USH'S MATRIX GAME: FIRST ASSIGNMENT- 'Codecracker'
FULL ASSIGNMENT DETAILS
Assignment Name: Codecracker
Objective: To covertly take the new encryption code for the Machine security network in the Matrix.
Details: Surveillance has revealed the timing of the next changeover of Machine codes in the Matrix. Appropriation of this Code will give us four months unrestricted access to Machine communications- so long as they do not realise we have done it.
A Courier carrying the new codes in a USB storage device will arrive shortly after midday at the airport. The Courier is human- he is part of the standard law enforcment system carrying codes for the police and state authorities, that the Machines will make use of as well. The Machines do not think he will be targetted. Nonetheless he will be met by considerable conventional security once he leaves the airport. There will be a window of between five and ten minutes during which he will journey between the plane and the outside of the airport lobby. In this time, the USB storage device he carries must be taken from him, the data on it copied, and the device returned to him, without him knowing. If this is done, the Machine Security network will be blown wide open for four months.
COMMENTS- by Locke.
"This is a smart person's mission. This isn't a case of killing things. If there is any shooting or disturbance at all, the Machines will work out what we are trying to do and the whole thing becomes a waste of time. Keep your nerve, and do it right. The payback on this simple mission will be enormous.
"The crew of the Shez and those sent from the Percy are expected to work together well on this one- but this is Captain Dallas' operation overall.
"How you chose to do this misison is entirely up to you. Just do it right."
SPECIAL RULES:
Opening Mission: This opening Assignment is a single situation, once it is done you will come home. It is an ideal starting place. There will be no Philosophy/Combat Path split- you work together. There will be no reference to your Oracle predictions either. All this will come later.
Stealth Mission: This mission is a designated covert operation. Unlike Combat Missions (where you ignore Bulk), this involves no rule changes compared to a normal mission, but simply a change in style. Normally, detection is an issue as you will run into trouble if exposed. But in this mission, if you are detected, not only are you in trouble, but the mission automatically fails. Therefore you will have to be careful with what you carry- openly carrying big guns is not advised!
In this particular mission, detection means disaster as the Machines will realise your plan- even if you got the Codes, the Machines will never use them if they work out you got them.
SPECIAL EQUIPMENT:
Laptop: (Bulk/Encumberance 3/3). This slim laptop computer is what you will download the data from the storage device onto. It is coded so the information on it can be taken from a hard line onto the systems of the Shez.
Pickpocket programme: (One memory space). This downloadable programme will turn you into a sleight of hand master. People with this download will be able to both take the device from the Courier and get it back to him without him noticing, so long as they are close by.
ESTIMATED DANGER LEVEL: Low. But if something goes wrong, this becomes Very High- the Machines will not take kindly to an attempt to subvert their security system.
TIPS: You don't need a genius master plan for this, but you will need a plan of some sort. The important things are this:
1. Get to the Courier without arousing suspicion
2. Get the device off of him without him knowing
3. Download the info
4. Get the device back to him without him knowing
5. Get OUT without arousing suspicion
It is an airport, not a military base, so you can walk around it freely- but if you want to get to the Courier before he gets to the Lobby and safety, you have no business inside those parts of the airport unless you buy a ticket- which means going through security, which means no weapons.
Don't ALL bundle towards the Courier, that would be a poor use of manpower.
A Map will be provided for you once you enter the Matrix.
Don't panic too much. The Machines are not omnipotent and are not expecting trouble. They are not even there- this is a fully conventional operation carried out by Coppertops. You have to cause quite a disturbance for the Machines to take notice. If that happens, though, expect a fast response time.
Remember the Stealth part of this mission only counts for those DOING the covert bit. You can carry as many guns as you can hide if you are not planning to go past a metal detector.
ROLES: The following roles for team members are NEEDED
Pickpocket: Someone needs to get the device from the Courier and get it back. You may want more than one person to be able to do this. You may want one to take it and one to put it back. Your call.
Computer man: Someone needs to carry the computer and store the info. You can make this one of the Pickpockets if you want, or have a Pickpocket pass the device to the Computer man
The following roles for team members are USEFUL
Driver: ALWAYS useful to have someone with the escape vehicle ready to go. Trouble is, Driver can be a dull job- there ARE things for one to do, but he'll need to go find them, I will not make things happen to him.
Lookout: A good precaution is to leave people looking out for trouble. This can be with the Courier, out in the car park, in the Lobby... anywhere.
Bodyguard: In the worse case scenario, you need people to look after people doing the important jobs.
Any questions, ask me