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Zekestan Run And Gun; UN squaddies surrounded by ZEKES
Topic Started: Oct 15 2009, 09:38 PM (9 Views)
DAWGIE
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Merc
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this one is several years old, and again i apologize for not photos, but it is a modern ops scenario that y'all might find interesting to look over. it very easy to substitute soldiers from any UN country instead of the AMERICAN squaddies i used. hope y'all like it.


1. INTRODUCTION.

ANOTHER ZEKISTAN scenario here. ZEKISTAN is a fictional country, run by a fundamentalist ISLAMIC dictator, a not so nice man who practiced "racial cleansing" against citizens of his own country, threatened his neighbors (as well as a huge chunk international oil supply), and provided safe havens for terrorists waging jihad against the western world. after many failed efforts, the UN finally got its "shit together" and launched an invasion to remove the dictator and his buds from power.

the world of ZEKISTAN is from a PC game (which i do not have) called FULL SPECTRUM WARRIOR, and a bud of mine (in another part of the US) is gaming it using miniatures, terrain and rules on the tabletop. i have previously written a couple of scenarios for his group (and anyone else so inclined to play). this is the latest installment, which as usual i am posting to BADDAWG'S LANDING and the TWO HOUR WARGAMES YAHOO groups, as well as a few other places on the internet.

i used CR2.0 (MODIFIED) from THWG, but y'all could use any rules that you like by adapting the scenario for them.

2. SITUATION REPORT.


DATE: 16 FEBRUARY 2009


TIME: 1200 HOURS, LOCAL TIME


LOCATION: AL-KABONG


ANOTHER hot day in ZEKISTAN, but it was not the weather that had AMERICA'S BEST sweating: it was all of that in-coming ZEKE hot lead, punctuated by the WHOOSH of RPG rounds and the THUD of grenades going off. what was left of the re-supply run was scatter up and down the line of mostly burning vehicles, ducking back, shooting, cursing, scrambling to save their backsides. . .

the ZEKEs had ambushed the convoy as it passed through the vill, where the "highway" forced the vehicles to slow down as it negotiated the damned S-turn. ZEKES on the rooftops, ZEKES in the windows, ZEKES in the doors, ZEKES in the alleys, ZEKES everywhere, everyone of them armed and out for AMERICAN blood, your blood, SGT ROCKARD. so far neither you or any of yours were down, or seriously injured but that could change in the blink of an eye.

even as ROCKARD looked for a way out of the ambush, some unknown AMERICAN soldier grenaded the LMG that had ROCKARD and his squaddies eating dirt. seeing a way out of what appeared to be a lost fight, ROCKARD keyed his mike and waved his left arm as he sprinted toward the newly opened gap in the ZEKE ambush.

"ALPHA! BRAVO! ON ME! ON ME!"

a ZEKE suddenly appeared out of the cloud of smoke/dust caused by the grenade blast, followed by another. ROCKARD gunned them down, as he ran into the cloud. behind him, SECOND SQUAD was hot on his heels. . . for a bit, SECOND SQUAD ran blindly, following the alleyway, away from the sounds of combat, then stopped, setting up a hasty perimeter to determine WTFO.

SECOND SQUAD is in an unknown refuse dotted ZEKE alleyway, the sounds of the fighting is several streets away from them, and ominously, is winding down. judging by the sound, the ZEKEs are winning. before ROCKARD could even get a decent look at his GPS, an AK bullets smashed it from his hand, followed by a short burst of 5.56.

"TANGO DOWN! " announced the squaddie from VERMONT, scanning the alleyway behind them. followed almost instantly by "TANGOS, TANGOS, TANGOS!"

the lethal buzz of a SAW, and the thud of a grenade blast further along the alley almost drowned out the TANGO warning from the VERMONTER. time to blow this burg!

3. UN FORCES/WEAPONRY/COMMS

a. basically, STAFF SERGEANT ROCKHARD (REP-5), his fire team leaders, SGT LUPO (REP -5, "ALPHA" team leader), and SGT OTT (REP-4, "BRAVO" team leader), and six (6) YOU NAME THEM squaddies (all REP-4s). randomly determined attributes are optional for all.

b. all NCOs are armed with M4 assault carbines, both SAW gunners are armed with M ---- LMGs, both grenadiers are armed with M4/M203 assault rifle/grenade launchers, and both riflemen are armed with M16 assault rifles. EVERYONE has a knife bayonet, supply of fragmentation and smoke grenades, as well as one command detonated anti-personnel mine. NO ATWs of any type!

c. EVERYONE has a helmet and body armor. the NCOs are linked with helmet comm units, each fire team has a lightweight backpack radio. all NCOs have GPS units as well as other navigation equipment. NONE have any night vision gear.

d. SPECIAL NOTE (INDIVIDUAL WEAPONRY): when auto-firing weapons are checked for TIGHT AMMO! these guys have been pinned down in a savage ambush/firefight, and are making a run for it with remaining ammo.

e. SPECIAL NOTE ( LAUNCHED AND THROWN GRENADES); launched grenades are limited for each grenadier, and some have may have been expended in the ambush/firefight, so each grenadier has 2D6 rounds for the M204 . hand thrown frag and smoke grenades are assumed to still be available for everyone (can be passed to the user by another squaddie).

4. ZEKES/WEAPONS/COMMS.

a. i decided to use every MONGREL, BROOKS, and TAG AFGHANI i owned to represent ZEKE fighters. and if these were not enough, i would also use my BAKER COMPANY MAINFORCE VC and NVA as proxies for proper ZEKEs. REPs for ZEKEs were randomly generated using the CR2.0 "GANGER LIST". did not bother with any attributes for ZEKE rank and file, but these were optional and randomly determined for ZEKE leaders. the highest REP in a group of ZEKEs is always the leader of the group.

b. randomly determined groups of ZEKEs will be encountered. all ZEKEs will be drawn toward the "sounds of the guns" in randomly determined groups of different sizes. these groups can appear from almost any direction! they will always be on foot.

c. ZEKE group sizes encountered. roll 1D6 when a ZEKE encounter happens.

score 1: 1D6+2 ZEKEs! you have wandered into a POSSIBLE AMBUSH! goto AMBUSH TABLE! (both sides pass, no ambush, ignor TALK THE TALK; ZEKEs 1D6 higher than AMERICANS, 1/4 of the AMERICAN force has walked into the "killzone", ignor TALK THE TALK, goto AMBUSH ENCOUNTER! AMERICANs 1D6 higher than ZEKEs, they have spotted the ambush; they can safely avoid the AMBUSH! one side passes 2D6 more than the other, goto AMBUSH ENCOUNTER and start the party!

score 2: 1D6+2 ZEKEs! these guys are searching for any AMERICANS that escaped the convoy ambush!

score 3: 2D6+6 ZEKEs! these guys are searching for any AMERICANs that escaped the convoy ambush!

score 4: 3D6+6 ZEKEs! these guys are searching for any AMERICANs that escaped the convoy ambush!

score 5: 4D6+6 ZEKEs! these guys are searching for any AMERICANs that escaped the convoy ambush!

score 6: ZEKE roadblock, checkpoint, or MG post ahead! always manned by 1D6+2 ZEKEs.

d. since i fielded ZEKEs and proxy ZEKEs from the above makers, i had a lot of weapons variation! i decided to go with the ancient and ever useful WYSIWYG (what you see is what you get) rule to determine who had what for personal weaponry or crew served weaponry, and ignoring the random GANGER weapons determination.

e. to accurately portray the feel of the ZEKE love of auto-firing their selective fire weaponry and LMG, every time a ZEKE shoots, check for TIGHT AMMO. be prepared to mark any ZEKEs who need to reload with something ( i have some tiny MARDI GRAS dice-from some necklaces that i used for this), as it is possible to have multiple ZEKEs run out of ammo at the damnedest times (a blessing for the AMERICAN squaddies!). every ZEKE is assumed to have a "knife" as a backup weapon.

f. all RPG rounds and all ZEKE grenades are limited in number! each RPG gunner has 1D6 RPG rounds on his bod, and any ammo bearers for same also have 1D6 RPG round. any time a ZEKE wants to throw a hand grenade test for TIGHT AMMO-an ammo out result means that any individual or group of ZEKEs have no grenades available. remember, they are coming from the site of the ambushed convoy, having expended lots of ammo/grenades!

g. NONE of the ZEKEs have body armor, and all ZEKE comms are limited to word of mouth, messenger, and hand signals.

5. SPECIAL ZEKE SCENARIO RULE: THE WALLS HAVE EYES! basically, this means that, it is not possible for the AMERICANs to "hide" inside the town. they are always under observation by a local, and locals will tell the ZEKE fighters where they are hiding! groups of ZEKE fighters will converge on the AMERICAN position from all directions.

6. TABLETOP/TERRAIN

i set this up on a 5-ft by 5-ft table, using every scratch built, card, and PLASTICVILLE building i owned, a small number of trees, a number diecast and plastic toy autos, vans, trucks. streets, alleys, and market areas were randomly placed. to me, the overall "burg" looked like a pretty good imitation of a THIRD WORLD village (ignoring the different appearance of some of the buildings) or part of a small town. not very "pretty" but very useful for the scenario.

7. AMERICAN DEPLOYMENT/ESCAPE/EVASION.

a. the AMERICANs are deployed at any randomly determined table edge, and must begin all movement from the table edge! they are moving AWAY from the ZEKE encounter described in the SITREP above. they must exit the opposite table edge! they are moving toward a hastily arranged helo extraction point outside of the town.

b. once (if !) the AMERICANs exit the opposite table edge, the scenario is not over yet! they have entered another section of the town, and must exit from another table edge to escape into the countryside! to do this, re-orient the AMERICANs point of entry from one of the other table edges, and begin moving toward the opposite edge to successfully exit! again, they are moving toward a hastily arranged helo extraction outside of town!

c. the AMERICANs must move along the streets and alleys, might be able to move over the rooftops (depending on buildings). all building doors and windows are closed and barred from the inside, so these need to be forced for the AMERICAN soldiers to enter.

d. if the ACTIVATION score for the AMERICANs is a "7" when they enter a building, do the following: goto the RANDOM HOUSE CLEARING rules. randomly determine the number of occupants inside the building using 1D6+2 . ROLL another 1D6. score "1" the building has ZEKE fighters inside! score 2-6 and the building has 1D6+2 "CIVVIES" inside. CIVVIEs are not armed! follow procedure for HOUSE CLEARING.

e. AMERICAN soldiers WILL NOT deliberately "SHOOT" unarmed civvies, but a "shooting" could accidentally happen due to a reaction check!

f. AMERICAN soldiers WILL NOT leave a wounded comrade behind to the tender mercies of the ZEKEs, but will carry their wounded out with them! if unable to do so, because everyone is too badly wounded to move, goto LAST STAND!

g. once the AMERICANs, have exited the second tabletop, the scenario ends; they escape into the country side and are rescued later by a chopper mission.

h. LAST STAND. if the AMERICANs are unable to move due to wounds, or are completely surrounded, they will fort up and make a LAST STAND, hoping that help can reach them before they are over- run by the ZEKEs! the LAST STAND condition is the only set of circumstances that any helo will enter the town to attempt an extraction! NOTE that helos entering the tabletop for LAST STAND are eligible ZEKE targets, and that ZEKEs on table are possible helo targets!

8. ZEKE PURSUIT.

a. the AMERICANs are on the run: they know, the ZEKEs know it. to establish how much time has elapsed since the SITREP firefght in the alley, roll 1D6 to establish the lead. this is how many "minutes" of travel the AMERICAN soldiers have put between them and the pursuers from the convoy ambush.

b. AMERICANs add the result of 1D6 to the lowest REP in the SECOND SQUAD. then add the total to AMERICAN lead time "minutes". this is modified lead time.

c. randomly determine the size and REPs of the original pursuing party of ZEKEs. now add the result of 1D6 to the lowest REP in the group of pursuing ZEKEs. this is now subtracted from the "modified AMERICAN lead above" to determine how many minutes of travel time (turns of movement) seperate the two groups of combatants.

d. place the AMERICANs at the table edge, and they move automatically, one move for each "minute" . they test for encounter ZEKEs already on the tabletop, and will have to deal with whatever the result is (should lead to a series of running fights)!

e. when the difference between the two groups reaches "0" the original pursuing ZEKEs appear at the same spot on the table edge where the AMERICANs entered! the ZEKEs will be directed toward the AMERICANs by locals.

f. when (if) the AMERICANs make it off the second table edge, the ZEKE pursuit is curtailed for fear of the AMERICAN gunships.

g. once combat is initiated on table, the game reverts to normal ACTIVATION procedure.

DAWGIE
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