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Mission 1: Part1 As the 14th Army re-joins the war

Scene1
General Slim is moving his forces into the Arakan region and going on the
offensive in the hopes of revitalising the armys moral after the loss of Singapore
and being pushed out of Burma last year.
The players were each enlisted into detachment 101 last year, pulled from their
respective units to join a sabotage/espionage unit determined to re-open the
Burma Road for the allies and allow General Stillwells Chinese troops to join with
the 14th army.
A Courier drops you a note and asks you report to Capt. Peers.
The note reads- The fighting in Arakan has gotten very dirty very quickly and you
receive word that Stillwell wants detachment 101 to launch a rescue mission of 2
downed pilots.
Capt. PeersYou can expect to encounter some strong resistance if you engage the enemy
as units of the IJAs 15th army/ 33rd infantry division are in the area. You are
allotted a team of up to 5 if available and will be given any standard kit for this
mission as Free.
To assist in the mission you will be provided with appropriate maps that mark
were the two planes went down and outline likely IJA hotspots in the area.
A river cuts the centre of the map north to south with an IJA camp dead centre.
To its east are hills and to its west are mountains. You will travel from the front
line keeping the river to your left as the 2 planes went down in the mountains.
You will then find your own way home.
Go see Capt. Coughlin and get your equipment sorted and then head out. Oh
and be sure to take radio so you can report in any unusual troop movements.
Scene2
At Capt. Coughlins tent there are 2 trucks loaded. Help get this shit unloaded
will you boys. You note no less than 30 cases of Grands as well as assorted
other weapons and ammo.
Coughlin loads you up on guns/ammo etc. and shows you the new armoured vest
(M12) that is available. He asks if you need any more hands for the mission also
and sets you up with medical, radio, and standard outfit.
NPC FOR HIRE (10BP)
*Sergeant Gaje Ghale (2nd battalion, 5th Royal Gurkha Rifles) level 1 soldier,
level 1 driver.

Youre offered a lift as far east as is safe. Driver Sergeant Gaje Ghale leaves you
on the edge of nowhere. Several hours to the east you come across the river,
night falls

Scene 3
You wake early and prepare your raft for the journey up stream.
Character one has noticed something disappearing into the treeline (a monkey
has stolen something important like your compass and map etc.) You can give
chase or lose the stolen item/items.
TREE AMBUSHYou walk into an area with several body parts strewn around, a Jap type 38 rifle
(and 18xammo, 6.550mmSR) lie on the ground. Another body hangs from a
tree with a grenade on its belt (climb DC: 12, fall:1d6, failure by 5 or more causes
the grenade to drop and go off centred at base of tree with climber getting no
reflex save to dodge).
DC: 24 Ambushes
12 Monkeys + 1 Ape (large male monkey)

With your trusty cumpus and maps regained you treak onward and slide your
boat into the river and travel onward for a few hours hoping the jungle will get
kinder

Scene4
Curving around a river bend the western mountain rang starts to come into sight,
you know that the suspected Jap outposts will soon have eyes on you if you dont
leave the river. Pulling your boat ashore you look around.
Binoculars Spot DC: 26 You spot a Jap observation unit in the mountains above
(can chose to avoid combat in scene 5 or attempt to ambush the obs unit).
RIVER AMBUSHLocal Spot DC: 14 A rotten carcus of some poor fellow is half burried by mud
and reeds on the rivers edge. A small leather pouch sits nearby (Gadget* Pocket
watch).
Local Spot DC: 25 You see several crocadiles in the river (will attack if someone
goes near the body), a DC: 15 Survival roll can outsmart them.
2 crocadiles + 1 Giant Crocadile

You move out and upward toward the mountains were the first plane went down.
As the sun sets you find yourself seeing a parachut in the trees some distance
off. You can rest the night or press on.

Scene5
Option 1- Pressed on into the nightLandmine Spot DC: 26, Listen DC: 14 to hear the click of the mine befor stepping
off.
*There is a Colt M1911 on the ground along with seven shell casings (fully loaded
with 7 x .45 ACP). Spot DC: 18
There are tracks leading up the mountain to high ground. Survival Tracking DC:
16 (DC: 20 to notice that there are more than one pair of tracks as several Jap
boots are intermixed with the pilots).
Option 2- Camped and moved on in the morningLandmine Spot DC: 22, Listen DC: 14 to hear the click of the mine befor stepping
off.
There is a Colt M1911 on the ground along with seven shell casings (fully loaded
with 7 x .45 ACP). Spot DC: 14
There are tracks leading up the mountain to high ground. Survival Tracking DC:
12 (DC: 16 to notice that there are more than one pair of tracks as several Jap
boots are intermixed with the pilots).
Scene6
Traveling up the mountain you eventually encounter the first Jap observation
unit. If you noticed the obs unit in scene 4 then you can ambush them (their

Listen vs. partys worst Move silently). Otherwise they will attempt to ambush you
(you gain a +10 bonus to avoid this if you noticed the tracks earlyer in scene 5).
NCO (henchman)x1
Nam
e
NCO

level

H2H Att

+6/1d1
0+3
Dex
16
Tumble

Str
16
Spot

Ranged
Att
+7/1d1
0+3
Int
12

Con
16
Steal
th
+8
+11( +10
21)
Gear:helmet, sword, Nambu Type

Def

DR

Init

Vitae

15

34

Woun
ds
16

Wis
12
Grena
de
+6

Cha
14

Fort
6

Ref
5

Will
2

100 SMG , grenade, ammox50(8mm)

Special feat: Rapid shot +1 attack/turn


Soldier type 1 x5
Name

level

H2H Att

Attacker

+4/1d6+3

Str
16
Spot
+5

Con
16
Stealth
+8/18

Dex
16
Tumble
+7

Ranged
Att
+4/4d4
+1
Int
12

Def

DR

Init

Vitae

Wounds

14

16

Wis
12
Grenade
+4

Cha
10

Fort
5

Ref
4

Will
1

Gear:helmet, grenade, type 38 rifle, bayonet, ammo x20

Soldier type 2 x5
Name

level

Defend
er
Str
16
Spot

H2H
Att
+4/1d6
+3
Dex
16
Tumble

Ranged
Att
+4/4d4
+1
Int
12

Def

DR

Init

Vitae

13

Woun
ds
16

Cha
10

Fort
5

Ref
4

Will
1

Def

DR

Init

Vitae

13

Woun
ds
16

Wis
12

Cha
10

Fort
5

Ref
4

Will
1

Con
Wis
16
12
Stealt
h
+5
+8/18 +7
Gear: type 38 rifle, bayonet, ammo x20
LMG Team (2 men) x1
Name

level

H2H Att

Gun
Team
Str
16

+4/1d3
+3
Dex
16

Con
16

Ranged
Att
+4/4d4
+2
Int
12

Spot

Stealt Tumble
h
+5
+8/18 +7
Gear: LMG Type 96 (6.5 x 50mm), Ammox180, type 38 rifle, bayonet, ammo x20
Prisoner rescued !
Jimmy Bakersfeild is bruised and battered but can still walk. All his fingers on his
gun hand are broken and he wont be much use in a fight. He is tied up in a small
bamboo hut nearby.

END OF MISSION 1.

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