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TOPIC: Team Attributes

Team Attributes 3 years 8 months ago #6855

  • Rob
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At this event each team will have some 'special attributes' that play upon a team's inherent skills. The US Forces, for example, had the attributes of technology and control of the skies at their disposal. The Somali forces, on the other hand, had sheer volume of numbers on their side.

We are going to be operating along fairly historic lines in this event; that means the Somalis don't have air support but they do have RPGs. On the other hand the US forces don't have armor but they do have air support.

Special attributes such as Little Birds and RPGs will be 'off-map' assets that the unit commander can call in for support. Admins will be standing by with pyro to simulate those attacks.

US Forces Attributes:
Little Birds. US Force Commander will have on call a section of MH-6 Little Birds (Admin) that can provide 7.62mm minigun and 2.75” rocket support. The Mini Birds can provide two attacks per mission before having to return to base to refuel and rearm. The effective casualty radius for a Little Bird gun run is 30-feet.

Airborne Command and Control. US Forces Commander can call C&C Bird (Admin) up to three times per mission to get near real-time intelligence of where Somali forces are gathering and operating.

Somali Forces Attributes:
Mass numbers. Somali Forces have the advantage of a large number of personnel available to them for each mission. This will be supported by having multiple respawn points across the field including South Tower, Radio Tower and the mosque building.

RPGs. Somali militiamen can request an RPG attack two times per mission on any of these valid targets: Little Birds, Airborne C&C Bird and troops. One RPG attack can take out one Little Bird sortie or remove the C&C bird for the mission. If used against troops it will make casualties out of everyone within a 15-foot radius.
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