This mission will be on FK#1, and will link Missions 3 and 4 together of my campaign, detailed below. Please read it to get full context of the situation of the land. There are also brief updates in the thread for how previous missions went for those who want to catch up.
This mission will be of a more serious nature, for those that enjoy those sorts of missions. Stealth and subtlety will be of utmost importance. If I do not feel we have suitable people to run the mission, I will delay or even cancel it.
OBJECTIVES:
"After our success in capturing Isla Tera, we have received a mysterious anonymous message asking to meet us, deep in Sharkovian territory. They say they want to defect from the Sharkovians, and have valuable information to offer us in exchange. Go and see what they have to offer, but be wary and careful. They set up the meeting near their military post so they can apparently sneak out quickly and back, so be sure not to raise any alarms. To supplement this, the meeting will take place late at night. Take head lamps to assist you in navigation, but use them sparingly.
Best of luck out there."
Objective List:
- Start at the start marker, use your 1 boat to move towards the meeting area.
- Meet with this mysterious individual and see what they have to offer. Be nice.
MAPS:
GEAR:
This mission will have heavily restricted gear, to simulate a force that is new and desperately underequipped. You may however loot enemies if possible (no looting radios though due to the fact that all AI spawn with one due to Arma's setup). A basic public loadout will be provided.
Vest: Either Chicom Chest Rig, or nothing with protection or obvious military origin, items like "Hip Pouch", "Pistol Holster", or similar.
Alternatively, anyonemay take 6B13's or 6B23's in varying patterns.
Headgear: Civilian style only. Nothing silly, and no protection.
Only one weapon per person from this list. I.e no primary + secondary, just one gun total.
Weaponry Limitations:
No magnification/weapon attachments.
Maximum 5 total clips/magazines for any weapon, or 24 shotgun shells.
If you die and respawn, you must re-loot equipment in the field.
Equipment Limitations:
Only Leadership Elements may carry SR Radios and binoculars. No LRs allowed. You may loot binos and radios from dead/unconscious friendlies, however you must drop them once they return to the field.
None of the following:
GPS, NV capable devices, Rangefinders, tactical ladder, placeable/throwable explosives, e-tool, flash/stun/WP grenades, launchers, looting radios.
Only 2 of the following per person:
Any Smoke grenade or Fragmentation Grenade.
General Limitations:
No drawing in side after brief
BFT disabled
No looting enemy radios (Arma limitation reasons)
No crewing enemy armoured vehicles. You are only civilians with essentially no military training.
Once you are dead, you are dead. There will be no respawns this mission, barring technical issues.
SLOTTING:
[Tags and regs priority for reserving. Also, I reserve the right to pick who I believe would best suit the mission.]
To simulate the more rag-tag nature of this mission, infantry will be broken up into fireteam elements only. Each team will consist of 1 leader and 3 members, slotted into each squads' fireteams in the templates. AR slot is just another member of the team.
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