| Re: Game variations... Scenario Title: SEAL Insertion Scenario Summary and Objectives: Alpha Team (SEAL Team) has been tasked on a demolitions assignment for a local government agency on foreign soil. They are to locate the detonation codes and, the bomb gear and then proceed to the target location, where they will detonate the target. Afterwards, they are to locate the comms unit drop During the drop ship, the exact locations of these items were lost. INTEL has narrowed the location of these items within a quarter mile radius. Alpha team will be inserted into hostile territory to fulfill this mission. Team Bravo has been assigned to seek out the SEAL insertion and eliminate the foreign threat. Rules:
1. Three crates will be used during this scenario. One crate will hold the detonation code, one crate will hold the bomb and the last crate will hold a radio.
2. The three crates will be placed in random locations (out of visual range of Alpha Team) throughout the field.
3. Alpha team will start at one end of the field and work their way around the field to locate the three crates. They are allowed to find the crates in any order. They are NOT allowed to call in for extraction until the mission is accomplished (i.e they need the detonation code and the bomb set).
4. Once the radio call is made for extraction, Alpha team wins the round.
5. If time expires or all Alpha team members are eliminated, Bravo team wins the round. Variations/Modifications: Respawns are typically allowed for Bravo team. They are to walk to their respawn location and then start out as normal. If they are within 30yrds of spawn location, they are to walk to spawn location, count to 30 and then leave as normal. The SEAL team will tape off a 1ft x 1ft square on their front torso and rear torso. This is the military kill zone. Only shots to this area and headshots will count as kills. Any other shots will count only as field wounds. Another variation would be medic rules. Scenario Title: Advance the Flag Scenario Summary and Objectives: A reenactment of an assault force attempting to overcome a defensive position. Rules:
1. A start line will be established at one end of the field. This is the assaulting force's HQ.
2. A finish line will be established at the opposing end of the field. This is the defensive force's HQ.
3. Two neutral respawn points will be placed in the center of the field, but on opposing sides of the field (think North and South or West and East)
4. A 45 minute time limit will be in place and infinite respawns should be allowed.
5. The assaulting force must carry their flag from their respective HQ to the defensive force's HQ.
6. If a flag carrier is shot, the flag is dropped at that point. Another assault team member must pick it up to push forward with the assault.
7. The defense is not allowed to touch the flag.
8. If time expires, the defense team wins the round. Variations/Modifications: n/a Scenario Title: Pitch Black Scenario Summary and Objectives: A night time special ops mission where Team Alpha must infiltrate Team Bravo's parameter to disable their comms. Rules:
1. A single lantern (capable of at least a 30ft radius of light) is placed in a predetermined location.
2. Team Bravo will be tasked with defending the perimeter of the light as it is preferable to being stationed within the light source for targeting reasons.
3. Team Alpha may start anywhere, as long as the start point is roughly 150ft from the light source.
4. A 45 minute time limit will be in place.
5. Team Alpha's objective is to remove the light source (i.e comms) that Team Bravo is defending. Either by removing the lantern from its location or simply turning it off.
6. If time expires, Team Bravo wins the round.
7. Velocities should be adjusted accordingly due to the close quaters and limited visibilty of this mission. Variations/Modifications: n/a
Last edited by MFCT : 02-20-2007 at 06:36 PM.
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