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- ---CAMPAIGN: RAISING A REBELLION, Pt2---
- GENERAL BACKSTORY:
- Players are US special forces, tasked with secretly infiltrating the region of Ruha and aiding a newly born guerrilla force in overthrowing the local government forces. They will do this via training, joint exercises/missions and equipment delivery amongst other things. 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. Ask at briefing and an example of a current guerrilla squad can be placed for visual reference.
- -If numbers allow, a player squad(s) will play as local guerrillas. They will be restricted based on how well the campaign is going. Starting as civilians with guns and upgrading slowly.
- LAST TIME:
- Players successfully completed all objectives and have supplied the guerrillas with weaponry and vehicles. They also recruited an old, retired general from the national army who became disenfranchised with the government. His presence in the rebellion will help legitimise the force both politically and militarily.
- OBJECTIVES:
- - Vehicle Depo:
- You and the guerrillas have identified a military vehicle depo nearby and also its shift change time. The base is too large to attack all at once, so you will have two separate ambushes to stop outgoing and incoming troops during a shift change, in order to weaken the base for an all-out-assault afterwards.
- - Protest:
- Guerrillas have organised a protest against the government to attract nearby civilians to join the cause. Keep an eye on them in case things go south.
- - Intel:
- The General has spoken about an abandoned facility he used to work with, and he would like some documents recovered from there. However, the facility's surroundings were mined before being abandoned. The military has since done some demining but *small* quantities remain.
- RESTRICTIONS:
- - BLUFOR Squads: 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)
- - INDFOR Squads: Local Guerrillas. Civilians with guns essentially. Body armour available but limited, weaponry now mostly consists of AKs and cheap Eastern-bloc military stuff, with some civilian grade weapons still present. Ironsights only.
- - No BFT.
- - Ammo limits: 8+1 for rifles, 800 rnds autos. Secondaries 2+1. UGLs 5+1 HE max.
- - AKs and RPGs allowed for both sides. Mosin/Kar98s allowed for INDfor.
- - Looting allowed and encouraged.
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