This mission will be on FK#1, and will continue 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.
OBJECTIVES:
"With the successful rescue of the informant last time, we have gained a small amount of useful information. One such piece was a rumour he heard on the grapevine of a Botanan general who got sent to prison by one of his rivals for political reasons. We sent scouts to ascertain this rumour incognito, and have made contact with this general. We have arranged to break him out, mostly via a nearly finished tunnel he made himself but needs our help to complete. We will then need to extract him as fast as possible. To help with this, we have had a spare car arranged nearby in case it is needed. Try not to let him get killed, his wealth of knowledge on the Botanans and military doctrine in general will be invaluable to our cause."
Objective List:
- Make it to the prison
- Open up the other end of the tunnel
- Cause a distraction outside to allow for a team of yours to get inside
- Get in, grab the General and get out
- Extract back to start
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.
Leadership may take 6B13's or 6B23's in varying patterns.
Headgear: Civilian style only. Nothing silly, and no protection.
Backpack: Anything non-military looking.
Weaponry Selection:
Each group may have only two of each:
AK47, AK74, AKM, AK-74M. (No rails on any of these)
You may take both a primary and secondary from this list.
Weaponry Limitations:
No magnification/weapon attachments.
Ammo Limits, Maximum:
5 total clips/magazines for any weapon type not listed below
24 shotgun shells.
200 Rounds total for AR (210 for Bren)
3 total mags for Secondaries
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 tagged vehicles. You are only civilians with essentially no military training.
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 4 members, slotted into each squads' fireteams in the templates. AR slot is now an actual autorifleman.
Group 1 Lead (TL Tags): @Veagance
Group 2 Lead (TL Tags): @Rtiler96
Group 3 Lead (TL Tags):
Group 4 Lead (TL Tags):
Group 5 Lead (TL Tags):
Group 6 Lead (TL Tags):
(More slots are available, but there won't be reservations for them. If more than 6 groups are formed, another Doctor will be slotted.)
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