Redneck Ride the Atomic Rail

1 posts ยท Apr 19 1997

From: Alex Williams <thantos@d...>

Date: Fri, 18 Apr 1997 23:31:34 -0400

Subject: Redneck Ride the Atomic Rail

This is a little DSII/SGII scenario I put together (and actually
posted as part of a response to someone else on rgm). If you play it in DSII,
you may want to give the marines an IFV with an incredibly
nasty HEL/3 or something else equally disgusting.

===

The occasional bughunt can be a blast. My particular variant is a squad of
heavy powered armour marines dropped through a time vortex
into the remote N GA mountains being chased by N pick-up trucks full
of rednecks carrying shotguns (Pick-up Truck, DSII/SGII-style:

                     Dirtside II Vehicle: Pick-up Truck

By: Alexander Williams Type: Truck
   Desc: Its a Southern Pick-up! There's a shotgun rack in the back
window. The crappy camo paint job makes it harder to hit in the back woods.

     _________________________________________________________________

Equipment Item				   VSP : BVP	 Spaces   Cost
----------------------------------------------------------------------
Vehicle, class 3			    15 :  0	     15     15
Armor class 0				    15 : 15	     15     15
Chemical Fuelled Engine 		    15 : 15	     15     18
Low-mobility wheeled                        15 : 15          15     20
Level 1 stealth 			    15 : 15	     15     80
Space for 2 units of normal infantry	    15 : 15	      7     80)

The PA marines are Veteran units while the rednecks are Green at best.
If you're using SGII rules, the PA is light/slow (d10 armour, 6"
movement), with a built-in Gauss Rifle with integral grenade launcher
on the right arm (FP3, Impact d12), a close-assault vibro-blade on the
left arm (shift attack up one die-type in close combat) and a twin
buzzbomb rack over the shoulders (IAVR, 2 shots each). There is one
heavy-weapons PA in each 3 man squad (yes, that means that you can't
put a whole squad in the back of a pick-up) who has a back-mounted
Multiple Launcher Pack (infinite shots) instead of the IAVRs and Gauss Rifle.
This element also doubles as the leader.

The rednecks are nowhere near so well-equipped; they each carry a
shotgun (two die-shifts up in close combat) and a deer-huntin' rifle
(FP1, Impact d10). They're considered to be wearing their huntin' duds (d4
armour).

At the start of the game, put out three squads of PA on the table, somewhere
near the center. One squad is the overall HQ group and contains the platoon
leader. The goal of the PA troops is to recon as much of the table as possible
and return to the beginning location at Turn 10 to be sucked back up by the
time vortex.

The rednecks enter the board from the outside edge, at locations chosen by
their player. They have no central commander and are
considered independent units, with one pick-up per unit, 9 rednecks
per unit (the driver always stays with the truck), a driver and two
four-man units.  Rednecks start with three trucks.  Their goal is to
`chase these fuckin' aliens back to ET's planet! [cheering]' If they kill all
the PA or chase them from the board, they're considered to have won.

Both sides are considered to have High mission motivation; the marines are
trying desperately to get back to their own time, the rednecks think they're
savin' the worl' from goddamn commie aliens.

If the PA wins (likely in the first game), reverse roles and increase the
number of trucks by one. If the rednecks pull off a victory,
reverse for the PA player (add a PA unit).  How many rednecks /does/
it take to destroy a bunch of PA-boosted marines?

Don't forget the rednecks are totin' shotguns, they can be nasty buggers en
masse in close combat. If you're playing PA, take out their trucks with your
big cannons and then start chewing through rednecks. If you're playin' the
rednecks, think like Bubba. He wouldn't want to go after them ugly bastards
alone, would he? This is SF, not horror!