kcdusk
08-12-2013, 04:08 AM
Scuds had been firing out of Iraq for just over 6 days now. It wasn’t clear how much longer the United Nations would allow it to happen, but what was becoming more clear was that the USA couldn’t afford to wait much longer. Without UN backing, any action was going to be difficult, or as our Captain put it best, any action was going to be “unpopular”. Since when has any war been “popular”?
Word came through via unofficial channels that the Iraqis were deploying a Scud launcher closer to the border than at any other time in order to fire deeper into the occupied zone. Perhaps they were getting comfortable that no action would be taken? In any case, a group of civvies flew in and two days later their luggage caught up with them, a Commando 300 that had the 50 cal removed and replaced by a 25mm auto gun. It didn’t strike anyone as military issue. So no one was surprised when our visitors and their luggage rolled out at 4am the next morning …
2801
You are a party of 3 people equipped with a Commando 300 APC. You have been flown in close to the Iraqi border and tasked with tracking down a mobile scud launcher no more than half a day away as of the last satellite photo. You are to enter Iraq at the official border crossing station, allowing you to get your bearings from that location and begin hunting down the mobile scud unit. In the past the Scuds have been stationed away from the border, making eliminating them almost impossible even if the UN voted in the affirmative. This scud though, is less than a days drive away and a message needs to be sent. Local US military has its hands tied, so you have been brought in. Read into that what you like, but understand there will be no help should you need it. Good luck, your on your own.
2802
1.0 Border crossing
Thundering along the blacktop at 80 clicks, the border couldn’t be far away. Due to the gentle undulating nature of the sandy landscape, the players didn't pick up the guard house, boom game and APC until later than they had hoped. Shit! It was now likely they had been seen before they had had a chance to scope the guard post out.
The only intel at hand is that there could be a TAB72 armoured personel carrier on station, a guard house that looked like it could handle up to about 8 people and a boom gate that would make a civilian car stop and wait but that’s about the extent of its usefulness. The playing party now had to wait and see what was ahead of them without the chance of dropping off a “runner” who could get glass on the location and determine what lay ahead.
500m ahead the guardhouse loomed into view. The Commando vehicle kept its speed constant to try and lower expectations of trouble of anyone watching their approach, and to give the 25mm gunner a better hit chance. The fact they were a 6 wheeled fighting vehicle approaching a border guard at speed was lost on the players!
At a range of 250m the players could see there was a TAB72, however the exposed weapon mount seemed to be unattended. 2 guards were standing in front of the boom gate and were the only opposition they could see. The players took this bit of luck in their stride and opened fire with the 25mm gun, hoping to rush through and past the border before any other opposition could arrive on scene.
The 25mm opened up from the moving vehicle, range was “close” and while only a few rounds found home, they were more than enough to pulverise the two guards (Ref note: I forgot to add the +2 but it wasn’t needed).
At this point I rolled on my “Border random encounter generator table” and the players had some luck, the TAB72 was unattended although they still did not know that for sure, and there was a machine gun nest setup 80m perpendicular to the road that opened fire on their flank. However, the PK machine gun was firing at long range and the first salvo missed.
In the second action round the Commando had closed to 150m from the border post. The machine gun nest was spotted by the players and another 2 guards came out of the guard house directly ahead. The 25mm gunner had a decision to make and decided to keep his fire on the border post rather than waste a round turning his fire towards the MG nest which couldn’t penetrate the Commando anyway.
The 2 new border guards took incoming 25mm fire and were put down (Refs note: one of the to hit rolls was a “20” which was a miss and caused a chance of a jam on the 25mm but the jam roll succeeded (ie no jam)).
The Iraq machine gun nest fired and hit the Commando, but failed to cause any damage.
In the third action round the Commando came to a stop 50m from the border post. The 25mm gunner raked the machine gun nest at close range, scoring numerous hits putting it out of action. The rest of the border post remained silent.
The first part of the mission was over. Our players had secured the border post and could use it to get their bearings on the last known location of the scud. (Refs note: I know the players could get a bearing on the scud from almost any known location and could have crossed the border at any deserted point. But to encourage an encounter I told the players their “navigation” roll would be a level easier if taken from the border post).
2.0 Navigation check
Having secured the border post, the players had 2 characters check navigation skill to determine which direction to head off in. At the end of the check, the characters had different directions to head in, only slightly, but enough to count over longer distances (Refs note: 2 characters took navigation checks. If both succeeded then they would both agree on which direction to travel in. If the players had different directions, they knew that one or the other PC had failed the roll which was the case here. Why have 2 PCs take navigation checks, doesn’t it increase the chance of failing a test? They did it because if a single player took the check and failed, they had no way of knowing they were heading in the wrong direction. So by having 2 players take a navigation check they increased their chance of succeeding because they could confirm independently which direction to head in).
A short time later, both player characters agreed on which direction they should head in. A small amount of time had been lost getting the correct bearing. But at least they were now on the right track (Refs note: for this scenario I am trying to do 3 things well. One, acknowledge “combat is fun” and try and game through the down time quickly. Two, use as many non-combat skills as possible to make it a well rounded game and encourage “jack of all trade” characters and not just weapon specialists. And finally, the mission requires the players to track down a scud launcher in the desert. But they also have to do it “in a reasonable time”. So I am trying to bring home to the players there is a time pressure to complete the mission as well. Informally I have hinted that if they do not find the scud within a certain time frame, it could launch before they find it. The players need to be suitably hasty while remaining careful behind enemy lines).
3.0 Possible Random Encounter
This is the Twilight 2000 version of the “wandering monster” roll. I used a purely personal encounter table to determine what the encounter would be for a long range recon patrol gunning through the desert. To be clear, I deemed there was an encounter. However, it was left to chance that one or both parties might not see the other party and no encounter could be the result.
The die roll indicated a T-62 main battle tank and the player characters spotted it. The MBT did not react to the players presence, so it was (correctly) assumed the MBT had not seen them.
There was a very short discussion about taking the T-62 on, however it was a very short discussion. The target wasn’t mission critical and was also likely to be more than the players could chew. In the players discussion, the time factor wasn’t brought up, so unknowingly they saved some time too which might be important towards the end of the scenario.
4.0 Tracking Check
Our player characters have been travelling along and apart from the T-62 rolling in the distance, no other encounters were had. As the Ref, I made a secret die roll on the players behalf. The lead character was travelling “crew exposed” in the Commando and I chose his character to be the one most likely to spot tracks in the sand where the Scud had travelled recently. The roll failed. The players were not aware of what the roll was for and their travel continued, but the clock was ticking down on them!
I made another secret die roll that resulted in the Scud tracks being seen! Having found the Scud tracks the players felt they were close.
[end of session]
(comments and constructive criticism welcome)
Word came through via unofficial channels that the Iraqis were deploying a Scud launcher closer to the border than at any other time in order to fire deeper into the occupied zone. Perhaps they were getting comfortable that no action would be taken? In any case, a group of civvies flew in and two days later their luggage caught up with them, a Commando 300 that had the 50 cal removed and replaced by a 25mm auto gun. It didn’t strike anyone as military issue. So no one was surprised when our visitors and their luggage rolled out at 4am the next morning …
2801
You are a party of 3 people equipped with a Commando 300 APC. You have been flown in close to the Iraqi border and tasked with tracking down a mobile scud launcher no more than half a day away as of the last satellite photo. You are to enter Iraq at the official border crossing station, allowing you to get your bearings from that location and begin hunting down the mobile scud unit. In the past the Scuds have been stationed away from the border, making eliminating them almost impossible even if the UN voted in the affirmative. This scud though, is less than a days drive away and a message needs to be sent. Local US military has its hands tied, so you have been brought in. Read into that what you like, but understand there will be no help should you need it. Good luck, your on your own.
2802
1.0 Border crossing
Thundering along the blacktop at 80 clicks, the border couldn’t be far away. Due to the gentle undulating nature of the sandy landscape, the players didn't pick up the guard house, boom game and APC until later than they had hoped. Shit! It was now likely they had been seen before they had had a chance to scope the guard post out.
The only intel at hand is that there could be a TAB72 armoured personel carrier on station, a guard house that looked like it could handle up to about 8 people and a boom gate that would make a civilian car stop and wait but that’s about the extent of its usefulness. The playing party now had to wait and see what was ahead of them without the chance of dropping off a “runner” who could get glass on the location and determine what lay ahead.
500m ahead the guardhouse loomed into view. The Commando vehicle kept its speed constant to try and lower expectations of trouble of anyone watching their approach, and to give the 25mm gunner a better hit chance. The fact they were a 6 wheeled fighting vehicle approaching a border guard at speed was lost on the players!
At a range of 250m the players could see there was a TAB72, however the exposed weapon mount seemed to be unattended. 2 guards were standing in front of the boom gate and were the only opposition they could see. The players took this bit of luck in their stride and opened fire with the 25mm gun, hoping to rush through and past the border before any other opposition could arrive on scene.
The 25mm opened up from the moving vehicle, range was “close” and while only a few rounds found home, they were more than enough to pulverise the two guards (Ref note: I forgot to add the +2 but it wasn’t needed).
At this point I rolled on my “Border random encounter generator table” and the players had some luck, the TAB72 was unattended although they still did not know that for sure, and there was a machine gun nest setup 80m perpendicular to the road that opened fire on their flank. However, the PK machine gun was firing at long range and the first salvo missed.
In the second action round the Commando had closed to 150m from the border post. The machine gun nest was spotted by the players and another 2 guards came out of the guard house directly ahead. The 25mm gunner had a decision to make and decided to keep his fire on the border post rather than waste a round turning his fire towards the MG nest which couldn’t penetrate the Commando anyway.
The 2 new border guards took incoming 25mm fire and were put down (Refs note: one of the to hit rolls was a “20” which was a miss and caused a chance of a jam on the 25mm but the jam roll succeeded (ie no jam)).
The Iraq machine gun nest fired and hit the Commando, but failed to cause any damage.
In the third action round the Commando came to a stop 50m from the border post. The 25mm gunner raked the machine gun nest at close range, scoring numerous hits putting it out of action. The rest of the border post remained silent.
The first part of the mission was over. Our players had secured the border post and could use it to get their bearings on the last known location of the scud. (Refs note: I know the players could get a bearing on the scud from almost any known location and could have crossed the border at any deserted point. But to encourage an encounter I told the players their “navigation” roll would be a level easier if taken from the border post).
2.0 Navigation check
Having secured the border post, the players had 2 characters check navigation skill to determine which direction to head off in. At the end of the check, the characters had different directions to head in, only slightly, but enough to count over longer distances (Refs note: 2 characters took navigation checks. If both succeeded then they would both agree on which direction to travel in. If the players had different directions, they knew that one or the other PC had failed the roll which was the case here. Why have 2 PCs take navigation checks, doesn’t it increase the chance of failing a test? They did it because if a single player took the check and failed, they had no way of knowing they were heading in the wrong direction. So by having 2 players take a navigation check they increased their chance of succeeding because they could confirm independently which direction to head in).
A short time later, both player characters agreed on which direction they should head in. A small amount of time had been lost getting the correct bearing. But at least they were now on the right track (Refs note: for this scenario I am trying to do 3 things well. One, acknowledge “combat is fun” and try and game through the down time quickly. Two, use as many non-combat skills as possible to make it a well rounded game and encourage “jack of all trade” characters and not just weapon specialists. And finally, the mission requires the players to track down a scud launcher in the desert. But they also have to do it “in a reasonable time”. So I am trying to bring home to the players there is a time pressure to complete the mission as well. Informally I have hinted that if they do not find the scud within a certain time frame, it could launch before they find it. The players need to be suitably hasty while remaining careful behind enemy lines).
3.0 Possible Random Encounter
This is the Twilight 2000 version of the “wandering monster” roll. I used a purely personal encounter table to determine what the encounter would be for a long range recon patrol gunning through the desert. To be clear, I deemed there was an encounter. However, it was left to chance that one or both parties might not see the other party and no encounter could be the result.
The die roll indicated a T-62 main battle tank and the player characters spotted it. The MBT did not react to the players presence, so it was (correctly) assumed the MBT had not seen them.
There was a very short discussion about taking the T-62 on, however it was a very short discussion. The target wasn’t mission critical and was also likely to be more than the players could chew. In the players discussion, the time factor wasn’t brought up, so unknowingly they saved some time too which might be important towards the end of the scenario.
4.0 Tracking Check
Our player characters have been travelling along and apart from the T-62 rolling in the distance, no other encounters were had. As the Ref, I made a secret die roll on the players behalf. The lead character was travelling “crew exposed” in the Commando and I chose his character to be the one most likely to spot tracks in the sand where the Scud had travelled recently. The roll failed. The players were not aware of what the roll was for and their travel continued, but the clock was ticking down on them!
I made another secret die roll that resulted in the Scud tracks being seen! Having found the Scud tracks the players felt they were close.
[end of session]
(comments and constructive criticism welcome)