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Team Assault

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The idea behind this training mission is to encourage team members to work together and to shoot for the torso in order to preserve any memory chips in the targets skull. This type of training is especially used for security forces who may have to deal with malfunctioning datum drones and servators.

The area can be of any size but is generally at least 40 yards square. The terrain varies considerably depending on the conditions the participants are likely to meet in the field. The standard environment is a complicated maze of corridors and walkways such as are found in factories and starships.

You could easily play this with 2 or 4 teams in a square arena. If you want to involve more players the best way is to have no more than 4 teams and have each player control two characters in a team. In opposite corners of the arena are the team bases. These are basically open sided booths 3 yards in diameter. If a team can get inside an opponents base and fire at the ceiling or floor they score 100 points. If they shoot an opponent in the chest or abdomen they score 10 points and the person hit is unable to shoot for one turn.

If a character shoots a member of their team in the chest or abdomen they will lose 50 points and the person who shot will be unable to shoot for one turn. Each character wears a special vest which records the hits and prevents the gun from firing. The guns fire low power laser beams and come as basic guns or pistols (guns hold 60 shots and pistols 30). This means those armed with pistols could go into combat. Any combat is ended automatically after 1 turn to allow free movement of the characters.

To reload a gun a character must stand in their own base and shoot at the ceiling or floor. 50 points will be deducted from the teams score (or 25 points per pistol) and the gun will be fully charged. This is reguardless of the amount of ammunition left in the gun and encourages participants to use sensible amounts of ammunition and not nip back to base every few turns for a top up.

The winning team is the one with the most points after 20 turns (two teams). One way to add a bit of mystery to the game is to have the game last 10+D10 turns (roll after turn 10). That way the fighting will be a bit more desperate in the first 10 turns, in case the game finishes after 11 or 12 turns. As a rule of thumb the numbers of turns the game should last is 40/number of teams.

Any character using other means to injure or hit opponents will result in them being removed from the board immediately by unseen trap doors and teleportation devices. Once removed they will be punished in ways to awful to describe.

Type Range Firing Mode Accuracy Damage Shots Reload Weight
Team Assault Low-power Lasgun B Single/ Semi(2/3) - X 60 1 25

Type Range Firing Mode Accuracy Damage Shots Reload Weight
Team Assault Low-power Laspistol B Single - X 30 1 15
The reason why I chose range B is that it is basically -1% per yard to the target and makes working out the shooting modifiers much easier.

Another addition would be a bag which represents important data which must be retrived. It starts in the centre of the board and team who finishes with it gain an extra 250 points. Any character whose is hit in the chest or abdomen whilst carrying the bag must drop it immediately and may not pick it up until his next turn (when his gun starts functioning again). This gives an opportunity for the bag to change possesion.


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