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The City of Industry

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The City of Industry Empty The City of Industry

Post by Tank 6th July 2010, 10:01 pm

:: The city of Industry, on the Gulf Coast, has just lived through a category 5 hurricane. A not so great crime rate has now spiraled out of control. Organized criminals from Hattie, as well as local Separatist groups have taken the small city over. The Haitians sale and trade illegal weapons for hi grade meth to sale back in Hattie. The equipment and such to make this drug is hard, if not imposable, to come by in their home country. And with the earthquake making any and all drugs in hi demand.

The Separatist, being well seasoned meth cooks, are building their armory in the process. Their knowledge of the legal system, back roads, and home grown favorers have made the infiltration almost seamless. It is the inner city, and country roads just outside of town, which have seen most of the crime.

Neighborhoods’ have become ghost towns, with few of the civilian willing to co-operate. A brutal reprisal system has been set in place to deal with such for any trapped inside these war zones. The community outside of the city has seen an alarming raise in drug use, and many home invasions. Few are willing to press charges, due to family ties and fear of reprisals.

The City of Industry is held hostage, with federal aid, and rebuilding project placed on hold due to the crime rate. A Red Cross mission has been robbed and all volunteers were murdered in a most brutal fashion. The national out rage has attracted the attention of congress and the President himself. A fast action response team, with both military and law enforcement elements has been formed to help deal with this problem.::

This allows us to use both the filed and CQB elements at Wilcox, and can be run with small groups or a large event. With Separatist and Haitians holding meth cooking houses, weapons complex’s, or securing drop off sights. Certain vehicle elements may be used, such as drive by’s, or drop off’s. <To be detailed later.>

Each game will be timed and admin will make calls on the filed. Due to Military and Law Enforcement pool of resources, they will be allowed to res twice, enemy only once. Once Team has taken an objective, it is assumed the enemy is falling back to reinforce other objectives. Each mission will be an hour and a half long, with no clear victor, it will come down to a body count. Side with the most dead, will loss, and the objective is either secured or taken. It is up to team mission base or command, to either try another assault, or move on to another objective. Enemy will simply move to another objective, and try to secure or take. Depending on weather or not Team attempts another assault. There will be 30 minutes to 45 minutes down time. The game will progress as such, till the end of the game or event.

POW’s, or perpetrators are encouraged, for Intel as well as info on the mood of the criminal community. Each Haitian and Separatist will be given a page of Intel and a short view on what the enemy is thinking. Along with this, POW’s on the Action Team will be forced to stay, safely on the filed, after their second res. They will be given a card or page, that will explain the example that is made out of their body. From hands and arms being cut off, to more interesting things done with different parts of your body. <As the game progresses, the examples will be made greater, and with more bodies. Younger players will be kept from more graphic examples. At their guardians discretion.>

Drive by’s, will only happen at the loss of a whole team or platoon. It is assumed that due to the loss of the whole team, the enemy has divined where the base of operation, and team prep is. There will be an admin guided drive by, where only 3 team members may return fire. <Depending on the number of team members that is.> Enemy killed will sit out the first 10 minutes of the next mission, Team kills will sit out the first 10 minutes of the next mission. It will be important to secure your base of operations. These drive by’s will take less then 15 minutes, be heavily admined, and set up for the Team to show their securing abilities‘.

Meth Lab: Filed combat
Mission: Take the Lab, gather Intel, and take bad guys into custody.
Enemy: Res once
Team: Res twice {after second res, players must stay safely on the filed to be made example of.}
Loss of the whole Team, drive by. {After 30 to 45 minute rest. No longer then 15 minutes}

Weapons Chase: CQB combat
Mission: Take and secure the Chase, gather Intel, take bad guys into custody, find Robert Sullivan.
Enemy: Res once, Robert Sullivan gets twice.
Team: Res twice {after second res, players must stay safely on the filed to be made example of.}
Death or capture of Robert Sullivan ends the game. All enemy forces will fall back to re-enforce another objective. Player who is Robert Sullivan will give over the Intel he has.
Loss of whole Team, drive by. {After 30 to 45 minute rest. No longer then 15 minutes long.}

Drop and Pick up: Filed Combat
Mission: Stop the drop, gather Intel, take bad guys into custody, secure both packages. {Should one package not be secured or found, the mission is a wash.}
Enemy: May Res 3 times {This drop has been planed.}
Team: Res twice {after second res, players must stay safely on the filed to be made example of.}

Should this objective be taken by the Team, it will break the hold the enemy has on the City of Industry. And set up Spec Ops into the country of Hattie, maybe? This will also help set up money and resources for Special Weapons Teams to investigate the underground meth and Separatist movements in this country.

Tank
Novice
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Posts : 38
Join date : 2010-06-24
Age : 44

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