HUMPTY DUMPTY
Original Concept by Optix, 2006.05.15 / 09:57
Contents
Setup
Backstory
A helicopter carrying an undisclosed number of VIP’s was shot down over the South Surrey region in Panther controlled territory. A Special Forces team has been assembled to retrieve VIP’s and crew before they’re captured by the Panther Republican Guard.
Victory Conditions
Game winner will be dictated by number of points eared from objectives completed throughout the game. Game will end when Special Forces successfully extracts pilots/scientists.
Communications Protocols
FRS channel 5-0 will be referee channel. Pilots will be on this channel all game to call game start/end and answer any questions that may arise throughout the game.
SPECIAL FORCES (GREEN)
OBJECTIVE
- Locate pilots and scientists
- Secure crash site and destroy helicopter remains
- Destroy enemy artillery
- Secure extraction point and evacuate all personnel
GAME PLAY
Start:
Start point won’t be released until game day. Game start will be called on FRS channel 5-0.
Crash Site:
Locate and secure the crash site [CS flag will mark site] Destroy the remains of the helicopter [pull red flag out of can on top of CS pole] If the CS flag is missing enemy forces have retrieved the remains and the flag is now located or on route to P.R.G. base. The helicopter remains can still be destroyed in the base but is not necessary to complete the mission.
Artillery:
- Plant bomb and destroy main artillery [plant bomb under Mike’s big @$$ cannon]. This objective must be completed before extraction point can be secured.
- Destroy auxiliary artillery [pull red flag out of can on top of artillery flag pole]. These objectives cannot be completed until main artillery is destroyed. They do not have to be completed to secure the extraction point.
Pilots:
Pilots will remain at the crash site until they are located or captured by P.R.G. If a pilot is captured they will be taken to the enemy base. Pilots can be rescued from enemy base and can escape if the base is under attack.
Scientists:
Scientists will be dummies and will have to be carried to extraction point. An operator can only carry 1 scientist at a time. Scientists will remain at crash site until they are located or captured by Op-for. If a scientist is captured they will be taken to enemy base and can still be rescued. Scientist heads will be balloons if the balloon is popped the scientist is dead but it’s still worth points to extract the bodies.
Extraction:
Extraction point must be secured and have all surviving operators, pilots and scientists within in 20 feet of location [extraction point must be secured for 10min before extraction is complete. A pilot will keep track of time]. If the extraction point comes under heavy fire the timer will reset after location is secured.
PANTHER REPUBLICAN GUARD (GRAY)
OBJECTIVE
- Locate crash site and retrieve remains
- Capture pilots and scientists
- Defend artillery
- Eliminate special forces
GAME PLAY
Start:
Starting points won’t be released until game day. Game start will be called on FRS channel 5-0.
Artillery:
Protect main and auxiliary artillery at all costs. If Special Forces plants bomb at main artillery it is destroyed. If the red flag is deployed on auxiliary artillery they are destroyed (do not push flag back in can) Do not move or conceal the artillery flags at any time during the game.
Crash Site:
Locate the crash site [find CS flag] If the red flag has been deployed on the CS flag pole the crash site has been found and Special Forces have destroyed the remains. If the crash site has not been destroyed retrieve the remains of the helicopter [take CS flag pole] and return to base [plant the flag in the centre of the base] If the operator is shot while on route to the base they must plant the flag pole were they were shot. If the flag is returned to base it can still be destroyed if the base is overrun.
Pilots:
Capture pilots and return them to base for interrogation. If a pilot is shot they will yell out “pilot hit, pilot hit” that pilot is now considered dead on the field. To capture the dead pilot a medic must heal him. Once a pilot is captured he can no longer use a weapon and must obey orders within a 20 foot radius. Pilots can still be rescued by special forces or escape if the base is under attack.
Scientists:
Find scientists and return them to base for interrogation. Scientists are dummies with a balloon head and must be carried back to base. An operator can only carry 1 scientist at a time. If the balloon pops the scientist is considered dead but the captured body will be worth points.
LIFE
Medic Rally Point (M.R.P.):
- An MRP will be a predetermined location marked by a flag.
- If there is a fire fight or enemy presence in the immediate area the M.R.P. is considered disabled until the area is clear.
- Operators cannot “camp” other teams M.R.P. and must move through the area as quickly as possible.
Medic:
- Medics will carry a bag with X number of heal flags.
- When a medic heals an operator they will tie 1 heal flag around operators arm and cannot remove it for any reason.
- A medic can heal the same operator multiple times but it’s to the discretion of the medic how many heal flags to use on one operator.
- A medic cannot self heal but can be healed by another medic.
- Medics can retreat to M.R.P. at any time to heal operators.
- A heal flag must still be tied to an operators arm at when healing at M.R.P.
- If a medic is hit and sees no way of being healed on the field they can return to M.R.P. and wait for a medic.
- A medic cannot heal operators at M.R.P. if there is a fire fight or enemy presence in the immediate area.
- A sniper or commander cannot be a medic.
- To heal a pilot the medic must make physical contact for 10 seconds. No heal flag required.
Operator:
- When an operator is hit they must visibly display death flag and cannot speak to any living operator. Dead operators can yell for a medic.
- When a medic ties a heal flag on the operators arm they’re healed.
- All heal flags must stay tied on operators arm until the game has ended.
- If an operator is hit and sees no way of being healed on the field they can return to M.R.P. and wait for a medic.
- Gun hits count and the weapon is considered inoperable. To be able to use the weapon again the operator has to get hit and be healed on the battle field or call themselves out and return to M.R.P. and wait for a medic.
PILOT
OBJECTIVE
- Elude and evade enemy forces
- Supply special forces with artillery coordinates
- Aid in the extraction of scientists
GAME PLAY
Start:
Start at point specified on map. Pilot cannot leave this area unless they are rescued or captured.
Artillery:
Pilot will supply Special Forces with coordinates of main artillery.
Scientists:
Pilots cannot move or transport scientists unless they are being escorted by special forces. A pilot can only transport 1 scientist.
Rescued:
To be rescued the pilot must be within 20’ of special forces position. If a pilot is rescued they can now move on there own free will as long as they stay within 20’ of any special forces operator. If the escort is eliminated or contact is lost the pilot must stay at that position and cannot move until rescued again. If a pilot is shot while being escorted they must stop a yell “pilot hit, pilot hit” and remain at that position until they’re healed.
Captured:
If a pilot is shot they must yell “pilot hit, pilot hit” the pilot is now dead on the field and can be captured. If a pilot is healed by a P.R.G. medic they are considered captured and must obey orders from any operator within 20’. Captured pilots will be brought to the enemy base and cannot escape while on route. Pilots can escape from enemy base if it’s under attack and can move freely anywhere on the field until they find special forces or are captured, then previous movement rules apply.