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  #1  
Old 08-15-2020, 10:18 PM
Matt Wiser Matt Wiser is offline
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Default An entry too late for Rad Zone

Gents, RL got in the way, and this was too late for Rad Zone, but here's an adventure hook. My first for T2K, so bear with me.


Adventure Hook: Kelly's Heroes, Anyone?


Notes: while this is set in Poland, the characters and situation could be transferred to the Middle East, Korea, or even the United States with some modifications.


Setting: This adventure hook works best if the characters are approaching a ruined settlement (large village or small town). Further, if true to player ambitions, they have a tank or at least an M-8 AGS (or LAV-75), as PC groups tend to travel with armored vehicles and lots of firepower. If the group lacks armor, then enough light antitank weapons such as RPGs or Carl Gustavs may be suitable.


As the PCs approach the settlement, a sharp PC making a RCN roll notes the entrance to the settlement is blocked by Soviet troops, who, if the party is spotted, will open fire and call for reinforcements. As the PCs withdraw, they notice two HUMMVs and a Ural-375 truck nearby, out of range, but it is apparent that the occupants are interested in the village. If peaceful contact is made, the occupants of the vehicles are U.S. Navy SEALS, accompanied by a female Naval Intelligence Officer, and they are also interrogating a Soviet prisoner (a political officer with the rank of Lieutenant Colonel).

After the interrogation is completed, the Intelligence Officer tells the party and the SEALS that the Soviets in the village are transporting a shipment of gold-rumored to be a long-lost cache of Nazi gold-to the USSR. There is also a GRU Officer who has a briefcase chained to his wrist, and no one knows what is in the briefcase.

If the PCs are up to it, and chances are they will be, the SEAL Officer (A Lieutenant) will offer a deal for the PCs: attack the settlement to help the SEALS enter while the Soviets are preoccupied, to cover an attempt to snatch the GRU Officer. If the fighting enters the settlement, the SEALs insist that the officer-who never lets the briefcase go anywhere out of his sight, be taken alive. When asked, the SEAL Lieutenant says that “DIA in Krakow wants him and his case. We got our orders by radio, and that's it.” They also say the Russian officer has a crate with him, rumored to have a priceless work of art. The Intelligence Officer (think someone along the lines of “Mac” MacKenzie from JAG, only a blonde) insists that the crate be recovered as well.

How the attack on the settlement goes is up to the players. Weather and cloud conditions should be determined by the referee. A night attack is the SEALs' choice, but an attack out of the dawn or the setting sun may also work.

There are several possible outcomes, but the most likely are:

A) The raid goes as planned. The Soviet defenders are killed or scattered, and not only is the gold recovered, but the GRU officer is captured, with his briefcase and work of art. Alas, the artwork is not a real painting, but a photograph to scale of a famous painting (exact one up to the referee). However, the amount of gold is not what they or the SEALS had hoped for, but several crates each of gold bars and gold coins, with some precious jewels is there at the share-out. To avoid cheating, the Intelligence Officer (not a trained SEAL) and the PC's senior officer or NCO will handle the share-out. The PCs have not only gotten a little rich, but have also made some allies who may be around later on.

B) The raid is a partial success: either the gold is recovered, or the GRU officer is taken, but not the other. While disappointed, the SEALs and the PCs part ways with no hard feelings, though if the PCs make it to Krakow, they may find themselves meeting Colonel Stark of the DIA, who will not be happy with them and how the operation, though ad hoc, failed. This is especially true if the GRU Officer escapes.

C) The raid fails, and both groups take casualties. There is considerable bad blood as a result, and this could lead to serious, if not fatal consequences, if the two groups meet again. Just how serious this becomes is the discretion of the referee.


The SEALS:

The officer is a Naval Aviator turned SEAL as part of a branch officer exchange program. He is a Veteran NPC, with JP, though, at 50, being type-rated on the A-6 Intruder, as well as the T-34 and T-45. His only foreign language is German from his college days.

The Intelligence Officer, though not a trained SEAL, has been working with the SEALS most of her career: she is also a Lieutenant, and though she has more time in grade than the Platoon Leader, she defers to his experience. She is a Veteran NPC when it comes to intelligence matters, but Experienced in combat situations. She speaks fluent Russian, Arabic, and Farsi. Rumors among the SEALS whisper that the relationship between the two officers goes beyond the professional on occasion.

The Senior Chief is an old hand, having served in Grenada, Panama, and the Middle East. He was planning to retire, but Stop-Loss prevented that, and he's served ever since. He is a Elite NPC.

The rest of the SEALS are veterans.

They are armed with a mix of non-issue weapons, as is the prerogative of SEALs. The team leader carries an FN-FNC, along with an MP-5SDS silenced SMG, and a SIG-Sauer P226 pistol. The Intelligence Officer carries an MP-5 and an M4A1 carbine, while the Senior Chief also carries an MP-5. The rest of the platoon is armed with a mix of either M4A1s (or CAR-15s) or MP-5s, while the two machinegunners have Heckler and Koch HK-21s. The single sniper has a Remington M40 and a Stoner SR-25 available. Those with M4A1s (but not the CAR-15) have the M203 grenade launcher. All carry SIG-Sauer P226 pistols. AK-74s and PK Machineguns are carried in the truck should the platoon need to use Soviet-bloc weapons if the NATO-standard ammo runs low. They are short on hand grenades at the moment, but those can be “liberated” from the enemy.

The Soviets: There are forty Soviet Army Motor-rifle troops accompanying the shipment, along with several GRU officers who are in charge. All are armed with standard Soviet-issue weapons (AK-74s, Makarov pistols, etc.) There are two PK machineguns, one RPG-7, and one AT-7 ATGM launcher with two missiles. Several of the troopers (2D6) have BG-15 grenade launchers with their AK rifles. The GRU officers each have an AKSU-74 carbine and a Makarov. The Line troopers and their officers/NCOs are one-third each Veteran, Experienced, and Novice. The GRU officers are all Veterans.

There is one T-72 tank, two Ural-375 trucks, a BTR-70 APC, and two UAZ-469 jeeps in the convoy. Wear values can be determined by the referee. Both UAZs mount PK machineguns, but the trucks are unarmed. The precious cargo is stored in the trucks.

Complications: Numerous, but marauders could attack and spoil the plans of the attackers, having heard rumors about the convoy.

A band of Polish Partisans find the parties and offer assistance. They would insist, though, that the bulk of the gold remain in Poland.

A Spetsnatz team arrives to reinforce the convoy (organized along the lines of SSD-1109 from Black Madonna)

Weather helps, or hinders, the assault.
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  #2  
Old 08-16-2020, 08:31 AM
Gunner Gunner is offline
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Very nice!
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  #3  
Old 08-18-2020, 10:28 AM
Adm.Lee Adm.Lee is offline
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Not bad at all! Kelly's Heroes* is a touchy subject at my table: a great heist movie, but SO MANY games get sidetracked when someone starts quoting Oddball. (Just like D&D games and Monty Python and the Holy Grail, I suppose.) Running it "serious" and using characters from other media sounds like a good screen from the inevitable comedy.

*Just turned 50 this year! Did we have this linked already? https://www.militarytimes.com/news/y...h-anniversary/
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