BORDER CROSSING


A MSH RPG Adventure


By Ty R. States

FILE # KL2783-B9008
CODE NAME: BORDER CROSSING
Prepared in accordance with government directive #A3980711C
Eyes Only - Most Secret

Possible Organizations: SHIELD, Freedom Force, Suicide Squad
Possible Agents (NPCs): Nick Fury, Captain America, Black Widow, Mockingbird, Wolverine, Bishop, Cable, Domino, Gambit, Iron Fist, Sabra, Night Thrasher, Punisher, Solo

Introduction

Border Crossing is a daring mission across the Iron Curtain when conventional methods have failed to gain vital knowledge. This adventure postulates the operation of a Covert Action Team in modern East Germany. Missions like this are the last resort of the intelligence community when remote means fail and there is no agent-in-place, or (in this case), the agent-in-place has been neutralized by enemy action. Time is so critical, there is no time to cultivate a new agent, so the last resort becomes the only hope. The places are real, and all the danger of an incursion behind the Iron Curtain is carried in the flavor of this adventure. The characters must be constantly alert; the GM must become well versed in the flavor of Germany.

The GM should read through everything first, especially the Player's Briefings. Then decide which mission to use and give the players the appropriate Briefing. If possible, the players should have a couple days to go over the briefing, since their characters would have this much time to absorb it all.

The players are briefed when they've read the briefings. The Judge should answer questions based on the GM's Notes on Briefings section.


GM's Briefing

The Mission Team has certain prerequisites, and the GM should review the characters to make sure that they have the required skills for the mission. Characters may be built specifically for this mission, or the characters may with to spend some of their accumulated Karma to acquire necessary skills.

Each team member must have:
German Language, Area Knowledge - Germany, suitable appearance (i.e. European descent)

Each team member should have:
Area Knowledge East Germany, Metalworking or Mechanics

Some team members may wish to have:
Stealth, Disguise, Russian, Knowledge of Soviet block small arms, Security Systems or Lockpicking, Knowledge of Soviet Military procedure, Photography, Martial Arts.

The Mission Team may be from a single intelligence organization (CIA, Mi6, Surete, SHIELD, Suicide Squad, Freedom Force) or a mixed team. In either case, the operation is being mounted by a single organization, (GM's choice), and thus all support is supplied by that organization. This scenario is acceptable for up to 6 agents in a coordinated team.

The players should read through the Briefing. The GM should role-play the briefing, calling the agents into a meeting room where they are briefed by a man from the Missions and Programs staff. The briefing is presented in simple terms, and they will be asked to study the information. The officer will answer any questions the agents may have (by referring to the GM's Briefing). The agents then have several days to make preparations before being sent to West Germany.

All agents should be introduced at the briefing and know each other's strengths and weaknesses. A tactical leader should be selected; the agency would select the leader on the basis of experience and competence. If the players want to compete for the honor, they should make Popularity Feat rolls with the best success earning the position.

It is not necessary for the GM to give the players tons of information on East Germany. Just keep in mind that the characters would know a lot more than the players do, so information about East German customs, train schedules, etc. should be given out freely when the characters are in East Germany.

The following information supplements the Player's Briefing, and should be revealed by the GM as necessary. Use it to help answer questions, or to supplement the briefing when presented to the players. If you don't know an answer make one up based on the knowledge the CIA would have. Then write down what you said for future reference. Or give out a piece of false information ...


Additional Notes on the Player's Briefing

Specifics on Blum's Photos, Frames 16-18:
All three photos are poorly lit long shots taken at different apertures in an attempt to get one good shot. No luck; all are too dark and too badly blurred to be seen with the human eye. Computer video enhancement (CVE) gives only limited information: 6 cars are on the siding, all are similar. Standard length and width, they carry a cylindrical object the length of the car and 3/4 the width of a standard flat bed. It is indeterminate whether these are cylinders on flat cars or cylindrical canisters on rail chassis (like tanker cars).

Frames 19-20:
These closeups were taken within the light of the caboose that Blum was riding on. Photo #19 shows a group of 16 soldiers in Red Army uniforms at a distance of 250 meters; standard arms and equipment. Photo #20 shows a closeup of the officer of the unit talking to the brakeman of the train (at about 20 meters range). CVE gives an excellent view of the officer (Lt. Vladimir Kusonov, of Odessa) whose current assignment was thought to be with the Red Army Border Guards. However, his collar tabs show GRU colors and symbol.

Equipment:
The team is clothed as metalworkers from Karl-Marx-Stadt, who are travelling north searching for work. Thusly, the characters are dressed in flannel or wool, with wool cloth coats and caps. Knapsacks, personal effects, a blanket and some prepared food will comprise the bulk of the equipment. Knives (approximately 3" lockback folding type) and cameras as per briefing.

The cameras are ordinary German low quality cameras, but the film is a very special ultra-fast high resolution film, suitable for filming in very low light conditions. Thus, the characters will be able to take pictures in very poor lighting without having to use revealing flash equipment.

GM's NOTE: The Agency may choose to provide weapons or equipment suitably disguised. In such case, the charaters could carry other equipment or weapons. If they are carrying such concealed equipment, they would have to be even more careful about their cover identities.


The Mission:

Go to the factory without being seen. Sneak on to the grounds after thoroughly photographing the site. Check all the building interiors, photographing everything. Avoid the guards, learn what's going on. If it is a major threat to NATO security, sabotage is permitted if the action will not compromise the escape with the information. Get to the consular office, get out of the country.

If caught at the wire or any place in the mission where escape is improbable, the character should probably surrender. If he somehow manages to escape from custody, he will most likely become the target of a police manhunt. Good luck to him.

No matter which mission is selected, have a little fun with the party if they suspect Blum is a disinformation officer. Do not crush their suspicions, but instead let a little doubt plague them.

Papers:
They have read ID papers. They are registered papers with the state in Karl-Marx-Stadt with authentic fingerprints and signatures on file. It will be nearly impossible to prove the characters are not East German workers unless they fail under interrogation or blunder away information by action. The travel permits (required to ride the trains) and the right-to-seek-employment papers are very good but will fail on an Gree Intuition Feat roll with determined inspection, and a Yellow on a quick inspection.

Discovery Without Capture:
If the character(s) do something that is suspicious or criminal, the later repercussions may plague the mission. Car theft, bicycle theft, robbery or other conventional crimes will trigger a police search with detectives and Polizei from the local district (Schwerin). Murder of any kind is worse, and assault or murder of state security officers or East German army personnel is enough to alert KGB second section (Directorate of State Security), as is any serious suspicion of Foreign Agents by police or local authorities. See the Polizei and Counterespionage sections for details.

Exfiltration:
The second border crossing is nicer because it does not compromise the counsular offices (which would have to close after assisting such obvious espionage). But it is risky, and the mission team would certainly run for the Consulate(s) if the mission became high priority, or if they felt the risk of failure at the border it too great. If compromised, they will be running for exit points against an alert and ready border guard supported by agents of state security.


Selecting the Mission

Listed below are the choices for the mission scenarios. Each has slightly different attitudes and subtleties which should add more depth to the mission. The "Dress Rehearsal" is a good mission for first time players, and should go through the motions of the mission without placing too complicated a situation in the GM's hands. It is by no means an easy mission, but it is not as "heavy" as the standard mission(s).

The standard mission would be better for your regular players, as it balances dangers with rewards in a better fashion for the more skilled player. It also has a better chance of being blown, which precipitates a rather complex exfiltration situation.

The "Double Cross" scenario is for those Gms who think this is all too easy, and really want to mess over a bunch of poor unsuspecting characters. You really have to be a nasty guy to spring this one on your players. However, it is a great revenge scenario for you Gms who want to do in a particular player of group of players who have been tearing up your nice, neat campaign.


Mission Types

The Dress Rehearsal:

This mission presupposes a later, more difficult mission in Eastern Europe. The nature of the current mission is a "look see," low priority, low danger operation. The only danger is the actual border crossings (in and out). The site "should" be lightly defended, possibly only a few soldiers from a garrison regiment (40 max, all second line Soviet troops). The site should be of nominal importance; ie. Secret bunkers for a forward supply base in the next war or a clandestine command post for operations against West Germany, but nothing of any shocking importance. This mission should be low profile, low priority; however, to spice up the mission, the GM may increase the priority (ie the command post is in use).

Standard Mission:

In the "standard" mission, the team is being sent in to reconnoiter the factory based on the arrival of the railway cars (See Player's Briefing). The nature of this mission is moderate priority, low danger, with an accent on careful examination of the factory site. Besides the border crossings, the danger point of this operation is the factory. The factory will have a standing guard of 20+ men, supported by sensors and security systems (See LK2 section) with a backup of 40+ off-duty troops. All guards will be drawn from GRU security regiments with some vehicular support (jeeps, trucks).

The factory is in fact a cover for one of three secret operations (GM's choice).

1. Chemical Weapons Deployment Lab:
In this scenario, the railroad cars are actually chemical tankers. The facility takes raw Chemical/Biological Warfare (CBW) ordnance and preps it for special uses in a next war situation. There are 3D6 scientists working at the facility. They are engaged in research, development, and preparation of various chemical and biological warfare agents. The GM should feel free to invent the exact nature of the chemical or biological agents. The scenario could be expanded with more detail about the weapons, or possibly connections to laboratories in other locations.

Choosing this mission does not affect the briefing information. In fact, the whole start of the mission will be the same, with the difference due to the mission choice only becoming apparent when the characters are gathering information in Ludwigslust. There are potentially some drastic consequences if the characters inadvertently (or otherwise) release chemical or biological agents at LK2.

2. Terrorist Support Facility:
This facility transfers ordnance and equipment to forces like the Red Army Faction, the Baader-Meinhof Gang, etc. Limited training and briefing facilities are also concealed. The GM may choose to make things a little more interesting by making the facility headquarters for a subversion effort aimed at the Social Democratic party of West Germany, containing 2D6 Terrorists and 1D6 Instructors. In any event, the railroad cars make no difference to the mission.

An expansion of this mission could have the agents investigating terrorist/espionage activities in West Germany based on information found at LK2. In such case, the GM would have to prepare some information ahead of time specifically, some meeting or contact points inside West Germany, the exact nature of the terrorist activities, etc.

3. Concealed Missile Base:
This facility is a secret launch site for SS-22 short range ballistic missiles with very accurate warheads. These missiles are targeted at the U.S. Nuclear Weapons Depots in West Germany. In a "next war" situation, these missiles will destroy the depots with direct hits of mixed chemical/conventional warheads, avoiding the use of nuclear weapons. The railroad cars are cylindrical launch tubes for the missiles. The facility has 3D6 Soviet Army Missile technicians to provide installation and maintenance of the missiles.

This mission could be complicated by the addition of new technology involved in the missiles, so that the agents might want to get copies of the plans or even take a small guidance mechanism back with them.

All three of these missions are low profile, high priority.

The Double-Cross Mission:

In this mission, the "defector" that provided the photos (See Agent's Briefing) is actually a KGB disinformation officer. The mission is screwed from minute one, but the Soviets wish to catch the spies "in the act." Thus, the border crossing will be as easy as possible, and until the team is in the vicinity of the factory, no intentional attempts at capture will be made. However, once in the town or around the factory, all the rules change, and a massive KGB/Vopo/Polizei search and Army units are triggered. All covers are "blown" at this point and the Active Pursuit rules should be used.

Along the way, the characters will be followed by a KGB agent and a backup Vopo surveillance team. Of course, they know where the agents are headed, so they don't have to follow too closely (-3CS Intuition Feat to spot them, once every 4-6 hrs). Local polizei have not been notified, so they may still try and check papers. If the local polizei are giving the characters a bad time (or are on the edge of bringing them in for questioning), the KGB agent will intervene as subtly as he can, flashing his ID to the polizei, compelling immediate obedience.

This mission starts low profile, high priority just like the standard mission. Once blown, this mission is high profile, high priority, although not by the character's own making.


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