Armed Assault (Plot)

An Armed Assault is one of the possible Plots in a game of Covert Action. It is one of the rarer plots in the game. This plot is unique in that it features three separate Major Agents, all of whom need to be At Large in order for the Primary Crime to occur. Furthermore, the Mastermind receives a message at the very start of the plot, making him very easy to apprehend. On the other hand, the structure of this plot is quite complex, and apprehending all Participants can be somewhat difficult.
==General Plot Overview==
In an Armed Assault scenario, 7 participants attempt to attack a crowded venue as an act of terrorism. This is performed loosely in three general steps:
The plot begins with a Controller and Paymaster getting in touch with some of the other participants, and informing the Mastermind that the plot is proceeding according to plan.
In the next step, several Minor Crimes are performed to acquire the necessary items and information. A Plotter receives the Attack Plans. A Courier steals a brand new All-Terrain Vehicle which is delivered to the Driver, while an Armorer acquires unregistered weapons and delivers them to the Mercenary. In the meanwhile, funds are withdrawn by a Paymaster and delivered to the Plotter as payment for the operation.
In the third step, all three Major Agents commit the Primary Crime by assaulting the target with force, resulting in bloody carnage.
==Mission Sets==
The Armed Assault plot is quite rare, appearing in only two Mission Sets:
* Election Campaign
* Terror Campaign
In the Terror Campaign set, the Armed Assault occurs as one of the first two missions. It may or may not occur as the third and final mission of the set - this is yet unconfirmed. 
In the Election Campaign set, the Armed Assault will only ever occur as the last (ultimate) mission of the set.
==Participants==
Role 	Role Arch. 	Actions
Mastermind	Mastermind 	Receives a message at the very start of the plot, informing him that the mission is underway.
Controller	Organizer 	Begins the plot by contacting the Paymaster and Armorer to explain their tasks.Contacts the Mastermind to let him know that the mission is in progress.Later on, hands the Plotter a set of .
Paymaster 	Organizer / Paymaster 	Contacts the Courier and Plotter to explain their tasks.Withdraw which are used to pay the Plotter and the rest of his group for their job.
Courier 	Courier 	Steals an and files off the serial numbers.
Armorer 	Minor Agent 	Acquires unregistered for the attack.
Plotter 	Organizer / Major Agent	Coordinates the attack plan with the Mercenary and Driver.Waits to receive the , to distribute to his accomplices.Passively participates in the terrorist attack on the target.
Mercenary 	Major Agent 	Stages a terrorist attack on the target.
Driver 	Major Agent 	Stages a terrorist attack on the target.
==Items==
During an Armed Assault plot, four items are created and will move between participants as the plot dictates:
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Icon	Item Name 	Sequence of Events
 	Mission Plans	Appears in the Plotter's possession during a meeting with the Controller.The Plotter retains this item after the Primary Crime and will go into hiding with it.
| 	Jeep 	Acquired by the Courier in a Minor Crime during the second part of the plot.Delivered to the Driver sometime afterwards.The Driver retains this item after the Primary Crime and will go into hiding with it.
 	Weapons 	Acquired by the Armorer in a Minor Crime during the second part of the plot.Delivered to the Mercenary sometime afterwards.The Mercenary retains this item after the Primary Crime and will go into hiding with it.
 	Payoff 	Acquired by the Paymaster in a Minor Crime during the second part of the plot.Delivered to the Plotter sometime afterwards.The Plotter will try to take this item with him into hiding.
==Plot Outline==
The following actions are performed by the participants in the plot. The order in which these actions will occur is not strict, and may change slightly depending on random factors, as well as in reaction to Max Remington's actions.
===Activation===
During this stage, the Controller and Paymaster activate each other as well as several other participants. The Controller also reports back to the Mastermind to let him know the mission is proceeding.
During this stage, the Mastermind will have completed his mission, and will try to go into hiding unless Arrested. Fortunately this can occur several days after the start of the mission, making this one of the best plots for capturing the Mastermind easily.
===Acquisitions===
During this complicated stage, items and information are acquired and delivered to their final destinations. The Controller begins by supplying mission plans to the Plotter. A Courier steals a Jeep and delivers it to the Driver. An armorer gets his hands on Weapons and delivers them to the Mercenary. Meanwhile, the Paymaster withdraws the Payoff and delivers it to the Plotter.
By this point, the Controller, Paymaster, Courier and Armorer have fulfilled their mission and will go into hiding if not arrested or turned.
===Execution===
In this stage, all 3 Major Agents commit a Primary Crime together, using the items supplied to them in the previous stage.
 All three Major Agents must be At Large for the Primary Crime occur! Also, it will still occur if either or both the Plotter and Driver have been Turned, but Turning the Mercenary will prevent the Primary Crime from occuring.
At the end of this stage, all three participants remaining will go into hiding unless Arrested or Turned.
===Resolution===
This mission is unique in that it has no Resolution stage. Once the Primary Crime has been committed, any Participant who has not yet gone Into Hiding will attempt to do so immediately.
==Scoring==
This is a list of the points you will be rewarded for performing various actions during the course of the mission.
Action 	Target 	Points																																																																																																	
Arrests 	Controller	45 																																																																																																	
Arrests 	Paymaster 	35 																																																																																																	
Arrests 	Courier 	30 																																																																																																	
Arrests 	Armorer 	25 																																																																																																	
Arrests 	Plotter 	35 																																																																																																	
Arrests 	Mercenary 	40 																																																																																																	
Arrests 	Driver 	20 																																																																																																	
Arrests 	Mastermind	200 																																																																																																	
 	 	 																																																																																																	
Confiscations	 	50 																																																																																																	
Confiscations	 	50 																																																																																																	
Confiscations	 	50 																																																																																																	
Confiscations	 	50 																																																																																																	
In addition, the following failure will increase the Maximum Score by the listed amount of points:
Action 	Max. Score Increase
Fail to prevent the Primary Crime	400
Category:Plots