The Oil Rig Mission

This mission was set up as a "test" mission for a higher-end employer. The employer is basically just pitting two mercenary teams against each other. One team defends the rig, the other assaults it. The team that survives wins future contracts. It doesn't matter which team attacks and which defends, I just chose to have the PCs attack. I figured it would be more interesting and I had a decent "contract" idea that involved all the players.

The oil rig has been derelict for at least 15 years, probably more. With the development of CHOOH2, drilling for oil became more expensive. This particular rig made several taps with minimal result. It became more cost effective to leave it where it sat at the last tap, than to pull up shop, weatherize it, and dry-dock it. So, questionable elements set up shop in it soon after it was abandoned.

Their usual contact informed them that the rig was in his parent organization's possession and was recently raided, overrun, and occupied by an opposing organization's mercenary team. Normally, blowing it out of the water would be the order of the day, but when it was previously owned, they used it as a waypoint for illegal contraband, and all their shipping records were stored in the rig's local database. The PC mercenary team's primary objective is to secure the entire database. A secondary objective is to recapture the rig, if possible. The payoff is 10,000cr per person for the database intact. If no database, then 5,000cr per person for the rig. Not to exceed 10,000 per person. 3,000cr in advance are provided for expenses. Unregistered weapons and small equipment provided up front, with understanding that the weapons will be returned upon completion.

If the players asked, their contact was only able to provide them with a mangy copy of the emergency exit floorplan of the sub-deck.

Oil Rig Emergency Exits

If they pried some more, their contact informed them that his organization had previously set up IR motion detectors, but they may or may not still be functioning. He was able to provide approximate locations of some of them.

Oil Rig Recon

The above map also shows the observed sentry locations when the PCs did some preliminary recon.

It took me a while to put together a working map of the oil rig. I found a gem of a website at http://ccwf.cc.utexas.edu/~gavenda/oilfield. The guy who put it together did a great job of explaining, simply, the regular goings on on a "jackup" oil rig, including plenty of photos. Thing to note: a jackup rig is really a big ship that has three huge extendible legs. It is towed to it's next drilling location and then it jacks itself up about 100-150 feet above the ocean and begins drilling. I highly recommend reading it and passing on the address to your more ambitious players.

Oil Rig Layout

The detcord on the dock level is of a blue plastic variety. It is wrapped many times around the support legs, just above sea level and, upon casual inspection, just looks like water-level paint markings.

The generic explosive in the survival capsule off of the control room is a bundle of pipe bombs with a mercury switch to prevent them from being moved.

The shaped charges are pre-manufactured and look like small inverted plates. One is intended to discourage helicopter landings, the other two are placed behind the diesel fuel tanks to engulf the main deck if necessary.

All explosives have been modified to accommodate a small black box with a red numeric LED display, and a short rubber antenna. This box is a remote receiver controlled either by the com officer through the control room computers or the demolitions expert with a small handheld controller. The com officer can only start the 5 minute timer or detonate the explosives. Only the demolitions expert can shut them off (he can also start the timers or detonate).

The infrared motion detectors are simple. They have a 90 degree field of detection (indicated by the legs on the symbol on the map), can easily be defeated by an IR suit, and have no operational feedback loop (no on/off indicator). If tripped, they will trigger a simple alarm heard throughout the rig.

There is a small data hutch on the main deck that has two log files in an antiquated VAX system. They are left over from when the rig actually served it's purpose, and will only slow the players down if they try to get the VAX up and running and try to interface with it to get the files.

The operations database in the control room is bogus. Even so, by the time the players get to it, it should be pretty well jibberish due to the virus the com officer puts on it.

All opposing units are equipped with a NeuroProcessor, SmartGun Link, SpeedWires, a com link, medium body armor, a 10mm Glock, a SmartGun Linked 9mm H&K MP5, and a combat knife and have above average skills to use them.

  1. - Commander - Begins in the control room
    Extremely strong with other attributes at the high end.
    Martial Arts, Swimming, Stealth.
    Husky, clean, and commanding.

  2. - Sniper - Begins on the monkey board of the derrick
    Above average strength with other attributes at the high end.
    Martial Arts, Sniper Rifle, Swimming, Stealth, Concealment.
    7.62mm H&K G3SG1 Sniper Rifle instead of the MP5.
    Big, relaxed.

  3. - Com Officer - Begins in the control room
    Very high intelligence with other attributes above average.
    Martial Arts, Swimming, Stealth, Radio Operator, Interface.
    Combat CyberDeck and CyberDeck Link.
    Thin, sure of himself.

  4. - Pilot - Begins sleeping in the crews' quarters
    Above average strength with other attributes at the high end.
    Martial Arts, Swimming, Stealth, Piloting most transportation forms.
    Vehicle Link and Chip Jack.
    Big, cocky.

  5. - Demolitions Expert - Begins having a snack in the kitchen
    All attributes above average to high end.
    Boxing, Swimming, Stealth, Concealment, Demolitions.
    Short, bulky, grouchy.

  6. - Underwater Ops - Begins in the starboard crane cab
    All attributes above average to high end.
    Martial Arts, Swimming, Stealth, Concealment.
    4-shot speargun, armored wetsuit instead of body armor.
    Skinny, quiet.
If motion detectors go off: If intruders spotted: On first attack: If control room computers are hacked: If overpowered:


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