Operation Lightning Chain

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Operation Lightning Chain

Postby Airsoft Spartan » Thu Oct 21, 2010 12:49 am

OPERATION LIGHTNING CHAIN (based on Secret City)

Teams: US Navy S.E.A.L.s/ Australian Special Air Service Regiment VS. Somalian Pirates.

Background Story: After many attacks on American and Allied ships America finally has had enough of the Somalian Piracy. After keeping an eye on the Pirates activities the US has found a disturbing trend. The Somalian Pirates have recently been attacking and capturing ships carrying items of strategic importance. The spark was finally lit when the Pirates captured an Australian cargo ship (Iron Yandi) that was carrying long range missiles and a phone conversation was intercepted between Pirate and North Korean Leaders. The missiles and crew have been spotted by satellite surveillance in trucks driving to a small village with dense vegetation. The United States and her Allies cannot afford for the Pirates to have or sell the long range missiles to terrorist organizations or the North Koreans. The United States Navy S.E.A.L.s team up with the Australian S.A.S.R. to recover the Crew, Missiles, and cripple the Somalian Piracy Cell.

Mission 1 = Recovery
SEALs/SASR Objectives- Retrieve the Long Range Missiles
1) Secure the Long Range Missiles.
2) Do Not Allow the Cargo Truck to Transport the Missiles from the base.

Somalian Pirates Objectives- Get the Long Range Missiles Safely Out of the Base
1) Get to the Base and Secure the Missiles.
2) Defend the Missiles until the Cargo Truck Arrives.
3) Load the Missiles onto the Cargo Truck.
4) Defend the Cargo Truck until it Departs.

Mission Setup- Have 3 missiles. The Long Range Missiles can be represented by Long wooden crates or something similar. Put the crates in the city behind building 3. Have the Pirates go to checkpoint delta and wait for the game to start. Have the SEALS/SASR go to checkpoint foxtrot and wait for the game to start. To start the game, blow a whistle or better yet sound an air horn. Then both teams will run for the city. After 10 minutes someone must drive the van into the city. If the cargo is loaded the driver must wait 15 minutes. If the SEALs/SASR do not secure the missiles by that time then they have lost. Two medics for each team. Medics cannot heal themselves or each other. They must go back to their re-spawn points. Bleed out time is 5 minutes. After bleeding out the player must go back to their spawn before they can rejoin the game.



Mission 2 = Iron Mine
SEALs/SASR Objectives- Rescue the crew of Iron Yandi
1) Find and Rescue the Captain.
2) Find and Rescue the First Mate.
3) Find and Rescue the Boatswains Mate.

Somalian Pirates Objectives- Defend the Captives
1) Set up a defensive perimeter around each captive.
2) Do not let the SEALs or SASR recover the captives.
3) Neutralize any threats.
4) Hold off the SEALs and SASR until the time runs out.

Mission Setup- Have the three captives in three different locations and the Pirate team separated throughout those three locations. Set the timer for an hour or more, field managers choice. The SEALs/SASR start at Foxtrot. The SEALs and SASR have to complete all of their objectives to complete the mission. The Pirates have to at least keep one of the crew captive until the time runs out. Three Medics are allowed for the Pirates. 2 Medics are allowed for the SEALs/SASR. Medics cannot heal themselves or each other. Pirate medics must re-spawn at their starting locations. (determined by field manager). SEALs/SASR medics must re-spawn at Foxtrot. Bleed out time is 5 minutes. After bleeding out the player must go back to their spawn before they can rejoin the game.



Mission 3 = Taking Care of Business
SEALs/SASR Objectives- Cripple the Somalian Piracy Cell
1) Destroy the Arms Cache in the Base.
2) Capture the Piracy Cell Leader.

Somalian Pirates Objectives- Defend the Main Base
1) Defend the Arms Cache.
2) Defend the Piracy Cell Leader.

Mission Setup- The Pirates start at the bunker with the Arms Cache. The Piracy Cell Leader starts at the bunker and is not limited to the bunker area. He may go wherever he pleases(hint, hint). He may fight back. He does not die or bleed out. When he is hit he must stay in that position until a medic revives him or a fellow pirate "picks him up" and take him to a medic. 4 ammunition boxes can represent the weapons cache. The SEALs start at Foxtrot and attack the bunker by raft. The SASR start at Foxtrot and attack by foot. It would be best if the Pirates didn't know about the raft insertion so that it would be more of a fair game. To destroy the weapons cache the SEALs/SASR only have to touch the weapons cache. If the weapons cache has not been destroyed or the pirate leader captured in 45 minutes( time is changeable) then the Pirates win.

It would be best if teams switch and replay the mission for each mission. I spent 3 and a half hours on this. I would very much appreciate anyone's comments. I would love more than that for it to be used in a game. Feel Free to pull a mission out of the three and use it.




Untutored courage is useless in the face of educated bullets(in our case BBs)
- General George Smith Patton Jr
-------------My Armory and Loadout------------
1)Classic Army M15A4 full metal upgraded to LIPO.
2)Woodland BDUs and Boonie.
Airsoft Spartan
 
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