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Spooky
Moderator
    
Australia
602 Posts |
Posted - 17 May 2007 : 14:44:30
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Just thought others might be a little like myself and enjoy getting and/or writing new missions.
I'm going to start posting some of my favourites. Feel free to download them and try them out....
The BFS mission library is fantastic, this is just to get even more variety...
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Darling Downs Laser Skirmish www.darlingdownslaserskirmish.com.au
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Spooky
Moderator
    
Australia
602 Posts |
Posted - 17 May 2007 : 14:51:10
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“P.O.W. WOW”
Created by: Nic Daniels (aka Spooky) for DDLS Clan War II, 2007 ***ideas for this mission come from a conversation with "Angel" from BFS.
Entry Fee: tba Venue: bush/scrub Time: tba Mission Length: Maximum 45 minutes – or until only 1 clan remains, mission is played twice Props: Black material (cotton or denim) vests – to simulate bullet resistant vests.
Mission Background: Your clan has taken a POW during a recent mission. The hostage is so important to the enemy that they have already made a few attempts to kill him/her (rather than have him/her talk) – so your clan has had to put a bullet resistant vest on the POW. Unfortunately, one of your own clan members was also taken hostage during the same mission…. But some good news - Intel has just reported sighting of other clans in your area – one of the clans is escorting your own clan member !
Squad Leader’s Notes & Rules It is the duty of the Squad/Clan Leader to brief clan members in the following rules of the mission.
POWs Rules: All POWs will have a tagger to track their hits. Beserker or Scorpion SMGs will be used (HP: 3, Config 3, no clips and no ammo – shot until empty, before the mission). If “killed” during the mission, remove your hat and return to the sign-in area.
POWs are to obey instructions from his/her captives – within reason.
POWs will only move with its captors when a captor holds him/her by an arm.
POWs are NOT to attempt to alert others of his/her location (sound, movement, etc)
The POWs are considered to be terrified – if left alone (due to combat, etc), the POWs will try to hide in the nearby surroundings (no more than 5metres from where the captors lost contact with the POW)
Mission Objective: The following are a strict order of the objectives and each objectives importance… 1- Keep your POW alive and escort him/her to your LZ in time for the mission end. 2- Rescue your own clan member who is being held hostage. 3- ONLY IF RESCUE IS IMPOSSIBLE - Rather than let your clan member talk, kill him/her. 4- IF GIVEN THE OPPORTUNITY, capture any/all hostages held by other clans, and escort them to your LZ.
Stealth is the key.
Deployment: Each clan leader will be called to draw out a number. The numbers represent the order in which the clans will choose their LZ/mission goal. The Head Referee will notify all clans of their starting positions after all LZ/goals are decided. Clans are not to move more than 5 meters from their starting position before the game begins. Once the game has begun, clans may move anywhere on the battlefield.
Victory Points 10VP for each clan member with 2 hits remaining at mission end (non POWs only) 50VP for escorting your POW back to your LZ – alive (any number of hits remaining) 75VP for every other POW captured and escorted back to your LZ – alive 100VP for the rescue and escorting of own clan member (was a POW at start of game) -150VP PENALTY if your clan kills its POW/hostage (you are to escort your hostage to your LZ). -50VP PENALTY if your clan member – who is a POW/hostage, is escorted back to another clans LZ.
The clan with the most number of points over 2 missions wins the round.
Respawns/Replacements: none
Weapons Maximum: 1 x Morita max., unlimited numbers of other taggers, one tagger per player. All weapons are on standard software configuration. BFS Config 2
Players should check that the muzzle flash is working, the unit is taking hits on all sensors and is shooting accurately.
Tagger Setup Rules & Configurations Sensors: BFS Supersensor (Mk 4, Mk5 or “07 versions)
HP: 2 - soldiers HP: 3 - POW’s – due to bullet resistant vest
Most weapons on Configuration 2 (SMGs and Carbines) – full auto or Configuration 3 (Moritas/sniper rifles).- bolt action
Referee note: For the start of the mission, get each clan leader draw a lot to decide the order the clans pick their FINISH location. The idea is to get all clans in the field at the same time. Each clan should start on a field boundary, and be attempting to completely cross the battlefield and get their hostage to their extraction point...this creates the need for some fast thinking and team movement!
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Darling Downs Laser Skirmish www.darlingdownslaserskirmish.com.au
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Edited by - Spooky on 17 May 2007 14:54:09 |
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SABREJackal
Corporal
  
Australia
186 Posts |
Posted - 17 May 2007 : 16:54:34
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| great mission, was the rise of the jackals that one was |
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SABREJackal
Corporal
  
Australia
186 Posts |
Posted - 19 May 2007 : 08:45:44
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| whats the pa** to modify it?, I'll add the BFS gun Configurations for the missions |
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Spooky
Moderator
    
Australia
602 Posts |
Posted - 22 May 2007 : 15:12:01
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Here's one that was very popular on the weekend...
DDLS Clan War II “Bomb Threat”
Designed by Nic Daniels (aka Spooky) for DDLS Clan War II
Mission Requirements Venue: Urban – many buildings. Clan/Squad/Team Size: 5 players per clan, 2 clans required, fielded at one time. Mission Length: 10 to 15 minutes max. The mission will be run many times for each clan. Respawns : Nil Props : 5 x Black material vest (to simulate bullet proof vest), fake bomb device (beserker smg), stopwatch
SWAT - Mission Background Your team has been sent to sweep and clear a building complex being held by a terrorist cell. The cell is known to be in possession of equipment for the making of bombs. Some very intelligent individuals have been a**ociated with the terrorist cell over the years, be ready for anything. Local authorities have already cleared the area of civilians, the rest is up to you and your team.
Terrorist Cell - Mission Background Your cell is under siege from the capitalist, dictatorship that calls itself the free world. They have hounded you and provoked you for the last time. Armed with a device made from ingredients from the capitalist, dictatorship that calls itself the free world, you plan to detonate the device soon. Many pigs of the capitalist, dictatorship that calls itself the free world will perish when the biological agent is dispensed. Our Leader is in transport - protect the device until sweet death removes us from the capitalist, dictatorship that calls itself the free world, and give our Leader time to escape !
SWAT Brief 1 – You have very limited time. Move it. 2 – Find the bomb. 3 - Do not shoot or move the bomb (detonates and spreads biological agent). 4 – Disarm bomb (using key).
Terrorist Cell Brief 1 – Defend bomb. Do not allow it to be disarmed. 2 – Do not destroy or move the bomb. (Leader must get to safety).
SWAT Victory Points 5 VP - for each team member with 3 hits remaining 5 VP - for each terrorist killed by gunfire 50 VP - for disarming bomb (using key). -100VP PENALTY – if the bomb detonates AT ALL
Terrorist Cell Victory Points 5 VP - for each team member with 2 hits remaining (when mission time expires) 5 VP - for each SWAT team member killed by gunfire 50 VP - for protecting the bomb (prevents disarm). -100VP PENALTY – if the bomb detonates BEFORE the time is up.
Deployment: SWAT team begin on the eastern side of the battlefield. For this round of the clan war, the starting point is in the ‘tunnel’ pa**ageway near the far eastern end of “E” block. The SWAT team are to move into the ‘tunnel’ before the other team may deploy.
The Terrorist Cell deploy anywhere on the battlefield, that is more than 20 metres from the SWAT starting area – and out of sight of the SWAT starting area.
Bomb – The terrorist team can decide the approximate area (10 sq metres) they wish to position the bomb – the REFEREE is the only person who places the bomb. If the bomb is moved or shot, it will detonate.
Weapons: ***Players should check that the muzzle flash is working, the unit is taking hits on all sensors and is shooting accurately.
SWAT Team SWAT team get first pick from the armoury. SWAT team can take SMG’s and silenced SMG’s only. (Scorpions and Beserkers ONLY)
Terrorist Cell The Terrorist Cell chooses guns ONLY after the SWAT team has chosen theirs. Carbines and SMG’s/silenced SMG’s only. (Commandos, Scorpions and Beserkers ONLY)
Sensors: Super sensors only… BFS.
HP: SWAT = 3 (due to bullet proof vest) HP: Terrorist Cell = 2
Sound effects – standard modern day.
Referee Notes ***Before the clan war round begins, tell the players they are NOT to interfere with the “bomb” It is definitely NOT in the spirit of the mission for a terrorist to deliberately shoot the bomb.
*** All SWAT players are required to wear the “bullet proof vest” for fast identification.
***If the ‘bomb’ detonates from gunfire, BOTH teams receive the (–100 VP) penalty.
***The mission time is 9 minutes + the result of a dice roll (1 to 6) in minutes. (i.e. 10-15 minutes)
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Darling Downs Laser Skirmish www.darlingdownslaserskirmish.com.au
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SABREJackal
Corporal
  
Australia
186 Posts |
Posted - 29 May 2007 : 20:33:13
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I've been looking for my cold war a**asination misson.
Have you got a copy spooky? |
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U Squadron
Recruit
Australia
2 Posts |
Posted - 20 June 2007 : 15:35:51
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Thought I'd drop a few of my missions on here, don't get to play as often as I would like so many of them are untested; if anyone tries them let me know of any markups that need to happen to make it work... This one is tested and works well.. Operation: Dark Vengeance. Created by: Mr Blue Mission: Operation Dark Vengeance Mission Type: POW Rescue. (Night Mission) Mission Time: 50 Minutes Background: - On your last operation the Taliban grabbed one of your team members. Intel reports he is still alive and being held captive at a know fortress of the Taliban. Intel also reports they plan to execute him at 12 midnight tonight unless all insurgents are released from you custody. Your mission is to infiltrate the camp and break out your team member. This mission is not sanctioned or endorsed by the UN and all knowledge of you will be denied.
Player Briefing:- Taliban: - You will start in the area set out as your campsite; you cannot venture outside this area unless you are dead. You must defend this area to the death. You will be provided with floodlights, which can be positioned wherever you like, these cannot be moved once you have placed them. The captive can be placed anywhere inside this area only, and must be restrained to a tree or post. Once killed you move to the respawn point, 90 seconds after the SAS step inside your camp you may respawn. From your informers you know that they are headed towards the Point A for extraction. You must pursue the infidel and kill as many of them as you can. As the intruders reach the extraction point one of your members shoots down the helicopter. The SAS are now headed towards a new point, track them and kill them. Mission Objectives:- 1.Try to prevent the SAS from rescuing their captured member. 2.Kill any SAS solider before they can be extracted from the area.
SAS:- From supplied Intel you know the position of the camp, you will HALO into the bunker from there you must infiltrate the camp site using deadly force to rescue your team member. The captive is tied up and one of you must cut him free. One of you must carry a knapsack with a submachine for your team member once he is released; any radio gear is also required to be put into this bag. Once you enter the campsite you will have 90 seconds to release your member before the Taliban reinforcements arrive. Your extraction point is Point A; upon arriving there you find that your chopper has been shot down. There will be a note at the Point A instructing you of the new evac point. There are two possible places this could be:- The first evac point is Point B, this will be a helicopter extraction so all you need to do is reach this point. The second possible point is Point C, this is a road extraction, therefore you must hold and defend this position until the 50 minutes expires. Taliban reinforcements will be tracking you. Mission Objectives:- 1. Rescue your team member from the Taliban Camp. 2. Move to Point A for Extraction. 3. If chopper is shot down move to second point, either Point B or Point C. You will be notified at Point A, which zone to go to. Config: Taliban: 2 hit points (1 for being a fanatic, 1 for being armed) SAS: 5 hit points (2 for being a soldier, 1 for body armour, 2 for being SAS) *Normally Special Forces/ Commandos only receive 1 extra point, but SAS receive 2. Respawns: Taliban: 2 respawns for each player, these may be taken at anytime. First respawn can be taken 90 seconds after SAS step into camp site. SAS: No respawns, this mission is not sanctioned there will be no back up.
Scoring; Taliban: 1 point for each SAS solider killed. SAS: 1 point for each SAS soldier extracted. Total points available: 5
REF Notes. POW has a key in their possession that opens a lockable box at the Point A, thereby preventing SAS players from finding out second extraction point before rescuing POW. No Taliban players are allowed outside the camp site zone, once killed they move to another area and may respawn 90 seconds after the SAS first stepped into the camp site. Taliban may not “dig in” prior to being shot at or a SAS soldier being seen, they are not expecting this attack. Once under attack they may “dig in” and find deep cover. At Taliban players first respawn Ref will inform them of second SAS extraction point. Taliban players should alert all members once they know second point. A lockable box is to be left at Point A with the new extraction point written inside it, so that the SAS side must think on their feet to get to new point. One floodlight must shine into Taliban camp. SAS soldiers may use UHF’s the prisoner cannot wear his. The SAS may also tape over displays and muffle speakers. Taliban soldiers are not allowed radios, their respawn point is the ‘sign in’ shed. Taliban are not allowed sniper rifles all guns must be in full auto. SAS may equip themselves with any weapon available in armoury. Point B and Point C are at opposite corners of the map.
Equipment Required:- Two/ Three flood lights and stands that do not swivel. One genset for background noise, and to power lights. One knap sack to carry hostages gun in. One lockable box, with a key on a brightly coloured lanyard.
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Spooky
Moderator
    
Australia
602 Posts |
Posted - 20 June 2007 : 15:43:58
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That mission is so famous in the Toowoomba area that players still refer to cetain terrain (in particular a certain hill) as 'Taliban Hill' and 'crash site', etc.
Heaps of fun - and a real challenge to win. |
Darling Downs Laser Skirmish www.darlingdownslaserskirmish.com.au
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SABREJackal
Corporal
  
Australia
186 Posts |
Posted - 14 October 2007 : 19:10:10
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quote: Originally posted by Spooky
That mission is so famous in the Toowoomba area that players still refer to cetain terrain (in particular a certain hill) as 'Taliban Hill' and 'crash site', etc.
Heaps of fun - and a real challenge to win.
Maybe we could add that the taliban also hold possesion of a SAM Ste Somewhere in the field, the destruction or otherwise of the SAM site at the point of rescue determines the availability of a chopper extraction. |
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Spooky
Moderator
    
Australia
602 Posts |
Posted - 29 November 2007 : 15:47:12
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Here's a game we have been running lately as a warm up game before the main game at our Sunday afternoon advanced player sessions....
"Survivor Pairs" Duration: 30 minutes, played twice
Terrain: Bush/forest
Players: Teams of two (2), suits groups of up to 40 players
Weapons: Players choice Gun set-up: Config.2, 2 hits, sound 1
Victory Conditions: Last player/team left in the field wins. If time expires, the team with most hits remaining wins.
Game mechanics: *Each team leaves the sign-in area 1 minute apart. For player numbers over 30, a second entry point will be required - on the opposite side of the battlefield.
*No player may shoot until the starting whistle/siren.
*When the last team has had their 1 minute of movement into the field, the starting whistle/siren sounds.
*After the whistle/siren, the game has begun and the 30 minute duration begins.
*When a player is dead, they return to the sign-in area and remain there. The other player in the pair continues to play until dead or time expires.
*Whistle/siren sounds to signal end of game be it by running out of time or only one player/team remains.
Simple as that.
When you have played it a few times, the tactics of the game become really clear.... ..when you are one of the first pairs going into the field, how far do you go? ..whether you are one of the first pairs going into the field or one of the last, do you hide and hope no one sees you, or do you establish an OP and watch where other teams are going? ..do you engage any teams you find, or do you shadow them until they are already engaged then clean up both of the teams? ..do you walk around aggresively patrolling for teams trying to hide?
It is fast becomming a popular, yet nasty/brutal game at our sessions. Give it a try and let me know what you think. :)
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Darling Downs Laser Skirmish www.darlingdownslaserskirmish.com.au
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RangerLee
Sergant
   
USA
262 Posts |
Posted - 30 November 2007 : 14:07:25
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| How do you keep people from just camping out until time runs out? I can foresee a couple of teams losing their partner so both players camp waiting for someone to get close to them, only to have time run out. Has this been an issue? |
Rangers Lead the Way!
 http://www.dvskirmish.com |
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