Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > Play By Post

Reply
 
Thread Tools Display Modes
Old 02-22-2011, 07:33 PM   #1
Michael Thayne
 
Michael Thayne's Avatar
 
Join Date: May 2010
Default [IC] Super Mercs

Mission Briefing

There’s a new arms dealing syndicate operating in Eastern Europe. There doesn’t seem to be any hope of ordinary law enforcement doing anything about it. These guys are generous with the bribes, and they’re also reputed to be willing to shoot anyone--meaning anyone--who tries to interfere with their operations.

The powers that be don’t want to roll in the tanks just yet. That’s where you guys come in. Tomorrow afternoon, a small caravan of trucks carrying a shipment of weapons is expected to come down a mostly unused road. One of the leaders of the ring, known only as The Hand, is supposed to be overseeing the shipment personally.

Your mission is to make sure the shipment never arrives. If you can bring in the smugglers alive and the goods intact, it would be a plus, but the primary objective is to send a message that things won’t be so easy for the syndicate anymore.

The road cuts through some rugged, forested terrain, and if you do this quickly you probably be able to pull it off without any civilians getting in the way. It should be all in a days work for you guys.

What's your plan?
__________________
Innkeeper's Quest: A GURPS Dungeon Fantasy Forum Quest

Handle is a character from the Star*Drive setting (a.k.a. d20 Future), not my real name.
Michael Thayne is offline   Reply With Quote
Old 02-23-2011, 12:12 PM   #2
Totem
 
Totem's Avatar
 
Join Date: Jan 2010
Location: The Western Harbour
Default Re: [IC] Super Mercs

Quote:
Originally Posted by Michael Thayne View Post
The road cuts through some rugged, forested terrain, and if you do this quickly you probably be able to pull it off without any civilians getting in the way. It should be all in a days work for you guys.

What's your plan?
Starting questions:
  1. We know roughly what kind of terrain it is. Do we have maps, and what kind of rolls would we need to make to find the best spots? Toni in particular is thinking of good-vantage sniper positions (which I'm guessing is Cartography-15 and some combination of Strategy-13, Tactics-13, Gun (Rifle), or Forward Observer-14).
  2. Expected weather (obviously Toni can change it if necessary, but it never hurts to make use of the real thing when possible).
  3. How far in advance will we be able to get there? Is there, for instance, any point in aiming to set up traps in the area, or will we be reaching it just in time to jump on them?
  4. Any precautions we should take? Should we, for instance, have added points in Hazmat for bio/chemical weapons? Or should I not give the GM ideas?
  5. Toni is going to be aiming to avoid killing civilians (she has standards), but it's possible that some of the others might not mind so much. Again with the rolls, how easily can we avoid civilians?

Toni's plan will be to find a valley of some kind and set up an ambush there. Some kind of mini-avalanche to block the caravan in would be handy (Explosives (Demolitions-14)), along with a good place to snipe from. She would then provide long-range cover as everyone else keeps closer. Further use of stun/ gas grenades in the walls of the valley on remote control would likewise be welcome to thin the numbers. Keeping everyone at a distance from the action, keeping the caravan penned into a killing zone, and presenting some fallback options (still to be decided).

Other thoughts?
__________________
"John Adams was a farmer. Abraham Lincoln was a small-town lawyer. Plato, Socrates were teachers. Jesus was a carpenter. To equate judgment and wisdom with occupation is at best... insulting."
Totem is offline   Reply With Quote
Old 02-23-2011, 02:42 PM   #3
ErhnamDJ
 
Join Date: Aug 2009
Location: OK
Default Re: [IC] Super Mercs

It really depends a lot on the terrain. If this is in the city, it could be as easy as waiting at a stop sign for the truck to stop, then jacking them. Or Jamal could hop down onto the top of their truck from an overpass.

Our characters know each other, right? We're aware of each others' abilities?

Jamal has Streetwise at 17, and he gets a hefty reaction bonus against shady characters. It would probably be easiest to have him infiltrate the enemy organization.
ErhnamDJ is offline   Reply With Quote
Old 02-23-2011, 03:46 PM   #4
sheldrine
 
sheldrine's Avatar
 
Join Date: Jun 2005
Location: Utah by way of West Virginia
Default Re: [IC] Super Mercs

Quote:
Originally Posted by Michael Thayne View Post
Mission Briefing

There’s a new arms dealing syndicate operating in Eastern Europe. There doesn’t seem to be any hope of ordinary law enforcement doing anything about it. These guys are generous with the bribes, and they’re also reputed to be willing to shoot anyone--meaning anyone--who tries to interfere with their operations.

The powers that be don’t want to roll in the tanks just yet. That’s where you guys come in. Tomorrow afternoon, a small caravan of trucks carrying a shipment of weapons is expected to come down a mostly unused road. One of the leaders of the ring, known only as The Hand, is supposed to be overseeing the shipment personally.

Your mission is to make sure the shipment never arrives. If you can bring in the smugglers alive and the goods intact, it would be a plus, but the primary objective is to send a message that things won’t be so easy for the syndicate anymore.

The road cuts through some rugged, forested terrain, and if you do this quickly you probably be able to pull it off without any civilians getting in the way. It should be all in a days work for you guys.

What's your plan?
Myrmidon's take is to find a chokepoint in the road that doesn't allow for off-roading of any sort, use a roadside explosive to disable the lead vehicle, an RPG or similar weapon to disable the trailing vehicle.

With the rest of the convoy trapped, inflict what damage we can from a distance (whether through firearms or thrown vehicles). Then break them with an attack from the left and right sides of the convoy. Anti-personnel devices could be pre-installed at the location of the trap, or Myrmidon could acquire tear gas (or something similar but more lethal, if desired). Chances are they are not travelling with gas-masks in the cabs of their convoy...

This would be his plan in the middle of a city or deserted countryside -- the only exception is what causes the trap (buildings or trees). He doesn't much care right now about collateral damage. That being said, he will present the idea but otherwise remain uninvolved -- if every chooses another plan he doesn't care enough to argue.
sheldrine is offline   Reply With Quote
Old 02-23-2011, 04:24 PM   #5
Totem
 
Totem's Avatar
 
Join Date: Jan 2010
Location: The Western Harbour
Default Re: [IC] Super Mercs

Quote:
Originally Posted by ErhnamDJ View Post
It really depends a lot on the terrain. If this is in the city, it could be as easy as waiting at a stop sign for the truck to stop, then jacking them.

Jamal has Streetwise at 17, and he gets a hefty reaction bonus against shady characters. It would probably be easiest to have him infiltrate the enemy organization.
For "valley" and so forth read as appropriate for urban work; Toni is better at non-urban for medium- or long-term (Survival and Tracking rather than Streetwise), but for single missions like this she's perfectly fine. Current plans are basically the same anyway.

Onto my previous questions though: do we know how many trucks and people there will be, and what kind of firepower we'll be up against?

Further developments once we know the kind of terrain I think.
__________________
"John Adams was a farmer. Abraham Lincoln was a small-town lawyer. Plato, Socrates were teachers. Jesus was a carpenter. To equate judgment and wisdom with occupation is at best... insulting."
Totem is offline   Reply With Quote
Old 02-23-2011, 09:09 PM   #6
Hannes665
 
Hannes665's Avatar
 
Join Date: Aug 2004
Location: Reykjavik, Iceland
Default Re: [IC] Super Mercs

Flint will stand ready to dash out some damage either with his fists or if possible his M60 modified MG.

He will stand back a little let the other start the contact but as soon as it´s on he will take part. Also he will keep alert for any "surprises" like meta human´s guarding the convoy.
__________________
In the Griffin World I play Agriana Trotter, here is the GURPS crunch.


Darth Vader "Luke! I am your fathers second cousins sisters best friends brother!"

Luke Skywalker "Nooo... eehh What?!"
Hannes665 is offline   Reply With Quote
Old 02-23-2011, 09:21 PM   #7
Michael Thayne
 
Michael Thayne's Avatar
 
Join Date: May 2010
Default Re: [IC] Super Mercs

Quote:
Originally Posted by Totem View Post
Starting questions:
  1. We know roughly what kind of terrain it is. Do we have maps, and what kind of rolls would we need to make to find the best spots? Toni in particular is thinking of good-vantage sniper positions (which I'm guessing is Cartography-15 and some combination of Strategy-13, Tactics-13, Gun (Rifle), or Forward Observer-14).
  2. Expected weather (obviously Toni can change it if necessary, but it never hurts to make use of the real thing when possible).
  3. How far in advance will we be able to get there? Is there, for instance, any point in aiming to set up traps in the area, or will we be reaching it just in time to jump on them?
  4. Any precautions we should take? Should we, for instance, have added points in Hazmat for bio/chemical weapons? Or should I not give the GM ideas?
  5. Toni is going to be aiming to avoid killing civilians (she has standards), but it's possible that some of the others might not mind so much. Again with the rolls, how easily can we avoid civilians?

Toni's plan will be to find a valley of some kind and set up an ambush there. Some kind of mini-avalanche to block the caravan in would be handy (Explosives (Demolitions-14)), along with a good place to snipe from. She would then provide long-range cover as everyone else keeps closer. Further use of stun/ gas grenades in the walls of the valley on remote control would likewise be welcome to thin the numbers. Keeping everyone at a distance from the action, keeping the caravan penned into a killing zone, and presenting some fallback options (still to be decided).

Other thoughts?
There's more than enough vegetation for camouflage to be effective, and the area is hilly enough that you can pick a spot where you could attack from higher ground on both sides. As far as Toni can tell, though, explosives are unlikely to trigger an avalanche anywhere along the route (the hills aren't that steep.)

You have about a day to prepare.

I won't comment directly on whether you should have put points in Hazmat, but these guys aren't known for such things.
__________________
Innkeeper's Quest: A GURPS Dungeon Fantasy Forum Quest

Handle is a character from the Star*Drive setting (a.k.a. d20 Future), not my real name.
Michael Thayne is offline   Reply With Quote
Old 02-23-2011, 09:25 PM   #8
Michael Thayne
 
Michael Thayne's Avatar
 
Join Date: May 2010
Default Re: [IC] Super Mercs

Quote:
Originally Posted by ErhnamDJ View Post
It really depends a lot on the terrain. If this is in the city, it could be as easy as waiting at a stop sign for the truck to stop, then jacking them. Or Jamal could hop down onto the top of their truck from an overpass.

Our characters know each other, right? We're aware of each others' abilities?

Jamal has Streetwise at 17, and he gets a hefty reaction bonus against shady characters. It would probably be easiest to have him infiltrate the enemy organization.
Terrain is wilderness, hills/forest, as mentioned above. Your characters know each other and are aware of each others' abilities. Jamal would almost certainly have no trouble making contact with some members of the organization, but any infiltration would have to happen quickly!
__________________
Innkeeper's Quest: A GURPS Dungeon Fantasy Forum Quest

Handle is a character from the Star*Drive setting (a.k.a. d20 Future), not my real name.
Michael Thayne is offline   Reply With Quote
Old 02-23-2011, 09:36 PM   #9
Michael Thayne
 
Michael Thayne's Avatar
 
Join Date: May 2010
Default Re: [IC] Super Mercs

Quote:
Originally Posted by Totem View Post
For "valley" and so forth read as appropriate for urban work; Toni is better at non-urban for medium- or long-term (Survival and Tracking rather than Streetwise), but for single missions like this she's perfectly fine. Current plans are basically the same anyway.

Onto my previous questions though: do we know how many trucks and people there will be, and what kind of firepower we'll be up against?

Further developments once we know the kind of terrain I think.
Half a dozen trucks, several times that many people. These guys regularly use sub machine guns, and may have heavier stuff as part of the cargo.
__________________
Innkeeper's Quest: A GURPS Dungeon Fantasy Forum Quest

Handle is a character from the Star*Drive setting (a.k.a. d20 Future), not my real name.
Michael Thayne is offline   Reply With Quote
Old 02-23-2011, 10:33 PM   #10
Hannes665
 
Hannes665's Avatar
 
Join Date: Aug 2004
Location: Reykjavik, Iceland
Default Re: [IC] Super Mercs

How about L shape ambush would be best then? Front and left side (drivers side).
__________________
In the Griffin World I play Agriana Trotter, here is the GURPS crunch.


Darth Vader "Luke! I am your fathers second cousins sisters best friends brother!"

Luke Skywalker "Nooo... eehh What?!"
Hannes665 is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 11:39 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.