Marshall Outpost
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Original Concept: Jsae, 2012.01.28. Based on Quakewars Enemy Territory, Marshall Island
Back to Scenario and Game Reference - Scenarios and Developed Games
Contents
Scenario Backstory
TEAM K has been assigned to protect a CASE full of military secrets that is stored in the secure VAULT. TEAM K expects enemy operatives to steal the CASE and take it to a nearby communications centre for transmission out of country.
Team Split
- TEAM K: 1/2 of players (9 to 12)
- TEAM R: 1/2 of players (9 to 12)
Team 1 - TEAM K
Order of Battle
- Composition - 1/2 of players
- Assets - None
- Special Roles
- ENGINEERS - 1:3 of team
Operation Orders
Mission Description
- Prevent enemy operatives from destroying the VAULT DOOR with CHARGES
- If necessary, prevent enemy operatives from getting the CASE to the DESTINATION and holding it there for 5 min
Victory Conditions
- TEAM R fails to get the CASE to the DESTINATION and hold it there for 5 minutes within the game time limit
Communications Protocols
- Admin FRS channel 1
- Team FRS channel 6
Respawn and Medics
- Respawn at your INSERTION point
Deployment
Start at INSERTION POINT (eg. Hubcap)
Team 2 - TEAM R
Order of Battle
- Composition - 1/2 of players
- Assets - None
- Special Roles
- ENGINEERS - 1:3 of team
Operation Orders
Mission Description
- Destroy the VAULT DOOR with CHARGES
- Move the CASE stored in the VAULT to the DESTINATION and hold it there for 5 min
Victory Conditions
- Get the CASE to the DESTINATION and hold it there for 5 minutes within the game time limit
Communications Protocols
- Admin FRS channel 1
- Team FRS channel 4
Respawn and Medics
- Respawn at your INSERTION point until VAULT opened
- VAULT becomes respawn after opening unless under fire (standard rules apply, use INSERTION for backup respawn)
Deployment
Start at INSERTION POINT (eg. Knoll (north of Crackshack))
Special Rules and Game Mechanics
Props
- EXPLOSIVE CHARGES represented by 2 digital kitchen timers or 2 prop mockups with digital kitchen timers
- ENGINEERS are the only ones that can operate the EXPLOSIVE CHARGES
- Defending ENGINEERS defuse the CHARGES by resetting their timers to 0
- Attacking ENGINEERS activate the CHARGES by setting their timers to 5 min
- VAULT - if field structure used
- VAULT cannot be occupied until VAULT DOOR destroyed
- DESTINATION cannot be occupied until VAULT DOOR destroyed
- Players are prohibited from shooting through the VAULT
- CASE represented by a satchel, carry case or crate containing a kitchen timer
- Attacking team must activate timer upon arrival at DESTINATION to count down 5 minutes
Health and Medic
None
Ammunition and Supply
None
Administration
Game Admins
- As normally required
- Tasks
- Choose K INSERTION
- Choose R INSERTION
- Choose VAULT
- Choose DESTINATION
- Place 2 timers at VAULT DOOR, or give props to TEAM R to carry
- Place 1 timer in CASE
- Place CASE in VAULT
- Monitor for TIME LIMIT
Site Setup
- Objectives and Flags
- VAULT = Tire Fort
- K INSERTION = Hubcap
- R INSERTION = Knoll north of Crackshack
- DESTINATION = Swamp Base
- Other Resources
- 3 digital kitchen timers (or two timer-bomb props and a digital kitchen timer)
- carry case, satchel or crate
Variants
alternative name
Notes about variation