RE: [SG] Scenario: The Cave, Part 2
From: John Atkinson <johnmatkinson@y...>
Date: Thu, 21 Nov 2002 15:19:06 -0800 (PST)
Subject: RE: [SG] Scenario: The Cave, Part 2
--- Michael Brown <mwbrown@sonic.net> wrote:
> This sounds familiar. Don't Balkan the write up.
Here's the easy part. DBFOR gets a much longer
mission brief.
Aan:
Your village militia has known for some time about the
cave arms depot, but until not it has seemed like the
safest place to leave it. Yesterday, some of the
village's cattleherds reported seeing DBFOR troops
poking around that area, and you decided to get
together your men and move the weapons and ammunition
to a safer location.
Task Organization: You have 40+2d10 of the men of
your community, all armed with older assault rifles
(FP 2, Imp d8). You may organize as you wish. You
are all low on ammunition. When a squad fires it's
weapons, roll an additional d6. On a 6, the squad is
out of ammunition. There is abundant ammunition, as
well as SAWs and RPGs in the cave. You also have 3
4x4 vehicles with which to move the weapons. Squads
are green. For leadership, roll d6:
1 1
2-3 2
3-6 3
Mission: To remove the weapons and preserve your own
lives if DBFOR catches you in the act. Motivation:
Initially high. Drops to medium if DBFOR causes a
supression on any unit in the Aan force. Drops to low
when 25% casualties are taken (to include those
surrendered to DBFOR). Aans may not use Last Stand
rules.
Ban:
Those lousy Aans have discovered the location of one
of the government arms caches. You have no interest
in watching them arm themselves. You collected up a
handful of men and moved to stop them.
Task Organization: You have 30+d10 men, all are armed
with older assault rifles (FP 2, Imp d8). You may
organize as you wish. You are all low on ammunition.
When a squad fires it's weapons, roll an additional
d6. On a 6, the squad is out of ammunition. There is
abundant ammunition, as well as SAWs and RPGs in the
cave. You also have 3 4x4 vehicles with which to move
the weapons. Squads are green. For leadership, roll
d6:
1 1
2-3 2
3-6 3
Mission: Prevent Aans from arming themselves. If
possible, secure the weapons for yourself. Do not
allow DBFOR to capture or kill your troops, but
engaging them in battle is pointless.
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