The Regiment Alpha 2.1
The Regiment Alpha 2.1
The Regiment Alpha 2.1
soldier
alpha 2.1
rank
experience
name
Private First Class (Pfc), Technician 5th Grade (T/5), or Corporal (Cpl).
profile
background
deployment
improve
IMPROVEMENTS
ADVANCED (4+)
mark XP when:
{{get +1grit
{{get 1-tough
FINAL (7+)
{{go home
{{new character
end of session
checklist
soldier moves
{{Once More into the Breach: When you break cover and expose
yourself to fire to bring the fight to the enemy, mark xp.
{{Battle tested: You get +1battle (max +3).
stats
battle
lucky
guts
tactics
{{Comrade in arms: When you help someone whos rolling and get a
hit, they take +2 to their roll instead of +1.
{{Eye for Supply: When you scrounge for ammo or weapons,
roll+battle instead of roll+lucky.
{{Fight back: When you push yourself, roll+battle instead of
roll+guts.
{{Heavy weapon: Spend 1-supply from the unit surplus to equip a
heavy weapon for the session. Flame-thrower, bazooka, heavy MG,
mortar, your call.
FORWARD
leadership
{{Spray & pray: When you provide covering fire, you can spend
additional gear 1-for-1 to take +1 to your roll.
squad designation
{{Section 8: Maybe you have nothing left to live for; maybe you live
for battle. When you assault the enemy against a determined foe
that outnumbers or outguns you, gain 1-tough and +1grit.
op
squad leader
loadout
Choose one
gear
smokes
wounds
tough
stress
grit
Battle+2
Battle+2
Battle+2
Guts+1
Guts=0
Guts+1
Guts=0
Leadership=0
Leadership-1
Leadership+1
Leadership=0
Lucky+1
Lucky+1
Lucky-1
Lucky+1
Tactics-1
Tactics+1
Tactics=0
Tactics=0
2s
vof
2w
the regiment
officer
alpha 2.1
rank
experience
name
profile
background
deployment
improve
IMPROVEMENTS
ADVANCED (4+)
mark XP when:
{{get +1grit
{{get 1-tough
FINAL (7+)
{{go home
{{new character
end of session
checklist
officer moves
stats
battle
lucky
guts
tactics
{{Harsh Lessons: When one (or more) of your soldiers are killed or
go critical because of a decision you made, mark xp.
{{Pull Rank: Take +1 to impose your will if you outrank the target
and theyre in your chain of command.
{{Fire Support: When you call in an air-strike, artillery barrage, or
naval fire-mission, spend 1-supply from the unit surplus and
roll+leadership. On a 10+, the fire support comes through on your
command. On a 7-9, the GM chooses one:
The fire comes through on the target but also hits short, near
you. Distribute 4 stress among you and your team.
The fire comes through but is a bit off-target w/ reduced effect.
The fire will come through on target, but youll have to wait for it.
FORWARD
leadership
squad designation
op
squad leader
loadout
gear
smokes
wounds
tough
stress
grit
Battle=0
Battle+1
Battle+1
Guts=0
Guts+1
Guts+1
Guts-1
Leadership+1
Leadership+1
Leadership=0
Leadership+1
Lucky-1
Lucky-1
Lucky-1
Lucky=0
Tactics+2
Tactics+2
Tactics+2
Tactics+2
2s
vof
2w
Choose one
the regiment
alpha 2.1
medic
rank
experience
name
profile
background
deployment
lucky
guts
tactics
ADVANCED (4+)
mark XP when:
{{get +1grit
{{get 1-tough
FINAL (7+)
{{go home
{{new character
end of session
checklist
medic moves
FORWARD
leadership
IMPROVEMENTS
stats
battle
improve
{{Inopportune Target: When you are on the battlefield but do not take
direct action against the enemy (e.g. aiding a wounded soldier,
scrounging for supplies, etc.), roll +lucky. On a 10+ the enemy are
preoccupied with other targets or priorities. On a 7-9, you may still
be exposed to enemy fire; but, gain concealment.
op
squad leader
loadout
To create your medic, choose rank, name, profile, background,
stats, moves, and loadout. Assign bonds (+2, +1, -1) with other
PCs and NPCs.
gear
smokes
wounds
tough
stress
grit
Choose one
Battle+1
Battle=0
Battle+1
Guts+2
Guts+2
Guts+2
Guts+2
Leadership-1
Leadership-1
Leadership+1
Leadership+1
Lucky+1
Lucky=0
Lucky+1
Lucky-1
Tactics=0
Tactics+1
Tactics-1
Tactics=0
2s
vof
2w
the regiment
alpha 2.1
sergeant
rank
experience
name
profile
background
deployment
improve
IMPROVEMENTS
ADVANCED (4+)
mark XP when:
{{get +1grit
{{get 1-tough
FINAL (7+)
{{go home
{{new character
end of session
checklist
sergeant moves
stats
battle
lucky
guts
tactics
{{Lead the way: When youre leading a team and you have to push
yourself or attempt a dangerous combat action, roll+leadership.
The result applies for everyone on the team.
{{Look out!: When a nearby teammate takes damage, you may take
up to 2 of the stress or wounds they suffered on yourself instead.
{{Natural leader: You get +1leadership (max +3).
{{Not as bad as it looked: After a battle, recover 1-stress or 1-wound.
FORWARD
leadership
op
squad leader
loadout
Choose one
gear
smokes
wounds
tough
stress
grit
Battle+1
Battle+1
Battle+1
Guts+1
Guts=0
Guts+1
Guts+1
Leadership+2
Leadership+2
Leadership+2
Leadership+2
Lucky=0
Lucky=0
Lucky-1
Lucky+1
Tactics=0
Tactics+1
Tactics+1
Tactics-1
2s
vof
2w
the regiment
alpha 2.1
commando
rank
experience
name
Corporal (Cpl), Sergeant (Sgt), Staff Sergeant (S/Sgt), Master Sergeant (M/Sgt).
profile
background
improve
IMPROVEMENTS
ADVANCED (4+)
mark XP when:
{{get +1grit
{{get 1-tough
FINAL (7+)
{{go home
{{new character
end of session
checklist
commando moves
deployment
stats
{{Angel of death: When youre front and center carrying the fight to
the enemy, everyone on your team who can see you gets +1 grit.
battle
lucky
guts
tactics
FORWARD
leadership
op
squad leader
loadout
Choose one
gear
smokes
wounds
tough
stress
grit
Battle+2
Battle+2
Battle+2
Guts+2
Guts+2
Guts+2
Guts+2
Leadership+1
Leadership=0
Leadership-1
Leadership-1
Lucky-1
Lucky-1
Lucky=0
Lucky+1
Tactics=0
Tactics+1
Tactics+1
Tactics=0
2s
vof
2w
the regiment
alpha 2.1
sniper
rank
experience
name
profile
background
deployment
improve
IMPROVEMENTS
ADVANCED (4+)
mark XP when:
{{get +1grit
{{get 1-tough
FINAL (7+)
{{go home
{{new character
end of session
checklist
sniper moves
{{One shot, one kill: When you have time to carefully aim at a
human target, roll +tactics. On a hit, you eliminate the target.
On a 7-9, the enemy has a good idea where the shot came from;
GM chooses: you are pinpointed, you are out-flanked, or you are
hunted. When you eliminate a high-value target, mark xp.
stats
battle
lucky
guts
tactics
FORWARD
leadership
op
squad leader
{{Spotter: When your spotter has eyes on and you hit a target, take
+1 ongoing to follow-up shots against the same target or nearby
targets.
loadout
Choose one
gear
smokes
Also: Ghillie suit, ammo, canteen, backpack, combat knife (2d tight),
barter worth 3-smokes, 1-personal item (detail).
other equipment and spoils of war
wounds
tough
stress
grit
Battle+1
Battle=0
Battle+1
Guts=0
Guts+1
Guts+1
Guts+1
Leadership+1
Leadership-1
Leadership-1
Leadership=0
Lucky-1
Lucky=0
Lucky+1
Lucky-1
Tactics+2
Tactics+2
Tactics+2
Tactics+2
2s
vof
2w
alpha 2.1
operator
rank
experience
name
Corporal (Cpl), Sergeant (Sgt), Staff Sergeant (S/Sgt), Master Sergeant (M/Sgt).
profile
background
deployment
stats
improve
IMPROVEMENTS
ADVANCED (4+)
mark XP when:
{{get +1grit
{{get 1-tough
FINAL (7+)
{{go home
{{new character
end of session
checklist
operator moves
{{Ice Cold: You never have to push yourself to commit acts of up-close,
personal violence. When you kill an enemy in this way, mark xp.
{{Made it through selection: You get 1-grit.
battle
lucky
guts
tactics
FORWARD
leadership
op
squad leader
gear
smokes
wounds
tough
stress
grit
vof
loadout
{{Assault Rifle (3d near/far spray).
{{LMG (3d far area autofire suppress).
2s
2w
attack
assault
+battle
covering
fire
+battle
hit the
deck
+guts
Push
Yourself
+guts
support moves
ASSESS
rally
help
When you come under fire and hit the deck, roll+guts.
On a hit, you scramble to cover and/or concealment,
as establishedapply them to whatever attack youre
facing now; but youre also pinned. On a 10+, you
arent pinned, just suppressed.
When you need to push yourself through physical
hardship, emotional trauma, or enemy fire, roll+guts.
On a 10+, you keep calm and carry on. On a 7-9, you
push through it; but you avoid a direct, honorable, or
all-in confrontation with the problem at hand. Say how
and why you take it slow, keep your head down, pass
the buck, or cover your ass. GM says what it costs
you: time, trouble, respect, stress, etc.
combat
action
+battle or
+tactics
+tactics
+leadership
+bond
in trouble,
mark xp
+smokes
spent (0-3)
scrounge
+lucky
resupply
alpha 2.1
peripheral moves
Will
+leadership
or smokes
spent (1-3)
recovery
& healing
npc
action
liberty moves
blow off
steam
ew1
+leadership
petition
+op
attack a
vehicle
+battle
end of
session
checklist
At the end of the session, each player should doublecheck the xp move for their playbook in case they
forgot to mark xp for it during play.
In addition, check each of the following:
Completed mission objective (1 xp)
Valor beyond the call of duty (3 xp)
PC died (mark improvement on next character)
alpha 2.1
engagement move
engage
+op
weapon ranges
volume of fire
vof
2s
2w
weapons
Sidearm (2d tight quick)
A pistol (semi-auto or revolver).
Very good in tight spaces.
weapon tags
tight
close
near
far
extreme
0-7
8-25
26-100
101-300
301-500
HEAVY WEAPONS
HMG (4d far/ex area autofire suppress
3-crew setup ordnance)
A heavy machine-gun.
Bazooka (5d HEAT AP near breach messy
2-crew reload ordnance)
Flamethrower (4d close messy area burn
terror ordnance)
defensive factors
conditions
UNUSUAL WEAPONS
Critical: When you have 3+ wounds or 4+ stress, you have the critical
condition. Youll get worse until youre stabilized and the condition is
removed (see the help or medic! move).
notes
notes
notes
gm1
alpha 2.1
volume of fire
vof
gm moves
3
2s
2w
tank, heavy
Bring in reinforcements.
crew: 5
crew: 5
Separate them.
crew: 4
battle
Reveal a dangerous
opportunity.
Reveal hidden units.
Artillery, mortars, snipers.
Divert, subvert, or destroy
their support resources.
terrain
Other
Ambush
Exposure
armored car
car, recon
crew: 4
crew: 3
notes
assault gun
notes
notes
notes
Vehicle armor resists all small arms attacks. Only weapons with the
AP tag can harm an armored vehicle. Armor=0 means the vehicle
does have small-arms resistant armor, but it is thin and vulnerable
to AP attacks.
notes
tank, medium
notes
vehicles
notes
notes
ENEMY
notes
general
Armor: Unarmored
Advantages: Fast, High Mobility, Passengers
Hampered mobility
Limited visibility
Lost
The Regiment is by
John Harper & Paul Riddle
recon
patrol
Hold
Ground
fire &
Maneuver
ambush
pincer
METHODS
Assemble teams: 1) security/perimeter, 2) HQ/
command position, 3) fire teams, 4) support/
medical/mortar teams, if available.
Occupy and fortify defensive positions.
defense
in depth
METHODS
Overwatch element establishes base of fire.
Assault element maneuvers to flanking position.
Assault element destroys enemy element.
considerations
Positions and status of enemy and friendly units.
Terrain factors.
Elements may reverse roles and continue action
to bound forward.
considerations
Defensive factors of position(s) and terrain.
Friendly support elements.
Enemy strength and approach vectors.
METHODS
Assemble teams: 1) point/scouts, 2) primary
element, 3) support element, 4) security element.
Establish patrol route and duration.
Patrol to contact.
Eliminate or harrass enemy units and withdraw
before they can mount a counter attack.
considerations
Positions and status of enemy units.
Terrain factors.
alpha 2.1
considerations
Positions and status of enemy units.
Terrain factors.
combat
patrol
gm2
infiltration
METHODS
Assemble teams: 1) point/scouts, 2) primary
element, 3) support element, 4) security element.
Determine ambush point and fields of fire.
METHODS
Assemble teams: 1) point/scouts, 2) primary
element, 3) support element, 4) security element.
Determine infiltration point and route.
Avoid detection and maneuver to objective point.
considerations
Enemy strength and approach vectors.
Terrain factors.
considerations
Positions and status of enemy units.
Terrain factors.
Battle plans are a new thing were trying out for Alpha 2.0. Theyre the
same mechanic as the workspace rules from Apocalypse World.
The idea is to help players and the GM organize the action of the game
by offering military objectives in simple packages consisting of goals,
methods and considerations. Heres how it works.
When a player decides to achieve an objective on the battlefield, and
isnt sure how to go about it, show them the battle plans and pick the
closest that applies. To achieve the goal, the player (and allies) must
execute the methods of the plan. You can judge the ongoing success of
the action (and the potential for trouble) by how thoroughly the soldiers
achieve the methods of the plan. The considerations of a plan are usually
intelligence items that will enhance the execution of the plan or help
the soldiers avoid danger. Theyre optional but useful components.
(The battle plans recon patrol and infiltration are good ways to gather
intelligence to inform considerations for other plans.)
As GM, you control the scale of the camera in the game. For most battle
plans, you will zoom in on the combat as the soldiers execute the
plan, following them in the moment-by-moment action. Sometimes,
though, it makes sense to zoom out and deal with the execution of
a plan as a simple dice roll. You can use the engage move and the
unit maneuvers mechanic (EW2) to handle these situations, which
most commonly will involve NPC characters, off-screen.
alpha 2.1
your unit
designation
OP
designation
theater of operations
III
ob
The players should make the regiment and unit choices together, but
the Officer player gets final say.
advantages
drawbacks
supply
current surplus
notes
headquarters
logistics
medical
mortar
II
II
infantry
infantry
The PCs are soldiers in one of the infantry battalions. The battalion
(about 300-600 people) is made up of 3-5 companies (120 people
each), which are in turn each made up of 2-5 platoons. A platoon (about
40 people) is lead by a Lieutenant and is made up of 3 squads. All
the fighting is done by squads of roughly 13 soldiers each, lead by a
Sergeant. Squad vs. squad combat is the standard for warfare. Within
a squad, the soldiers are divided into 4-man fire teams. The PCs will
usually be members of the same fire team. Some fire teams may have
specific assignments, such as scouting or machine-gun duty.
regiment commander
colonel
company commander
captain
GM: Deploy the strengths and weaknesses of the commanders especially when the players use the petition up the chain of command move.
rank
name
squad/team
status