Direct Action: OP NIFLEHEIM – Challenges

"Tactical Air Control" by IMK

“Tactical Air Control” by IMK

The below challenges aren’t really linked to any given area, although the first and last (approach and tossing the camp) are events. The rest refer to NPCs one might meet within the camp.

Before the game, it is important that the GM know for what the various buildings and areas are used, and where Al-Masri might be located. When I ran it, Al-Masri was in a building in the centre of the camp, which was made obvious due to the collapsible satellite dish on its roof. Also, the PCs were very conscientious and surveilled the camp for quite some time, figuring out the movement of the guards, and also deciding, based on activity, what the various buildings were. It would be good to have a schedule and some events prepared.

I used the evacuation of the camp (once they found out their contacts in Conakry were killed) as a kind of countdown, a ticking bomb as it were, forcing the PCs to act within a set time period. The activities in the camp clued the PCs in to the upcoming move, and actually got them to act before they intended.

I also threw in the arrival of a couple of technicals and a transport of weapons that were manned by East Africans – the PCs deduced, using Tests, that these were Somalis. This gave another thread to include in the planned campaign, just in case the PCs were a little too efficient in dealing with the opposition. Always nice to have another door for the PCs to open.

THE CHALLENGES

Approach Unseen
Difficulty: d8, there’s not a lot of cover in the desert
Threat: d4, could get seen, but no threat to life or limb . . . yet
Environment: depends on time of approach, night works in PCs favour d4, pre-dawn or post-dusk, d6, twilight or dawn d8, day d10 – approach too close with aircraft or helo, increase die type by 1 step
Complexity: d8, approaching a guarded camp
Damage Track: d8

The Guards
D: d8, Good training and experience
T: d8, use of AKs and use will alert the camp
E: d12 exceptionally hostile
C: d8, the better, smarter tangos of the group
Damage Track: d10

Lone Tango
D: d4 Basic, not well-trained
T: d6, spraying and praying with a lone AK
E: d6, knows the camp
C: d4, a single dude
Damage Track: d4

Small knot of Tangos (3 – 6)
D: d8, strength in numbers
T: d10, bunch of AKs
E: d6, know the camp
Complexity: d6, a few dudes
Damage Track: d8

Pack of Tangos (6-10)
D: d12, overwhelming numbers
T: d12, whole lotta lead
E: d6, know the camp
C: d8, surrounded, or near enough
Damage Track: d12

Al-Masri
D: d6, trained by cowardly
T: d6, not good with the AK
E: d8, wily commuter who knows the camp
Complexity: d6, he’s tough, but not that tough
Damage Track: d8

Abu Dujana, Al-Masri’s bodyguard
D: d10, highly trained, motivated and brave
T: d10, precise work with an AK
E: d10, knows the terrain and how to use it
C: d10, bad-ass mo-fo
Damage Track: d10

Tossing the Camp
D: d8 finding that needle
T: d4 (unless there are still tangos about, then it’s d8, could alert the Tangos)
E: d10 large area, unknown to team
C: d8, lots of ground to cover
Damage Track: d6 find computers, d8 cellphones, d12 cache of portable drives sealed in a container

You can find the camp image here.

You can find more Spec Ops posts here.

You can find OP NIFLEHEIM posts here.

This entry was posted in RPGs and tagged , , , , , . Bookmark the permalink.

Leave a Reply

Your email address will not be published. Required fields are marked *