AN ONGOING NEWSLETTER March 2003


THE ANTI-REPLICANT LEAGUE
A NEW TYPE OF GANG FOR COMBAT ZONE

by Thomas Todd

It all began with the rantings of a madman, preaching of a conspiracy whereby replicants were being prepared for world domination. He wasn't wrong.

Thankfully some people listened.

Jeremiah Sytone, (a minor research technician with Replicant Intelligence Productions) went into hiding after blowing up the R.I.P. research and development facility where he worked. During his years as a fugitive he distributed propaganda which talked of an R.I.P. conspiracy whereby replicants were being prepared for world domination. At the head, he claimed, was an advanced artificial intelligence.

Charged with Sabotage and with killing several people while on the run, Sytone maintained these claims throughout his trial., Placed in a maximum security mental institution, he wrote what was to become the text book of the ARL "THE ARTIFICIAL INTELLIGENCE CONSPIRACY."

Libel actions soon had the book withdrawn from publication and sale but believers spread it through an underground movement. This movement coalesced into The Anti-Replicant League. Operating in small groups known as cells, the ARL spread the message of the impending replicant uprising, gathered heavy weaponry and engaged in military training in preparation for the expected Replicant Rebellion.

A series of ARL attacks on replicant production facilities and individual replicants (plus a few unintended human victims), together with fears regarding the accumulation of large quantities of heavy weaponry, led to arrests of ARL members and seizures of their weapons. In many nations ARL became an illegal movement, often in open battle with corporation or government forces. Few government or corporation forces relished tackling well-armed and well-trained ARL members in battle.

With the outbreak of the R.I.P. wars The ARL was amongst the few groups adequately equipped to deal with the replicant onslaught. Their apocalyptic claims vindicated, they were a welcome sight to many beleaguered trooper units or fleeing civilians.

When the ARL was accused of seeking to prove their own far-fetched claims by setting replicants on humans (Thus starting the war!) many ARL cells were arrested and prevented from reaching the front-line. The truth may never be known, but the Replicants profited greatly from the dissention in Humanity's ranks..

The need to mobilise all forces for survival against the replicants prevented any investigation into the matter. As a result mankind lost some of those most able to fight the replicants. Some localities released their prisoners when it became evident that survival may well depend on their co-operation, but their numbers were greatly reduced..

At the early stages of the R.I.P. Wars there were, therefore, limited numbers of ARL cells in operation.

The number of recruits and volunteers to ARL increased dramatically once the replicant forces went on the rampage. The ARL were ready for this and set about training many of these new recruits for future action. Sadly, the urgent need of volunteers to stem the replicant advance meant they were oftem sent into action less well-trained than would have been ideal.

The Anti-Replicant League is officially classified as a cult, although its has adherents at high levels and is much more disciplined and better equipped than most other cult groups.

Prior to the R.I.P Wars, ARL groups will not normally be found in operation with other gangs. They tended to steer away from drawing unnecessary attention to themselves or wasting valuable men or equipment prior to the expected Replicant Rebellion.

They will, of course, not normally be included in any government or corporation forces either prior to the R.I.P. Wars, although it is claimed that some cells did undertake operations on behalf of unnamed high officials at times.

During the R.I.P. Wars, ARL gangs may be found amongst standard gang armies, corporation or government forces.

No more than 1 ARL cell may be present in any force.

As a cult group ARL members will roll 2D8 when taking reaction tests. Cell leaders should be treated as gang leaders with the usual 1 re-roll per game. Sub-leaders do not have re-rolls but follow the normal coherency rules for sub-leaders in troop-squads.

Anti-Replicant League 107 points
Unless upgraded all ARL are Average quality and wear ablative armour
RankWeaponsEquipmentPoints
Leader Very Heavy Pistol, Knife37
Sub-leaderAutoshotgun, KnifeFirst aid kit24
Cell memberAutoshotgun, Knife19
Cell memberAutoshotgun, Knife19
The cell must also have 4 fragmentation grenades: No figure may carry more than 3 grenades. The cost of these is included in the total cost of the gang.
Up to 2 more members at 19 points each:
Cell memberAutoshotgun, Knife19
Cell memberAutoshotgun, Knife19

Optional upgrades to ARL units
Upgrade any Average Quality Figure to Veteran Quality+6 pts*
Upgrade up to 4 Average Quality Figures to Elite Quality+13 pts*
*The Cell Leader must be of the highest quality in the Cell.
Equip any number of figures with flak jacket instead of ablative armour+ 3 pts
Equip all members of the ARL cell with Comm units+ 3pts each
Equip any figure with:
Fragmentation grenade (Max. 3 grenades per figure)+ 2pts
Heavy Pistol+ 7pts
Knife or club+ 1pt
Sword+ 2pts
Field medical kit+ 3pts
Autopistol+ 8 pts
Tazer pistol+ 5pts
Replace any autoshotgun with:
Assault rifle+ 8 pts
Assault rifle with grenade launcher+10 pts
Replace up to one autoshotgun with:
Very heavy pistol+ 10 pts
Recoilless Rifle+ 8 pts
Missile launcher (incl. 1 HE missile)+ 13 pts
Autocannon+ 30 pts
Assault Cannon+ 12 pts

If you are seeking some historical reality then ARL cells at the start of the RIP Wars will tend to be smaller but better equipped and trained. As the RIP Wars progressed the differences in cells became more pronounced as less well equipped and trained members were hastily sent to the front line.

We'd like to thank Thomas for another enjoyable article: We always enjoy reading them, and know you will too. I look forward to his next submission!

Anti-Replicant League 107 points
Unless upgraded all ARL are Average quality and wear ablative armour
RankWeaponsEquipmentPoints
Leader Very Heavy Pistol, Knife37
Sub-leaderAutoshotgun, KnifeFirst aid kit24
Cell memberAutoshotgun, Knife19
Cell memberAutoshotgun, Knife19
The cell must also have 4 fragmentation grenades: No figure may carry more than 3 grenades. The cost of these is included in the total cost of the gang.
Up to 2 more members at 19 points each:
Cell memberAutoshotgun, Knife19
Cell memberAutoshotgun, Knife19

Optional upgrades to ARL units
Upgrade any Average Quality Figure to Veteran Quality+6 pts*
Upgrade up to 4 Average Quality Figures to Elite Quality+13 pts*
*The Cell Leader must be of the highest quality in the Cell.
Equip any number of figures with flak jacket instead of ablative armour+ 3 pts
Equip all members of the ARL cell with Comm units+ 3pts each
Equip any figure with:
Fragmentation grenade (Max. 3 grenades per figure)+ 2pts
Heavy Pistol+ 7pts
Knife or club+ 1pt
Sword+ 2pts
Field medical kit+ 3pts
Autopistol+ 8 pts
Tazer pistol+ 5pts
Replace any autoshotgun with:
Assault rifle+ 8 pts
Assault rifle with grenade launcher+10 pts
Replace up to one autoshotgun with:
Very heavy pistol+ 10 pts
Recoilless Rifle+ 8 pts
Missile launcher (incl. 1 HE missile)+ 13 pts
Autocannon+ 30 pts
Assault Cannon+ 12 pts

If you are seeking some historical reality then ARL cells at the start of the RIP Wars will tend to be smaller but better equipped and trained. As the RIP Wars progressed the differences in cells became more pronounced as less well equipped and trained members were hastily sent to the front line.


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