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VIP Extraction Time Limit - NONE 3 Teams: Rebels, VIP Detail, Marines. The number of Rebels should rougly equal the combined numbers of the VIP Detail and the Marines. The VIP detail should be no larger than a third of the size of the Rebel squad. 2-3 Acres of land. Small structures for the rebel base and the embassy are a plus. INSTRUCTIONS Divide players into 3 teams. The Rebels, A VIP Detail, And Marines FAST team. Select one player in the VIP detail to be the 'Ambassador'. Designate three locations as the 'Embassy', 'Rebel Base', and 'Marine LZ'. Each of these locations is occupied by the Rebels, VIP Detail, and Marines respectively. Flip a coin to decide if the Marines have discovered the Rebel base. Flip a coin to determine if Rebels have discovered Marine LZ. Everyone knows location of Embassy. Flip a coin to decide if VIP Detail has 'Heavy' (Full Auto) or 'Light' (Single Shot) weapons. The objective of the Rebels is to capture and detain the 'Ambassador'. The Rebels must hold the 'Ambassador' at their base for 20 minutes. Conversely, the objective of the Marines is to rescue the 'Ambassador' and the VIP Detail and bring them to their LZ for 20 minutes. The VIP Detail may call for assistance from the Marines only after they have given or received fire. The 'Ambassador' cannot be killed, however, if hit he becomes incapacitated and cannot offer resistance. VICTORY CONDITIONS The Rebels win if they capture and retain the ambassador for 20 minutes at their base. The Marines/VIP Detail wins if they get to the LZ and hold out for 20 minutes. BACKGROUND Rebel forces have stormed a U.S. embassy with intent to kidnap the ambassador. Embassy security has kept the rebels at bay, but is not expected to last. A Marine F.A.S.T. team has been deployed to rescue the ambassador and any remaining security guards.
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