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Created page with "Original Concept: Jsae, 2012.01.28. Based on Quakewars Enemy Territory, Marshall Island Back to Scenario and Game Reference - Scenarios and Developed Games == S..."
Original Concept: Jsae, 2012.01.28. Based on Quakewars Enemy Territory, Marshall Island

Back to [[ Scenario and Game Reference ]] - [[ Scenarios and Developed Games ]]
== 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
## 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