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The Militia

Armed and Dangerous

 

Roman law emphasizes the right and duty of every Roman to defend himself, his family, his home, and his land.  While membership in militia units is not mandatory except in specific areas, it is expected of most healthy adults.  In some border areas, membership in an Imperially equipped and trained militia unit reduces certain taxes.  Most militia units are formed around localities or professional associations--indeed the Dockworker's Union on New Constantinople fields units so renown for their tenacity and aggressiveness that some are hired full time as mercenaries.  Other militia units are sponsored by businessmen, politicians, or nobles.   Militia may be armed as the members or the sponsor sees fit, but for recognition as an Imperial Militia unit, certain standards must be met in equipment.  Most junior officers and senior NCOs are former Imperial soldiers who have mustered out.  While many units seem to be more or less comic relief (the Imperial Barrister's Association militia units are best known for dress uniforms dripping with gold braid) many rural militias are manned by men and women who know the surrounding countryside well enough to inflict surprising casualties on any invader.  The most common instances of militia units seeing conflict occur on New Armenia, Mesopotamia, and New Serbia.  Militia units usually work well with Akritai, both being uninterested in standing in front of conventional military forces with the firepower to crush their under armed formations.

An interesting institution in Roman military practice is that of Boukellaroi.  This means 'biscuit eaters' and refers to private armies raised by landholders or Imperial officials.  This is permitted under modern Imperial law, with strict limits and severe penalties for abusing this privilege.

While it is impossible to be too specific about these units, some Imperially approved unit templates are given below.
 

Tank Destroyer Company (658-1261)


Scout Company (266-380)


Infantry Company (910)

Infantry Company may be mounted in 5xGiustiniani APCs per platoon, 4 for the HW Platoon, plus one for the HQ Section (+500). These may be also be replaced with trucks (+260), or the infantry may be mounted on horses (+455).

Scout sections are usually attached to regular formations or Akritai to provide scouts familiar with local terrain. Tank Destroyers are usually used in retrograde operations to harass an advancing enemy. Militia are under military discipline when attached to a field army. Commanders fighting on contested or divided worlds expect militia to flock to the army during the beginning of a campaign, only to desert as the fighting gets more difficult. This is to be expected and is accounted for in planning. When fighting a defensive campaign, militia is usually more tenacious--this is their homes, after all. To determine experience level, roll d10. 1-7:Green, 8-9: Regular, 10+:Veteran. If warfare or rebellion is either recent or ongoing, add 1 or 2 to roll.


Equipment
 

DIRTSIDE II

NAME: Trevisano TYPE: Scout
SIZE CLASS: 1 BASIC SIGNATURE: 1 STEALTH LEVEL: 0 TARGET DIE: D12
MOBILITY TYPE: Fast GEV BASIC MOVE: 15 POINTS VALUE: 19
FIRECON: Enhanced ECM: ARMOR, FRONT: 1 ARMOR, SIDE: 0
TYPE/ CLASS MOUNT CLOSE RANGE MEDIUM RANGE LONG RANGE
UP TO DIE VALID HITS UP TO DIE VALID HITS UP TO DIE VALID HITS
RFAC/1 Fixed "  d10 All " d8 R/Y " d6 R
1xAPSW T 12"  - -            
OTHER EQUIPMENT AND NOTES:

 

DIRTSIDE II

NAME: Bocchiardi TYPE: Tank Destroyer
SIZE CLASS: 2 BASIC SIGNATURE: 2 STEALTH LEVEL: 0 TARGET DIE: D10
MOBILITY TYPE: Fast GEV BASIC MOVE: 15 POINTS VALUE: 67
FIRECON: Enhanced ECM: ARMOR, FRONT: 2 ARMOR, SIDE: 1
TYPE/ CLASS MOUNT CLOSE RANGE MEDIUM RANGE LONG RANGE
UP TO DIE VALID HITS UP TO DIE VALID HITS UP TO DIE VALID HITS
HKP/3 Fixed "  d10 All " d8 R/Y " d6 R
1xAPSW T 12"  - -            
OTHER EQUIPMENT AND NOTES:

 

DIRTSIDE II

NAME: Giustiniani TYPE: APC
SIZE CLASS: 2 BASIC SIGNATURE: 2 STEALTH LEVEL: 0 TARGET DIE: D10
MOBILITY TYPE: Fast GEV BASIC MOVE: 15 POINTS VALUE: 25
FIRECON: N/A ECM: N/A ARMOR, FRONT: 2 ARMOR, SIDE: 1
TYPE/ CLASS MOUNT CLOSE RANGE MEDIUM RANGE LONG RANGE
UP TO DIE VALID HITS UP TO DIE VALID HITS UP TO DIE VALID HITS
1xAPSW T 12"  - -            
OTHER EQUIPMENT AND NOTES: Notes: Carries 2xInfantry sections, point cost not included.

Militia in Stargrunt II

Theta Type 6: Militia (1/35)
Platoon HQ Squad: PL, PSG, Medic, AR, Marksman (1/5)
3xLine Squads: SL, TL, 2xAR, 2xSAW, 2xAA (0/8)
Weapons Squad: SL, 3xGPMG, 3xAG (0/7)

PL, PSG, SL, TL, AR, AG: Ballistic Vest, Mk2 Automatic Rifle
Medic: Ballistic Vest, Mk3 Submachine Gun
Marksman: Ballistic Vest, Mk 12 Sniper Rifle
SAW: Ballistic Vest, Mk5 SAW
AA: Ballistic Vest, Mk2, 1xIAVR

Major End Items:
36xBallistic Vests
6xMk5 SAW
3xMk6 GPMG
25xMk2 Rifles
1xMk3 SMG
1xMk 12 Sniper Rifle

Notes on Tactical Employment: The anti-armor teams may be divided up and added to the line squads, or may be kept together as a reserve. The HQ Squad is for administrative purposes only, elements thereof will either function as individual figures or be attached to a line squad. The exception is the AR, who forms a squad with the medic. This individual is a trained Combat Lifesaver (as is one rifleman per squad in all NRE units) who assists the medic and guards him. Medic is the "squad leader" for game purposes.

Designer's Notes: What can you say about militia? They aren't intended to really outfight regular troops, just fend off bandits. By the way, most militia officers are former Regular NCOs and officers, so while troop quality may not be there, leadership frequently is.

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