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Mar 14 2007, 08:08 PM
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![]() Remember Remember the 5th of November Group: Elite Posts: 1,190 Joined: 27-October 06 From: Schenectady, New York Member No.: 25,265 |
Operation INTEL
History: Some Intel has been stolen from a private corporation facility in South America that is being funded by the U.S. government to produce experimental weapons. This stolen Intel could be sold to the enemies of the U.S., which they could then use to build their own version of the weapon. The Intel is rumored to be in the hands of a small mercenary group that is attempting to deliver the Intel to an unknown faction that opposes U.S. interests. A U.S. Rapid Response Team has been airlifted into the region that contains the mercenary camps. And the same private corporation is also assisting the U.S. forces in the area. The corporation has hired several locals to assist the U.S. in finding the mercenary camp. These locals have an extensive knowledge of the surrounding area (although, the mercenary camp locations are unknown to them) and they will work alongside with the U.S. in recovering the Intel. The Mercenaries having taken precautions have made a "fake" Intel briefcase in case the U.S. should come looking for it. The Mercenaries plan on using this "fake" briefcase as a decoy if the U.S. shows up. Game setup: U.S. forces begin with the Locals and have to locate the mercenary camp with the Intel. There are 2 mercenary camps and the Intel will start off in one of them and the fake Intel will be hidden in the other base. The starting location of either briefcase is unknown to the U.S. and Locals. Game play should last for around an hour (depending on the size of the location). When the game begins, the Mercenaries are allowed to do whatever they want with the briefcase containing the Intel. They can either keep it at one of the camps or move it to the other camp. The Mercenaries can also move the "fake Intel" briefcase as well. But before the Mercenaries can deliver the Intel to the Operatives, they have to wait 45 minutes before the transaction can take place. The "fake" Intel cannot be delivered to the Operatives but it can be brought along as a decoy. NOTE: The Operatives are not allowed to make any type of contact with the Mercenaries before the meeting location is set up. At some point between the 45 minutes until the Mercenaries have to deliver the briefcase, the Mercenaries must contact the Operatives via radio and discuss a location where they can deliver the Intel (the meeting location cannot be within eyesight of either Mercenary camp and must be in a somewhat secluded spot). After waiting for 45 minutes, the Mercenaries will then make an attempt to deliver the Intel to the Unknown Faction. The U.S. forces and Locals win if they recover the Intel and proceed to the Extraction zone (they can't win by killing all the Unknown Faction's Operatives or Mercenaries). The Mercenaries win if they successfully deliver the Intel briefcase to the Unknown Faction Operatives and wait there for 5 minutes, or kill all U.S. forces (locals don't have to be killed to win). U.S. forces and the Locals will carry radios in an attempt to "discover" the meeting location if they fail to retrieve and extract the Intel before the 45 minutes is up. The Mercenaries can also use their radios to track U.S./Local movements. Medics: Medics in this game can only heal people on their team and their team's allies (such as the U.S. can heal the Locals and the Mercenaries can heal the Operatives). Medics can only carry up to 10 "medic bands" at any given time (medics can pick up other "medic bands" from dead medics but can still only carry 10 at a time). To heal a wounded teammate, tie the "medic band" around the area that they were hit. The only wound that cannot be healed is a headshot since a headshot is an instant kill. When a medic heals someone, you restore their health of the place that they were hit (further explanation is below). Health: Every person in this game will have the same amount of health. Each person will have 3 hit points. When you reach zero hit points you are dead and you cannot be healed. The hits count as: Limb = -1 hit point Chest = -2 hit points Head = -3 hit points (a headshot is an instant kill) But your health can be restored if a medic ties a "band" around the place that you were shot, such as you were hit twice (once in each arm, so you now have 1 hit point left). But if a medic ties a band around one arm, you now have 2 hit points, and if the medic then ties another band on your other arm, you are then back to your original 3 hit points. Players must keep their bands on for the whole game. Teams: U.S. Rapid Response Team: Starts with approximately 8 people, must work with the locals in finding the Intel, and begin with lots of ammo and 2 designated medics. The U.S. R.R.T. can be armed with whatever weapons they want. All U.S. forces should be equipped with radios. Locals: 2-3 locals will assist the U.S. forces in finding the Intel. They are given a map of the playing area and can only be armed with handguns. The Locals should also all be equipped with radios and they are given only around 120 rounds each. Mercenaries: The Mercenaries begin with around 12-15 people. One of the mercenaries will be given the Intel to carry and deliver it to the Unknown Faction Operatives. The Intel can be carried by and given to any mercenary that is still alive. The Mercenaries have limited ammo supplies, about 8-10 low caps (around 130 rounds), 4 mid caps (around 200 rounds), or 1 high cap each (around 250 rounds). But no Mercenary should be carrying more than 300 rounds total. They can be armed with whatever weapons they want, and they have 2 designated medics. Only 3-4 of the Mercenaries can have radios. Unknown Faction Operatives: 2 operatives from the unknown faction will be awaiting the delivery of the Intel at the designated area (this area is unknown to the U.S. and Locals, the Mercenaries and the Operatives will discuss a location on the radio). The operatives can only be armed with handguns or SMGs, and are given even less ammo than the Mercenaries (about half the amount that each Mercenary gets). Both Operatives can carry radios and their team will not have any medics. The Operatives are not allowed to make any contact with the Mercenaries before the meeting location is set up. Objects: Intel Briefcase: Can be moved by any player. It must contain some document inside of it indicating that it is the "real" Intel. Fake Intel Briefcase (it should look somewhat identical to the "real" Intel briefcase): Can be moved by any player. It must contain some document inside of it indicating that it isn't the "real" Intel. Map of the playing area: This map is given to one of the Locals that will assist the U.S. And only one map is given to the Locals. This map can only be carried and read by the Locals (pretend that the map is in some South American language that the U.S. soldiers can't read). There is no specific way to set up this scenario, but here is a suggested map to give you an idea of how it should start.
This post has been edited by The Death Merchant: Mar 15 2007, 10:48 AM -------------------- ![]() The idea of war is not to die for your country, it's to make the enemy die for his. Check out my Airsoft Scenarios! Battlestar Galactica, Operation Intel, Survival |
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| Guest_Sir Biscuit_* |
Mar 14 2007, 11:49 PM
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Guest |
This looks like a full scenario to me, lets move it, shall we?
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Mar 15 2007, 03:44 PM
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![]() ASF Citizen Group: Elite Posts: 109 Joined: 16-June 06 From: Jefferson City, Missouri Member No.: 21,671 |
We recently played a game sort of like this. We had used a pizza box as a laptop that one team had in their base. The other team had to get in, get to the laptop and copy files (simulated with a timer) and then get out. It was pretty fun.
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Mar 15 2007, 03:47 PM
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#4
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![]() ASF Citizen Group: user_has_broken_email Posts: 473 Joined: 9-January 07 From: Pennsylvania Member No.: 26,929 |
Now that is a cool scenario. I should try that some time.
-------------------- ![]() *Dues to Madv for the insane sig* ''Bravery under fire, is the most uncommon valor.''- Iwo Jima:36 days of Hell |
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Jun 13 2007, 11:15 AM
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#5
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ASF Immigrant Group: Member Posts: 33 Joined: 11-June 07 Member No.: 30,809 |
This is great a bit confusing the only thing I do not like is hit points are really complicated and snipers with 450fps will go for the 3 point instakill headshot which kinda scares the sh!t outta me.
-------------------- Airsoft Rules
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Sep 21 2007, 04:30 PM
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#6
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ASF Citizen Group: Elite Posts: 57 Joined: 2-September 07 Member No.: 33,031 |
nice skirmish idea. I think I might try that with a group of friends.
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Lo-Fi Version | Time is now: 20th March 2010 - 04:01 AM |