Downed Pilot
Mission Type: Speed
Mission Length: 15-30min
Field Type: Woodlands
Requirements: mannequin/dummy or non-player “pilot”, 2 man stretcher (can be made easily with 2×4s or branches and blankets and belts)
Concept: Rescue a downed pilot
Teams: 2 roughly equal teams. Stronger team should be rescuers
Objective: Downed pilot works really well as a side mission in larger engagements, but can stand on its own as long as it’s not long and dragged out. The basic story is that one of your pilots has been shot down and ejected in enemy territory. He was injured in the bailout and can’t walk, your team has to go in a rescue the pilot before he is captured by enemy troops.
Rules: Teams are split up into “rescuing” and “capturing” teams and placed at opposite ends of the field. Event staff places the pilot dummy (or player) in a location that is roughly closer to the capturing teams side and slightly concealed. Players on the rescuing team are given a 2 man stretcher and told that the pilot must be carried out on the stretcher as he is injured and can not walk. The pilot should be heavy enough that it takes 2 men to carry him off the field quickly. The rescuing team should be given generic coordinates for the pilot but not exact, the capturing team should not be told where the pilot might be located. When the pilot is set, the match is started and the two teams take the field. The rescuing team must find the pilot, roll him onto the stretcher and evacuate him to a safe area before time expires. The capturing team must stop the rescuers from getting the pilot, and if possible take the pilot back to a safe area on their side. The pilot can not be killed for purposes of the game, and if using a live person as the pilot, should not fight or walk to change position for either side. Time warnings should be given at 5, 2, and 1 minutes left to give teams a chance to plan last minute rescue attempts. The match is over when the pilot is rescued, captured, or time expires. It’s important to note that success in this mission is supposed to hinge on speed and teamwork, set a time that works for your field that gives just enough time for the rescuers to get to the pilot, load up, engage in a short firefight, and then get back to base.
Respawn Rules: 5 minute respawn
Scoring: Win/Lose, If the pilot is rescued the rescuers win, if he is captured the capturers win, if time expires it is a tie. Points scoring, 100 points for successful rescue, 50 points if rescue is in progress at the end of time, 100 points for successful capture, 50 points for capture team if rescuers never even touch the pilot.
+1 Difficulty: 2-to-1 ratio capture vs rescue, this is closer to military use of small special forces teams to rescue pilots and their being outnumbered and outgunned. The only advantage in this situation would be exact pilot location.
-1 Difficulty: Pilot is a real player who can crawl, hide, and is armed with a pistol and can engage the capturers. In this case if the pilot is hit, he should drop his weapon and be “unconscious”. In order to keep the pilot from cheating on the movement, take a belt and cinch it tight around the back of their knees. Whatever they can move without undoing the belt is fair game.











This is great for that one person that you wish would stop playing. LOL!!!!!!! thanks guys
January 2nd, 2009 at 8:07 pm