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Syndicate Hostage portable pod.


swat43

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Since we all know that hostage stealing sometimes is dumb and hard for some people, and gives a bit to much of unnecesary challenge for the opposing team, which is of course, the extraction of high value targets (HVT), i am proposing that we actually include portable pods, that works... well kind of like human coffins, that locks the target inside, via with a three or five digit code, and it has a its own oxygen tank so it keeps the inside of the coffin pressurized when ever the syndicate ops are transporting the HVT to their shuttle for ransom or other things.

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because a welded locker isnt actually space resistant if i recall? Besides.. it shows as if the syndis are on budget cut. C'mon, they've got them selves a ship, armory for highly lethal squad that can blow shit up, and they can't afford a SECURE, and SAFE coffin that would require for security to crack the case open incase they've cought the syndis and retrieved the HTV... well you get the idea, since i can go on and on.

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Can I suggest no passcode lock? Make it so that you can only get out of the pod by being released from it by another person or make it a lock similar to genetic scan pods. This way, if the person with the code dies, the person in the pod isn't cursed to staying inside the pod for the remainder of the round.

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Simply make it an ID-locked locker that corresponds with the special syndicate access level and also retain its internal pressure. That way if the syndicate leave it alone for too long the person inside can still break out, and if the security forces recover a syndicate ID they can heroically validkill everyone, including the hostage.

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Pods are clunky and cumbersome to move around. A pressurizable and lockable bag would be much more practical (and realistically escapable given sufficient alone time). Deploy the bag, attach an air tank, and stuff some poor bastard in. Causally mock his claustrophobia while sealing it up and then drag the whole thrashing, screaming bundle out through space.


Bonus points if it smells like urine and vomit.

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The distinction between ordinance and item is key. The pod's clunkiness is the trade-off for its superb kidnapping capability. If mobility is preferred over security, then you are free to resort to the tried and true method of handcuffs and aim intent. Under no circumstance should a syndicate be able to pull their kidnapping bag from their satchel and plop it on the ground, but rather they must drag it from their shuttle and position it, dedicating their manpower to its deployment.

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