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Dark Business - Mission Briefing


#1

PLAYERS:

Minimum 30 Players, Maxium 40 Players

GAME TYPE:

Team vs. Team vs. Team - Objective Based Adversarial Mission

MAP:

Bystrica

MISSION DATE:

Friday 23rd March 2018, 7:30pm Eastern US Time, 11:30pm London Time, 10:30am Saturday Sydney Time

MODS REQUIRED:

Steam Workshop Collection: http://steamcommunity.com/sharedfiles/filedetails/?id=746605426

Optional Mods:

Enhanced Soundscape
JSRS SoundMod
or
Dynasound 2.2


SITUATION:

MARCH 17th 2030 - 0100 HOURS

A Chernarussian terrorist organization known as Chernarus Militia have taken captive 3 high value NATO personal, a Policeman, a Scientist and a Religious Leader. The Militia are offering the HVCs for trade to the nearby Russian Armed Forces in exchange for much needed weapons and ammunition. Seal Team Six are tasked with infiltrating the area and rescuing the captives at all costs.

The exchange will be orchestrated by the two communications specialists in OFOR and INDI who will be able to communicate via a secure PRC 77 Long Range Radio. It will be up to each faction to negotiate the location, terms and time of the trade.

ALL FORCES ONLY NEED COMPLETE THE PRIMARY OBJECTIVE TO CONSIDER THE GAME A VICTORY


OBJECTIVES:

BLUFOR - SPECIAL FORCES

PRIMARY OBJECTIVE

Rescue all 3 High Value Captives and return to base.

SECONDARY OBJECTIVE

Prevent Chernarussian Militia from obtaining the weapons truck

ASSETS AVAILABLE

  • 6 Men Strong
  • Highest grade technology of any faction, night vision, non lethal and lethal gas, GPS, PRC 152 for long range communication.
  • 1 x Little Bird Helicopter
  • 1 x Unarmed Humvee
  • 1 x Rescue Boat
  • Primary Weapon 7.62mm SCAR Long Range Rifle

Tactical Advantage:
The special forces have a distinct technological advantage. They are the only faction with a helicopter and a fast moving land vehicle. The force is also the only faction equipped silencers, night vision tracers, night vision, GPS and a Long Range Marksman. They also have access to non lethal gas which can be used to disorientate opposing forces long enough for them to strike. The USSF key to victory will be locating the captives early in the game and picking the right moment to strike to recapture them.

Tactical Disadvantage:
Only 6 men strong, simply outnumberd by all other factions.



OPFOR - RUSSIAN ARMED FORCES

PRIMARY OBJECTIVE

Exchange the Weapons truck for the HVCs and return the Captives to base.

SECONDARY OBJECTIVE

Return the Weapons truck to base as well

ASSETS AVAILABLE

  • 12 Men Strong
  • 2 x URAL Troop Transport
  • 1 x Ammo Truck
  • Primary Weapon 7.62mm AKM Automatic Rifle

Tactical Advantage
The AFRF are a medium equipped faction with good body armor and reliable weapons. 12 men strong they are a solid fighting force. A key to their victory with be good utilization of the equipment available and solid teamwork. Also they are not hunted by NATO at the start of the mission.

Tactical Disadvantage
No Night Vision, No Arial transport. A smaller force to the Militia means they could be out maneuvered and ambushed. A less geared force means NATO could have a long range advantage.



INDI - CHERNARUSSIAN MILITIA

PRIMARY OBJECTIVE

Exchange the HVCs for the Russian Weapons Truck and return it back to base.

SECONDARY OBJECTIVE

Return the weapons trucks back to base

ASSETS AVAILABLE
Up to 20 Men Strong
3 x Land Rovers
1 x URAL
Primary Weapon: 7.62mm AK47 Automatic Rifle

Tactical Advantage
Sheer Numbers, The Militias advantage is in their maneuverability. Lightly armored and lightly geared this force will be able to move freely with little to no fatigue over the harsh Bystrica landscape. They are also armed and a assortment of IEDs and Explosives. Their key to victory will be organizing a advantageous meeting spot for the exchange where they can remain hidden and possibly even surround the opposing force to ensure the trade goes through smoothly.

Tactical Disadvantage
Little to no Armor. This means most players will be a one or two shot death. Little to no technology. Militia forces will have to use good communication and old school situational awareness if they plan of getting the weapons truck back to their base in one piece.



CIV - HIGH VALUE CAPTIVES

PRIMARY OBJECTIVE

Be rescued by the US Special Forces

SECONDARY OBJECTIVE

That’s it, get out alive.

ASSETS AVAILABLE
None

Tactical Advantage
Being the main asset class in the mission it is in the beneficial interest of all factions to keep you alive. This means so long as you shut your mouth and do as your told you should make it out alive. Also you are only 3 men strong meaning it shouldn’t be too hard to slip out the back and into the darkness. Bystrica also has lots of towns with lots of civilian vehicles you can possibly use to escape the Militia and Russians and attract the attention of your rescuers.

Tactical Disadvantage
No Armour, meaning one shot death. No weapons or any way of defending yourself. No map, no GPS for finding your way around, no flashlight to light the way. The HVCs will really need to pick their moment when to try and escape. Look out for the NATO Little Bird and use the terrain and your ability to blend in with the surrounding population to your advantage.








EXTRA NOTES

The execution of the mission will be as follows. Upon the start of the mission all forces will have a their assets immediately available. All factions will be provided with a box with some additional supplies.

Be advised First Aid Kits and Medkits will turn into Bandages, Morphine, Epi and Blood bags upon putting them into your inventory.

Both OPFOR and INDI will both use their long range radios to attempt to reach and communicate with each other.

ACRE’s Terrain system will be turned significantly down for the mission in order to make for a quick and easy radio contact by the two factions. But communication specialists will probably still need to seek high ground in order to get a clear line of sight for the signal.

The location, time and specifics of the exchange are totally up for negotiation. It will be up to each faction to work things out.

There are ZERO rules of engagement. Meaning upon mission start players are free to lie, cheat and steal their way to victory. The HVCs need to be guarded at all times in order to prevent their escape.

There is a certain level of roleplay expected by the HVC players. HVC players are not encouraged to take unnecessary risks that might otherwise cause them significant harm.

All forces ONLY need to complete their Primary Objective. Meaning it is quite possible for this mission to end with no casualities and both INDI and OPFOR Winning if the exchange goes off with no problems.

It is also very possible for a NATO, CIV and INDI Victory if Independent forces return the Weapons Truck to their base and NATO Rescue the HVCs.

It is also possible for all forces to lose if the weapons truck is destroyed and the HVCs killed.

So as you can see there are many ways to win and many ways to lose. That is the beauty of Dark Business.

I CAN’T WAIT WHAT ELSE CAN YOU SHOW ME?

Here are some videos of other Dark Business sessions we and other groups have played

Some Shack Tactical Videos Of Dark Business


#2

Dibs on being the scientist!


#3

I just completed testing with Mittens, we worked out a VERY good ACRE setting which means the Militia and Russians shouldn’t have a hard time at all communicating.

The few AI I have put around seem to be following their way points well making the BLUFOR Force’s job a little more difficult finding the players they need to find.

And everything else works well.

So the mission really is good, tested and ready to go. We will announce it this Friday and see how many people can make it. But if we can we will host the mission Friday the 28th in the US which will be Saturday Morning the 29th. We also will push the mission start time back to help accomodate the Australians.

The Last thing I’d like to test is the mods off the steam workshop. If anyone finds out about anyone from another clan that has subscribed to all the required mods please let me know