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This article is about the Criminal Plot called a "Prison Break". For other uses, see Prison Break.

A Prison Break is one of the possible Plots in a game of Covert Action. This is a fairly common Plot, appearing in no fewer than three Mission Sets. The Prison Break plot is somewhat convoluted, despite having a relatively small number of Participants involved. On the other hand, intimate experience with this plot should allow most participants to be caught without too much risk to your score. This Plot can be delayed effectively with judicious use of Confiscations.

General Plot OverviewEdit

In a Prison Break scenario, 6 participants attempt to rescue a fellow criminal from jail, usually a "Hit-man" or other specialist. This is performed loosely in four general steps:

The plot begins with several participants planning the operation and getting in touch with all the other participants.

In the next step, the Inside Contact delivers details about the Prison Layout directly to the Extractor. Money is withdrawn from the bank with which to pay off the Inside Contact for his trouble. At the same time, a Kidnapper kidnaps a helicopter pilot to be used in the prison break.

In the third step, the Extractor commits the Primary Crime by staging the prison break.

In the final stage, the Extractor proceeds to deliver the Escapee to the Travel Agent. The Escapee is then delivered to the Mastermind, though an apparent glitch in the program makes it unclear who exactly makes that final delivery.

Mission SetsEdit

The Prison Break plot appears as part of 3 different Mission Sets:

In the Financial Strike set, the Prison Break will likely occur as the first mission. In the Political Assassination set, it will likely occur as the second mission. In both cases, some randomness is involved, so the Prison Break may occur first or second in either of these.

In the Federal Prison Break mission set, the Prison Break is always the last mission. Succeeding or failing in this mission will cause the set to end, and a new one chosen at random by the game.

ParticipantsEdit

Role Role Arch. Actions
Planner Organizer/Paymaster A unique two-role character.

Begins the plot by contacting two other Participants.

Later on, he plays the role of Paymaster by withdrawing funds to pay the Inside Contact.
Organizer Organizer Contacts the Kidnapper and Extractor to explain their roles in the plot.
Inside Contact Inside Contact Divulges inside information to assist in the prison break, in return for a hefty Item Payoff Small Payoff.
Kidnapper Minor Agent Kidnaps an Item Hostage Small experienced helicopter pilot, and coerces him to assist in the prison break.
Extractor Major Agent Performs the prison break, rescuing the Item Hostage Small Escapee.

Delivers the Escapee to the Travel Agent.
Travel Agent Courier Delivers the Item Hostage Small Escapee from the Extractor to the Mastermind.

A glitch in the program means he/she actually only does half this job.
Mastermind Mastermind Waits for the Item Hostage Small Escapee to be delivered to him at the end of the plot.

ItemsEdit

During a Prison Break plot, three items are created and will move between participants as the plot dictates:

Icon Item Name Sequence of Events
Item Payoff Payoff Acquired by the Planner in a Minor Crime during the second part of the plot.

Transferred to the Inside Contact sometime afterwards.

The Inside Contact will take this item with him into hiding.
Item Hostage Pilot Acquired by the Kidnapper in a Minor Crime during the second part of the plot.

Delivered to the Extractor sometime afterwards.

The Extractor will take this item with him into hiding.
Item MiscGoods Stolen Goods Acquired by the Extractor during the Primary Crime.

Delivered to the Travel Agent, and from him to the Mastermind.

The Mastermind will take this item with him into hiding.

Plot OutlineEdit

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.

ActivationEdit

During this stage, the various Organizers activate one another as well as the Inside Contact and the Minor and Major agents.

Message Traffic The Planner message to the Organizer.
 
"It is vital that we extract <target's name> from prison. You must help me with the escape plans."
Message Traffic The Planner sends a message to the Inside Contact.
 
"Send us information about the layout and schedules at the local prison. You will be paid handsomely for this vital information."
Message Traffic The Organizer sends a message to the Kidnapper.
 
"You may prove your dedication to the cause by kidnapping an experienced helicopter pilot. Deliver him to the Extractor."
Message Traffic The Organizer sends a message to the Extractor.
 
"Your special talents are required to free <target's name> from prison. A helicopter pilot and inside intelligence will be supplied."

By this point, the Organizer has completed his mission. He will go into hiding if not arrested or turned.

AcquisitionsEdit

During this stage, the Planner and Minor Agent acquire the necessary info and payoff to facilitate the plot. The Inside Contact divulges information, and receives the payoff in compensation for his efforts.

Message Traffic The Inside Contact sends a message to the Extractor.
 
"There is a large courtyard in the prison suitable for a helicopter extraction. <Target's name> is allowed in the courtyard for exercise periods."
Minor Crime The Planner acquires the Item Payoff Small Payoff.
 
"BULLETIN: (InterPol NewsNet) Funds have been withdrawn from a certain account in the Bahamas. We suspect this account belongs to the <Planner's Organization>."
Meeting The Planner visits the Inside Contact and delivers the Item Payoff Small Payoff.
 
"Thanks for your valuable information. This should compensate you for your efforts."
Minor Crime The Kidnapper kidnaps the helicopter pilot, and acquires the Item Hostage Small Pilot.
 
"BULLETIN: (InterPol NewsNet) An experienced helicopter pilot has been reported missing in <Kidnapper's Location>. Local authorities suspect foul play."
Meeting The Kidnapper visits the Extractor and delivers the Item Hostage Small Pilot.
 
"I have convinced the pilot to be cooperative. He has experience with a wide variety of choppers."

By this point, all three of the above participants (Inside Contact, Planner and Kidnapper) have fulfilled their mission and will go into hiding if not arrested or turned.

ExecutionEdit

Primary Crime The Extractor rescues the target of the plot from prison, and acquires the Item Hostage Small Escapee.
 
"BULLETIN: (InterPol NewsNet) In a daring helicopter extraction, three prisoners escaped from the <Extractor's Location> prison today! Among the escapees was the notorious <Target's Name>."

No participants complete their missions at this stage.

ResolutionEdit

In this stage, the Escapee makes his way towards the Mastermind. This is the first time that the Travel Agent is contacted during this plot.

Meeting The Extractor visits the Travel Agent and delivers the Item Hostage Small Escapee.
 
"<Target's name> seems to be in good shape. Take him to the Boss."
Meeting The Extractor visits the Mastermind and delivers the Item Hostage Small Escapee.
 
"It is good to see you, <target name>. Now we can proceed with our plans."
Note: This is not a mistake: the Extractor will deliver the Escapee to the Travel Agent, and then somehow deliver him again to the Mastermind. The item will be moved from the Travel Agent to the Mastermind, despite them not meeting at all. This is probably the result of a bug. When this meeting occurs, both the Extractor and Travel Agent may already be in hiding!

At this point all participants have completed their missions, and will go into hiding if not arrested or turned.

ScoringEdit

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 Planner 45
Organizer 35
Kidnapper 35
Inside Contact 40
Extractor 35
Travel Agent 30
Mastermind 200

Confiscations Item Payoff Small Payoff 50
Item Hostage Small Pilot 50
Item Hostage Small Escapee 50

In addition, the following failures will increase the Maximum Score by the listed amount of points:

Action Max. Score Increase
Fail to prevent the Primary Crime 160
Fail to prevent the Item Hostage Small Escapee from reaching the Mastermind 240

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