Tomo789

RAISING A REBELLION Pt6

Sep 24th, 2019
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  1. ---CAMPAIGN: RAISING A REBELLION, Pt6---
  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. Ask at briefing in game, and an example of a current guerrilla squad can be placed for visual reference. Squad Leaders will be geared as US advisers, with the rest of the squad playing as guerrillas. They will be restricted based on how well the campaign is going. Starting as civilians with guns and upgrading slowly.
  6.  
  7. REOCURRING MARKERS KEY:
  8. Pink large !'s - No go zones. Suicide to approach.
  9. Red small !'s - Likely Checkpoints.
  10. Blue squares - Previously visited locations.
  11.  
  12. LAST TIME:
  13. -Water supply: Both towers destroyed. Guerrilla squad just ran in and died. >Failure
  14. -Underwater cache: All 5 boxes recovered. Minor casualties. >Success
  15. -New General's House: Objective had to be abandoned halfway through due to forces being required elsewhere. >Scrapped
  16. -Military Police Captain: Captain came very close to being captured/killed twice. Ultimately escaped on foot with his convoy destroyed. Has holed up in the last town of his patrol route, and heavily garrisoned the area. >Failure
  17. Additional - captured friendly Americans from last time were found in a warehouse on the Captain's route and freed.
  18.  
  19. ASSETS:
  20. 1x Scout team (Prophet)
  21. 2x Mortar specialists, slotting into a squad.
  22.  
  23. OBJECTIVES:
  24. We have grown in strength enough now to be able to take the fight to the government more aggressively. The town of Nyrhilanmaki serves as a stronghold for the government forces. Clear it through two objectives:
  25. -Civilian Infiltration (Red Obj Mark): Disguise as civilians to sneak past checkpoint and retrieve a cache hidden in the town. Arm up using said cache and cause havoc from within.
  26. -Distract Stronghold (Purple Circle Mark): Cause a distraction at a nearby politician's estate to draw forces away, making the task of the civilian infiltrators easier.
  27.  
  28. -Water delivery (Blue Drop Marks): Deliver water/aid to civilians at nearby villages, including the one that recently lost its water towers.
  29. -Mortar drop (Orange Pickup Mark): Grab some stashed m6 mortars out of another (shallow) water cache. Use these to assist in the following:
  30. -FARP disassembly (Orange Zone): We've seen helicopters moving fuel in and out of the area marked. Locate the likely FARP in the area and destroy it.
  31. -Optional (Red !'s): Harass/clear checkpoints.
  32.  
  33.  
  34. RESTRICTIONS:
  35. - BLUFOR (SLs): US Special Forces uniform/vest/equipment/weapons, UNDERCOVER, so no flags/discerning marks/obviously american camos etc. (No hard list on the above as I don't care about specific guns that much)
  36. - INDFOR (Everyone else): Local Guerrillas. Now uniformed, in 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, with some civilian grade weapons still present. Only Russian scopes available.
  37.  
  38. - No BFT.
  39. - Ammo limits: 8+1 for rifles, 800 rnds autos. Secondaries 2+1. UGLs 5+1 HE max. 10+1 for bolt-actions/shotguns.
  40. - AKs and RPGs allowed for both sides.
  41. - Looting allowed and encouraged (of everything bar tagged vehicles. These you can drive but not gun).
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