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MISSIONS

MISSION 1:

SATURDAY 1000-1045

MURDER HOUSE DEATH GAME
SETUP/MODIFICATIONS:

Neutral game, standard commando insertion

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Mission - MurderHouseDeathGame_edited.jp
MISSION SUMMARY:

Welcome to Buckministan's former commerce sector, AKA Katana District. The city is a wartorn shithole, filled with an armed, dangerous, and generally untrustworthy civilian population who are as desperate for humanitarian aide as they are ammunition, which they will try nearly anything to acquire. Both factions have deep history here, each driving out the other almost seasonally. These back-and-forth engagements have often had their pivotal clashes occur near the sector's dominant structure, the Mosque, located in the sector's center. Historically, this building has been used by both factions for everything from aide and recruitment, to public executions. The control of this structure has become THE symbol of control of the sector, as well as being the most tactically advantageous terrain feature. Take it, hold it, and kill any faction member not wearing your colors.  Secondary objectives and mission specifics will be detailed in the Commander's Briefing issued 1 month prior to the event.

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MISSION 2:

SATURDAY 1145-1230

HUMANITARIAN AID
SETUP/MODIFICATIONS:

Attack/Defend, standard commando insertion

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CAX8 - Mission - VCP_edited.jpg
MISSION SUMMARY:

Time to meet the locals. Rebel activity in this sector has increased in recent months and Blue's command fears losing the local population's support. Blue must take control of Checkpoint Charlie, establish a VCP (Vehicle Control Point) using the provided armor separating the FOB from the rest of the district, and hold the position until the end of the game. Additionally, from the security of the VCP, Blue must execute a humanitarian aid mission to garner support from the locals. The details of this aide mission are up to the local Commander. Secondary objectives and mission specifics will be detailed in the Commander's Briefing issued 1 month prior to the event.

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MISSION 3:

SATURDAY 1330-1415

ROUTE CLEARANCE
SETUP/MODIFICATIONS:

Attack/Defend, standard commando insertions

Mission - Route Clearance_edited.jpg
MISSION SUMMARY:

Red and their civilian sympathizers have littered the MSR (Main Supply Route) with IEDs. Blue must use it's engineers to locate and defuse the IEDs and move their armor as deep into enemy territory as possible before the game ends. Scoring will be based on the number of IED defused and position of the armor at game end. Secondary objectives and mission specifics will be detailed in the Commander's Briefing issued 1 month prior to the event.​

MISSION 4:

SATURDAY 1515-1600

KIDNAP AND RANSOM
SETUP/MODIFICATIONS:

Neutral, standard commando insertions

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Mission - Kidnap and Ransom_edited.jpg
MISSION SUMMARY:

Intel reports that Red is targeting several community leaders in the area who have ties to Blue. Red must locate and extract these individuals back to their Detainee Facility. Blue will be given the list of names as the game starts and must rush to prevent the HVTs from being captured by any means necessary. At the end of the game, Red may choose to negotiate a ransom payment for the detainees, or execute them if a deal cannot be reached. Secondary objectives and mission specifics will be detailed in the Commander's Briefing issued 1 month prior to the event.

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MISSION 5:

SATURDAY 1700 - 1745

BOMB FACTORY
SETUP/MODIFICATIONS:

Attack/Defend, red's commandos are specifically positioned

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Mission - Bomb Factory_edited.jpg
MISSION SUMMARY:

Red is reported to have a bomb factory somewhere inside the sector. Blue is tasked with locating the target building, killing or capturing the bomb maker, destroying any caches, and recovering any plans they find. In the event that the bomb maker is killed, his body must be recovered and brought back to the detainee facility for positive identification. Red must defend the factory and bomb maker at all costs.  Secondary objectives and mission specifics will be detailed in the Commander's Briefing issued 1 month prior to the event.

MISSION 6:

SATURDAY 1915-2000

FOB ASSAULT
SETUP/MODIFICATIONS:

Attack/Defend, offset teams, NO commando insertions, field lights will have rolling blackouts, all civilians are considered hostile

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Mission - FOB Assault_edited.jpg
MISSION SUMMARY:

The enemy's FOB must be destroyed and the civilian population couldn't agree more. All civilians will become faction recruits for this mission. The defender will be determined based on which side has fewer players. Whichever side is defending, their Limit of Advance will be moved to prevent them from patrolling the city. The civilian population will be added to the ATTACKING side (unless some civilians are needed to bolster the defenders numbers if they don't have enough players) effectively creating a 2+/1 ratio in favor of the attackers. The city's grid is hanging on by a thread, use the rolling blackouts to conceal your forces movements. Secondary objectives and mission specifics will be detailed in the Commander's Briefing issued 1 month prior to the event.

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INVASION

SUNDAY 1100-1230

INVASION:

RED ATTACKS!
SETUP/MODIFICATIONS:

Attack/Defend, only attacker's commandos can insert, attackers may not leave the FOB for 5 minutes as defenders set up defenses, player numbers or a coin flip will decide who goes first, +1 Assault Pack for faction

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Invasion - Red_edited.jpg
MISSION SUMMARY:

This is it, Red, a full-scale invasion of the sector has been ordered. Pray we have enough ammunition...

Invasion 2.0 requires the attacker to capture BOTH A and B flags inside each zone BEFORE they can begin capturing flags in the next zone. Zones must be captured in order, from 1 to 4. Any player can capture a flag, they are no longer engineer-specific objectives. Defenders CANNOT interact with flags at all. If an attacking player is mid capture and is shot out, the flag will remain at that position until another attacker starts capturing it again. The defender's objective is to simply prevent the attackers from capturing the zones. Secondary objectives and mission specifics will be detailed in the Commander's Briefing issued 1 month prior to the event.

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SUNDAY 1345-1515

INVASION:

BLUE ATTACKS!
SETUP/MODIFICATIONS:

Attack/Defend, only attacker's commandos can insert, attackers may not leave the FOB for 5 minutes as defenders set up defenses, player numbers or a coin flip will decide who goes first, +1 Assault Pack for faction

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Invasion - Blue_edited.jpg
MISSION SUMMARY:

Now it's Blue's turn! We definitely don't have enough ammunition... better make sure we are on good terms with the civilians.

Same same... but diiiiiferent. Same as Red's invasion, but in reverse. Secondary objectives and mission specifics will be detailed in the Commander's Briefing issued 1 month prior to the event.

SUNDAY 1545-1615

FINAL BATTLE

FOB ASSAULT
SETUP/MODIFICATIONS:

3-way neutral, no commando insertion

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Final Battle.jpg
MISSION SUMMARY:

Not that you SHOULD have ANY ammunition left, but, regardless, there WILL be a final battle, even if we have to draw barrel swabs and prison shank each other to death! Final Battle is more about fun than anything else but it is worth a small portion of points that could tip the scale if the scores are close. Details on Final Battle will be presented later.

Refs are paid hourly for CAX.
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DISREGARD BELOW v

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