Jailbreak!
The Wolf lowered the binoculars, a smile touching his lips. The activity in the prison yard a half-mile away was exactly as he’d hoped. The guards were changing shift right on schedule. Predicable fools, he thought. He carefully scanned the map of the complex one last time, looking for something, anything, which he might have overlooked. The prison’s tight network of corridors and cells would be tricky. No matter – he’s selected and hired this assault team for their skill at infiltration and close-quarters combat. It would only be a matter of time before his men held in the prison below were free. The Wolf looked at his watch again, then at the setting sun. Just about time. . .
He
glanced over his shoulder. His remaining men were finishing their
preparations, running the radios and night-vision equipment through a
final test. The Wolf’s attention briefly focused on the four men
sitting back-to-back on the ground. The police officers were firmly
bound, their arms linked with their own handcuffs, gags in their
mouths. Funny, he thought, that we should begin a jailbreak by taking prisoners of our own.
He considered killing the officers, but again decided against
it. Time enough for that later if it became necessary. Despite the
media’s portrayal of him and his men, he wasn’t a psychopath. The
actions which had earned him his moniker and made him a wanted man in a dozen nations were, for
him, simply business. He preferred to avoid violence if there was no
profit in it.
The sun completed its slow slide beneath the horizon. Darkness settled over the desert, broken only by lights springing to life in the distant prison yard. That won’t last long, the Wolf thought with a grin. Climbing to his feet, the Wolf gave the signal. One of his men nodded curtly, and thumbed the switch on the detonator. The acrid smell of burning ozone accompanied a sharp pop from the direction of the nearby power pole. Across the valley, the prison’s lights winked out as suddenly as they had come on, replaced a second later by the dull glow of the generator-driven back-ups.
Leaving two men behind to guard their prisoners, the rest of the strike-force shouldered their weapons and began jogging towards the prison in the distance, fanning out across the desert valley. The Wolf checked his pistol one final time before pulling his night-vision goggles down into position. Showtime, he thought as he set off after the last of his men. . .
The Game: Teams begin play on opposite sides of the field. Each team has a room on the far edge of their side of the field designated as a jail. Opponents are sent to this jail upon being hit – the goal is to “jail” all of the players on the opposing team. Players may rescue their teammates from jail, and “jailbreaks” may be called by the referee, setting free all jailed players.
Game-specific rules: Players may “spring” their fellow teammates from jail, one “inmate” at a time per living player. The living player enters the jail and tags a single player there. That player then follows the living player out of the jail and back towards their own team’s side of the field. The rescued player must stay close to his rescuer; the rescued player may not fire his weapon or engage the opposition in any way until the pair reaches the mid-field line. At that point, the formerly jailed player is back in play, free to engage the opposing team or even return to rescue another jailed player himself. If the rescuer is hit before the rescued player reaches the mid-field line, both players must return to the jail. If the rescued player is hit before he reaches the mid-field line, he must return to jail and be rescued again.
In order to prolong play, the referee has the option to call a “jailbreak”. When he does so, all of the players in both teams’ jails are free to leave. Jailbreaks last for fifteen seconds – any players who have not left the jail after that time may not do so. Any players who are hit upon leaving the jail during a jailbreak must return to the jail and may not leave again during that jailbreak.
Victory: The first team to simultaneously imprison all of the players on the opposing team in their jail is the winner.
Hits: Any player hit must announce the hit and go to the jail located on the opposing team’s side of the field.
Death: Players do not die in this game. There is no limit to how many times a player may be sent to or escape from jail.
-Tuthmose
- END ADM
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