Missions for Manhunt part 3 "The Heirarchy Divided"
Mission Block 1, Game start - two hour block.
-Sebastain Shaw has revealed himself to be alive and recovered. Many of the members of the Hierarchy have immediately flocked to him. Shaw, with his re-born loyalists, has launched a campaign to regain control of the Hierarchy, and remove Trask from power.
-Trask has dismissed Shaws' return as a fake, and rallies all "true believers" to his aid, to maintain control of the Heirarchy and contain the rebellion that this imposter has brought upon the city.
Teams, Sebastain Shaw and the Loyalist Army VS Dan Trask and the True Believers Army
Base locations for Mission Block 1
The Loyalists will utilize the Bunker complex as their headquarters. With a re spawn point in the cleared area behind the bunker.
The Believers will utilize the Fort complex as their headquarters with a re spawn point across the north side of Easter Bridge Below the hill.
(areas will be marked, Road to Nowhere, Bunker, Airfield, Pit-Combat Town, Bridge, POW camp, Forest, Fort, Causeway, and Pit 2)
Mission: The Loyalists will be spreading the Word of Shaw and the true round table across the city. While they are outgunned, their cause is true. The Loyalists must seize control of the Watervliet Arsenal (Combat Town and the pit) and maintain control of the area for the duration of the Mission. If they successfully hold the Arsenal for 30 minutes, The loyalists will gain control of armored units, and be able to deploy them against Trasks forces. They will be facing off against a Trask's forces and what is left of the elite railgun squadrons. The railgun squadron will be made up of (3) persons chosen by Trask, and these soldiers will be banded on both arms. Railgun Soldiers are Head Hits only for respawn.
Trask's Railgun forces can also be stopped with EMP devices that will be hidden on the field. EMP devices, when activated will prevent railgun soldiers from operating in the area that the device was set off.These EMP devices are left from the battle with the FTF in 2007. There will be (2) EMP devices located on the field. Locations will not be announced.
Mission 1 points breakdown.
The arsenal- The team that holds this area at the end of mission block 1 will recieve 200 points
Armor activation 30 minutes of solid defense of the area- 50 points, and the activation of the armor. (loyalists)
Armor prevention, for every 30 minutes armor is not deployed due to lack of defense, the Believers will gain 50 points (totals 200 for 2 solid hours of prevention)
EMP devices located and returned to HQ, 25 points each.
EMP activation (loyalists only) 25 points (to activate the EMP, it must be placed at the center flag of the area in question and defended for 5 minutes)
EMP destruction (believers only) 25 points (EMP's have to be destroyed in the presence of the HQ referee, with a simmulated explosive device, (Grenade, LAW rocket, IED, Satchel Charge, Dynamite)
If Shaw or Trask is Assasinated by Hoefers Brother, the opposing team gains 50 points.
Mission Block 2 (after 45 minute break from Mission block 1)
Block Duration, 1.5 hours with possible extension.
With Armor now deployed (whether deployed in block 1 or not) Shaw will have the ability to assault the headquarters of Trask in an attempt to restore The glory of the Hierarchy.
Trask, sensing this impending assault recalls his forces to defend the headquarters. Trask also deploys an armored unit in defense of his base.
Re Spawn Points will remain the same for this mission block. (with possible change to the bridge for the Loyalists depending on attendance)
Mission, Shaw and the loyalists will launch an all out assault on Trask's headquarters. Deploying their armor to eradicate Trasks infantry, and open a gap to his base. Shaw will also have found a stash of railguns, he had hidden two years earlier, and deploy them as well. The Loyalists will attempt to overrun the Believers HQ.
Trask is a resourceful commander and sneaky to boot, he has drawn his forces back and will attempt a full defense of his base. He will deploy armor, and railguns as well.
Specific Rules. Railgunners will be marked on Both arms with their teams color. Grenades and Rockets will send railgunners to respawn. Head Hits will also send railgunners to respawn. Each team will have (3) railgunners. If EMP was deployed in Mission block 1, it will affect all railgunners in Mission block 2.
Mission Block 2 points breakdown
The Believers will recieve 1 point per minute of defense of their base for the duration of the mission. If the Base Flag falls, the mission block ends Maximum defense time will be 2 hours for total of 120 points
The Loyalists will recieve 100 points for overrunning the base.
If Shaw or Trask is assasinated by Hoefers Brother, the opposing team will gain 50 points.
Mission Block 3 (After 45 minute break from Mission Block 2)
Block duration 1.5 hours with possible extension.
The Counter attack! Trask Rallies his forces upon learning of the location of Shaw's hidden base. Shaw's base is the old prision he was being held in back in Manhunt part 1 (AKA the bunker) Trask and the Believers will face off with the loyalists on their own turf.
Re Spawns will remain the same as mission block 1 (with a possible change for the Believers to the Bridge, based on attendance)
All rules for Mission Block 2 will remain in effect for Mission block three.
Mission Block 3 points breakdown
The Loyalists will recieve 1 point for every minute of defense of their base for the duration of the mission. If the base Flag falls, the mission block ends. Maximum defense time is 2 hours for a total of 120 points.
The Believers will recieve 100 points for overrunning the base.
If Shaw or Trask is assasinated by Hoefers Brother, the opposing team will recieve 50 points.
Dinner Break
Misson Block 4 (after dinner into dusk/dark)
Maximum misson time, will be 2 hours.
Trask orders the believers into a night operation to destroy the research labs in the city of Schenectady (to be played in The Pit-Combat Town. In order to keep the railgun technology for himself. Shaw, aware of the need for this information orders the interception of Trasks forces, and will attempt to gain Railgun technology and blueprints for the loyalists.
There will be 5 props in the pit, combat town area that must be recovered by the teams. Each will be a portion of the railgun technology. Points will be awarded for the recovery of these props. Players beware, props will not be marked, and there will be decoy props on the field. Recovery of these props will be at your risk.
There will be No Armor, No LAWs. and No Railgunners in this mission. All players will be re-spawn rules, with re spawns designated based on attendance.
Mission Block 5, Sunday Morning.
Continuous Block missions Game to cease at 1-2 pm based on attendance.
The Heirarchy is truly divided. The Two teams will deploy Armor, Laws and Infantry (No railguns) to control the City of Albany and its surrounding areas.
There will be 7 areas of contention. The Bunker, The Pit-Combat Town, The Road to Nowhere, The Bridge, The POW camp, The Fort, and Pit II. Each will have a changeable control- Red=Believers, Blue=Loyalists Players will have to assault and hold these areas to gain points. Players can change the control point, but the point may be overturned by a referee based on team attendance in that area, at the time.
Points will be awarded for each area controlled at the end of the mission block each area is worth 75 points.
If Shaw or Trask is assassinated by Hoefers Brother,up to the last hour of the mission block. the opposing team will gain 50 points.
Shaw and Trask will be wearing double arm bands for the last hour of the last mission. Shaw and Trask can only be sent to respawn by hitting them in the arm band. Each arm band hit will be removed. Once both arm bands are hit, that character will be removed from the game. Each arm band is worth 25 points.
points will be tallied at the end of all missions, and the team with the higher points will be declared the winner.
