DolphiN Approved Scenarios
Need missions to play? try these!
Pilot Down!
One
of Our CAP squadrons providing air cover in our region came under combined
SAM and air to air attack, Unfortunatly several of our birds were shot
down. We have recieved CODEC messaging from several of our pilots, We have
trianglulated there position to within 200 klicks of sector 12 by 14 beta.
The L-Z, is hot and we have incoming Enemy forces in the area, Fight your
way in, Find our pilots, and Bring them back. Alive. Thats all, Go to it.
Team A: Start
at one end of the play area. Are given rough location of pilots, must find
pilot and bring out to LZ ( start area)
Pilots: Armed
with pistols
Start in predetermined
area of the play area, May not move from that specified area until they
are in contact with their own team
Team B: Must
kill enemy pilots
variations: The
pilots are UN observers. They will therefore shoot against both teams until
they are within 5 metres, then surrender. Teams may not shoot them!
Both teams must
try to get the pilots to there own safe zones!
There is a further
team out there representing another power, helicoptering in troops to defend
the pilots while they recover the contents of the crashed plane.
MAYDAY MAYDAY, Chinook down!!!! (again)
Take the two separate team
to different locations, this would possibly be best if you could separate
the pursuing team into smaller sized units and have them scattered around
the site, this wouldn't really be viable though.
The story line is that one team (From
now on known as team A) were passengers in a chinook (substitue for whatever,
even an AWAC would work as then team A may have to retrieve something before
the main objective). The Chinook has been shot down by the enemy (Team
B), Team A are the survivors of the crash, SAR have been alerted and have
scrambled a helicopter for the quick rescue of Team A, Team B have to stop
Team A from getting to the LZ. Team A has crashed in an area with no fit
LZs for the helicopter and so have to get to a suitable location, once
at the LZ Team A have to hold off Team B for a designated amount of time,
maybe 5 mins or possibly more. Team B knows exactly where Team A has crashed
because they have seem Chinook come down, both teams know where the suitable
LZ is (the most open area of the site should be selected, ideally no trees
but in an area that's completely forested, like Combat South, the most
open area available). The teams have to race to get to the LZ before each
other.
A variable on this scenario would be
having mulitple LZs, or having to retrieve an object before proceeding
to the LZ as mentioned before, that object could be a VIP that HAS to be
protected. Give team A a finite amount of time to complete the mission
saying that after that enemy reinforcements will have arrived or that the
enemy will have scrambled fighters to take out the SAR helicopter.
Victory Conditions
-Victory conditions are easier to define
if an object has to be recovered
Team A: Get to the LZ, with
object/VIP intact, hold for given amount of time.
Team B: All team A killed by
Team B
Take and hold
A designated sector of
the battle field has been identified by high command as an important part
of the enemy intelligence gathering network, underground hardened data
relay cables junction in part of the battlefield squirt navigation and
targeting information to ballistic missile launchers in the local area.
Your team has been tasked with finding the data junction in the local area.
You must then hold the specified area for a set period of time. enough
time to install a modem or to plant explosive charges.
Other..
The team is "painting" an enemy base
with lasers for a Laser Guided Bomb strike
The attacking team must hold a specified
terrain feature. For a specified time period bunkers and ridges are good.
Plant pyros
An enemy ammunition dump
has been Identified by high command. So far air attack and artillery have
failed to neutralise this dump. It is imperative that your team attack
and destroy the ammo dump otherwise we will not be able to press our attacks
in this area. You have been issued with standard issue detonation packs.
Use these to blow up the ammo dump.
The Defending team starts in a fortified
ammo dump. They may not move beyond a 20m perimeter of the dump. The enemy
team may start anywhere in the play area.
The attacking team must PLACE! not
throw. A pyro INSIDE the ammo dump.
The defending team must hold out for
a specified time period.
Overrun the enemy
Your team must overrun
an enemy concentration. Get two members of your team inside the specified
enemy area without being killed to win the scenario.
The members of your team must have
both feet in the enemy area, on the ground. the enemy team has full reign
of the game area.
Capture the flag.
Two flags set up at either
ends of a clearish clearing. The teams start at either end. The teams have
5 minutes to capture the enemy flag and take it back to there base.
This game is fast paced and great fun.
swap ends. teams must stay within specified boundarys otherwise everyone
tries to do outrageous outflanking attacks.
Radar busting.
The enemy have set up a
radar site that is hampering our air defence and air support efforts. Our
HARM missiles cannot lock onto the radar they are using but they can lock
onto us! we need you to act as a wild weasel for us.
=====FLASH NEWS=====
A spy mission has found out about
the enemy radar system. Instead of using a solid dish they are using multiple
inflatable transmitters.
Hang inflated ballons all round an
area. in trees and stuff. high up and low down. These are the radar dishes.
the attacking team must burst all the balloons to win the scenario.
Sniper Hunt
A Sniper in the local theatre
has been causing large amounts of disruption to our efforts, Your team
has been tasked with the elimination of this threat.
Team A:
Two man team, One sniper, One spotter,
In full ghillie, Bunkered up on top of a building, or given 20 minutes
to get dug in somewhere. Armed with long range weapons, PSG's or APS's.
May not use pyrotechnics
The sniper team must neutralise
any forces advancing on there posistion.
Team B:
minimum of 6 people, Armed with full
auto.May use pyrotechnics
The hunters must find and neutralise
the sniper team
Variations on a theme.
The sniper is armed with full auto,
The hunters must only use semi, The hunters are only armed with springers,
The snipers may not move.
MEDIC!!!!
This is more an additional
rule then a scenario. You can add this rule to any other scenarios, although
things do get a bit silly.
All of your team has taken the field
medic exam:101, They are now capable of amazing feats, extracting bullets
with there teeth, restarting hearts with twigs, Using fresh vegetables
as dressings, etc.
When You are "hit" You must sit down
and shout "medic" If another team member finds you they tap you on the
shoulder and you may continue to play. Players awaiting medical attention
may not be attacked by enemy fire, They also ignore all pyro effects. Obviously
players underwaiting medics. may not participate in anyway, So, no, they
cannot continue to fire.
Options
-hit players may crawl away, Just using
there arms.
-hit players must be dragged by there
shoulders, 1, 2, or 5 metres away from the enemy before they recover
-There is only one, specified medic
per side.
-Marshals may medicate
-Medics wear a big red cross and must
"heal" any "hit" player, what ever side they are on.
-Medics are only armed with pistols
Recon/Running man
Your team has been tasked
with identifying enemy concentrations in the next sector. All UAV's are
curently engaged. We have identified a cliff ridge where you will be able
to look down into the valley below. Go there, take recon pictures and get
back.
An objective is set up deep in enemy
territory. (like a pyro, Airhorn, etc)
Team A: Infil into enemy territory,
get to objective, take pictures (light pyro), Exfil! Do not engage enemy,
the information is more important, ONE member of your team musr get back
to base
Team B: As soon as you hear the objective
go off, You must find the recon party and destroy them. Enter from the
flanks.
Variations.
Team A: May leave elements behind to
act as ambushes
SPEEDBALL
This must be played in
a very very dense terrain, Lots of trees, Or Pallets, or low walls.
Two teams start at opposite ends of
a defined arena. Both teams have 2 minutes to get a player to the other
side of the arena. Everyone is on semiauto only! Once "hit" A player returns
to his safe zone
can anyone else say "mental!!!"
Hero!
One player verses everyone
else.
Hero: Armed with the pick of the days
weaponary, no restrictions, may take M60, ANGS shells, bowl of chilli,
small whale, whatever. The hero is unaffected by pyros, and even BB's!
Objective: Complete a patrol
course
Everyone else: ( at least 20 of you) Armed
with the crappiest (springers etc.) weapons you can find, failing that,
AEG's on semi only, which can only be snap shot, NOT aimed
Objective: Avoid getting killed
and on the off chance, actually wound the hero.
This is just for fun. The hero has a small
piece of white paper taped to his chest. The enemys are nicely spaced out
along the patrol route. Marshals hand the hero loaded weapons as he runs
out of ammo! Once the hero! completes the route, the paper is inspected,
If it is hit, the hero! lost. Winner is the person who completes the course,
shoots the most enemys and survives.
This is the set of rules most james
bond films are based around, Rambo III, Eraser, et al. Yes it is stupid.
Thats the point
CHOW YUN FAT
Everyone has two pistols or
two AEG's They are not allowed to reload, but there are spare guns littering
the arena.
Good to play with springers
El Presidenté
The despicable "El presidenté"
has been trapped in the Bollockslavian embassy, His importation of cheap
banannas and bad facial hair must be punished!
Team 1: Take up a defensive posistion
and defend the president.
El Presidenté: Pistol armed
only
Team 2: Kill the president
El Presidenté must wear something
ridiculous, like a llama hat or flourescent jacket
variations: "El Jefé" the president
is armed with a AEG,
Breakout!
Your team have been holed
up in this clearing for the past week, supplies are running low, Morale
is at a low ebb, Zoe Ball is on the radio again. You are slowly going insane....
The CODEC crackles to life and splutters
a single phrase "...Breakout,Omega..." You fire a 30 second fully automatic
burst at the radio tuned to Radio 1, silencing the incessent cheerful banter
for ever. You laugh.
Team A: You are surrounded by the enemy
team, You must break out of the immediate area. 10pts per person who breaks
out, 5 points for every enemy hit.
Team B: You are surrounding an enemy
concentration in a large circle You are at extreme AEG range. You may not
advance on them due to mines in the area. Shoot them as they break out.
Options
Omega Team: You have been sent to assist
Team A's break out attempt. You will attack team B from behind, hopefully
depleting there numbers or drawing them off giving team A a gap to escape
through.
Traitor Theta: You are in team B but
are actually working for omega command. At any time in the scenario, you
leap up and either run away, or shoot your comrades on team B.
Otherwise known as bank raid gone wrong.
Can follow on from take and hold
Northern Ireland Patrol.
As
Used by Airsoft Adventures. Full credit to Ratty, Alistair and Paul
Terrorist
activity has been detected in this area, Your team have been assigned a
patrol route. A Fast response unit is in the area should you need back
up.
Brick 1: You
must patrol a given area using a route layed out on a map (circular route).
You must maintain a standard patrol formation. You may not deviate from
your patrol route unless fired upon. You may only use semi auto. No Squad
automatics or Heavy weapons like M60's
Terrorist cell
1: You are given Brick 1's patrol route. You may set up anywhere in the
play area to ambush Brick 1, You must be numerically inferior to brick
one, But you may use Full auto.
Fast response
Unit: You are held back at base until needed. If Brick 1 radios for help,
you must get to there location as quickly as possible to assist them. Mount
in vehicles if possible. One Squad weapon (full auto) others on semi.
Civilians: Wonder
about aimlessly confusing eveyone
Terrorists dressed
as civillians: As above but throw grenades at bricks when they are not
looking.
Add further Bricks
and cells as required. with differing routes, but only one Fast Response
Unit.
Peace Keepers
While
patrolling. If you find terrorist behaviour you must issue a spoken challenge
3 times, before opening fire. "United Nations, Peacekeepers, You are under
arrest"
German UN peace
keepers
Use
full auto, but must still issue warning 3 times
Police
Must
attempt to arrest terrorists, by getting within 1 metre of one and shouting
"You are under arrest" Terrorist will then surrender. Or explode if using
optional hezbolah rule
Americans
Free
fire, no rules. However if team mate is hit, entire team must crowd around
him and shout things like "NOOOOO!!! the humanity for 30 seconds"
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