Monday, 27 August 2012

Geezers Shut it! Scenario: Means to an end

The idea from the previous post had some positive feedback on the Geezers, Shut it! Yahoo group, (Special thanks to John Daley for the name of the scenario!) so here's a rough idea for anyone looking to have a game based on the previous post. I am making use of  what I have available in my collection:

Terrain setup is relatively simple:
A 4x4 foot with a big two storey manor house in the middle, the manor house is surrounded by a garden, lots of trees for cover, big marble flowerbeds and pots for the troops to hide behind. A Roller or Jag parked in the driveway along with a truck for the troops and a gardener's shed. (Think the end game in the first Beverley Hills Cop).

The Baddies consist of:

Lord Mountbatten
Lord Mountbatten's Aide De Camp
FOUR MI5 rogue agents
THREE thugs/ muscle seen previously doing all the heavy lifting.

The MI5 agents and Lord Mountbatten must escape off the table. His ADC and any Mercs will stay behind to cover their escape. 

CI5 will have:
TWO Top Geezers:
Riding in their trusty Ford Capri.

FOUR CI5 agents:
Riding in a Land Rover.

All CI5 agents have radios and are wearing body armour.

Here are a few extra rules to make things interesting:

  1. Lord Mountbatten is a member of the Royal family, he's a war hero and we're not entirely sure of his involvement in this sordid affair, under no circumstances is he to be fired upon! (Yes, even if he shoots at you!): No shooting at the Lord, if going into rough stuff, characters will only get bonuses from their stats (assumed to be Martial Arts training ), so no weapons allowed.
  2. Possibly have FIVE MI5 agents and make one of them an Undercover CI5 man.
  3. In the 'Word on the street' phase, don't deduct each others' troops. Instead, the baddies get a truckload of 'Private army mercs' armed with semi-automatic rifles. They arrive on D6+1 turns.
  4. The good guys get the boys from Hereford flying in via. helicopter. Not too many of them, maximum FIVE, but they will be well armed and extremely dangerous. They arrive on D3+2 turns.

I will dig up some stats from **REDACTED** I received from the Guv'nor a while back, towards the end of the week (Probably Thursday/ Friday) when work calms down a bit.

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