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Zone Infiltration
Mission Back-Story: Set in an alternate reality in the near future, where the Cold War developed into an armed conflict, Russia invades the United States in a desperate effort to preserve the might of their crumbling Soviet Empire after crippling political and economical blows by the US. As both armies are locked in combat, a nuclear weapon is fired and begins the nuclear holocaust. Neither the US or USSR is known to have fired the missile, or if it was a terrorist attack by extremists to spark Nuclear conflict, but the exchange was inevitable. Most major US and Russian population centers were erased from existence, and the sky was blackened for days. Radiation choked the land, and most life was either corrupted or consumed.
Fifteen years later, the surviving US military remnants reformed to create the North American Union (NAU), and the Soviet troops and their conscripts forced to fight their rapidly bleeding numbers have created the New Soviet American Front (NSAF). Desperate for pure water to maintain crops and the colonies of survivors, two expeditionary forces are sent to sweep into the outskirts of a nuclear strike zone to recover a water purifier from what is believed to be a water plant. The blast like scattered debris from the plant into the forest, so the most likely spot is in the heart of the woods.
However, a presence lies there. Many of the factory workers have been mutated by the prolong exposure to radiation, as well as local wildlife and the townspeople. Little more than undead flesh eaters, they will ruthlessly hunt down potential prey. As well as this threat, large pockets of radiation also exist, which will harm you if you enter them for a prolonged period. With both sides desperate for supplies, the salvage from this expedition will be vital to maintaining strength in the remnants of America.
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Rules:
*Rouge Spear
-Americans and Russians have standard player traits
-Zombies wander the zone, but can use basic coordination, no weapons, but are capable of taking up to 20 rounds or a standard burst before they go down. They are dead for 30 seconds before they are permitted to respawn. A player killed by a zombie becomes one. When a zombie is too close to engage, you may either draw a knife, sidearm, or run your meaty ass out of there.
-The Primary objective is to recover various scrap equipment to bring back to the spawn area. You can hold them there, where the enemy team is permitted to steal them, for 30-45 minutes or when there are no humans left alive. The zombies cannot take the equipment, and exist only to kill people. No men left on a team, all objects recovered, or time limit constitutes a win or end of the game.
Russians should wear any Flora, Woodland, DPM or any similar garb
Americans should wear ACU, Multicam, MARPAT, ect.
The original zombies should get creative, bloody t-shirts, but decent facial protection in case you were to get a mouthful of plastic.
-Limited ammo, this is the apocalypse. Ammo is scarce. One high cap or 2-3 mid caps per soldier.
-The wreckage of a plane carrying ammo can be placed in the woods, and would be a hotly contested area for both teams.
4 respawns, when you are killed for good, you may return as a zombie to wreak havoc on the living.
This scenario would best be played out in the new LVP woods available, considering that they have many routes and good cover, as well as dense foliage for ambushes. The Boneyard could be the NSAF spawn, while the back base can be the NAU spawn. The large playing are is to accompany the fairly large player count of around 80 players, which is what we received on the turnout game.
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So, tell me what you think, it may seem far-fetched at first but I'm sure this can be a feasible game-type for one of our next games as LVP or C3.
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