Tomo789

RAISING A REBELLION Pt10

Nov 18th, 2019
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  1. ---CAMPAIGN: RAISING A REBELLION, Pt9---
  2.  
  3. GENERAL BACKSTORY:
  4. Players are now mostly a guerrilla force, having been started and aided by US special forces. Their aim - overthrowing the local government forces for decades of tyranny. The better each mission goes and across the length of the campaign, the better guerrilla forces will grow in strength and numbers to be able to better take on the enemy military head on.
  5. The arrival of IDAP has brought the conflict here under worldwide scrutiny. This means the American advisers have pulled back away from open combat.
  6. Ask at briefing in game, and an example of a current guerrilla squad can be placed for visual reference. They will be restricted based on how well the campaign is going. Starting as civilians with guns and upgrading slowly.
  7.  
  8. REOCURRING MARKERS KEY:
  9. Pink large !'s - No go zones. Suicide to approach.
  10. Red small !'s - Likely Checkpoints.
  11. Blue squares - Previously visited locations.
  12.  
  13. LAST TIME:
  14. - FOB Attack: A bloody battle ultimately ended with the repelling of government forces. The base is safe but location most likely compromised. -> Success
  15. - Virpimaki: Science facility stormed and evidence of nuclear weapons building discovered, documented and then destroyed as best as possible. IDAP, the US and the greater international community will be interested to find this out... -> Success
  16.  
  17. ASSETS:
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  19.  
  20. OBJECTIVES:
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  24. RESTRICTIONS:
  25. Local Guerrilla Resistance. Now in their final form (ChDKZ), uniformed in Izlom, Urban Reed or Napa variants. Faces often covered. Fairly well armed by this point. Body armour available, weaponry now mostly consists of old AKs and cheap Eastern-bloc military stuff, some limited American weaponry, and some civilian grade weapons still present. Only Russian scopes available.
  26.  
  27. After the American partial resupply of last time, you have a choice.
  28. a) Take the usual Opfor/Indfor equipment like AKs and such.
  29. b) Take standard American weapons/equipment with basic scopes, but with the below reduced ammo limits.
  30.  
  31. - No BFT.
  32. - Indfor Ammo limits: 8+1 for rifles, 800 rnds autos. Secondaries 2+1. UGLs 7+1 HE max.
  33. - Blufor Ammo limits: 5+1 for rifles, 400 rnds autos. Secondaries 2+1. UGLs 4+1 HE max.
  34. - No squad DMRs
  35. - Despite Blufor template you are essentially OP/Indfor - AKs, RPGs etc are your go to.
  36. - Looting allowed and encouraged (of everything bar tagged vehicles. These you can drive but not gun).
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