Tomo789

CAMPAIGN: RAISING A REBELLION, Pt5

Sep 22nd, 2019
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  1. ---CAMPAIGN: RAISING A REBELLION, Pt5---
  2.  
  3. GENERAL BACKSTORY:
  4. 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. Based on player numbers, half or more of squads 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.
  5.  
  6. Reoccurring Markers:
  7. Pink large !'s - No go zones. Suicide to approach.
  8. Red small !'s - Likely Checkpoints.
  9. Blue squares - Previously visited locations.
  10.  
  11. LAST TIME:
  12. - Generals House: Trap successfully carried out. Officers who came to witness the event were also killed or fled. A very embarrassing situation for the government.
  13. - Infiltrate Govt Base: Cover was blown and squad wiped, with 2 americans taken hostage. *Keep an eye out for them in future.*
  14. - Grab more supplies: The signal flare and following drop alerted the nearby enemies. Heavy casualties on both sides,
  15. - Establish new FOB: BTRs delivered and FOB set up. Guerrillas are now overall much better equipped and will be so ingame going forward.
  16. Additionally 3 Government checkpoints were taken out.
  17.  
  18.  
  19. OBJECTIVES:
  20. -Water supply (Red Obj Mark): Government forces are taking down two water towers in a small village that has been actively protesting against them. Prevent this from happening.
  21. -Underwater cache (Blue pickup arrow): US specialists have dropped weapon caches for us to recover. We will need to use nearby placed diving equipment to grab all 5 boxes.
  22. -New General's House (Purple Area): Though the general did enjoy laughing at the government forces' embarassment at his old place, he is missing his swampy abode. Move West from the new FOB while escorting him to clear out squatters from the nearby swamp so he can move in somewhere new.
  23. -Military Police Captain (White markers): Through our civilian intelligence networks we have identified the captain responsible for the massacre at the protest a few weeks ago. Taking him out would be a strong way to hit back and earn more support for our cause. He patrols a specific route, albeit protected by a heavy group of units. Hit him on the move if possible. He is known for wearing a Ushanka hat.
  24. -Harass checkpoints: Optional, attempt to bother/clear any checkpoints you can marked by OPfor red exclamation marks. Others may be unmarked.
  25.  
  26. NOTES:
  27. -More vehicle choice for squad transports. Includes BTRs, BMPs and more.
  28. -1x player required to play role of General.
  29.  
  30.  
  31. RESTRICTIONS: [UPDATED]
  32. - 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)
  33. - INDFOR Squads: Local Guerrillas. Now uniformed, in Napa variants. Faces often covered. Fairly well armed by this point. Body armour available but limited, weaponry now mostly consists of old AKs and cheap Eastern-bloc military stuff, with some civilian grade weapons still present. Only Russian scopes allowed.
  34.  
  35. - No BFT.
  36. - Ammo limits: 8+1 for rifles, 800 rnds autos. Secondaries 2+1. UGLs 5+1 HE max. 10+1 for bolt-actions/shotguns.
  37. - AKs and RPGs allowed for both sides. Mosin/Kar98s allowed for INDfor with iron sights only.
  38. - Looting allowed and encouraged.
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