This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Special Counter-terrorist Group Delta

Started by Ronin, July 10, 2007, 02:10:06 PM

Previous topic - Next topic

Ronin

This is the beginning of my Special Counter-terrorist Group Delta campaign. The charcters start off as LRRP team in Vietnam. They will play a couple sessions in this. Then we will move the timeline ahead (and the characters a couple levels of experience) to 1976 where they will have been recruited to the CIA as SAD operators in Angola. They will play a couiple sessions there. Then we flash forward to 1983 (Again characters will gain a couple levels). Where they will be officially recriuted to Delta. I'm useing Ninjas and Super Spies from palladium as the system. I restricted the class choices to Academy officer, Commando, and Veteran Grunt. Being that this is a military centered campaign.

To give you an idea of every bodies characters. They are as follows. They will be listed by class, name, and special equipment. Academy Officer, Mathew chamberlain, M-16, M-1911, and Binoculars; Veteran Grunt, Carlos Delgato, Sten Mk.IIS (Silenced), K-22 Combat Masterpiece Model 19 (.357 mag.), PRC-25 Radio; Veteran Grunt, Sgt. Kane, CAR-15, M-191, Pen Flares; Commando, Troy Gudell (I may have the last name wrong as I don't have the character in front of me), M-21, M-1911, Starlight Scope; Veteran Grunt, Leroy Brown, M-60, Signal Strobe Light.

Standard equipment that all players have is:
6, M-61 Fragmentation Grenade
2, AN-M8 or M18 Smoke Grenade
1, M-15 White Phosphorus Grenade
1, ABC-M7A2 or ABC-M7A3 Chlorobenzylidenemalononitrile (CS) Grenade
2, M-18A1 "Claymore" Anti-Personnel Mine
Map in protective plastic
Blasting Caps (2 electric, 2 non-electric)
Dehydrated Rations
Water (2 quarts) and Purification tablets
Combat Knife
Fist Aid kit
Lensatic Compass
Insect Repellent
Camouflage Stick
Rope (6' length) for rappelling seat
2, Snap Links
Rope 40'
Heavy Duty Leather Gloves
Clothing Items (extra socks, poncho liner, and etc. Per personal load out)


8oz. of C4 Explosives
or
10' of Detonation Cord

The plan is for the group is to be sent into North Vietnam to meet a contact. This contact has information about an arms deal. This is a deal to secure weapons for their VC brethren in the south. But it is no ordinary government to government deal. This is different. They want the characters to get the info and respond to it. The group started off being dropped off in North Vietnam by a PBR (Patrol Boat, River). They traveled several kliks inland. When they encountered movement in the bush. Which turned out to be a tiger. Which wanted as little to do with them as they did with it. As they traveled further towards the target. Carlos was on point and triggered a booby trap. (He failed all his detect concealment rolls ect.) The trap consisted of 4oz of C4. Which detonated slightly wounding Carlos. They traveled closer to the contact point. When they encountered villagers passing by on a trail. They saw each other but neither didn't pay each other much mind. Finally they reached the contact point. They saw an set of old ruins. On and around which were several men. They were all armed. Well the players spread out and were nearly fired upon before using the identifying code word. Which quickly resolved any hostilities. They were then informed by their contact Tran Loc. That an outside weapons dealer is meeting with NVA forces. At a village 25 kliks from their current location. He gave them the date, time and coordinates of the meeting. They then parted ways. From their they started towards the village. On their journey they come across a couple villagers on a road. They interrogate the men. Leroy asks them some questions which they don't really have any answers. Then Troy trys what he believes is the universal language. He punches one of the villagers in the face. This being unsuccessful. Kane trys to charm/impress but at this point its to late. They end up letting th villagers on their way. (Unbenouced to them this was a bad move. As they inform the NVA to their presence.) Further on they encounter an NVA force in ambush positions. A fire fight ensues. Which the players come out on top of. They scavenge the bodies not finding much besides there rifles and a couple bags of rice. They continue onward to the target. A quiet journey save for Leroy almost falling in a pit full of punji stakes. They come to the village and take up positions around it. There is a trail leading into the south and into the north. At the entrances of these trails they sneak in and place claymores and C4. Then take up positions around the village. Some time later a jeep pulls into the village. In this jeep is four men all of them appear to be europeans. Three of them are dressed in blue button up shirts. The last one is dressed in a white button up shirt. He appears to be the leader of this group. He meets with the leader of the NVA. Which now seem to pour out of the buildings. The leaders talk and a couple crates are off loaded. Then the euro leader gives the NVA leader a strange looking pistol. The players engage the enemy with grenades. The Europeans that are not struck down in the grenade attack. Jump in the jeep and head north out of town. The players detonate a claymore taking out the jeep. As it flips over. They throw more grenades to finish off the jeep and crew. They all engage the rest of the soldiers finishing them off save for one that runs off into the jungle. They check the crates the euros off loaded. They found AK-47's with russians markings and others with M.A.R.S. stamped on that instead. Along with that they find some strange rocket pistols. (Which look like a single shot pistol with a rocket placed on it instead of a barrel.) They then track a blood trail to the north. This leads to the villages rice paddies. They move to the paddies to find a helicopter (Sikorsky S-55) lifting off. This is clearly the europeans. They fired on the chopper. There small arms seemed mostly ineffective. Till Kane used one of the rocket pistols they found. Which dropped the helo right there.
This concluded the session.

I didnt include the system crunchy bit is the summary. If you have questions about the system bit in situations I would be glad to answer them.
I built a random jungle encounters table for the game. If I get a chance when I get home I'll post it.
Vive la mort, vive la guerre, vive le sacré mercenaire

Ronin\'s Fortress, my blog of RPG\'s, and stuff

Ronin

This is the random jungle encounter table I made for the vietnam game.

VC                                     1-3
Farmer/Villager                     4-5
Tribesman (indigenous people) 6
Trap                                  7-8
Wildlife                                9
Nothing                            10-12

VC
Patrol 1D10 men                   1-3
Ambush 1D8 men                   4
Emplacement Ambush             5
Spiderholes Ambush               6
Marching Men 2D6 men         7-10

Farmer/Villager
 35% chance they will inform VC. If so VC patrol will arrive in 1D100 minutes

Tribesman
Mountain folk. They dislike VC. May or may not be helpful.

Traps
Punji stakes                            1-2
Pit with punji stakes (tiger trap) 3-4
Dropfall (see sub table A)          5-6
Tripwire (see sub table B)           7
Mine                                       8

Trap sub table A
Grenade                                 1-2
C4*                                       3-4
Aerial Bomb**                          5
Multi Grenade Drop***               6
Flare                                       7
Claymore                                 8

* about 4oz. of C4 explosive
** a salvaged undetonated 100lb aircraft bomb
*** VC took empty law rocket tubes, and placed grenades with the pins pull inside. The tube kept the spoons from release off the grenades. Anyways they filled them with so many grenades. Then hung it in a tree attached to a trip wire. When the tripwire is triggered the tube swings down and centrifical force throws the grenade out of the tube littering the path with frags. Saw it on a boobytraps show on the military channel.

Trap sub table B
Log*                          1-2
Long with spikes**        3
Sidearm with spikes**    4

* Triggering the trap causes a log to swing down at the victim
** Same as above but with spikes
*** A horizontal swinging bed of spikes (think of the spike trap rambo made in the first movie)

Wildlife
Tiger                                      1
Monkey                                   2
Group of small animals/mammals 3-4
Birds                                     5-6
Vive la mort, vive la guerre, vive le sacré mercenaire

Ronin\'s Fortress, my blog of RPG\'s, and stuff