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Department of Defense: Exo-Wars Military Database |
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Campaign Objective: Disable
Disable
objectives are as numerous as destroy and locate objectives, however the
key difference is that the target is to be disable, yet functionally
preserved. The system to be disabled is considered valuable by your
commanding officer or employer. Therefore you have been ordered to
temporarily disable, but not destroy the target. Usually disable
missions are assigned to advanced units and recon teams. The team goes
in disables the equipment or system. Then during a later move your team
occupies the area, make light repairs to the equipment you sabotaged,
and uses it for their own purposes. Weapons
Platform: Your team has been ordered in to disable an enemy weapons
platform. The platform can be a simple SAM or AA site, to a complex
automated defense system. The more complex units such as CIWS (Close In
Weapon System) will require precise timing and electronic/computer
skills. Disabling such a site represents a much more complex operation
then disabling a simple Surface-to-Air Missile (SAM).
Game Masters are encouraged to present realistic targets scaled
to the experience level of the team, asking a rookie team to take out an
automated defense system like a CIWS is unrealistic. Electronic
Equipment: Your team has been assigned the task of sabotaging a vital
electronic system or piece of equipment. The item may be as small as a
key circuit board to a large super computer. To add an extra twist to
the item the Game Master may specify that the team must disable the
equipment in such a way that it still functions, thus fooling the
operators into thinking it still works, at least for a little while. An
example of this twist is disabling a surveillance system to commit a
robbery. The camera has a looped video feed to make it appear
functional, in reality the criminals can move with impunity. Radar
Station: You must disable an important radar station that is observing
your allies. The radar station may be on the look out for airplanes, or
ground movements. Like the disable electronic equipment objective, the
Game Master could specify that the sabotaged equipment appear to be
functional. Or the Game Master could opt for a simple non-functional
campaign that allows the team to move on quickly with the rest of the
mission. Supply
Bunker: You are tasked with the disabling of an enemy supply bunker that
hold various spare equipment, munitions, fuel, rations, etc. The bunker
is to remain complete, but the supplies are to be cut off from delivery.
The team may need to weld the door closed, tamper with the locks,
barricade the bunker, or other trick. Especially creative team may even
choose to loot the bunker and hide the supplies somewhere else. Again
all this could be done under the nose of the enemy, adding an element of
challenge to the mission. Geography
(Bridge, roads): You and your team must locate a specific geographic
formation and disable it. The formation itself must remain whole because
your allies want to use it. Therefore you must carefully disable it.
That may mean placing mines at key locations, or disabling a drawbridge
mechanism. Sabotaging the Panama Canal gate system would ensure that no
ships could have easy access from the Atlantic to the Pacific. Or maybe
a temporary fault at hydro plant is in order. Vehicle:
Your mission is to temporarily disable and delay a specific vehicle. The
target may be a troop transport or a prison bus. By delaying its
departure you have time to seek reinforcement to proceed with the
capture of the target. Or maybe you need to delay a presidential
motorcade to set up the perfect ambush or assassination. |
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