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Scenario Game Props

 
Domed Hazard Lights: (Approx. 5 inches in height each) 
These lights flash when activated.
Stick Hazard lights.   (appox. 1 ftin length each)  
These 5 road hazard lights flash a yellow lighttwice per second when activated.
Missile Launch and Disarm Control Panel  (approx. 11 x 14 x 8 inches in size)  
There are four switches located on the frontof the panel which allow for 16 possible code combinations, each switchbeing up or down.  Two codes can be programmed into the control panel,a launch code and a disarm code.   The key switch (lower leftof the panel) is required to activate the switches so that a code may beentered.  This option allows the key to be hidden elsewhere in thegame area. (The key can be attached to the black locator box  whichflashes a light and quietly beeps to make it easier to find.)  Generallyone player is given the launch code and one has the disarm code. If theopposing team can find the key, but cannot eliminate their opponents andobtain the codes, a player may try randomly entering codes into the panel. This must be done before the countdown timer reaches zero and launchesthe missiles. With time running out, this may be the only option. An amplified speaker on the side of the control panel plays a digitizedvoice of "Disarmed" or "Missiles Launched" when the right code is entered. A recent modification has been made to launch a small model rocket whenthe launch code is entered or if the timer goes to zero.
Helicopter E-vac Timer:   (Approx. 4 x 8 x 2 inches in size) 
This box plays the sound of a hovering US Blackhawk helicopter overa loud-speaker and shines a bright green light when the timer goes to zero. The timer can be set for 1 sec to 99 minutes.  The light and the helicoptersounds last only one minute when activated.  In the past we have beenusing it as a game timer where a group of commandos must accomplish severaltasks (capture a rebel general, kill the guards, etc.) and meet back withan extraction helicopter at a certain location and after a certain amountof time.
Two-mile Range UHF Radios: (each approx. 2 x 5 x 1 inches insize) 
These radios are used by the club in conjuction with the headphonesbelow.  These are made by Audiovox and have excellent clarity andrange.  We've found that keeping the radio chatter to a minimum andusing the radios only to identify position and ques to attack works thebest.
UHF Radio Headphones:  These are used with the above twomile range radios.  There is a button on the side of the ear piecewhich can be pressed to transmit.
Stop Watches:   10 stopwatches with alarms to time gamesor other scenario events.  The players might find this convenientwhen other props are counting down such as a nuclear bomb or evac-helicoptorreturn.
Pocket Simon Electronic Game: This game can be used as a codebreaking or time a delay device.  The player receives a combinationof squenced lights and sounds and the player much repeat the sequence bypressing the colored lights on the game.  This can come in handy fora time delay, or can be used as a key to other items (for example: theplayer or team must repeat 10 colors to obtain a weapon with more firepower.
Time Delay Satchel Charge:   The satchel charge sounds aloud alarm when the auto-timer reaches zero.  The time delay can beset for 1 second to 99 minutes.
Radio Controlled Satchel Charge:   This satchel sounds aloud alarm when the transmitter is activated.   The 900 MHz transmitterused to set off the satchel charge has a range of approx. 800 ft.
V-link Cellphone-style Radios:   These radios have codesthat can transmit to individual v-links or to all v-links with the pushof a button.  The range for these radios is approx. three blocks. The phones can be used to activate the Satchel charge above.
Nuclear Warhead with Timer:   This 30" long nuke was madefrom a plastic artillary shell case.  The back of the case can beunscrewed to expose 6 wires.  Cutting a peticular wire (which is selectedby one of the teams before the start of the game) will disarm the timer. Cutting any of the other five wires will either cause the countdown timerto countdown at double speed or sound a loud alarm to simulate the detonationof the nuke.  The goal is to find out which wire is which by playingthe scenario game.  For example, Red team (The Terrorists) has setthe nuke to detonate in 20 minutes and the Green team (The Commandos) aresent to disarm the nuke.  Each of the Red team players are given acard with a color of wire that will detonate the nuke if that peticularcolor of wire is cut.   The Green team must aquire as many wirecolor cards as possible by eliminating members of the red team and determinewhich wire will disarm the nuke by the process of elimination.  Inother words, if all but one color is recovered, that color of wire mustbe the disarm wire.
Personal Scenario Supply Packs: 10 Packs.   Each ofthe players carry one of these.  They contain an arm sling, flashlight,bandages, chem-lites, and other supplies to contribute to the plot of thescenario.  For example, if a player is eliminated, he may be directedto use the arm sling on his right arm and return to the game.  Theplayer may now be required to shoot with is left hand from then on.
Envelopes:   These envelopes (2"x 3") are used in the gamesto contain instructions to direct players to do something when an eventoccurs such as when a goal is achieved or after a players demise. This offers the opportunity to add twists and turns to the plot of thescenario game. These envelopes were purchase from a local office supplystore.
Hide and Go Sneaks: These are ultrasonic locators built by Worldsof Wonder Toys back in the late 80's.  Each of the three emitters(down in front) emit an inaudible ultrasonic signal and the paddle-likereceivers (in the back) detect the sounds up to 120 ft away and give adirectional reading with three LEDs indicators. The closer the receiversget to the emitters, the faster the lights and sound react. Originally,the object of the game was to use them in a game of "hide and go seek",the "hiders" would wear the emitters and the "seekers" would use the locatorsto find them.  We're still trying to find a use for them in our scenariogames.
Portable Barrier:   Built by Brian Smith, there are fourbarriers made from PVC tubing and plastic sheet.   They are usefulto set up in wide open areas.  The barrier brakes down into a smallpackage and stands about 7 ft. tall when assembled.
Cones: These are useful in marking locations.
Four Section Key:   This key disassembles into 4 piecesand is made from PVC tubing.  The four sections can be located inseperate locations throughout the playing field.
Coded Lock-box:   The unit has a four digit microcontrollerbased lock.  It can be used to store plot supporting devices suchas advanced weaponry and so on.  Without the code, the lock on thebox is virtually impossible to pick. 
Pole and Base: A red and a green pole are available and areuseful in games such as capture the flag.
 

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