The opposition in a campaign may be a fully fledged body of troops controlled by another player, or they may be generic opposition assigned for a given mission.
The below entries will give you some options for enemies, bystanders and troublemakers you may run into.
Generally speaking, enemy figures will not have skills.
Sentries:
Sentries will generally be equipped with rifles and sub machine guns only and are usually the
opposition in stealth scenarios. Assign sentries to patrol or guard duty according to the Stealth rules.
When sentries are used, you should designate the area they are guarding. Patrolling sentries may move away from this area but once fighting starts, they will try to fall back to the guarded area.
Sentries will not generally move more than one move (6”) away from the guarded area, when fighting known enemies.
52-54 Motivator
If moving into contact with a Bailed figure, the figure recovers automatically 55-57 Ambush
If Displaced, the figure may choose where to Displace to, provided it is within 6” 58-60 Infiltrator
After all figures have set up, the figure may take a free Scurry move. 61-63 Strong Arm
The figure always count as stationary when firing, even if it moved. 64-66 Field Craft
All rough terrain may be treated as cover. 67-69 Throwing
When throwing grenades, the direction and distance of the first bounce may be rolled twice and either result chosen.
70-72 Skilled
Once per mission, may roll twice for a Task roll. 73-75 Charisma
+1 to all Persuasion attempts 76-78 Rallying Cry
When this figure is activated, any friendly figure within 4” may roll to recover from having Bailed 79-81 Stealthy
During Stealth segments, this figure may move 6” per turn. 82-84 Aggressive
If a Brawl ends in a draw, the player may chose to have both sides roll again. 85-87 Inspiring
While this figure is on their feet, any friends within 4” treat Bail results as Flinching. 88-90 Last Gasp
If this figure goes out of action for any reason, they may immediately fire at a target in range and line of sight. 91-100 Battle Hardened Soldier
To determine the number of sentries present, roll 1D6+1. If this total is less than the size of the attacking force, they will have a number of reinforcements available to bring the total number up to the size of the attackers plus one. Reinforcements may be brought on from a pre determined entry point during regular combat turns.
Half the sentries, rounded down, will be placed guarding the objective while the remainder is placed within 6” of the objective in patrol mode. Enemy troops:
Regular enemy troops can be met in almost any configuration and may be scouting parties, patrols or even random stragglers. Generate the enemy force with 3 rolls on the appropriate Forces table.
If this leaves the enemy with 2 or more figures less than your group, make an additional roll. When rolling enemy forces, any roll letting you select freely is treated as a single figure with a rifle plus an additional roll.
Enemy troops may be deployed in two groups, up to 12” apart.
Defensive position:
An enemy defensive position is generated with 3 rolls on the appropriate Forces table.
If no machine gun is generated, trade one figure for a machine gun.
This will be a water cooled machine gun, though armies with access to heavy machine guns (such as Americans and Soviets) may substitute that. Germans will field a belt fed machine gun.
2 figures will be deployed with the gun, while the rest may be positioned up to 12” away. During the battle, defensive troops will rarely advance, and will not move outside 12” of the gun position.
Civilians:
If civilians show up in the battle area, they act as a third party, acting after all player turns have been completed.
Civilians do not roll an action die. Instead, for each civilian figure roll 1D6. On a 1, the figure remains where it is. On a 2-5, move that many inches in a random direction.
On a 6, the figure will move 6” towards the closest civilian or a random direction if no other civilians are present.
If weapons fire occur within 6” of a civilian (firer or target), the figure will panic and run for cover at a pace of 6” per turn, staying hidden until the battle is over.
A soldier moving within 1” of a civilian and succeeding in a Persuasion test can convince the figure to leave the battle area.
For the purpose of our games, deliberately firing upon civilians is not permitted but they may be affected by area of effect weapons or similar. If civilians are present in a battle area, they should be given a specific role by the scenario designer. Hidden sniper:
A scenario involving a single hidden sniper requires a Games Master to run properly but can be quite challenging. Note that this is different from simply having a sniper on the table as part of one of the two forces fighting.
The GM indicates the location of the sniper on a map of the battle area. The sniper must be located in a terrain feature. In hidden sniper scenarios, there are usually no other enemy troops present.
To locate the sniper, each terrain feature must be investigated using the Search rules. A
success will either reveal the sniper or reveal the feature to be empty.
During the snipers turn, the sniper may either fire if a line of sight can be traced from any point in the snipers terrain feature. Resolve the fire as normal.
If the target suffers no negative effects, they may conduct a free search roll against a terrain feature in line of sight.
Instead of firing, the sniper may move to an adjacent terrain feature within 6” that has not yet been searched.
Once the sniper is revealed, the rest of the game is played out as a normal game.