that all nuclear devices are
illegal. Some might reply, “Tell that to the people who have died at the hands of their
users.”

10 KT Atomic Warhead
Model: Imperial Munitions Type 1B Nuclear Fission Warhead
Type: Mass destruction weapon
Scale: Character (for easy conversion - people will be most affected by
nukes)
Skill: Demolitions, missile weapons, etc.
Availability: X
Range: Depends on launcher
Blast Radius (airburst at 600 meters): 0-1.6/2.8/4.8km
Damage: 20D/10D/5D
Game Notes: Side effects of nuclear blasts include mushroom clouds
and electromagnetic pulses (treat as Blast Radius: 0-250/500/1000m,
damage: 10D/6D/3D (ionization), damage increases the higher the blast
is)

1 MT Thermonuclear Warhead
Model: Imperial Munitions Type 2A Nuclear Fusion Warhead
Type: Mass destruction weapon
Scale: Character (for easy conversion - people will be most affected by
nukes)
Skill: Demolitions, missile weapons, etc.
Availability: X
Range: Depends on launcher
Blast Radius (airburst at 2440 meters): 0-6.0/10.5/16.1km
Damage: 20D/10D/5D
Game Notes: Side effects of nuclear blasts include mushroom clouds
and electromagnetic pulses (treat as Blast Radius: 0-250/500/1000m,
damage: 10D/6D/3D (ionization), damage increases the higher the blast
is)

20 MT Thermonuclear Warhead
Model: Imperial Munitions Type 3C Nuclear Fusion Warhead
Type: Mass destruction weapon
Scale: Character (for easy conversion - people will be most affected by
nukes)
Skill: Demolitions, missile weapons, etc.
Availability: X
Range: Depends on launcher
Blast Radius (airburst at 2440 meters): 0-22.5/43.5/56.3km
Damage: 20D/10D/5D
Game Notes: Side effects of nuclear blasts include mushroom and
electromagnetic pulses (treat as Blast Radius: 0-250/500/1000m, damage:
10D/6D/3D (ionization), damage increases the higher the blast is)

10 KT Neutron Warhead
Model: Imperial Munitions Type nA Nuclear Fission Warhead
Type: Organic mass destruction weapon
Scale: Character (for easy conversion - people will be most affected by
nukes)
Skill: Demolitions, missile weapons, etc.
Availability: X
Range: Depends on launcher
Blast Radius (airburst at 600 meters): 0-0.5/1/4km
Damage: 20D/10D/5D (organic only)
Game Notes: Neutron radiation is not stopped by walls or other
structures, nor does it destroy said structures. It only affects
living things.

Nuclear Blast Chart (Courtesy of the scientists from Outlaw Labs)
Note: the damage of blast pressure falls off as a function of 1/r^3.


                                                               .
                                   .                                                           .


                 .                                            .                                              .
                                        .                                            .
                     [5]                                     [4]                                       [5]
                                                              .
                               .             .                                   .                 .

         .                         .                                                       .
.

                       .               [3]                     _                 [3]                   .
                               .                     .        [2]        .                         .
                                               .          .   _._
                                             .    .~  ~.    .
     .               . [4] .                 .[2]. [1] .[2].                                       . [4] .
.
                                             .           .           .           .
                                                 .           ~-.-~           .
                               .                     .        [2]        .                         .
                       .               [3]                     -                     [3]               .

         .                         .                                                       .
.

                               .             ~                                   ~                 .
                                                              ~
                     [5]                .                    [4]                     .                 [5]
                                                              .
                 .                                                                                           .


                                   .                                                           .
                                                               .
Nuclear Blast Effects
        The first thing bomb victims experience is the intense flux of photons from
the blast, which releases 70-80% of the bomb's energy. The effects can include severe
third degree thermal burns, which one surprisingly jovial survivor equated to being as
painful as “shaving with a lightsaber after a few too many Bantha Ales.” Initial deaths
are due to this effect.

         Then next phenomenon is the supersonic blast front. You see it before you
hear it. The pressure of this front blows away anything in its path. Heavy permasteel
girders were found bent at 90 degree angles after some bombings.

        After the front, the overpressure phase comes. It has a similar feel to being under
a few hundred meters of water. At a few thousand meters under the sea, pressurized hulls
implode. The pressure gradually dies off, and there is a negative overpressure phase, with
a reversed blast wind. This reversal is due to air rushing back to fill the void left by the
explosion.

        The air gradually returns to standard pressure. At this stage, fires caused by
electrical destruction and ignited debris, turn the blast site into a firestorm. Finally,
survivors will experience middle term effects such as retinal blastoma. Genetic or
hereditary damage can make itself known up to forty years after initial irradiation.

The Mushroom Cloud
        The heat from fusion and fission instantaneously raises the surrounding air to 10
million degrees C. This superheated air plasma gives off so much light that it can appear
brighter than dual suns, and is visible hundreds of kilometers away. The resultant fireball
quickly expands. It is comprised of hot air, and thus rises, at a rate of a few hundred
meters per second. After a short period of time, the fireball rises to a few kilometers, and
cools off to the extent that it no longer radiates energy.

        The surrounding, cooler air exerts some drag on this rising air, which slows
down the outer edges of the cloud. The unimpeded inner portion rises a bit more quicker
than the outer edges. A vacuum effect occurs when the outer portion occupies the
vacuum left by the higher inner portion. The result is a smoke ring.

         The inner material gradually expands out into a mushroom cloud, due to
convection. If the explosion is on the ground, dirt and radioactive debris get sucked up
the stem, which sits below the fireball. Collisions and ionization of the cloud particles
result in lightning bolts flickering to the ground. Initially, the cloud is orange-red due to
the formation of a mixture of nitric oxides. When the cloud cools to air temperature, the
water vapor starts to condense. The cloud turns from red to white.

      In the final stages, the cloud can get about 100 km across and 40 km high, for a
megaton class explosion.
The Rest of the Story
        One of the most frightening aspects of this type of weapon is that its no longer
limited to large scale assaults. Its devastating power can be packed into smaller forms.
Terrorists and increasingly brash pirates have been known to make use of this type of
weapon.

Homemade Nuclear Device (small backpack size)
Type: Mass destruction terrorist weapon
Scale: Character (for easy conversion - people will be most affected by
nukes)
Skill: Demolitions
Availability: X
Range: None. This weapon is placed with a timer.
Blast Radius: 0-.6km/1km/5km
Damage: 20D/10D/5D
Game Notes: Side effects of nuclear blasts include mushroom clouds
and electromagnetic pulses.

       Efforts to combat this type of terrorism have been fairly successful due to the
invention of weapons scanners. These devices do not just protect against nuclear
weapons, but most every type of weapon except for expertly crafted organic blasters and
shielded weapons, both of which are extremely rare.

Imperial Codex-A Weapons Scanner
Type: Walkthrough Weapons Scanner
Skill: Button pushing.
Capsule: This device is capable of scanning for virtually any weapon.
It sends a variety of pulses and waves into whoever passes through or
under its beam. Generally seen at spaceports in less complex models,
the Codex-A also uses a X-Ray and fluorescent beam to look for
biological weaponry and organic weapons. The device has two portions:
a walkthrough part and a conveyor for personal effects. Both have very
complete scans and most often do not fail. It is not well known, but a
correctly modulated personal shield will bounce back all but X-Rays and
leave the person un-scanable.



3 - The Living Death: Biological Warfare

         The weapon seems to float casually into the air. It seems to float towards its
target, taking days or even months to arrive there. Finally, this unseen weapon reaches
the target and manages to enter it undetected. Hours, or days, or weeks later the target
explodes. But this is no normal release of energy. This is a host cell exploding with new
infectious agents spreading forth to seek out and kill more targeted cells. This is
biological warfare taking its toll.
         Once infected with many biological agents, most people will be susceptible to
their effects. Generally, such weapons can be engineered for specific species, however
there are a few rare cases of organisms designed to infect a variety of species and one
potent virus created to kill any living animal, including humanoids.
Background
        Biological weapons are administered in a variety of different ways, depending
greatly on the type of weapon that is being dealt with. The most common forms of
biological weapons are either bacteria or viruses. Sometimes, larger parasites like
protozoa will be used since they have very distinct properties.

Bacteria – Small, fairly simple cells. Their ability to be used as a pathogen often depends
on special characteristics. For example, some highly infective bacteria will form a kind
of coating on the outside that does not lend itself to being expunged from the host, or
eaten by the host’s defense mechanisms. Others will produce an endotoxin that will
result in poisoning of the surrounding cells in the host organism.

Viruses – There are several types of viruses. At the most basic level, there are RNA and
DNA viruses. While the virus’ effects are often independent of what type of nucleic acid
it is based upon, each has some unique features. Looking at it from another aspect, one
can look at viruses as being either lytic or lysogenic. All lysogenic viruses are DNA
based, since they directly insert themselves into the genetic sequence of the host cell.
The cell replicates, replicating the virus. Then one day, without notice, the viral DNA
will take over and being producing new viruses from many infected cells. The cells will
then burst open (lyse), freeing many new virus particles. Some DNA and all RNA
viruses fall into the category of lytic viruses, which simply mass produce at the time of
infection and lyse the host cell. The effects of a viral infection are truly varied.

Usage
        These biological weapons can be administered in a variety of ways. Some can be
dropped into the air and they will be carried into the host’s lungs, where infection begins.
This is common with spore based weapons that survive for many years (sometimes
thousands) and then come “back to life” to infect the host and begin producing new
bacteria.
        Other bacteria and some viruses can survive in a water supply for a long time
which thus makes water a fairly ideal method of transmission. Areas that are dirty often
provide for ideal growth conditions for pathogens.
        Some other weapons are administered by altering DNA to produce viral proteins.
This is hard to do, and it is more of a genetic weapon than anything else.

Imperial Usage
        The Death Star. The Sun Crusher. Torpedo Spheres. SSD’s. These are the
traditional weapons of the Empire; Powerful feats of mechanical engineers and
technology. Not as well known are the biological weapons manufactured by the Empire.
Manufactured in a small underground Coruscant lab, these were to become the most
feared weapons the Empire had to offer. The lab was thought best protected from being
discovered by putting it on the most powerfully controlled Imperial planet in the galaxy.
The head of the lab for almost its entire run as the bio-weapons producing facility was
Dr. Eos Forenan.

Name: Dr. Eos Forenan
Type: Imperial biologist
Background: Eos graduated from the University of Coruscant with a
degree in Microbiology and Biochemistry. The first biologist to be
employed by the Empire for creating weapons, he actually volunteered
for the job. A twisted man with a nervous twitch that makes him look
like something from a sci-fi holofilm, Dr. Forenan proposed the
biological weapons program to the Emperor’s advisors. The Emperor
loved the idea and foresaw great things happening as a result of this
project. As it turns out, Forenan did create some amazing things…but
none of them saw the light of day. It is rumored that many of his
stores of weapons were stolen in the transition from Imperial to New
Republic control.

        The Imperial lab on Coruscant produced a great deal of information. After the
Imperials were ousted from their home planet, the lab was immediately abandoned. It is
assumed that pirates, gangsters or thieves stole everything that was present in the lab.
This is most unfortunate for the general populous, since the lab contained some of the
most deadly organisms known.

Nefriculus Toxin
Type: High yield bacterial weapon
Scale: Character
Skill: KNO - Biohazard safety
Availability: 4,X
Range: Dependant on method of delivery, most often a range of 2km.
Damage: 7D
Game Notes: This weapon does not affect humans. It is caused by the
Nefriculus endotoxin, which is produced by the Nefriculus spirodae
bacteria. The resultant condition is paralysis. 1/5 infected people
will die from shock. If seen under an electron microscope, it has a
spiral shape.

The Dantri Virus
Type: Viral weapon
Scale: Character
Skill: KNO - Biohazard safety
Availability: 4,X
Range: Dependant on method of delivery, most often a range of 1km.
Damage: 8D*
Game Notes: This weapon affects all tested species of animals. The
virus infiltrates the cell and makes use of the host’s cellular
machinery to replicate itself at a never before seen pace. The virus
lyses the host cell within 1 day, and 3 days after the virus enters the
body, death results. There are no symptoms until 2 hours before death,
when cold sweats and a high fever are common.
* = optional rule: some people who have been exposed to evolutionarily
similar viruses throughout their lives *might* have a resistance to
Dantri. It should be remembered, however, that the fatality rate is
85%, so people with immunity would be rare.
Optional Rules: Random Bio-Weapon Generation

1 – Role 1 D6. Your weapon will be a:
     1 – a lysogenic virus: incorporates itself into the genome of its target to replicate
     2 – a lytic virus: it hijacks the cell’s machinery and immediately replicates
     3 – a bacterium: it infects cells at a certain location
     4 – protozoan: a small protist that burrows into cells and wreaks havoc
     5 – parasite: a worm of some sort that grows into a big, nasty worm
     6 – a spore: a spore is a sort of inactive house for dormant bacteria

2 – Role 1 D6 for whatever your weapon is:
      lysogenic or lytic virus: 1 or 2 causes massive hemorrhaging or some other
         horrible ailment, 3 or 4 causes flu like symptoms, 5 or 6 is totally undetectable.
      Bacterium: 1 or 2 is an endotoxin producing bacterium. The toxin poisons
         surrounding cells. 3 or 4 causes massive dehydration. 5 or 6 causes simple cell
         death.
      Protozoan: 1 or 2 causes heart palpitations that increase over time. 3 or 4
         causes flu-like symptoms and vomiting. 5 or 6 causes both.
      Parasite: 1 or 2 is a worm that resides in the host’s stomach and eats its food
         supply. 3 or 4 is a worm that reproduces in the reproductive system and
         transmits its larvae via sexual reproduction. 5 or 6 is a worm that burrows its
         way to the throat and may cause loss of voice.
      Spore: This will reside in the lung until it warms to body temperature. The
         spore will then release healthy bacteria that will replicate and cause their
         damage. Often times, spore based weapons require high numbers of spores to
         infect the target well.

3 – Role 2 D6 for damage. Whatever number comes up is the damage in D6 of the
weapon that you’ve created.

4 – Role 1 D6 for availability (nearly all weapons of this type are X… There needs to be
a good reason why such a weapon would not be. ie – research uses, common uses,
etc…):
     1-2: 1
     3-4: 2
     5: 3
     6: 4

5 – Add “Game Notes”

Symptoms
        Biological weapons have a variety of symptoms associated with them. Any virus
or bacteria can cause heart problems, vomiting, etc… Many of the responses incurred are
actually normal biological responses to many infections: fever, headaches and the like.
The most extreme problems often revolve around “hemorrhagic fevers.” These ailments
are aptly named, as the pathogen responsible will cause massive bleeding, often from
every orifice of the body. Sometimes the skin itself will spontaneously rupture in a
phenomenon known as bleeding out. (Game note: since symptoms can be extremely
diverse, any twisted thing that your mind can conceive of is often applicable to a game
situation).

Cures
        Weapons are, of course, engineered to be untreatable or difficult to treat without
proper knowledge. A standard bacterial pathogen may be susceptible to treatment from
an antibiotic. A virus might easily be vaccinated against. However, weapons are
designed to avoid this. So often times they are incurable.
        However, there is always the awesome power of evolution. With short generation
times, biological weapons can be prone to mutation. Sometimes this will cause no
difference in the pathogen. Other times, the bug may become more or less virulent.
(This has significant game implications, as random luck with evolution can change a
game. If a GM is looking for a way to keep him/herself on his/her toes, then that GM
could very easily roll a random dice to determine the evolutionary course of a weapon
every few days, in game terms of course).


4 – An Unseen Evil: Chemical Warfare

        Some weapons explode. Others infect. And still others mysteriously cause your
flesh to burn and your blood to boil…literally. Chemical weapons. They are possibly the
most grotesque of all unconventional weaponry. Most victims that don’t die from a
chemical attack suffer long term abnormalities, including gross deformities and sickness.
While these weapons were banned in the Old Republic, the Empire began developing
them for use against rebelling citizens. Fortunately, the Rebellion stopped the Empire
before these weapons could be fully developed.

Background and Usage
         Chemical weapons are, of course, largely illegal. That doesn’t mean they don’t
exist and it certainly doesn’t mean they aren’t effective. Chemical weapons are hard to
combat because they can be administered in so many different ways. Need to reach a
target at long range? Put the chemical on a missile. Need to pollute a water supply? Put
it in the water. Need to reach only a selected area? Put it in a small explosive device. Or
put it in a squirt gun. There are so many ways to kill with these weapons. Its terrifying.

        Chemical weapons have had a long history. Since long before hyperdrive was
invented, people used chemical weapons on their own planets. Hydrogen cyanide was
used dozens of thousands of years ago, and is still a classic choice for killing a small
number of people. The loss of all muscle and nerve control and the comas associated
with G-series nerve agents is a more recent problem that was caused mainly by the
creation of the Empire.
Imperial Usage
        Imperials are highly responsible for developing many of the galaxy’s most deadly
chemical agents. Many of these chemicals are the result of the brightest minds in all of
the galaxy.

Imperial Toxin GB
Type: Lethal chemical weapon
Scale: Character
Skill: KNO - Chemical safety
Availability: 4,X
Range: Dependant on method of delivery, most often a range of 1.5km.
Damage: 8D
Game Notes: This weapon is used in projectile weapons, rockets,
landmines and other low yield explosives. The resulting symptoms begin
with flu-like symptoms and move into vision impairment. Slowly, the
person will lose muscle control and drooling, nausea, involuntary
urination/defecation and staggering will occur. Soon after, the
infected person will go into a coma and ultimately, will die. There is
an unknown antidote that must be administered immediately after being
exposed, or it is ineffective. Effects are cumulative. If exposure to
a small amount does not kill the person, further exposures could do so.

Imperial Nerve Agent DX
Type: Neurotoxin
Scale: Character
Skill: KNO - Chemical safety
Availability: 4,X
Range: Dependant on method of delivery, most often a range of 1.5km.
Damage: 7D
Game Notes: This weapon is used in projectile weapons, rockets,
landmines and other explosives. Explosions cause the weapon to
vaporize, making it into an inhalant. Usually, it is a liquid, often
the color of syrup. It often infects with just exposure to the skin.

Pirate/OtherUsage
       Pirates do not often use such horrible agents. More often than not, they use
simple weapons that kill a few people, or do lower scale damage.

Hydrogen Cyanide
Type: Blood Agent
Scale: Character
Skill: KNO - Chemical safety
Availability: 3,X
Range: Dependant on method of delivery, most often a range of 1.5km.
Damage: small dose – 3D, medium dose – 4D, large dose – 5D+2...up to 8D
Game Notes: This agent can be diluted in water and will not have any
visible or noticeable properties. In large concentrations, it smells
something like Mignari Nuts from Dantooine. The toxin causes the skin
to appear very healthy, a fleshy pink color. Other symptoms include
nausea, dizziness, rapid pulse, weakness and potentially death.
Optional Rules: Random Chemical Weapon Generation

1 – Role 1 D6. Your weapon will be a:
     1 – a simple chemical that causes intense sickness in all its victims
     2 – an intense nerve agent that causes primal / violent feelings
     3 – an organic chemical that eats at organic material
     4 – a neurotoxin
     5 – a simple agent that causes a temporary problem
     6 – a two-part chemical weapon

2 – Role 1 D6 for whatever your weapon is:
      Simple chemical: 1 or 2 induces vomiting, 3 or 4 causes massive dehydration, 5
         or 6 causes minor internal bleeding and resulting stomach aches, vomiting
      Violence inducing agent: 1 or 2 causes violent feelings towards everyone in a
         very uncontrollable way, 3 or 4 causes violent feelings that can be overcome by
         a difficult or very difficult Willpower roll. 5 causes violent feelings only
         towards those that you know and you tend to ignore those that you do not. 6
         causes violent feelings towards anyone, plus gives you a +2D to your STR on
         all rolls for 3 turns.
      Organic: 1 causes extreme skin irritation. 2 or 3 causes exposed skin to burn,
         intense pain. 4 or 5 causes no pain for 1 hour, then the reaction hits a point
         where it goes very fast and it eats the victim’s skin at a very high rate. 6 does
         the same as 4 or 5, but it only takes 2 minutes.
      Neurotoxin: 1 or 2 will slowly cause nervous system failure of the span of one
         month. Works similarly to rabies. Takes 20 days to enter the nervous system.
         Once the system is affected by enough of the chemical, there is little chance for
         survival. 3, 4 or 5 is a derivative of the common lab chemical, acrylamide. It
         causes paralysis or death within a few hours. 6 is near instantaneous death.
      Temporary: 1 is tear gas, 2 is pepper spray, 3 is full-fledged mace, 4, 5 and 6
         are Imperial grade tear gas. *grin*
      Two-part: 1 or 2 is a weapon that will poison a water supply. Upon entering
         the water supply it slowly reacts with the water until the entire water supply is
         deadly. 3 or 4 is a gel and a liquid that react and release a harmful gas when
         they mix. 5 or 6 is a neurotoxin that is taken in two doses. One can be
         administered in food 2 weeks before the next dose is administered. The second
         dose reacts with the first, causing injury or death.

3 – Role 2 D6 for damage. Whatever number comes up is the damage in D6 of the
weapon that you’ve created. If you rolled a 1-3 on the previous roll, divide the number in
half. If the weapon does not cause damage (example: violence-inducing), then skip this
section. (GM Note – feel free to skip this section to tailor your weapon more to your
needs)

4 – Role 1 D6 for availability (nearly all weapons of this type are X… There needs to be
a good reason why such a weapon would not be. ie – research uses, common uses,
etc…):
     1-2: 1
     3-4: 2
     5: 3
     6: 4

5 – Add “Game Notes”

Cures
        Most chemical weapons have no cure. The few antidotes that exist are often
heavily guarded secrets. For the most extreme weapons, the antidote must be introduced
immediately following contact with the chemical. Some weapons, like pepper spray, can
be taken care of with a few minutes of intense cleansing with water. Some weapons just
can’t be counter-acted. Those that are attacked by such weapons have no chance for
survival. And therein lays the power and the hideousness of chemical warfare.


5 – A Quick Note on Guerilla Warfare

        Since the ancient times of Xim the Despot, warfare has been evolving. It is
rumored that in the times before history, before the reign of Xim the Despot, warfare was
carried out in a “valiant” fashion, where armies of pulse-wave warriors would line up in
their armor and battle it out. In the days before automatic blasters and even pulse-wave
weapons, this was how battle was done. Then automatic firing weapons were invented
and things changed.
        With the advent of weapons that could mow down lines of troops in seconds,
battles began to end quickly. Commanders found that direct assaults only worked when
you had a distinct advantage in numbers. And thus, guerilla warfare was born.

The Battle for Deblun City
       (GM Note – This story is somewhat like “Noah and the Ark.” It’s not really
known to be true, but it is one of the most powerful legends of ancient times.)

        In Deblun City, on a planet that’s whereabouts are unknown, the fate of a
population was decided. Millions of planetary citizens had raged in war for year,
valiantly lining their troops up to be slaughtered. Bounty hunters returned empty handed
and without pay to line up alongside their friends and family to join the battle. It was a
civil war for the ages, and one that was never to be forgotten…for this was the first time
that a small planet with no military to speak of saw the powers of war first hand.
        As families divided over a squabble long since forgotten, the focus grew more and
more on killing the enemy, regardless of who you were fighting. So, guerilla warfare
took its place. One side, comprised mostly of wealthy elders, continued to fight in the
traditional style of every war the planet had ever seen. The other side took to the trees
and to hidden bunkers and to anywhere that would afford them cover. If there was to be
a battle on Dwevery Field at noon, the young citizens would be in the woods surrounding
the field at 10 in the morning, ready to trample the unsuspecting elders as they rolled in.
        The leader of the upstart, unorthodox youths was a woman by the name of Qui
Soong. At 1.85 meters, she was a large woman who was an imposing figure to say the
least. Everything about her was surprising: her tactics, the fact she was a woman, her
size, and her ability to arm wrestle virtually any man that came her way. Once people
knew these facts, it wasn’t too shocking that she went on to win the war, minimizing her
losses and devastating the opponents, and then carved out a small empire for herself until
her death.

Name: Qui Soong
Type: Military General
Species: Human
Height: 1.85m    Weight: 87kg
Hair: Black    Eyes: Brown

Background: Born to wealthy parents, Qui rejected their attempts to
turn her into a “proper” girl. Running away when she was 14, she
joined a street gang and was arrested a few years later. She once
credited her time on the streets as training for her later military
endeavors. When the war began to reach unforeseen heights, she leapt
at the chance to strike back at the wealthy scum that had tried to make
her something she was not. She decided to strike at those that treated
what she had become as though they were lesser people. She quickly
demonstrated fighting prowess, as few people would respect her as a
female. But her large frame was more than powerful enough to do damage
to anyone that walked her way. She moved up the ranks and, when a
commander was injured, took command of a large legion of volunteer
troops and destroyed an entire town with negligible losses. Soon she
was commanding half of the planet’s army. After a series of swift
victories, all of which she participated in as a soldier not just a
commander, the general in charge of the other half of their army was
killed by his own troops and Qui was in charge of all the forces. They
soon overtook the elders and then moved off planet as well, taking
several small planets over before stopping. She enjoyed a lengthy
reign as General, but refused to rule the empire as a dictator.
Rather, she said, they would have the first militaristic democracy in
the history of their world. She remained general and ensured that
everyone had a say in how the government ran so that the wealthy would
never again maintain class-rule over the people again.

Personality: Committed and fierce, she goes for her objectives with
force. But she is hardly callous and cold. She is so focused because
she feels that will help her accomplish whatever task is at hand, not
because she is heartless, though many get that impression upon first
meeting her.

DEX 4D                        STR 3D+1                      PER 3D
Pulse-wave: 6D                Brawling: 5D                  Command: 6D
Slugthrowers: 6D              (S)Arm Wrestling: 7D          Sneak: 3D+2
Brawling Parry: 6D+1          Stamina: 4D
Dodge: 5D+1                   Climbing: 3D+2
Thrown Weapons: 4D+1
Melee: 4D+2

KNO 3D                        MEC 2D                        TEC 2D+2
Willpower: 6D                 Beast riding: 3D              Security: 3D+2
Tactics: 5D+2


6 - Creating Material for Unconventional Means of War

        As with anything in the SW-RPG, the goal of creating material for
Unconventional Warfare is to be unique and still capture some amount of the Star Wars
universe. This supplement may not work well for you personally because Star Wars
doesn’t deal heavily with weapons and warfare of this type. But others out there have
large-scale battles and all sorts of unusual circumstances come into play. For that, it
might be necessary to create some material similar to that presented in this book. There
are several things to keep in mind:

– Keep it reasonable. If every campaign you have has a Death Star device that launches
megatons of chemical weapon into a planet’s atmosphere, you’ll be in more trouble than
a Wookie at an Imperial stormtrooper cocktail party. As with everything fun in life, use
these things in moderation. The random weapon tables included are a good start for that.

– Be creative, especially with weapons. The weapons in this book are fairly generic, but
in some instances they are kind of interesting. Note how Imperial weapons sometimes
only effect aliens, but not humans. Twists like that can sometimes create unforeseen
surprises for your group.

– Create these things to use in mysterious ways. Anyone can dump a chemical into the
water and let people know about it. A talented GM can create an entire sleuth story out
of a mysterious chain of deaths in a small town…

– Don’t hesitate to kill PC’s. I know this sounds harsh. But this is something to be
considered in a few situations. When a PC knows there is a chemical weapon and does
something stupid, the PC should pay for it. Unconventional warfare can be a trap for
some PC’s because they are confident their GM won’t let them die…but this is a situation
where a roll of the dice isn’t likely to be instrumental in the PC’s death. If they
knowingly encounter a weapon, let them face its powers because they deserve it.
Unconventional warfare is unconventional because its so scary. If PC’s die, they will
very much learn to be scared.

– Make the weapons scary! In keeping with rule 4, the PC’s should be scared to death of
these things. As a GM, it’s your job to make sure that they are scared of unconventional
forms of warfare so they don’t blindly walk into a weapon and die. Plus, any good
RPGer wants to play their role well, and the GM often times must provide hints as to
what that role is.

– Feel free to create slang terms for the weapons. Maybe a culture calls nuclear weapons
“sandblasters” or biological weapons “bug bombs.” Do whatever it takes to get what you
consider a “Star Wars feel” in your game.
7 – Ethics

         In warfare, there are many solid, time enduring truths that furnish warriors with
the tools of success; mostly items of reason and logic. For instance, presenting a full
combat force is certainly good, but lacking that, if one can provide the illusion that they
are combat ready and a force to be reckoned with is enough. Also, if one can make an
opponent believe they are in once place when in fact they are in another (preferably in
some opposite direction), then that element of surprise can overcome many odds and win
the battle. Another popular notion in the field of aggression is to provide a false sense of
security; if your opponent thinks you are in front of his force, when you are really behind
or all about him, then that opponent will effectively be blinded into feeling safe where he
is actually vulnerable. These and a thousand other concepts make up the journal of the
successful aggressor.
         Most notable is the common element found in all these established methods –
trickery. Where these concepts make up the framework upon which to hang a plan or
goal, the cutting edge of combat deception lies in unconventional warfare. To trick your
opponent is to gain the upper hand, yet to simultaneously confuse and terrorize your
opponent is to show him that upper hand slamming down upon his defense.
Unconventional warfare can ensure that you not only beat your opponent, but that he
likely will not rise again (due either to fear or his simply ceasing to exist).
         Though unconventional warfare sounds like the place to be for any goal-minded
command staff, the long-term effects can be staggering for those that utilize these tools of
terror. Once a soldier chooses his weapons from the unconventional rack, he is often
unwittingly opting into a realm that he may not be as well equipped to deal with, a realm
of ethics.
         One can argue, “Ethics? If the war is won, all ethical principles are moot.” If that
is so, the Empire would have stood the test of time, rather than be tempered to
nothingness by it’s own terror-laden claws.
         The primary item to grapple with when considering unconventional weapons is
the fact that they are often impossible to control. Nuclear blasts, biological releases, and
chemical attacks have two things that regular weapons completely lack: targeting ability
and effect limit.
         The radiation effects from even a handful of nuclear devices will eventually
ravage an entire planet, possibly pitching its natural processes into chaos and certainly
depleting the global population steadily and gruesomely. Chemicals soak into everything
from the thinnest of air to the mightiest steels, driving into groundwater and food stables,
only to return time and time again. Biological agents are perhaps the most difficult to
utilize with any semblance of savvy, as they can hop from host to host, transporting itself
to the most unwanted and unwarranted places. Gone unchecked, biologicals can mutate
beyond the ability for pre-prepared antidotes to even recognize let alone squash their
unrelenting progress. This also doesn’t take into account the many different beings of the
galaxy; though Humans salt their food without a thought, the Arcona are debilitated to
the point of aggressive addiction by the same additive.
         Yet only now do we begin to scratch the surface of ethics. Described above are
simply implications – the possibilities presented by the use of unconventional warfare.
Once these implications are realized, only then do the ethics of the situations work their
way into relevance. For instance, it is one thing to conquer a populace, and another to
decimate them entirely. A departure from reasonable campaign goals occurs when the
goal is no longer to win, but to be the last standing. Despite the insanity of it all, most
wars have a point to them; they started for a specific reason, and most participants are
involved to seek a specific result. Should a war degenerate into seeking slaughter and
nothing else, woe to the societies involved AND uninvolved. The neighbors of attackers
and defenders become involved, until there is no longer a defined theater of war, but a
swirling mass of interests fighting for two things: survival and to be rid of everyone else.
Objectives are replaced with animal instincts. Though this is a rather typical experience
at the field level, the command of a campaign should never become entrenched in this
manner. If this occurs, chaos rules and reckless abandon becomes the order of the day.
The true spoils of war, societies, fall to the wayside and become secondary to propelling
all sides into the same wall of fear – kill them all or we’ll all be killed.
         This brings us to an important concept not mentioned when the discourse of ethics
began, and one that is often not remembered until it is too late. Quite simply, if you
corner your opponent or put his back to the wall, that opponent becomes more dangerous
than ever because he will fight unceasingly and intensely to get out from that position.
This is true going all the way from the alleyway thug and his unwary prey to the sector
military that has just discovered you have chemwar capabilities are about to use them.
Everyone knows not to trap a dangerous prey when hunting, lest it explode it’s way out
(and through you) – this concept carries over to the overall “big picture” of combat and
tactics.
         But let’s truly sink into the meat of the matter. Unconventional weapons are aptly
named, because they introduce unconventional conditions, responses, and ways of
thinking. Environments become unlivable and forever lost, planned offensives become
rabid attacks, and the initial combat plan dissolves into one of “fight or die” (again,
appropriate for the field but not for command decisions). Though they will always exist,
they will also only be the tools found in the war chest of true evil. Once used,
unconventional warfare blows the rules away, the very establishment of war. Though it
sounds oxymoronic to have rules for war, they are in place to retain the point of why it all
started in the first place. If it weren’t for these, there is nothing but unceasing, senseless
slaughter – much like the unseeing radioactivity of the nuclear blast, the single-minded
spore of the biological agent, or the ever-hungry gas of the chemical bombs.

				
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