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We have done our best to give credit where it is worth. If you recognize one of these as yours or anothers work, and it is not recognized, please contact us. Thank you.

 

 

 

 

Black Hawk Down
Spartan2


 

Game:

--A Black Hawk helicopter has crashed in the Bakara Market, Mogadishu, Somalia. The U.S. Delta Force/ Rangers must get to the pilot, inside the Black Hawk, and extract him to Pickup Zone (PZ), which is the place they started from. They must do this before the Somalis reach the pilot and kill/ capture him. If the U.S. Delta Force/ Rangers are able to extract the pilot, and bring him to the PZ; they win instantly. If the Somalis capture the pilot and bring him back to the place they started, they win instantly. If the Somalis kill the pilot, the U.S. Air Force has no reason to restrain assaults. They fire rockets at the Somalis, and two are killed. If this happens, the game turns into an elimination game between the U.S. and the Somalis. When the elimination game starts there is a time limit of 15 minutes. When time is up, the game results in a tie.

Teams:
2-4 members.
à--U.S. Delta Force/Rangers
--
U.S.  1 member.à
Pilot
4-6
à
--Somalis (“Skinnies”/ “Sammies”)  members.

Rules:
--Pilot has only a pistol (gas or decided at game).
à
spring
--Pilot can’t move from the Blackhawk, until he is extracted/ killed/ captured.
--If the Somalis choose to kill the pilot, only shoot him once, and not from close range.
--Somalis and
U.S.
are free to engage each other at any time.
--Before the game starts, the Somalis must pick 2 members of their team to die from the rockets, if they kill the pilot. If they kill the pilot, these two team members must leave immediately, and cannot fire their weapons.
--If the pilot is extracted by the
U.S.
he is allowed to still use his pistol, but if the Somalis capture him he is no longer allowed to use his pistol.
--The pilot has broken legs and cannot move on his own, he must move with a team.
--To represent possession of the pilot, the teams must tie a colored rag/ribbon/etc. (blue=U.S./ red=Somalis) on the pilot’s arm.
--To free the pilot from the enemy a team must remove the enemy’s rag/ribbon/etc., and throw it on the ground, and place theirs on his arm.

To Make the Game Harder:
--The Pilot cannot move without assistance (i.e. someone must help him walk.)
--One team starts closer to the Blackhawk than the other.
--One team has all the AEGs.

 

 

 

 

The New Korea
Spartan2


 

Time Limit: Unlimited

Teams:
United States of America (Minimum of 3 players)
South Korea
(Minimum of 4 players)
North Korea
(Minimum of 5 players)
China
(Minimum of 6 players)
Russia (Minimum of 3 players)

KEEP THE RATIOS AS THEY ARE

Briefing:

North Korea, once again, invaded South Korea. China sided with North Korea, and sends troops to the North Koreans to help with the invasion. The United States of America quickly prepared to rush to South Korea’s defense. Unfortunately, the Russians did not want the United States of America to have such a stronghold in East Asia. The Russians declared that if the United States of America became involved in the invasion, they would be engaged by Russian forces. The United States of America did not stand down despite the Russian threat. The United States of America brought their troops to South Korea. The Russians, following up on their threat attacked the United States of America inside of South Korea. The United States of America and Russia are locked in deadly combat. The South Koreans and the North Koreans battle over the 38th Parallel. China is advancing towards the boundary, and is almost at the North Koreans aid.

Objectives:

United States of America

Primary: Defeat the Russians
Secondary: Aid the South Koreans by defeating the North Koreans and the Chinese, and create the New Democratic Korea.

South Korea
Primary: Stop the invasion of South Korea, by defeating the North Koreans and the Chinese
Secondary: Aid the United States of America by defeating the Russians, and create the New Democratic Korea

North Korea
Primary: Defeat the South Koreans and the United States of America
Secondary: Defeat the Russians, and create the New Communist Korea

China
Primary: Defeat the South Koreans and the United States of America
Secondary: Defeat the Russians, and create the New Communist Korea

Russia
Primary: Defeat the United States of America and drive them out of East Asia once and for all
Secondary: Prepare for an attack from the North Koreans and the Chinese, and defeat them, thus creating a grand Soviet Empire

Starting Points:

South Korea and North Korea should start very close to each other and engage in combat quickly. The
United States of America and Russia should start very close to each other and engage in combat quickly, and they should start about ¼- ½ mile away from the South/ North Korean’s battle. The Chinese should start ¾-1 mile away form the South/ North Korean’s battle.

Wound System:

Each team will have a “wound system”. The wound system will involve “wound rags” (Any sort of material that you can tie around your arm). When an operator is hit by a bb or a burst of bb’s that operator is considered wounded. When this happens that operator should tie a wound rag to their arm. They are now back in the action. If an operator is hit by a bb or a burst of bb’s, and do not have any more wound rags they are considered dead. The wound rags should be distributed to each team as following:

United States of America:
Each team member should receive 3 wound rags

South Korea:
Each team member should receive 4 wound rags

North Korea:
Each team member should receive 2 wound rags

China:
Each team member should receive 1 wound rag

Russia:
Each team member should receive 2 wound rags

How to Win:

The winning teams must complete their primary and secondary objectives. The United Sates of America and
South Korea and China and North Korea win as allies, while Russia wins independently. If you would like to add a twist, allies can turn on each other and go for global domination.

 

 

 

28 Breif Scenarios
amongthedead1122


 

1. Length: 30-40min
# of people: 5-10 per team

You're a paratrooper and you've just landed. Your team was split up and you have to regroup. There is a rebel group coming your way trying to overrun a nearby town. Your mission is to regroup with the rest of your team and protect the town from being captured by the rebels. Rebels mission is to take out the force protecting the town.

-Each person on the paratroopers team will start out alone and will have to regroup before they can enter the town, then protect it for 30min.
-The rebels will start out behind the paratroopers and will try to take out the opposing teams force.

2. Length: 25min
# of people: 4delta,5-10terrorists(regeneration)

Delta force is trapped inside a building. The terrorists have them surrounded and are attacking repeatedly. Delta force must hold off the terrorist onslaught until the helicopter can extract them.

-Delta force must hold off terrorists in building for 25min until helicopter arrives
-Terrorists must overrun the building and kill the force defending it

3. Length: 45min
# of people: 2pilots,4delta,5-10terrorists

There was a downed recon helicopter behind enemy lines. Delta force must find the downed helicopter and rescue the pilots(handguns only). Terrorist group must find helicopter kill/capture pilots and retrieve the recon. Neither the delta force or the terrorists will know where the helicopter is, and will both start an equal didtance away from it. The pilots will not be able to move until they are captured or rescued because they have "broken legs".

-Pilots hold off terrorists until Delta force arrives.
-Delta force rescue pilots and retrieve recon. Death of pilots and loss of recon results in mission failure.
-Terrorists kill/capture pilots and retrieve recon before they are rescued by Delta force

4. Length: 25min
# of people: 4delta,5-10terrorists(regeneration)

Delta force is trapped inside a building. The terrorists have them surrounded and are attacking repeatedly. Delta force must hold off the terrorist onslaught until the helicopter can extract them.

-Delta force must hold off terrorists in building for 25min until helicopter arrives
-Terrorists must overrun the building and kill the force defending it

5. Length: 30 min
# of people- 6-10 delta, 5-7 terrorists

A group of terrorists are reported to be on the track of a convoy. The convoy consists of 2 cars, one car with driver and gunner, and one car carrying supplies and driver. Ground troops surround the cars. Terrorists take supplies, before the delta reaches the extraction zone.
(note- you’ll need cars, or something of that nature)

6. Length: 1-1.5hours
# of people: 1president,2secret service,4delta,5-10terrorist



-Secret service job is to protect the president until the Delta force arrives. Death of president results in mission failure
-Delta forces job is to find the president and keep him alive until they reach extraction. Death of president results in mission failure.
-Terrorist capture or kill president before Delta force can extract him.
- extraction area will be determined before game

7. length- 30 min
# of people- 5-10 terrorists ( possible respawn) , 5 delta

One week ago, the delta force planted a bug in a Russian headquarters, the Russians do not know where the bug is, but 3 people are guarding the area, walking up and down the halls, around the headquarters perimeter, etc.

- once the bug has successfully reached the extraction point with a person carrying it, mission ends.
- if bug is found by terrorists, mission failure
- the terrorists cannot search for the bug, they are supposed to be clueless
- the terrorists must keep walking, unless suspected enemy is near

8. length-?
# of people- 1 hostage, 5 terrorists, 5 swat.

A group of terrorists took a hostage, and swat must go in and rescue the hostage without the hostage, nor swat dying, if swat is hit anywhere but the head, they may lay down, SILENT, and wait for someone else to heal them, the person that heals must not be hit too. All swat must survive, and hostage may be healed once. If hostage is healed once and gets shot, mission failure.

9. length- 30 min
# of people 3 special forces- 3 swat, 5 terrorists (respawn).

US
special forces just docked at terrorist camp. Special forces are to enter building, eliminate all terrorists. If 2 special forces die, the swat must enter and rescue the special forces, once special forces and swat are in, terrorists have one life, and when shot die.

hostage scenario.

If more than one person surrenders or gives up in a game, another game may be formed. Same teams as before, except the hostages are trapped, the delta does not know about them, but if they get the hostages out, the mission is successful.

10. C4 mission
# of people- 3 delta, 10 terrorists.

This is a night game scenario, the delta must sneak into Russian headquarters and plant C4 in any three spots, the Russians do not know where they are starting, they signal they are starting by radio.

11. There are two teams in assassination. Here they are designated as team A and team B. Team A will be the team attempting to assassinate a VIP. Team B will be assigned to defend the VIP, and get him to the extraction point. The VIP should be armed with the worst gun available (preferable a handgun) and have only 6 to 10 rounds of ammunition. The VIP cannot ever use any other guns, although he can take ammunition from dead bodies. The game starts and ends at two predetermined points - insertion and extraction. The VIP begins at the insertion point and must make it to the extraction point without being killed. Team A must kill him before he can reach that point. Team B must prevent him from being killed. Game is over when the VIP reaches the point or is killed. Dead soldiers must leave their weapons and ammunition behind when they are killed.

12. There are 2 teams, denoted here as CT and T. Team T attempts to plant a "bomb". Team CT attempts to disarm this bomb, or to capture it. The "bomb" is constructed out of whatever materials are available (I like using a brick with a kitchen timer taped to it). It must have a timer on it. This timer is set to a predetermined time before the game starts. The "bomb" is planted by duct taping it to something near one of several predetermined possible bomb sites. Then the timer is started. The T team wins if the bomb detonates (the timer goes off) before team CT can disarm it (remove it from the surface it is taped to and press the stop button on the timer). Team CT wins if they manage to disarm the bomb or if they capture it before it is placed.

13. There are two teams - Team L (local) and Team I (invader).

Team I is in the middle of enemy (Team L) territory. They have been waiting for a supply drop so that they can have enough weapons and ammunition to mount an assault against Team L. However, the supply drop missed Team I's location, and fell somewhere in the surrounding area. Team I must find these supplies and then eliminate their objective. Team L must either capture/destroy these supplies or eliminate all of Team I. Team I may not attempt their main objective (which should be something like "capture enemy outpost" or "eliminate enemy leader") until they have found their supplies. Team L begins in various locations, having one or more patrols out looking for Team I, and keeping some people to defend their objective. Team I must begin the game with severely limited supplies (only 10 rounds per person or something like that - decide upon this before the game).

14. This is a simple scenario involving two teams, each consisting of an equal number of players. Each team has a flag which they must defend. The game ends when one team's flag is taken to the other team's base and united with their flag. Each capture can count as a point (for long games), or a single capture could be a win. If a player is shot, he or she is either out, or must go back to their base and touch the place where their flag is kept. One of these methods should be chosen by a vote by all players before the game begins. If a player carrying a flag is shot, they must immediately drop the flag and either die or return to their base.

15. There are two teams - Team A and Team B. Each team is divided into separate Squads. Each squad should be roughly the same size. Before play, each team is given the position of their home base and a package containing the map of the territory that their (assumed) recon has returned to them, along with several objectives which they must accomplish. Each squad should be assigned one objective randomly, or the teams can assign squads based on objective. The first team to complete all of their objectives and contact the person running the game with proof of this, wins. The person that is running the game should draw maps and lay out recon information for each of the teams ahead of time, as well as plan objectives for them that will result in conflict with the other team, or even squads on their own team (if the objectives are randomly assigned to squads, and only a squad knows their own objectives).

Objectives should be something like the following:

Engage enemy located at Checkpoint Alpha. If no enemy is found, patrol the area and eliminate all enemies encountered. Conduct an ambush somewhere between Checkpoints 2 and 6. Eliminate all enemy resistance encountered and take pictures of their bodies. Return any objective flags to main base. Set up an outpost at Checkpoint Delta by 1200 and hold it until 1230 or until you are relieved by another squad. Move Objective Flag 1 from Checkpoint 1 to Checkpoint 7. Take a picture of it at Checkpoint 7. You get the idea...

As an idea, you can also use Objective Flags (handkerchiefs or the like with numbers on them) to do scoring. The team with the highest number of Objective Flags where they should be at the end of the game wins.

16. This game involves two teams, Team S (snipers) and Team H (hunters). It takes place after a major battle in which Team S took heavy losses and was forced into retreat. Most of Team S's forces are in full retreat, but they have left behind some snipers to slow down Team H's troops and prevent further losses. Team H's job is to either eliminate all the snipers and leave the path free for the remainder of their army, or to get at least half of their members to a predetermined point which will be decided as the farthest the snipers will go. If at least half of Team H's members get to this point before time is out, it is assumed they will be able to reach the main body of Team S's troops and eliminate them. Team S's job is to prevent at least half of Team H's members from reaching this point before the time runs out. The game ends when either all of Team S is eliminated, at least half of Team H is eliminated, at least half of Team H reaches the critical point, or the time runs out. This game must be timed. Snipers should be heavily outnumbered, something like 2 to 1, but they must have superior positioning (i.e. they must have a lot of spots from which they can ambush Team H while Team H attempts to reach the critical point).

17. There are 2 teams in Base Defense - Team A (attacking), and Team D (defending). Team D starts in a previously agreed-upon position, guarding a flag. Team A must either eliminate all of Team D to win, or capture the flag and remove it to a "safe zone" agreed upon before the game. Team D must either eliminate all of Team A, or keep their flag for a predetermined amount of time. This can be played with or without timing. Timed games tend to be shorter.

18. Assassination

A specific human target is identified. One team is charged to protect, one is out to get him. The scenario is flexible enough to be mixed in as a subset of other missions.

19. Attack and Defend

The classic. One team holds a position for a specified amount of time, one tries to take it. Break up into even teams, more attackers, more defenders, whatever you want to play!

20. Bridge Building

Another engineer mission... Engineers must cross a span by building a bridge (or a facsimile) in a specified time frame. First, identify a 'span' (a small creek, dry river bed, etc.). Next, you'll need bridge building materials (planks, etc. -- anything that forces the engineers to sling their weapons to carry the bridge pieces).The engineers must transport the materials from a "supply site" to the "bridge site", and build the bridge. Opfor must prevent the bridge from being built.

21. Demolition

Attackers mission is to destroy targets on the playing field. Simulation of this action can be achieved in creative ways:

Smoke grenades can simulate demolition charges If no pyro is available, 2 players can make up a demolition team. Both players must touch the target to "destroy" it. An object can be physically moved... a steel drum must be toppled to "destroy" the target. Defenders must protect the targets.

22. Downed Pilot

Usually 2 teams, better with 3. Identify the rescue, capture, and pilot teams. In a behind the lines scenario, captors will outnumber the rescuers. The pilot team can be a single pilot, a pilot and his weapons officer/RIO, or even survivors of a helicopter. The pilot team must have extremely limited resources (pistols or machine pistols only). All teams obviously must start at distinct locations. Intelligence-wise, the SAR team will have more detailed information on the location of the survivor(s). Rescuers objective is to extract the survivors to a specific location. Captors must either capture or eliminate the survivors.

23. Field Control

Identify landmarks on the playing field. At least 2 teams start at different locations and proceed to take control of these landmarks. Control means establishing a presence... at least 3 defenders on site. No sharing allowed! If they want the same piece of land, they'll have to fight over it. Either play on a time limit and the team with the most controlled landmarks win. Or, play until one team controls the whole field.

24. Mine Laying

Identify a combat engineer team and the OPFOR. The combat engineers must establish a minefield in a specified location in a specified time frame. The OPFOR must prevent this from happening. Props can be used to simulate mines (Surface laid, no need to dig. Besides, US doctrine specifies surface laid mines.) or in a pinch, use string (or anything that could be used to designate a boundary) for the engineers to enclose the "mine field".

25. Mine Clearing

Basically, undoing what happened in the Mine Laying scenario.

26. Tactical Withdrawal

Teams needed: 2; begin at 50-50 break-up (equal sized teams). Team A starts at a specific position (hill top, structure, etc.). Their mission at first is to hold and eventually, to perform a tactical withdrawal to specified extraction zone. Team B's objective is to eliminate Team A or to prevent extraction. The game is time driven. For example, Team A must hold its start point for at least 15 minutes. After which, they must start a tactical withdrawal to a specified extraction zone within 10 minutes. At the extraction zone, a target is setup for Team B. The target may represent a helicopter and if shot, extraction is prevented. Resurrection rules may be added with a twist: Team A members eliminated will join Team B to simulate reinforcements.

27. Total Elimination

Just as it says. Last team standing wins.

28. Hunt for Osama bin laden

"terrorist hunters" Team A) start on one side and the terrorists (Team B) start on the other in a fort we made (tree house, bunkers, plywood everywhere). Team A has to go across the woods and attack Team B. Here’s where it gets crazy. In back of Team B's fort there is an ATV, loaded with some supplies. Team A only has a certain amount of time (haven't figured out how long yet) to completely kill off Team B and capture or kill their leader who will be staying in a ditch in the back of the fort. After the time is up, and a good percentage of both teams are probably gone, if Team A doesn't get the leader then the leader and one of his guys goes out on the ATV and leaves the base. Its kind of representing a rescue vehicle, and the terrorists have to fight the soldiers off until it comes. The vehicle goes to a specific spot in the woods, hidden away. That spot will be on a map in the middle of the terrorist base. Once the remaining good guys kill off the remaining terrorists, they will recover the map and now they need to interpret it and hunt down the terrorist leader. If all of Team A dies at any point the game is over. Sound good? There are still a lot of bugs to work out before we put it into use, and I want to try to figure out a way to reincarnate people back into the game also. I will probably make it so that any terrorists killed will be able to go back onto the good guys team to attack the base and retrieve the map AFTER the terrorist leader fleas. That way Team A will most likely beat the remaining terrorists, retrieve the map and have more guys to hunt the terrorists down with.

The Negotiator
by Soldier


 

Basically you have a SWAT team and a terrorist/bad guy team. Then you have a neutral unit, the Negotiator, and then you have 1 or 2 hostoges or some cash or some sort of special item that has important significance.

The SWAT team has between 3 to 6 people and the Terrorist/Bad Guy team has 2 to 4 people in it.

The SWAT Team can only use M16s, M4s, MP5s, combat/tactical shotguns, Mark 23s and Glocks, all guns can be stock, upgraded, or have any other modification.

The Terrorist/Bad Guy team must have any AK variant (i.e the Ak-47, SKS, AK-74 etc etc etc), civiallian shotguns, and no modifications what so ever and no hand guns are allowed.

The Negotiator is a special unit who both sides want to control. He has no weapons what so ever, however he may carry a flash light or smoke grenade to mask his movement from place to place.

The hostages or money are only bribery for the terrorist team, in which the terrorist team can say, for example, "We will kill one hostage if such and such is not met within a ____ time limit." (Fill ____ In with any appropreate time limit). The hostages carry only a rubber knife as their weapons. Or if using an item, the terrorist team can threaten to dismantle the item or destroy or do something to corrupt it of its significance.

The goal of this scenario is to have the Negotiator persuade the terrorist team that they must A) Surrender the hostage/s or item, or B) Convince the SWAT Team that the terrorist team is going to kill the hostage or destroy the item and calling in immediate incapacitation of all foes, or C) Persuade both teams to stand down [this is never likly but still a way to decide a tie and start up another round of play]

The battle starts out with the terrorist seizing a building or area where they can set up a position to defend themselves. Then the SWAT team recieves a call that a band of armed terrorist has seized either a hostage or an important item, the negotiator is called upon with the SWAT team.

The SWAT team must try to get to the location. This is an important part in the battle, as the terrorist can spot the SWAT team and fire upon them without warning and thus winning the round. Thus a stealthy or stealth liek insertion into the location is key to victory.

Once at the location the SWAT team must send in the negotiator and the negotiator must try to first persuade the terrorist to surrender, dpending on what the terrorist want to do they have a few options, option A) Kill the negotiator and prevoke a shoot out with the SWAT team, option B) Deny the stand down but further negotiations with the negotiator, or C) Threaten to kill a hostage or two, depending on the terrorist preferences and show that they are a force to be rekoned with.

Depedning on what the choice is, the negotiator has a few options. He/She can, A) Determain the situation to fragile and order an immediate incapacitation of the hostile units, or B) Try to persuade once again for the terrorist to stand down and surrender, or C) Convince the terrorist to let go one of the hostages in hopes of preventing any hostile confrotation.

Depending on the action the terrorist decide, the SWAT team must make a chioce on what to do, they can...A) Disobey a direct oder and take out the terrorist team, but have to sacrifice a team mate. or B) Call back the negotiator and come up with another plan, or C) Threaten engaging the terrorist team in hopes of provoking a stand down or surrender of the terrorist.

Now the terrorist have two options. They can A) KIll the hostages and confront the SWAT team, or B) Call back the negotiator and confirm the stand down.

The game now becomes interesting if option A is chosen, however if option B is chosen the game is over and the players can start over again in hopes of trying a different method. But if option A is chosen the teams will convirm a shoot out via the negotiator who now becomes a SWAT team member only armed with his handgun, but the remaining hostages are now forced to become terrorist or if they chose not to become terrorist they are shot, but the hostages, remember, only have rubber knives and must "stab" the SWAT members to confirm "death".

After the battle the victor will be obvious. And the battle is a fight to the death, at this stage their is NO surrender.

- Soldier

Bomb-squad

Teams:
2 teams each with a bomb specialist

Scene:
two forts (preferably a tree house or some kind of base not just a flag)

Game:
Each team gets a bomb specialist, someone who knows how to activate the bomb in the other team’s base. The bomb specialists have only a pistol (or an inferior weapon). Each team must have a bomb in its base (must be known to the other team before the game) (it can be hidden, but not buried). Once the bomb is found by the other team, the bomb specialist can touch it and the other team’s base is blown up. They are not defeated though. This means no one on that team can be reincarnated. Before your base blows up you are allowed to return to your base to be reincarnated. If you are guarding your base and you are shot, you must call your hit and wait two minutes, then you count down from ten while behind a barrier and at zero you can shoot and be shot at again. Remember that if your base blows up and you are shot, you are dead until the game is over. Whatever team and team’s base is eliminated first is the loser. The other team is the winner.

 

Ring my bell

Teams:
3 or more teams with two or more people on each team Each team gets half semi-autos and half springer with a cocking mechanism. One part of each team must guard their base and another must hunt other bases.

Scene:
Three bases, each with a target the same size as the others (or make a rule that on larger targets u must hit within a smaller area, or must hit bull’s eye, or make the target a bell or something that makes a sound when hit.

Game:
The objective of the game is to hit other team’s bells or targets and to guard your own target or bell. Each team’s semi team (half of the team with semi-auto guns) guard’s their own base and nothing else. Each team’s springer team (half of the team with springers that are non-auto and non-semi auto) tries to nail other team’s targets or bells. Protectors can not get out if they are hit so don’t try to. Invaders can be hit and get out. When an invader is hit, they must WALK back to their base before they can play again.

Once someone’s target/bell has been hit five times (or however many you see fit). That team is out and can not win. However, they can still eliminate other teams. All members of that team are now invaders. The reincarnation rule still exists.

 

 

 

Kosovo
Spartan2


 

Time Limit: Unlimited

Teams:
--U.S. Peace keeping forces (2-10 players)
--Serbs (4-20 players)
--Croatians (4-20 players)
--Albanians (3-15 players)
--Bosnians (2-10 players)

KEEP THE RATIO: U.S. and Bosnians should have 2 LESS player than the Serbs and Croatians. Albanians should have 1 LESS player that the Serbs and Croatians.

Mission Objectives:
--U.S. Peace keeping force: Save the Albanians
--Serbs: Kill Albanians, Croatians, U.S. Peace keeping force, and Bosnians
--Croatians: Kill Albanians, U.S. Peace keeping force, Serbs, and Bosnians
--Albanians: Live long enough to be rescued by the Peace keeping force
--Bosnians: Kill Serbs and Croatians
Weapons:
--U.S. Peace keeping force: AEG’s w/ any type and number of mags
--Serbs: Mixed (AEG’s w/ one standard mag)
--Croatians: Mixed (AEG’s w/ one standard mag)
--Albanians: Gas pistols or springers
--Bosnians: Mixed (AEG’s w/ one standard mag)
Briefing:
History:

Kosovo is torn apart by civil war. The U.S. has sent in a peace keeping force in to save the Albanians. The Serbs and Croatians want to kill everybody in Kosovo. The Bosnians want to kill Serbs and Croatians. The U.S. Peace keeping force must protect Albanians caught in the middle of a bloody civil war.

How to Play the Game:

Albanians are placed in an urban area, but they must be hidden, and very hard to find. Serbs, Croatians, and Bosnians are put apart from each other in either urban or field setting, but fairly close to the Albanians. The U.S. Peace keeping force is put far away from all teams. The Serbs and Croatians should shoot at everything they see. The U.S. and Bosnians should avoid engaging each other. The Albanians should avoid engagement until the U.S. Peace keeping force arrives.

How to Win:
--U.S. Peace keeping force: Get to the Albanians and keep them alive for 30 min.
--Serbs: 1) Kill all the Albanians first (Automatic Victory)
2) Kill all the Croatians, U.S. Peace keeping force, and Bosnians
--Croatians: 1) Kill all the Albanians first (Automatic Victory)
2) Kill Serbs, U.S. Peace keeping force, and Bosnians
--Albanians: Stay alive
--Bosnians: Can’t win, per se, just take as many enemies down with you as possible

 

'Manhunt'

Viewed 665 times

Posted by: Unmaer
Friday, April 8th, 2005

Recommended Players: 4-20
Time Limit: 30 Minutes/Round
Overview: Two teams, one armed and the other initialy not. Armed teams job is to hunt the unarmed team.

Teams:

 

Manhunters
Players: 50%

Weapons:
Weapon of choice
Primary Objective(s):
Capture all of the hunted
Secondary Objective(s):
Don't be killed
Starting Location:
Compound
Special Rules:
Once shot‚knifed‚etc.. you are considered perminantly dead

 

Hunted
Players: 50%

Weapons:
Initialy Unarmed
Primary Objective(s):
Stay alive & rescue captured teammates
Secondary Objective(s):
Kill the hunters
Starting Location:
Field
Special Rules:
Once shot‚ you are considered 'captured' and have to be escorted back to the compound May free captured teamates by finding the holding cell May pick up pistols once within the compound

Rules:


- Unarmed team to be hunted is given 5 minutes to hide somewhere in the field as best to their ability. After such time the other team may leave the compound and start their hunt.





- Once shot that person must be escorted back to the compound by the hunter, and placed into a designated holding cell. Prisoners may be set free by a member from the hunted team





- Compound and holding cell may NOT be guarded closly by anyone from the hunter team





- Stockpile of pistols will be kept at the compound for anyone on the hunted team to use





-Round ends either with the time limit, if all hunted are captured, or if the hunted somehow killed all of the hunters (knife kills, picked up a gun along the way, etc...)

-BTW definatly a good night game w/ flashlights and such

 

'Operation: Broken Thunder'

Viewed 857 times

Posted by: Tipex
Sunday, August 15th, 2004

Recommended Players: 7-21
Time Limit: 25 Minutes
Overview: Spec Ops Forces Crash Land in Enemy Territory...

Teams:

 

Guerrilla Force
Players: 70% of Players

Weapons:
Pistol Only‚ Weapon of choice Depending‚ Red Tag
Primary Objective(s):
Eliminate Spec Ops before the 25 minutes is up.
Secondary Objective(s):
– Secure Cargo Marker by the 25th minute.
Starting Location:
Compound Area

 

Spec Ops
Players: 30% Players Marine

Weapons:
Marine (Weapon of Choice)
Primary Objective(s):
Protect Cargo Marker for 25 Minutes.
Secondary Objective(s):
Eliminate Guerrilla forces.
Starting Location:
Marine Base A / Medics Base B
Special Rules:
+2 Medic Players (Pistol Only)
- Medic has 2 Heal Tags.
- Spec Ops will decide who will initially carry the Cargo Marker before the start of the scenario.

Rules:


- Spec Ops forces crash landed in enemy territory while in transit to deliver a precious Cargo Marker. Medics and Marines of the Spec Ops team were split cleanly in half during the emergency evacuation exit from the chopper.
(Marines start at one side of the field, the Medics start at the opposite end.)

- A Distress beacon was signaled before the crash, an emergency pick up of Spec Ops forces will arrive in 25 minutes.
(Spec Op forces will win if at they last 25 minutes, and if Cargo Marker does not fall in enemy hands by that time.)

- Guerrilla Force pours from their base, prowling the field looking for the Spec Op forces and scavenging for any loot they may have.
(Guerrilla Force starts in compound area. If Guerrilla Force kills a Spec Op Medic, the Gorilla player may pick up any unused Heal Tag(s), to heal his/her teammate.)
(If Guerrilla Force kills a Spec Op Marine, that Gorilla player may now use his/her Primary weapon, that he/she may have brought along.)

- Note: You are not taking the primary weapon off the downed Marine, you may now use the primary that you’ve brought along.

 

'The Most Dangerous Game'

Viewed 839 times

Posted by: Tipex
Thursday, August 5th, 2004

Recommended Players: 10
Time Limit: 15
Overview: Hide? or dare to Fight?

Teams:

 

Hunters (40% Of Players)
Players: 4

Weapons:
Pistols Only‚ Blue Tag
Primary Objective(s):
Kill all Escapees before 15 Minutes.
Secondary Objective(s):
Keep all Hunters Alive.
Starting Location:
Compound Area

 

Escapees (60% of Players)
Players: 6

Weapons:
No Weapons‚ Red Tag
Primary Objective(s):
Stay alive for 15 Minutes.
Secondary Objective(s):
Kill all Hunters.
Starting Location:
Undisclosed
Special Rules:
- Knife kills are in.

Rules:


- Only One Hunter is allowed in the Compound at anyone time. (Hunters are restricted to only having one Hunter in the Compound guarding the Armory, Multiple Hunters in the compound is disallowed.)

- Killed Hunters and Hunted forces will meet at designated safe zones. (When ether side is killed, they will meet at a decided safe area until the scenario over.)

- Before the scenario starts, an area will be designated restricted to both sides. This area will contain player bought weapons that they would do not feel comfortable putting in the Armory for others to use. (This will decrease liabilities of someone else breaking equipment

 

§         March 15, 2004

Frederick, MD On
January 5th, 2004 a computer virus is unleashed. The virus known as Proxima is the worst virus to date, something never seen before. The virus infects computers worldwide but seems aimed primarily at the United States. The worm Infects computers, and then replicates. IN doing so, Proxima quickly disables the economies of the United States, Europe, and Asia.

Within days of the first attack, the very fabric of society begins to break down. Food and fuel shipments falter. Civil unrest begins in the major cities of the United States. Lawlessness and violence rule the night, while organized chaos rules the day. In response the US government activates all regular and reserve military units, and enacts martial law. However, with most troops overseas, the government is ill-equipped to handle the gangs of thugs now ruling the streets. With local, state, and federal police overrun and overworked, loyalist militia units form to take back their neighborhoods, and help preserve the government.

On the other side of the equation, the radical element of American society surfaces. Anarchist militia units as well as inner city thugs and gangs take over the cities. Law abiding citizens flee or are killed without mercy. The only safe havens are in the suburbs or military bases. The general doctrine of this new breed of domestic terrorists is to overthrow the government and seize control of as much of the country as possible.

As spring approaches, the loyalist Americans have fortified their suburban strongholds while the Anarchist groups control the most of the major cities. Outnumbered, the loyalists fight for survival to this very day. The global economy is in ruins. The interstates are overrun with bandits. International travel has ceased. The very infrastructure that held America together for so long has collapsed. The Proxima Virus still rages worldwide. All known attempts at containing it have failed.

The loyalists, having the best educated minds, have been working on a anti-virus for this technological scourge. Sequestered inside military bases, scientists realize the Proxima Virus is in fact an A.I. program that will be hard to defeat. Having worked hard, the scientists are confident that the new A.I. Anti-Virus program called NORDIC will beat the Proxima Virus.

Naturally, the Anarchists will stop at nothing to see that NORDIC is never used. The Anarchists begin attacking military bases and the suburban safe areas in huge numbers. At almost every attempt they are beaten back.

 

 

 

 

DISCLAIMER: The Spetsnaz Airsoft Team does not condone or support ANY extremist views, beliefs,
or practices of such organizations as Nazi Germany, The USSR, Fascist Italy, or Imperial Japan.




   

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