By Ken Valn Pelt
Select Three Man CORP team: Generate Scores for current Character profile & attach equipment. Mission Briefing: a descriptive text that tells the story for our CORP troops. You are to secure a communications outpost on Devil's Tower and secure documents. The tower is guarded by a terrorist organization that opposes the CORP in this sector. Insertion: Generate a mission checkpoint and begin assignment. Your team is inserted via stealth cycle. You must perform an equipment check before you can proceed to the tower. Tactical skill roll vs. "Lock and Load" score 14. IF you succeed you proceed to the Approach. Failure means you must lose one item of equipment. Roll 1D6 1,2 you lose Ammo Your character has enough ammo for one firefight only. 3,4 You lose supplies. Your character did not pack any water or c-rations. 5,6 You lose stamina. Your character is fatigued by the mission for 1D6 stamina points. Move to Approach. Approach: CORP team locates the enemy. Your team must scale the side of Devil's Tower. This is a tactical skill roll vs. 18. Roll until you succeed. Each failed roll reduces your stamina by 1 point. You may cancel the fatigue by using your c-rations and canteen once each. When you succeed you have reached the top of the tower. There is a terrorist Listening post up ahead. Deployment: Ascertain fire team strengths and prepare for firefight. The terrorist have set up guarded Listening posts around their perimeter. Which one you approach is decided next by rolling a 1D6. 1D6 roll of 1,2: There is a small sandbagged LP up ahead. There are 1D6 enemy soldiers in position. They have spotted your CORP team and are preparing to fight. Resolve a CORP RPG firefight vs. The terrorists
HTH: 7 STAM: 12 1D6 roll of 3,4: There is a small sandbagged LP up ahead. There are 1D6 enemy soldiers in position. They are asleep at their post and you may approach stealthily. Stealth TAC skill vs. 10. Three successes allow you to sneak to within hand to hand range. Resolve a CORP RPG firefight vs. The terrorists
HTH: 7 STAM: 12 1D6 roll of 5,6: There is a small sandbagged LP up ahead. There are 2D6 enemy soldiers in position. 1D6 roll 1,2,3 they are Alert and ready to fight; 4,5,6 they are asleep at their post. Use stealth as above. Resolve a CORP RPG firefight vs. The terrorists
HTH: 7 STAM: 12 If you succeed against the listening posts your team moves into position against the mainline of terrorist defenses. Their is a fortified trench system atop the tower with guarded bunkers ahead. Which one will you attack? 1D6 roll of 1,2,3: The bunker ahead will deduct 2 from your CS rolls. There are 3 +1D6 guards in position. If your LP encounter was noisy (You fired weapons) they are alert otherwise roll 1,2 alert 3,4,5,6 asleep. Approach the Bunker appropriately. Using the stealth rules as above if applicable. The terrorists statistics are:
HTH: 8 STAM: 12 1D6 roll of 4,5,6: The bunker ahead will deduct 2 from your CS rolls. There are 6 +1D6 guards in position. If your LP encounter was noisy (You fired weapons) they are alert otherwise roll 1,2 alert 3,4,5,6 asleep. Approach the Bunker appropriately. Using the stealth rules as above if applicable. The terrorists statistics are:
HTH: 8 STAM: 12 After entering the bunker you find a door to the Communications Station. Inside is the Terrorist leader and his close cadre of trained thugs. Defeat them to gain access to the computer where the documents are stored. Terrorist Leader:
HTH: 10 STAM: 14 Cadre members 1D6 in number.
HTH: 8 STAM: 12 Computer access granted: Roll TAC skill vs. 16 to extract the files from the computer. Three failures will destroy the documents. Documents Secure: Prepare for Dustoff. Extraction: A CORP chopper will arrive to relieve the team members and post a CORP presence in Red Sector. Surviving CORP team members will be taken to headquarters for rest and refit. Debriefing Back to Table of Contents Penny Whistle #51 Back to Penny Whistle List of Issues Back to MagWeb Master Magazine List © Copyright 2000 by Lion's Den Publications. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |