====== Sample Missions ======
To help the referee get a better feel of the Rhand system several missions
are detailed in this section.
These will not only help the referee to design other missions, but will
illustrate the uses of the Morningstar, an integral part of the Orca.
^ **Mission: Guard** ^ **Risk Level: 1** ^ **Coordinates: +012.2 +01.6** ^
^ **Location: City State of Opara, Orca embassy and grounds** ^^^
The ink is barely dry on the treaty between Opara
and the Orca, and the situation is somewhat tense.
The Combat Team is told to avoid any killing if possible, but to hold the
embassy secure.
The embassy is a 40 hex by 30 hex two story building with a basement.
There is a veranda on the second story 15 hexes by 5 hexes.
Room layout is left to the referee, with the officials' rooms on the second story, Combat Team's barracks and
strong- box with valuables in the basement.
A ten foot high wall 50 hexes on a side surrounds the embassy.
The personnel of the embassy are two diplomats, a translator, and two
housekeepers.
Rooms for the housekeepers are in the basement.
The Combat Team should split guard duty into three eight hour shifts and
pick positions to stand guard.
Everything is quiet until the seventh day (night, actually).
A group of Brigands tries to break in to steal valuables.
The CV of each is 12 (SL 3, armed in LT, from the table) and their total
CV equals the team's.
They use double short swords in combat and daggers as thrown weapons.
Each has an Infiltration SL of 6 and is equipped with rope, grappling hook,
and lockpick kit.
The team should attempt to capture them and tum them over to local
authorities.
If the brigands get away with any valuables from the strongbox, the Combat team cannot pursue and will forfeit their Mission Point for
this mission.
**R.I.P.** \\
**Sargeant Schustec** \\
**Battle of the Silver Lake** \\
**Make in the Face**
^ **Mission: Mobile Assault** ^ **Risk Level: 4** ^ **Coordinates: +016.4 +04.** ^
^ **Location: North of City State Newcon** ^^^
A band of about 100 Rogues has settled in the
ruins of a city 36 miles north of Newcon.
The group has made fortifications in various places so that an area about
300 hexes square is effectively walled off.
Each side of the fortified area is composed of the walls of five buildings
and four streets.
The walls are each 48 hexes long, 20 feet high, crenelated, and have a
breaking strength of 800.
The streets are each 15 hexes wide and have wooden barricades 8 feet high
built across them.
The breaking strength of these barricades is 45.
There are four guards per side, usually stationed in pairs at the middle
two barricades, and one guard on a platform at each comer of the fort.
All guards carry archery equipment based on the following 1-10 roll:
(1-6), medium composite;
(7-8), heavy composite;
(g), longbow;
(10), medium crossbow.
All the Rogues in this band are taken straight from the [[Troops and Enemies Description Table 1.2|Troops and Enemies
Description table]].
Unless otherwise stated, they have their choice of combat weapons, and
two thirds have archery equipment varying as described above.
The surrounding terrain is light brush on the east, north, and west,
and city rubble to the south.
If assaulted in force, casualties would be unacceptably high.
Therefore, the Orca is using Mobile Assaults, lightning raids to weaken
and eventually crush the enemy.
The Combat Team will be part of the third wave of these attacks.
They will be transported in, along with two other teams, at 2:15 AM local and must return before 2:25 AM.
The first two waves (at 11:15 PM and 12:45 AM) were also composed of three
teams each.
The teams were transported in at three drop points 200 hexes east, north, and west of the fortification.
For this wave, the coordinates have been changed to drop each team 50 hexes
to the north of the previous positions in case these locations have been
pinpointed by the enemy.
These precise transportation coordinates were located by a previous Orca
intelligence mission.
For this mission the teams are equipped with either ropes and grappling
hooks or light rams, depending on their preferred mode of entry.
Using grappling hooks requires a high SL in Climbing and Infiltration,
while using rams means braving archery fire from the wall guards.
Each team should include at least two archers.
The mission can now be run in two ways:
the character's team may choose to attack from either the west position
or the north position.
If they choose to attack from the west, the referee should inform them that
the last wave succeeded in weakening the middle hex of the southernmost
street barricade (breaking strength is now 30).
If the character's can ram this, a one hex breach could be created.
Needless to say, a pair of guards will be at this barricade.
If the team chooses to attack from the north, they get no special
information.
However, a group of rogues (equal CV total) is waiting in ambush at the
previous drop point 50 hexes to the south.
They are all armed with archery weapons, and at least two will be keeping
a full circle watch for intruders (Spotting SL of 2 to 4).
If the team does not detect them first, it could mean a massacre.
The object for each Combat Team is to inflict at least half their CV total
in casualties and then get out.
Any team causing more than their CV in casualties should earn one or two
extra Mission Points, while any team inflicting no damage should lose
one point.
Attacking a barricade can be rather tricky.
If the guards are not silenced in the first phase of discovery, they will
sound an alarm.
Two squads of Rogues, each with a CV total equal to the team's, will
respond and arrive in 6 to 15 phases.
Roll separately for each group.
If the team is unlucky and the two squads arrive nearly simultaneously,
they will be outmatched and should retreat.
If the team penetrates the outer perimeter undetected, either by brute
force or stealth, there is a 10% chance per phase that a roving guard will
happen by.
If this guard survives the phase to yell for help, the two Rogue groups
will respond as above, as well as any nearby wall guards.
If any team survives the encounter with both Rogue groups and remains,
another Rogue group of twice the team's CV will respond as above.
To make this scenario realistic the Combat Team's CV total should be
between 80 and 160.
**R.I.P.** \\
**Schmuel the Mighty** \\
**Lost in the Room of Decreasing Dimensions** \\
**Squished Like a Bug**
^ **Mission: Spinward Rescue** ^ **Risk Level: 10** ^ **Coordinates: +016.4 +04.0** ^
^ **Location: North of City State Newcon (see previous scenario)** ^^^
The eastern Combat Team of
the third Mobile Assault wave was defeated at the wall of the fortification.
Five members of the team escaped, leaving two others behind, captured
by the enemy or dead.
One of the fallen was the squad leader, who had the team's Encoder.
The survivors managed to rendezvous with the northern team and transport
home with them.
There is no time to brief a rescue team before Newcon enters Spinward phase,
but one is assembled in the city.
Over the next three days the team is briefed and equipment prepared.
The team then departs on foot for the Rogue's fort 36 miles to the north.
This mission has to be a finesse operation since the Rogue's total CV is
over four times the team's total.
Every member of the team should be well trained in Climbing, Hunting,
Infiltration, and Traps and Spotting skills.
Each will be equipped with rope and grappling hook and camouflage uniforms
(halves spotting odds).
As before, the team should include at least two archers.
The objective of the team is to rescue any surviving Orca members and
recover the missing Encoder and Thrall.
Orca intelligence expects the Rogues to keep any Orca prisoners alive for
ransom or exchange.
When the team gets within 10 miles of the fortification, there is a 15%
chance per hour of encountering a patrol (Spotting SL of 4).
These patrols will only be one half the CV of the team due to the attrition
caused by the Mobile Assaults.
Remember that this team is difficult to spot, and may avoid detection by
spotting the patrol first and hiding until they pass.
Once they reach the fort, the team must wait for the right moment (definitely
at night) to scale the walls and attempt the rescue.
One of the main reasons for doing this rescue in the Spinward phase is
that the Rogues will not expect it.
If the team loses this advantage of surprise by being discovered before
they are inside, it is unlikely that any further attempts will succeed.
Once inside the fort (implying the team has either evaded or silenced the
wall guards) they must find which building the prisoners are being held in.
There are nine intact buildings randomly scattered about the interior of
the fort.
Each is single story, wood construction, and 30 hexes square.
Three of these are barracks, one is the officer's quarters, two are for
storage, one is the Infirmary where the 40 or so casualties are recovering,
one is the mess hall;
and one is the stockade where the prisoners and their belongings are being
held (not together).
There is still a lot of rubble and decaying structures for the team to
hide in (referee discretion as to placement), so they should take cover
and try to find the right building by watching and listening.
The referee should not tell them directly which building is the right
one, but should just describe the comings and goings of the Rogues, any
smoke coming from chimneys, and any lights seen within the buildings.
If the characters are daring, they can positively identify the right one by sneaking up and looking in
the windows.
No guards are visible outside the stockade, but there are two inside (CV 18).
The characters should have little trouble entering, silencing the guards,
and freeing the prisoners (both are alive).
The hard part is escaping.
All the while the team is in the fort there is a 10% chance per minute of
a guard wandering by.
If the team has killed any guards getting in or left other obvious signs
of their presence, there is another 10% chance per minute that these will
be discovered.
In the event of discovery cries of alarm will be heard, assuming the guard survives the discovery phase.
Men will begin pouring out of the barracks and officer's quarters in 7-12 phases.
They will only be partially armored.
If the team makes free of the fort their problems are still not over.
There will definitely be a pursuit of at least three times the team's CV.
The pursuit number (P) of this group will be 4.
The pursuit will last 7-12 hours.
If the team successfully avoids the pursuit, they can head back to Newcon.
For every day spent returning, roll a 10% chance of encounter with Rogues (equal CV this time).
One last piece of advice for the Combat Team:
watch out for the Rogue's officers, one of them is a magic user.
The reason for the eastern team's defeat was the Stun and Mental Control
spells cast at them.
(Referee: the mage is Combat SL 3 and MGSL 6, with 40 LP in Mental Magic, 10 LP in
Air, and 6 LP in Water.)
**R.I.P.** \\
**Wurlitzer** \\
**Lost on the Ten Bridges of Eternity** \\
**Still Falling**
Sample Missions [R-FRP4-8.1.10.8]