Scenario:
You have been forced out of the cities and all population centers by an army of Xenomorphs. They seemed oddly drawn to your teams, you have however managed to take a lead going through the last population center. This has weakened and slowed the Xenomorph horde, but it couldn't last, they are once more hot on your heels. You have forty-five minutes until they catch up.
Finally you have come across your last chance, an old fort on the edge of the sea. Unfortunately, you weren't the first. The fort is infested with Super Mutants and Nightkin.
There is 86 Super Mutants, and 15 Nightkin throughout. There is a missile launcher wielding Super Mutant overlord on each corner of the fort, each supported by a minigun wielding Super Mutant Master, and assault rifle wielding brute. The fort is also peppered by cloaked Nightkin. The main entrance is guarded by a Super mutant Master with a laser minigun, and two assault rifle wielding brutes. In the center of the fort is a Super Mutant Behemoth. That's not all though, this behemoth is guarding something very valuable, a Fatman miniature nuclear device launcher. The fatman cannot be grappled or webbed, it must be picked up by hand.
If you can slip into the fort unseen the Super Mutants will defend it themselves from the Xenomorphs. They will eliminate over three quarters of the Xenomorphs before they fall leaving only 50 drones, 20 runners, 15 warriors, 4 praetorians, 2 crushers and one predalien.
Without the Supermutants eliminating any Xenomorphs you will be looking at a horde adding 160 drones, 10 warriors, 20 runners, 2 praetorians and 1 more crusher to it's ranks. There is however some help for you if you can manage to utilize it.
Dog is in the eastern building deactivated, his metals are acid resistant, though eventually they will melt(About five minutes of exposure). However he is in a steel reinforced room, and it is locked, the key being on a Nightkin(Information your team is unaware of). This means you can either blow your way in, or find the key. As I mentioned he is deactivated. It will take a technologically savvy member of your team twenty minutes to reactivate him should you choose to, this will mean they will likely be forced to still be working on it when the Xenomorphs arrive.
Alternatively in the northern building in a similarly reinforced room is three Colonial Marine auto-turrets. They also will take a technological savvy member of your team twenty minutes to activate.
Oh, and I forgot to mention... Captain Cold is in DOG's room, and Heatwave in the turret's. They are both hostile.
GA's team starts at the south wall. Ruliya's at the north.
Objectives on a nutshell:
1. Infiltrate the fort.
2a. Eliminate Super mutant Element
2b. Hide amongst Super Mutant Element
3a. Activate Dog/Defeat Captain Cold (Optional)
3b. Activate turrets/Defeat Heatwave (Optional)
4. Survive Xenomorph onslaught.
The Teams:
Thor Mod of Thunder's Team:
Captain America: Shield and normal armor, and his usual utility belt loadout.
Leaon Kennedy: Standard RE6 loadout and an RPG with 2 rockets
Han Solo: DL-44 and 3 Thermal Detonators.
Spider-Man: Anti-Sinister Six Suit and utility belt.
Black Panther: Black Panther's Shit.
Lady Ruliya's Team:
Black Widow: She has her usual suit, the Widow's Bite, Widow's Line grappling hooks and her usual gear in her utility belt, and Dual Glock 26 + ammo.
Batgirl: She has the Batsuit, Bathooks and the usual bat utility belt.
Motoko Kusanagi: She will be the SAC:2nd Gig. model. She carries a Seburo M5 sidearm and Seburo C26A assault rifle plus ammo. As well as Thermoptic camouflage.
Two dual-triggered blaster pistols, a Czerka Adventurer slugthrower rifle + ammo and 3 thermal dets, and her lightsaber.
Laura Kinney (X-23): She comes with her regen, her adamantium claws and heightened senses.
Whoever makes the best case for their team's survival as decided by a vote of your peers will move on.
You have been forced out of the cities and all population centers by an army of Xenomorphs. They seemed oddly drawn to your teams, you have however managed to take a lead going through the last population center. This has weakened and slowed the Xenomorph horde, but it couldn't last, they are once more hot on your heels. You have forty-five minutes until they catch up.
Finally you have come across your last chance, an old fort on the edge of the sea. Unfortunately, you weren't the first. The fort is infested with Super Mutants and Nightkin.
There is 86 Super Mutants, and 15 Nightkin throughout. There is a missile launcher wielding Super Mutant overlord on each corner of the fort, each supported by a minigun wielding Super Mutant Master, and assault rifle wielding brute. The fort is also peppered by cloaked Nightkin. The main entrance is guarded by a Super mutant Master with a laser minigun, and two assault rifle wielding brutes. In the center of the fort is a Super Mutant Behemoth. That's not all though, this behemoth is guarding something very valuable, a Fatman miniature nuclear device launcher. The fatman cannot be grappled or webbed, it must be picked up by hand.
If you can slip into the fort unseen the Super Mutants will defend it themselves from the Xenomorphs. They will eliminate over three quarters of the Xenomorphs before they fall leaving only 50 drones, 20 runners, 15 warriors, 4 praetorians, 2 crushers and one predalien.
Without the Supermutants eliminating any Xenomorphs you will be looking at a horde adding 160 drones, 10 warriors, 20 runners, 2 praetorians and 1 more crusher to it's ranks. There is however some help for you if you can manage to utilize it.
Dog is in the eastern building deactivated, his metals are acid resistant, though eventually they will melt(About five minutes of exposure). However he is in a steel reinforced room, and it is locked, the key being on a Nightkin(Information your team is unaware of). This means you can either blow your way in, or find the key. As I mentioned he is deactivated. It will take a technologically savvy member of your team twenty minutes to reactivate him should you choose to, this will mean they will likely be forced to still be working on it when the Xenomorphs arrive.
Alternatively in the northern building in a similarly reinforced room is three Colonial Marine auto-turrets. They also will take a technological savvy member of your team twenty minutes to activate.
Oh, and I forgot to mention... Captain Cold is in DOG's room, and Heatwave in the turret's. They are both hostile.
GA's team starts at the south wall. Ruliya's at the north.
Objectives on a nutshell:
1. Infiltrate the fort.
2a. Eliminate Super mutant Element
2b. Hide amongst Super Mutant Element
3a. Activate Dog/Defeat Captain Cold (Optional)
3b. Activate turrets/Defeat Heatwave (Optional)
4. Survive Xenomorph onslaught.
The Teams:
Thor Mod of Thunder's Team:
Captain America: Shield and normal armor, and his usual utility belt loadout.
Leaon Kennedy: Standard RE6 loadout and an RPG with 2 rockets
Han Solo: DL-44 and 3 Thermal Detonators.
Spider-Man: Anti-Sinister Six Suit and utility belt.
Black Panther: Black Panther's Shit.
Lady Ruliya's Team:
Black Widow: She has her usual suit, the Widow's Bite, Widow's Line grappling hooks and her usual gear in her utility belt, and Dual Glock 26 + ammo.
Batgirl: She has the Batsuit, Bathooks and the usual bat utility belt.
Motoko Kusanagi: She will be the SAC:2nd Gig. model. She carries a Seburo M5 sidearm and Seburo C26A assault rifle plus ammo. As well as Thermoptic camouflage.
Two dual-triggered blaster pistols, a Czerka Adventurer slugthrower rifle + ammo and 3 thermal dets, and her lightsaber.
Laura Kinney (X-23): She comes with her regen, her adamantium claws and heightened senses.
Whoever makes the best case for their team's survival as decided by a vote of your peers will move on.