28mm GIJoe Nightforce in Turcial Abyssmia




G.I. JOE NIGHT FORCE
OPERATION: BLACK GOLD
Raid on the Oil Fields of Trucial Abysmia
28mm Tabletop Skirmish Scenario — d10 System
For this scenario, Night Force is treated as the G.I. Joe unit specializing in
night operations, infiltration, reconnaissance and high-risk special missions

Rather than deploying a conventional Joe force, Night Force uses a small number of highly capable operators who rely on stealth, specialized equipment and coordinated action.
Your roster for this mission is:

Duke
Beach Head
Tunnel Rat
Crazy Legs
Spirit
Outback
Falcon
Wet-Suit

The emphasis should therefore be on stealth, movement and objectives, rather thansimply eliminating every defender.

1. TABLE
Table Size 4 × 8 feet

Mission Briefing:
Trucial Abysmia is a fictional Middle Eastern oil-producing state whose government has become increasingly dependent upon Cobra for military protection and advanced weapons. Intelligence indicates that Cobra has established a covert facility inside the country's principal oil field. The facility is being used to store weapons, fuel and communications equipment while Cobra prepares to manipulate the regional oil supply.

The Joes cannot launch a conventional assault without risking an international incident. Instead, Night Force has been ordered to conduct a clandestine night raid, destroy the facility and withdraw before the local garrison can react. This is not a battle of annihilation. Get in. Hit the target. Get out.

Orient the battlefield lengthwise.

Recommended Terrain

The oil field should contain:
4–6 large oil storage tanks
2–4 pump jacks
Pipeline sections
Processing buildings
Maintenance sheds
Administration building
Perimeter fence
Guard towers
Fuel trucks
Crates and equipment
Generator
Communications antenna
Searchlights
Dirt roads
Scrub/desert terrain
Low walls or berms
The oil field should occupy approximately the central 6 × 4 ft portion of the table. The remaining areas represent desert approaches and extraction routes.

2. NIGHT FORCE DEPLOYMENT

Night Force begins hidden

Place the eight Joes anywhere within 18" of the western table edge , but:
They may not begin within 6" of one another unless operating as a team.
They may begin prone.
They may begin behind terrain.
The Cobra player does not initially know their exact positions.
Mark their locations with hidden counters.
Night Force has the initiative on Turn 1


3. NIGHT FORCE ROSTER

DUKE — Mission Commander
Role:
Command / Assault
Skill:
+2
Combat:
+2
Command:
+2
Special Ability — Mission Command
Once per turn Duke may allow one friendly model within 12" to: reroll a failed Leadership test, or immediately remove 1 Suppression.
Special Ability — Keep Moving
If Duke has not fired during a turn, one Night Force model within 6" receives
+2"Movement

BEACH HEAD
Role:
Team Leader / Reconnaissance
Skill:
+2
Combat:
+2
Stealth:
+2
Special Ability — Ghost
Beach Head does not increase the Alert Level when he successfully eliminates an enemyin close combat.
Special Ability — Point Man
While Beach Head is leading a team, friendly models within 6" receive:
+1 to Stealth tests.

TUNNEL RAT
Role:
Demolitions / Infiltration
Skill:
+2
Combat:
+1
Demolitions:
+3
Special Ability — Demolitions Expert
Tunnel Rat receives +3 when placing or disarming explosives.
He may carry:
3 Demolition Charges
Special Ability — Saboteur
Tunnel Rat may place a charge without increasing the Alert Level if he passes a 7+ Skill test

CRAZY LEGS
Role:
Assault / Mobility
Skill:
+2
Combat:
+2
Movement:
+2"
Special Ability — Assault Trooper
Crazy Legs may move 3" after making a successful ranged attack
Special Ability — Fast Rope
If using helicopters or elevated terrain, Crazy Legs may deploy from an elevated positionand does not suffer the normal movement penalty.

SPIRIT
Role:
Reconnaissance / Scout
Skill:
+2
Combat:
+1
Stealth:
+3
Special Ability — Tracker
Spirit may examine a suspicious area without increasing Alert.
He receives: +2 to detect hidden enemy models.
Special Ability — Scout
Once per turn Spirit may reveal a hidden enemy within 12" if he passes a Skill test.

OUTBACK
Role:
Survival / Assault
Skill:
+2
Combat:
+2
Survival:
+3
Special Ability — Desert Fighter
Outback ignores movement penalties caused by:
sand
scrub
rough ground
desert terrain.

Special Ability — Tough
The first time Outback would become a casualty, roll 1d10.
8+ = remains in play with 1 wound.

FALCON
Role:
Infiltration / Leadership
Skill:
+2
Combat:
+2
Stealth:
+2
Special Ability — Infiltrator
Falcon may deploy up to 12" farther forward than the normal Night Force deploymentzone.
Special Ability — Lead From the Front
Once per game Falcon may allow two Night Force models to immediately make a free 4"move.

WET-SUIT
Role:
Combat Engineer / Assault
Skill:
+2
Combat:
+2
Engineering:
+2
Special Ability — Combat Engineer
Wet-Suit receives +2 when:
disabling machinery
cutting fences
sabotaging pipelines
repairing equipment
dealing with industrial hazards.
Special Ability — Heavy Assault
Wet-Suit may carry one additional demolition charge.

4. TRUCIAL ABYSMAL SECURITY FORCE

The oil field is defended by a mixture of local troops and Cobra personnel.

Cobra Security
1 Cobra Security Commander
2 Cobra Viper squads — 6 models each
1 Cobra machine-gun team
2 Cobra sentries
2 Cobra technicians
1 Cobra communications specialist
Local Security

2 security squads — 8 models each
1 security commander
2 machine-gun positions
2 guard towers

Cobra Specialists
1 Cobra technician
1 Cobra demolitions specialist
Optional
If you want a more cinematic game:
1 HISS Scout Vehicle
or
1 FANG helicopter
Do not deploy it initially.

5. NIGHT FORCE OBJECTIVES
Night Force has four objectives

OBJECTIVE 1 — DESTROY THE PUMPING STATION 
5 VP
Tunnel Rat or Wet-Suit must successfully place a demolition charge.
The charge detonates at the beginning of the following turn.

OBJECTIVE 2 — DESTROY THE FUEL STORAGE FACILITY 5 VP
Destroy at least two major fuel tanks

If explosives are used, roll on the Fuel Explosion Table.

OBJECTIVE 3 — DESTROY THE COBRA COMMUNICATIONS ARRAY 5 VP
A Joe must reach the communications building and spend one complete action sabotagingthe equipment.

OBJECTIVE 4 — ESCAPE 10 VP
At least five of the eight Night Force members must exit through the western table edge.

Bonus
If all eight escape: +5 VP

6. COBRA OBJECTIVES

PRIMARY Cobra's objective is not simply to kill the Joes.

SECONDARY Prevent destruction of the oil facility.

1. Identify the attacking force.
2. Raise the Alert Level to 5.
3. Capture or eliminate Duke.
4. Prevent Night Force from escaping.

Victory Points
Prevent Pump Station destruction: 5 VP
Prevent Fuel Facility destruction: 5 VP
Communications intact: 5 VP
Duke captured/killed: 5 VP
Five or more Joes prevented from escaping: 10 VP

7. ALERT LEVEL
The scenario begins at:
ALERT LEVEL 1 — SUSPICIOUS
Cobra does not know that Night Force is present.

Alert                              Condition
0                                    Completely unaware
1                                    Suspicious
2                                    Possible intruder
3                                    Security searching
4                                    General alarm
5                                    Full combat alert

Increase Alert

Action                                                          Alert
Joe fails Stealth test                                       +1
Joe fires unsuppressed weapon                    +1
Guard discovers unconscious/dead guard    +1
Explosion                                                       +2
Alarm activated                                              +2
Cobra guard survives attack and escapes     +1

Decrease Alert

At the end of a turn in which Cobra has:
found no Joe, suffered no casualties, and has no confirmed contact, roll 1d10.

8+ = Alert decreases by 1.

8. NIGHT COMBAT
Night Force has a major advantage at the beginning of the game.

Visibility
Normal visibility: 12"
Searchlights increase visibility to: 24"

Models outside visibility cannot normally be targeted unless:
firing tracer/incendiary weapons, illuminated, detected by a specialist, or using night-vision equipment.

9. NIGHT FORCE STEALTH
Whenever a Joe moves through an enemy-controlled area while undetected:

Roll: d10 + Stealth
Against:
d10 + Enemy Alert

Results
Joe wins: remains hidden.
Tie: Joe becomes suspected.
Joe loses: Joe is detected.

This makes the early turns about infiltration rather than immediate firefights.

10. OIL FIELD HAZARDS
The oil field contains highly flammable material.
Whenever an explosion occurs within 6" of an oil tank, pipeline or fuel truck:
Roll 1d10

d10        Result
1–3        Fire
4–6        Fuel Leak
7–8        Secondary Explosion
9            Major Explosion
10          Catastrophic Explosion

Major Explosion
5" blast
Catastrophic Explosion
8" blast
Place a 6" smoke/fire area afterward.
Models entering the area must make a 7+ Agility test or suffer a casualty/suppression result.

11. RANDOM EVENTS
Roll
1d10 at the beginning of every turn

d10        EVENT
1            Generator Failure: Lights shut down.Visibility becomes 6" for one turn.
2            Guard Patrol: 1d3 guards move toward the nearest suspicious area.
3            Searchlight Sweep: Random searchlight sweeps 18". Hidden Joes must make Stealth               tests.
4            Technical Failure: A pump or generator fails. Cobra security movestoward the facility.
5            Radio Traffic: Cobra receives a vague warning that something is wrong. Alert +1.
6            Desert Patrol: 1d3 local security troops arrive from a random table edge.
7            Cobra Response Team: 1d3 Vipers move toward the nearest objective.
8            Oil Pressure Surge: Any damaged oil installation immediately becomes unstable.
9            False Alarm: Cobra searches the wrong section of the facility. No Joe maybe detected               this turn unless already visible.
10          Cobra Quick Reaction Force: A Cobra elite team enters from the nearesttable edge.                  Alert immediately becomes 4.

12. TURN LIMIT

12 TURNS
At the end of Turn 12, Night Force must immediately attempt to withdraw. Any Joe still inside the oil field after Turn 12 is considered cut off.

Roll 1d10 for each stranded Joe:
1–5: captured or killed.
6–10: escapes into the desert and survives, but receives no Escape VP.

13. SPECIAL RULE — THE NIGHT FORCE CLOCK
The longer the Joes remain, the more dangerous the mission becomes.

At the beginning of:
Turn 4: Alert cannot fall below 2.
Turn 7: Alert cannot fall below 3.
Turn 10: Alert becomes 4 automatically.

This represents the oil field's security network gradually realizing that the attacks are coordinated.

14. SPECIAL RULE — COVERT SUCCESS
Night Force receives a +5 VP bonus if:

all four objectives are completed, Alert never reaches 5, and at least five Joes escape.
This creates the ideal Night Force victory:

15. VICTORY CONDITIONS

NIGHT FORCE MAJOR VICTORY
25+ VP
The oil facility is crippled, Cobra's communications are destroyed, and Night Forcedisappears into the desert.

NIGHT FORCE MINOR VICTORY
18–24 VP
The primary mission succeeds, but Night Force suffers significant casualties or raises the alarm.

DRAW
12–17 VP
Neither side achieves its decisive objectives.

TRUCIAL ABYSMAL / COBRA MINOR VICTORY
6–11 VP
The oil field survives, although Night Force manages to inflict some damage.

COBRA MAJOR VICTORY
0–5 VP
Night Force is trapped, captured or destroyed and the oil facility remains operational.
They never knew what hit them.

16. OPTIONAL CINEMATIC RULE — "WE'RE NOT LEAVING YET"
Once per game, Duke may declare:

NIGHT FORCE — ONE MORE PUSH
For one complete turn:
All Night Force models receive +2" Movement
All Night Force models receive +1 Combat
All Night Force models automatically pass the first Suppression test they make
Stealth tests receive +1
At the end of that turn, however:
Alert immediately becomes 5.

This should be the moment when the players realize:
Night Force now has to fight its way out.

More to come,
Doc







 

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