1
Forum Games and Roleplaying / Wealth Redistribution Society - A Ventures Game for bank robbing terrorists
« on: June 11, 2021, 10:46:10 am »Wealth Redistribution Society - A Risky Ventures Game for bank robbing terrorists
Personal Discord: https://discord.gg/aWKMjUnbtM
The desperate, the destitute, drown in an endless sea of grasping and needing. But there has always been another path for those who dare defy the masters in their ivory skyscrapers and temples of greed. That of chaos, violent robbery, illicit trades and acquisitions that run in defiance of the order imposed upon the world.
Wot this: A Risky Ventures style game for bank robbing terrorists. You start with $10,000, 1 BTC and one safehouse in a working class neighbourhood. Cash (USD) is used as spending money for everyday needs and smaller equipment. Bitcoins (BTC) are used to acquire restricted items like weapons and heavy equipment that would draw suspicion if bought normally. Safehouses are used to buy new operators.
Tag ACTACTACT for any action that the GM should notice. Maintain a list of your own assets an include it in each post. Like other Ventures game the game is lazy fairTM.
The next post will include the possible heists and the item shops. All prices are marked up severely and fluctuate wildly as the bitcoin does its roller coaster swings.
Spoiler: starter items (click to show/hide)
$10,000 Cash
1.00000000 BTC
1 Safehouse, Working Class Neighborhood
Game mechanics:
Spoiler: Casing and Heists (click to show/hide)
Casing: Players will scout a list of possible robbery locations and gather information such as potential loot, security systems, number of staff/guards/civilians. The darknet also sells locations that are already cased. Players can sell cased locations to each other or act on them.
Heists consist of multiple encounter stages that can include:
Insertion: Player controlled operators arrive at the robbery location and prepare to disable security systems/power boxes, as well as gain control of civilians and guards.
Penetration: The operators loot the place and/or initiate measures to gain entry into vaults using tools.
Siege: If the operators are detected at any time during the first 2 stages, police will start arriving on the scene and either assault the premises or set up a perimeter while heavier units arrive. The siege continues until the operators choose to exfiltrate.
Exfiltration: The player operators attempt to get away with their loot via a vehicle. If they are already detected, they must attempt to shake pursuit.
Extended pursuit rounds: In case of extremely determined pursuit and/or failure to shake pursuit because of things like vehicle problems or drivers getting themselves shot, the pursuit can be extended for another round or several. Backup getaway vehicles can be called. The operators can attempt to “go to ground” and scatter in the city/countryside, while losing anything that they cannot carry while safely blending in.
Heists:
Heists consist of multiple encounter stages that can include:
Insertion: Player controlled operators arrive at the robbery location and prepare to disable security systems/power boxes, as well as gain control of civilians and guards.
Penetration: The operators loot the place and/or initiate measures to gain entry into vaults using tools.
Siege: If the operators are detected at any time during the first 2 stages, police will start arriving on the scene and either assault the premises or set up a perimeter while heavier units arrive. The siege continues until the operators choose to exfiltrate.
Exfiltration: The player operators attempt to get away with their loot via a vehicle. If they are already detected, they must attempt to shake pursuit.
Extended pursuit rounds: In case of extremely determined pursuit and/or failure to shake pursuit because of things like vehicle problems or drivers getting themselves shot, the pursuit can be extended for another round or several. Backup getaway vehicles can be called. The operators can attempt to “go to ground” and scatter in the city/countryside, while losing anything that they cannot carry while safely blending in.
Spoiler: Explanation of stats and skills (click to show/hide)
Health: The hp of the operator. The operator is incapacitated at 0, but recoverable. Incapacitated operators can be dragged around and chucked in vehicles. The operator dies at negative 2*maxhp.
Status effects: Bleeding wounds, stuns from flashbang grenades, severe limps go into this slot with their descriptions.
Armor: The NIJ rating of the ballistic armor worn and the %coverage. All hits will be rolled against the armor.
Accuracy: The distance at which the operator hits at 50% accuracy without optics. Hit chances are calculated in angular size. Targets are assumed to be 1.6m tall human beings. Starts at 50m for untrained operators. Optics multiply accuracy because they have a multiplicative effect on angular size. Movement acts as a divisor using speed(m/s)/1.6m target size. Cover and concealment reduces the target’s angular size.
Also see: https://rechneronline.de/sehwinkel/angular-diameter.php
Reflexes: The operator’s ability to respond to contact. Rolled for both the attacker and defender. Ambushers have a slight advantage. Starts at 1D6
Hauling: Number of duffel bags full of loot an operator can carry. Starts at 1. Used mainly when vehicles get disabled.
---
Skills and perks: Skills go under the core stats. Characters can end up with all kinds of skills, this is just a basic list.
Weapon skills (specialized to the weapon) - Improves accuracy and reflexes for a given weapon.
Medic Skills - Used to apply trauma kits to dress bullet wounds. Can be upgraded into field surgery skills.
Handloading (specialized to the calibre) - Used to create custom bullets or reload ammunition for a given calibre.
Machine Operation (specialized to the machine) - used to operate drills and other tools of the trade.
Vehicle Operation (specialized to the vehicle) - skill at handling a given vehicle during pursuit. Helicopters and planes are vehicles.
Computers - Used for gaining access to systems and networks.
Radio Operation - Used for operating radio devices, wireless jammers and for radio counter-counter measures to communicate when under jamming.
Explosives Handling - Explosives courses are usually available in the mining, construction/demolitions industry...
---
Guns: Stats for guns
Attacks: Rolls xDy for extra attacks.
Reflex Bonus: Shorter weapons provide a bonus to Reflexes
Maximum Accuracy: All guns have a maximum accuracy, even though it would rarely be met except by highly trained operators.
See: http://gunwiki.net/Gunwiki/FactorsOfEffectiveRange
Magnification Bonuses: Bonuses from sights and optics go here.
Magazines: Number of bullets per default magazine. Extended/Quad-stacked/Drum Magazines are available on the black market. All information on magazines carried go here. Magazines can be reloaded with loose ammunition in between encounter stages, so you can buy ammunition by the box.
Ammunition: Damage and AP values derived from the ammunition go here.
Reliability value: Probability of a malfunction. Base value of 1/10 for direct impingement systems and 1/12 for short-stroke piston and blowback systems.
Conditions/Statuses: Jams, poor cleaning, fouled gas tubes go here
---
Drills vs Vaults/Safes
Vault and safebox penetration are calculated with the following variables:
Drill Power: Used to damage the vault or safe’s health. (3+ for hand drills. 5+ for boring drills/ hand thermal lances, 10ish for industrial thermal lances.)
Hardness value: Used as an armor value against the Drill Power (1 for lockers 2-3 for safes, 5+ for vaults)
Health: Damage is deducted from the Vault/Safe health. More health = more drilling.
Larger lances may take more than one duffelback worth of gear to assemble.
Vaults can sometimes be opened with a combination key held by 2 separate employees. Other vaults are time-locked and set to open at fixed times. Like for 15 minutes before bank opening time exactly for x minutes. If all else fails, you will need to drill.
Spoiler: Heist Formatting - Example Heist Reports (click to show/hide)
Casing: Tom spends a turn casing a jewelry store in preparation for a heist.
Tom
M9 Pistol 20/20 round magazine.
20/20 round Magazine x4
Level 2 concealed body armor.
Street Clothes with Jacket.
---
Rules of Engagement: Hold fire, Flee on Contact.
Aggression: Zero
Game Plan: Pretend to Window Shop, spot security systems.
Insertion: Road Motorcycle
Extraction: Road Motorcycle
Casing Report:
Building consists of a shopfront, an interior with jewelry on display, with an office to the rear. The office may contain a safe. There are security cameras watching the front, the cashier, and the access to the office. A guard is posted in front at all times, with another near the cashier. The security video feed is sent to a remote location. The wiring for the cameras are exposed.
Example Expedition: Tom, Dick and Harry are robbing the cased jewelry store. There are security cameras and 2 guards.
Tom
M4A1 Carbine with EOTech HWS 553 optic
35/35 round PMAG
6 x 35 round PMAGs
M9 Pistol 20/20 round magazine.
20/20 round Magazine x4
Level 2 concealed body armor.
Technician’s Jumpsuit disguise
Pack of 50 Cable Ties
2 Handcuffs
Dick
MP5A5
30 round MP5 Magazine
4 30 round MP5 Magazines
M72 LAW
Plate Carrier with front and back level 3 plates
Technician’s Jumpsuit disguise
Pack of 50 Cable Ties
Harry
MP7
40 round MP7 Magazine
4 40 round MP7 Magazines
Hand-held Electric Drill, strength 3
Level 2 concealed body armor.
Technician’s Jumpsuit Disguise
Pack of 50 Cable Ties
Vehicle:
Sedan
Space for: 4 Passengers, 4 duffel bags in the boot. Or up to 2 passengers can be replaced with 2 duffel bags each.
6 Empty Duffel Bags
---
Plan A: Coerce Manager into opening Safe. Intimidate guards, establish control of guards, staff and civilians if possible.
Security Perimeter: Tight, maintain control of interior areas only.
Rules of Engagement: Hold fire unless weapons are drawn.
Plan B: Smash and grab available jewelry. Drill into the safe.
Security Perimeter: Tight, maintain control of interior areas only.
Rules of Engagement: Weapons Free
Heist Report, Insertion Stage:
Tom, Dick and Harry enter the premises. Their technical jumpsuits arouse immediate suspicion with the guards and staff. Tom yammers about a work order to buy time.
Dick and Harry maneuver into position to make contact with the guards. They brandish their submachine guns and demand the guards’ surrender. The Guards are handcuffed and tied to each other.
Tom demands that the manager opens the safe. The manager complies and leads him
Unbeknownst to the group, a heroic window shopper calls the police and runs away from the building. The other nine civilians in the building are cowed. Dick and Harry tie them up.
Heist Instructions: Looting Stage:
Plan A-Altered: Load all safe contents into the car. Smash and grab as much jewelry as possible. Prioritize speed.
Heist Report Looting Stage.
The office safe fills 1 duffel bag with cash. The store contents fill another 1 Duffel Bag with jewelry.
Police first responders arrive on the scene. 2 patrol cops with AR-15s decide to engage and assault the group immediately.
Round 1
Patrol Cop 1 surprises Dick at the store entrance, shooting through the window. (At a distance of 30m with 0.016 accuracy at a 0.5m exposed target. Hit Probability=0.005/0.016) He Shoots thrice.
The first shot misses.
The second shot misses.
The third shot misses.
Dick repositions himself deeper into the store behind a counter.
Round 2
The two cops enter the threshold, stepping right into the fatal funnel created by Dick and Harry who are set up behind store counters.
Dick shoots 6 times (from a range of 10m at two 1.6m exposed targets. Hit probability = 0.16/0.032 = 500%)
He hits Patrol Cop 1 5 times with one burst. Patrol Cop 1 collapses in a puddle of gore.
He hits Patrol Cop 2 once. Patrol Cop 2 staggers from being shot in the chest.
Harry shoots 2 times (from a range of 10m at two 1.6m exposed targets. Hit probability = 0.16/0.032 = 500%)
He hits Patrol Cop 2 twice who collapses, bleeding.
The decision is made to stuff both Patrol Cops in duffel bags given the unused boot space even after looting.
The bag of cash and the bag of jewelry are put in the boot of the Sedan along with the bodies of 2 patrol cops.
No other police forces have arrived while the operators are attempting to escape.
Gained:
Bag of Cash: worth $20,000
Bag of Jewelry: Worth $50,000
Instructions: Exfiltration.
Plan drive casual:
Rules of Engagement: Do not engage unless fired upon.
Blend in and lose pursuit.
Exfiltration Report
Police search the area for the robbers. Eyewitnesses provide a description of the operators and their vehicle.
Tom drives the car as normally as possible with 2 bodies and 2 lootbags in the boot. He is nervous and stands out. A patrol car pulls him over for questioning.
“Just the boys day out, officer. Nothing to see here.”
“Hey you match the description of the suspects for that robbery on jewelry street! I’m going to ask you to come with me to answer some questions while we search your vehicle.”
Tom drives away as fast as he can because he won’t shoot first. The police car pursues.
The police car gains on Tom and the officer inside shoots at the Sedan’s tires. (0.2m target at 5m. 50% tracking penalty for movement. Hit probability = 125%.) The back wheel of the Sedan ruptures and bursts, the car slows down slightly.
Dick returns fire with his MP5A5 (0.016 Accuracy, 0.3m target at 5m, 50% tracking penalty.) He fires 5 times. He hits the police officer 5 times. The police officer collapses behind the wheel and starts bleeding out while Tom drives away.
The Sedan limps out of the city without drawing further heat. It promptly breaks down when the crew reaches safety.
The $20,000 cash can be stashed and used immediately without problems. The jewelry can be fenced for 1.04 BTC
---
Spoiler: Heist Formatting, settings (click to show/hide)
Settings for expeditions:
Rules of Engagement: Hold fire/weapons free/Engage when Engaged./Engage when presented at… Hard rules that determine when the operator will open fire.
Aggression: Stealthy/Pre-emptive civilian executions/Shoot all armed people not us on sight/etc… softer instructions to direct the operator when to engage. Useful for pre-empting before police can be called and alarm buttons pushed.
Defensive Instructions: Standard tactics for dealing with an ambush is to break line of sight and re-establish, letting attackers pursue you on your terms. If anyone has better ideas put em here.
Other instructions: “Cut the power first.” Deploy cellphone Jammers. Grab video feeds if possible, Etc. You may write a general plan of action for the operators to follow
The instructions Template will be something like:
Operator 1 to N
Gear
… Repeat for each operator
Vehicles assigned to each group of operators
---
ROE:
Aggression:
Plan of Action:
