Post by Draxas on May 22, 2004 10:39:21 GMT -5
The team moves past the watchtower, and spreads out in front of a chain link fence separating a helipad from the area outside. The remaining guard in the watchtower takes one last parting shot before the team move out of his line of fire, however, the guard does not follow, seemingly secure in the knowledge that the team will have to come back in this direction.
All members of the team stand behind the fence now, near a man-sized hole cut through the links. This allows the team to pass through the helipad one at a time without climbing the fence if they should choose to advance, but something seems wrong. The helipad remains completely abandoned, no craft or personnell are here. The only unusual item is a Rocket Launcher, sitting dead center on the helipad... The only other point of note is a small crawlspace entrance just barely visible inside the left wall, which appears to cut inside one of the main facility walls. The entire situation seems very suspicious... And a quick review of recon data indicates that there is definitely something amiss.
<<WARNIING! WARNING! ENVIRONMENTAL HAZARD DETECTED!>>
Rules for crossing the minefield:
- Nobody is equipped with a Threat Detector, so crossing the minefield is a risky proposition. Any time a player or Sim takes an action that involves movement (excluding leaving the area through the exit they are standing near) or an attack, they run the risk of setting off some or all of the mines. Each time a player performs a risky action in the minefield, they have a 10% chance of setting off each mine in the minefield, which will inflict damage to them as normal. In addition, any players or Sims not located near an exit of the minefield have a risk of being harmed by any mines that are set off by someone else. This is also 10% per mine set off.
- To cross the minefield, simply take cover at the opposite special location. To enter the minefield, take any risky action.
- The following actions are safe, and run no risk of setting off mines: Any fast action, Reloading/Unloading a weapon. Anything else is a risky action.
- Mines can be detonated using other explosives from a safe position. Simply "attack" the minefield with any explosive weapon (other weapons will have no effect). This has a 20% chance to set off each mine in the minefield, and carries the usual risk to anyone currently in the minefield. However, as long as the "attacker" is in a safe location, they have no risk of being harmed themselves.
- This particular minefield has 10 buried mines. Exploding mines will inflict -30 damage each, and have the "explosive" attribute.
*Draxas reloads his Falcon 2s*
Mission Status:
Location: The Abandoned Helipad
Exits: Behind the Watchtower, A Crawlspace Inside the Wall
Special Objects:
None
Environmental Hazards:
Minefield (10)
Cover:
A chainlink fence (thin, special) - 5%, Capacity = INF (Bent, Draxas, Kidgame, Merlin, N3B, Neophife, Ranger, Raven, Razor)
Near the crawlspace entrance (special) - 0%, Capacity = INF
Up for Grabs:
1 X Rocket Launcher
Opponents:
None
Players:
Bent 00: 60/70 HP; $40 (10)
KILLS: 0
E Phoenix: 6/8 ammo (Explosive Shell)
- Magsec 4: 9/9 ammo (Single Shot)
- Falcon 2: 8/8 ammo
- 151 Pistol Rounds
Draxas: 90/90 HP; $60 (8)
KILLS: 0
E Silenced Falcon 2: 8/8 ammo
E Silenced Falcon 2: 8/8 ammo
- dataDyne Combat Knife (Slash)
- dataDyne Combat Knife (Slash)
- Data Uplink (Mission Critical Item)
- Box of dataDyne Combat Knives: 3
- 69 Pistol Rounds
Kidgame: 50/50 HP; $10 (10)
KILLS: 0
E Falcon 2: 7/8 ammo
- Falcon 2: 8/8 ammo
- Magsec 4: 9/9 ammo (Single Shot)
- Plastic Explosives (Mission Critical Item): 1
- 73 Pistol Rounds
Merlin: 68/80 HP; $10 (8)
KILLS: 0
E Falcon 2: 4/8 ammo
E Falcon 2: 4/8 ammo
- Magsec 4: 9/9 ammo (3 Round Burst)
- Falcon 2: 8/8 ammo
- 160 Pistol Rounds
N3B: 68/70 HP; $40 (10)
KILLS: 0
E PP9i: 7/7 ammo
- Falcon 2: 8/8 ammo
- Medipack: 4/6 uses
- X-Ray Visor (Mission Critical Item)
- 120 Pistol Rounds
NeoPhife: 68/70 HP; $10 (10)
KILLS: 0
E Falcon 2: 4/8 ammo
E Falcon 2: 6/8 ammo
- 104 Pistol Rounds
Ranger: 100/110 HP; $10 (9)
KILLS: 0
E Magsec 4: 6/9 ammo (3 Round Burst)
E Magsec 4: 6/9 ammo (3 Round Burst)
- Falcon 2: 0/8 ammo
- Psychosis Gun: 4/8 ammo
- Comms Rider Bug (Mission Critical Item): 1
- 38 Pistol Rounds
Raven: 89/100 HP; $10 (10)
KILLS: 0
E CC13: 7/8 ammo
- Falcon 2: 8/8 ammo
- Falcon 2: 8/8 ammo
- Magsec 4: 9/9 ammo (Single Shot)
- Hand Grenade (4 Second Fuse): 1
- 117 Pistol Rounds
Razor: 90/100 HP; $30 (10)
KILLS: 0
E dy357 Magnum: 3/6 ammo
- CMP150: 32/32 ammo
- CMP150: 32/32 ammo
- Hand Grenade (4 Second Fuse): 1
- 126 Pistol Rounds
- 1 SMG Round
- 33 Magnum Rounds
Mission Objectives:
1: Attach Comms Rider Bug to Communications Dish
2: Disable Air Intercept Radar
3: Destroy all Area 51 Interceptors
4: Gain access to Underground Hangar Lift
5: Rezendezvous with the Double Agent
All members of the team stand behind the fence now, near a man-sized hole cut through the links. This allows the team to pass through the helipad one at a time without climbing the fence if they should choose to advance, but something seems wrong. The helipad remains completely abandoned, no craft or personnell are here. The only unusual item is a Rocket Launcher, sitting dead center on the helipad... The only other point of note is a small crawlspace entrance just barely visible inside the left wall, which appears to cut inside one of the main facility walls. The entire situation seems very suspicious... And a quick review of recon data indicates that there is definitely something amiss.
<<WARNIING! WARNING! ENVIRONMENTAL HAZARD DETECTED!>>
Rules for crossing the minefield:
- Nobody is equipped with a Threat Detector, so crossing the minefield is a risky proposition. Any time a player or Sim takes an action that involves movement (excluding leaving the area through the exit they are standing near) or an attack, they run the risk of setting off some or all of the mines. Each time a player performs a risky action in the minefield, they have a 10% chance of setting off each mine in the minefield, which will inflict damage to them as normal. In addition, any players or Sims not located near an exit of the minefield have a risk of being harmed by any mines that are set off by someone else. This is also 10% per mine set off.
- To cross the minefield, simply take cover at the opposite special location. To enter the minefield, take any risky action.
- The following actions are safe, and run no risk of setting off mines: Any fast action, Reloading/Unloading a weapon. Anything else is a risky action.
- Mines can be detonated using other explosives from a safe position. Simply "attack" the minefield with any explosive weapon (other weapons will have no effect). This has a 20% chance to set off each mine in the minefield, and carries the usual risk to anyone currently in the minefield. However, as long as the "attacker" is in a safe location, they have no risk of being harmed themselves.
- This particular minefield has 10 buried mines. Exploding mines will inflict -30 damage each, and have the "explosive" attribute.
*Draxas reloads his Falcon 2s*
Mission Status:
Location: The Abandoned Helipad
Exits: Behind the Watchtower, A Crawlspace Inside the Wall
Special Objects:
None
Environmental Hazards:
Minefield (10)
Cover:
A chainlink fence (thin, special) - 5%, Capacity = INF (Bent, Draxas, Kidgame, Merlin, N3B, Neophife, Ranger, Raven, Razor)
Near the crawlspace entrance (special) - 0%, Capacity = INF
Up for Grabs:
1 X Rocket Launcher
Opponents:
None
Players:
Bent 00: 60/70 HP; $40 (10)
KILLS: 0
E Phoenix: 6/8 ammo (Explosive Shell)
- Magsec 4: 9/9 ammo (Single Shot)
- Falcon 2: 8/8 ammo
- 151 Pistol Rounds
Draxas: 90/90 HP; $60 (8)
KILLS: 0
E Silenced Falcon 2: 8/8 ammo
E Silenced Falcon 2: 8/8 ammo
- dataDyne Combat Knife (Slash)
- dataDyne Combat Knife (Slash)
- Data Uplink (Mission Critical Item)
- Box of dataDyne Combat Knives: 3
- 69 Pistol Rounds
Kidgame: 50/50 HP; $10 (10)
KILLS: 0
E Falcon 2: 7/8 ammo
- Falcon 2: 8/8 ammo
- Magsec 4: 9/9 ammo (Single Shot)
- Plastic Explosives (Mission Critical Item): 1
- 73 Pistol Rounds
Merlin: 68/80 HP; $10 (8)
KILLS: 0
E Falcon 2: 4/8 ammo
E Falcon 2: 4/8 ammo
- Magsec 4: 9/9 ammo (3 Round Burst)
- Falcon 2: 8/8 ammo
- 160 Pistol Rounds
N3B: 68/70 HP; $40 (10)
KILLS: 0
E PP9i: 7/7 ammo
- Falcon 2: 8/8 ammo
- Medipack: 4/6 uses
- X-Ray Visor (Mission Critical Item)
- 120 Pistol Rounds
NeoPhife: 68/70 HP; $10 (10)
KILLS: 0
E Falcon 2: 4/8 ammo
E Falcon 2: 6/8 ammo
- 104 Pistol Rounds
Ranger: 100/110 HP; $10 (9)
KILLS: 0
E Magsec 4: 6/9 ammo (3 Round Burst)
E Magsec 4: 6/9 ammo (3 Round Burst)
- Falcon 2: 0/8 ammo
- Psychosis Gun: 4/8 ammo
- Comms Rider Bug (Mission Critical Item): 1
- 38 Pistol Rounds
Raven: 89/100 HP; $10 (10)
KILLS: 0
E CC13: 7/8 ammo
- Falcon 2: 8/8 ammo
- Falcon 2: 8/8 ammo
- Magsec 4: 9/9 ammo (Single Shot)
- Hand Grenade (4 Second Fuse): 1
- 117 Pistol Rounds
Razor: 90/100 HP; $30 (10)
KILLS: 0
E dy357 Magnum: 3/6 ammo
- CMP150: 32/32 ammo
- CMP150: 32/32 ammo
- Hand Grenade (4 Second Fuse): 1
- 126 Pistol Rounds
- 1 SMG Round
- 33 Magnum Rounds
Mission Objectives:
1: Attach Comms Rider Bug to Communications Dish
2: Disable Air Intercept Radar
3: Destroy all Area 51 Interceptors
4: Gain access to Underground Hangar Lift
5: Rezendezvous with the Double Agent