USH'S MATRIX GAME FIFTH ASSIGNMENT (COMBAT PATH)- 'Payback'
FULL ASSIGNMENT DETAILS
Assignment Name: Payback
Details: This is not a Zion briefing. This is Dallas' on the spot operation, and hs been implemented by Marduk
The attempt to heist Jericho's team and retrieve the codes has failed. Jericho and his team have now returned to Melitus' realm.
Your missing crewmates- the Philosophy Path- are captives of Melitus, and strange things are happening where they are.
For both of these reasons, it is imperative that Melitus' realm be stormed immediately. Jericho and this team must be eliminated, the codes recovered, and your teammates rescued.
The mission is indeed simple but there are several major complications.
In about 45 minutes, the sentinel sweep will come into close proximity to either the Percy or Shez. Uf the ships are forced to move, the lief expectancy of those still trapped in the Matrix will be measured in seconds.
Jericho's team is intact from your last attack on them, and are on home ground. Melitus can also beck up Jericho's forces with those of his own. Your last fight with the crew of the Bounty did not go well...
Your missing crewmates cannot be accessed by your own efforts. Whilst you can storm the factory, the entrance to Melitus realm- which you still do not fully understand- can only be opened from the inside. One of the Philosophy players will have to do this. This is out of your hands,m but you understand that they will be making some form of inteernal effort.
Worst of all, Melitus appears to be in continuous control of things, apparently with the same powers as the Oracle, and impervious to (or more accurately, unaffected by) physical harm. Melitus is your undefetable enemy.
However, you have little choice, and must achieve what you can. Jericho and his men can be theoreticaly overcome by fighting well, and maybe improving your tactics. Someone- specificically Hephaestus- from the Philosophy team will have to handle opening the door for you.
And you will have to be fast. Three of the Philosophy players- Rade, Castor and Azrael- are doomed. They are in a situation they cannot escape. They cannot win, only survive, and eventually they will be killed. They must live until rescued. How long that is... is up to YOU. So you must bear in mind, that the amount of sequences they are going to have to live, is equal to the amount of sequences it takes you to reach them. That might get rather tense.
As for Melitus... perhaps your one compensation is that, invulnerable while he may be, he;s rather limited in what he can DO. But it is hard to feel safe whilst he is around. Still... let's see what transpires.
Your one advantage- again, you have surprise. Jericho is not aware that Ariadne has broken Melitus' encryption that prevented you leaving the Matrix. They still think you guys are badly shot up. That gives you one edge again.
COMMENTS- by Marduk
"I would be lying if I pretended this mission had been going well. We have been betrayed and outplayed from the staret, and our chance to strike back, went badly. Well, that is war. They have not killed us yet, and as I am sure Dallas can tell you, before they have done that, we can just try again, and again and again and we STILL have a chance to make ths right. We are playing every advantage we have now. We have broken Melitus's encryption, and have veen been tracking his activiites inside his Realm. We have one shot now, one final shot, to break everyone out, get those damn codes we came for in the first place- and end the Jericho situation, forever.
"As before, we must remember that Jericho and his crew are traitors to Zion- even though we are not sure exactly what they have betrayed us to- and they will not hesitiate to kill you. Drop them first. As ever... if you CAN talk Medea round, do so. We can guarantee we will do the best to find where the Bounty is hidden and recover her physical form. Bear in mind that this offer will involve you guaranteeing Jericho's death, else he will still control her by being able to destroy her physical form. If she does not think you can do that, she has no choice. In the final analysis, don't get killed trying to talk her around.
"This is our last chance for payback- don't waste it."
SPECIAL RULES:
Combat Mission: This designation for an Assignment means it is a mission where no stealth or subtlety is in any way required. Therefore the Concealment rules will not be used- you may simply take as much gear as you can carry!
SPECIAL EQUIPMENT
USB key- Just as in the first Assignment, only this time, you need to take it FROM Jericho's team. The laptop is no good to you now- one of Jericho's team will have the USB device the info is on.
Unknown- There is a small piece of equipment, 0/0, that is a mystery, but one of you- preferably from the Shez- MUST carry it. No further details will be given at this time, but please nominate someone.
ESTIMATED DANGER LEVEL: Extreme. This mission is technically more dangerous than you can reasonably handle. Luckily (for you guys, anyway!) a lot of that risk is being shouldered by the doomed Philosophy guys. However, your part is still extremely dangerous.
TIPS:
Ok, same tips as last time, in that good planning will pay off. Of course, this is a bit more of a leap into the unknown, so you cannot plan meticulously. But let us hope, because you guys are quite experienced now, that you have got the vibe of the right way to do things this time.
Other than that... just give it your best shot.