Ready or Not – Pre-Game and Setup + Mission Types & Equipments

Ready or Not – Pre-Game and Setup + Mission Types & Equipments 1 - steamlists.com
Ready or Not – Pre-Game and Setup + Mission Types & Equipments 1 - steamlists.com

This guide was created to help individuals navigate Ready or Not in a tactical manor and have some basic knowledge on how to survive the OPs.
 
 

Pre-Game and Setup

Ready Room
 
 
When loading into the Pre-Game session, you will spawn in the Ready Room. This room is where all missions are launched to get your feet into the field!
 
 
To select the raid mission, approach the commander’s desk at the front of the room to open the Mission Selector. Inside this selector you will see eight(8) individual locations to choose from. Six(6) of the eight(8) locations are developed locations that are able to be experienced in the Ready or Not universe.
 
 
These locations are as followed:
 
 
213 Park Homes (Twisted Nerve) @ 0330 – 3:30 A.M.
 
The detectives have been following a new lead to locate source of methamphetamine storage in Los Suenos, tracing a potential “affordable housing” development in 213 Park
 
4U Gas Station (Thank You, Come Again) @ 2300 – 11:00 P.M.
 
Respond to a robbery gone bad. Multiple civilians are inside, as local police are on-scene. The assailants are juveniles and expectedly skittish.
 
Wenderly Hills Hotel (Checkin’ In) @ 1230 – 12:30 P.M.
 
D Platoon are to deploy on-site and clear the key floors of this hotel. Multiple civilians inside. Very dangerous, deceptive suspects. Be on your a-game.
 
Cesar’s Cars Dealership (Buy Cheap, Buy Twice) @ 0440 – 4:40 A.M.
 
The team has been tasked with infiltrating the Caesar’s Cars dealership downtown, as investigators working the Port Hokan case have uncovered a paper trail leading to this particular workplace. Exercise extreme caution.
 
Port Hokan (Hide and Seek) @ 0215 – 2:15 A.M.
 
Joint strike operation between Metro SWAT, FBI HRT, and ATF. Rainy Weather. Your platoon has been tasked with clearing Warehouse One and the Void Shipping Services Facility.
 
Cherryessa Farm (Carriers of the Vine) @0300 – 3:00 A.M.
 
An officer has been killed in the line of duty. He lays dead on the driveway of Cherryessa Farm. Your team is to deploy and clear the strange compound.
 
 
 

Mission Types

Ready or Not currently features five(5) different operational mission styles. The styles are listed below:
 
 
Barricaded Suspects – Normal Difficulty
 
Your team’s number one priority is rescuing civilians, and detaining suspects. Rules of engagement are strict. Don’t kill unless an officer or a civilian is threatened.
 
 
Raid – Hard Difficulty
 
The suspects are highly dangerous. They will not be so easy to give up, and your ROE has been loosened as a result. Prepare for long engagements and a lot of firefights. Practice well beforehand.
 
 
Active Shooter – Hard Difficulty
 
A gunman roams the halls, hunting down civilians and killing them in an insane frenzy. Take this threat out before too many innocent lives are lost.
 
 
Bomb Threat – Very Hard Difficulty
 
A bomb threat has been called in. Highest priority is disabling the explosives before the time runs out. Second highest priority is rescuing all of the civilians and taking out the suspects. Good luck, you’ll need it.
 
 
Hostage Rescue – Insane Difficulty
 
Suspects have taken a room of civilians hostage. It’s up to you to locate them quietly, establish a strategy, and execute quickly. The lives of innocent people depend on you.
 
 
Note: Not all mission types above are currently available for each location described above. The only location where all mission types are available is the 4U Gas Station
 
 
 

Operation Preparation

Before entering any operation, it is crucial that you are dressed for the mission type selected. There are currently two locations to customize your officer and gear at.
 
 
The first location is the Locker Room to the right of the Ready Room area.
 
 
The second location is down the stairs to the left of the Ready Room on the first red carpet before the Shooting Range
 
 
 

Equipment

Once inside either the Locker Room or Downstairs Loadout customization menus, you will be greeted with your officer previewing the gear you selected for his/her operation.
 
 
Within this menu, you are able to adjust your officers Primary and Secondary weapons, as well as his Long Tactical equipment, Gear (Armor and Facewear), Grenades, and additional tactical devices.
 
 
To customize your weapons, visit the bench to the left of the downstairs Equipment Locker.
 
 
Primary Weapons
 
 
The Primary Weapon is the primary(duh) weapon you will be using for your operation. When selecting your weapons, your selection is important as each weapon has different capabilities in terms of lethality, penetration, ammo types, and more.
 
 
Below you will find the real-world applicable balistics for each weapon, which have been well simulated by VOID Interactive.
 
 
Assault Rifles
 
 
TAC700
 
 
Utilizes .68 caliber Pepperballs
 
Semi-automatic or Fully Automatic
 
200rnd Hopper Capacity
 
No Penetration, Very-Low Lethality
 
SA-58
 
 
Utilizes 7.62x51mm
 
Semi-automatic or Fully Automatic
 
20rnd Magazine Capacity
 
High Penetration and Lethality
 
M4A1
 
 
Utilizes 5.56X45mm NATO
 
Semi-automatic or Fully Automatic
 
30rnd Magazine Capacity
 
Medium-High Penetration, High Lethality
 
SBR-300
 
 
Utilizes .300 Blackout
 
Semi-automatic or Fully Automatic
 
30rnd Magazine Capacity
 
Medium-High Penetration, High Lethality
 
SR-16
 
 
Utilizes 5.56X45mm NATO
 
Semi-Automatic or Fully Automatic
 
30rnd Magazine Capacity
 
Medium-High Penetration, High Lethality
 
HK416
 
 
Utilizes 5.56X45mm NATO
 
Semi-Automatic or Fully Automatic
 
30rnd Magazine Capacity
 
Medium-High Penetration, High Lethality
 
Submachine Guns
 
 
MP5A2
 
 
Utilizes 9mm x 19
 
Semi-Automatic, 3rnd Burst, Fully Automatic
 
30rnd Magazine Capacity
 
Low-Medium Penetration, Medium Lethality
 
UMP-45
 
 
Utilizes .45 ACP
 
Semi-Automatic or Fully Automatic
 
30rnd Magazine Capacity
 
Medium Penetration, Medium-High Lethality
 
MPX
 
 
Utilizes 9mm Luger
 
Semi-Automatic or Fully Automatic
 
30rnd Magazine Capacity
 
Low-Medium Penetration, Medium Lethality
 
Shotguns
 
 
Beanbag Shotgun
 
 
Utilizes “beanbag” Rounds
 
Single Chamber
 
6rnd Reserve Capacity, +1 Chambered
 
No Penetration, Low-Medium Lethality
 
M4 Super 90
 
 
Utilizes 12g Buckshot Rounds
 
Single, Self-loading Chamber
 
7rnd Reserve Capacity, +1 Chambered
 
Medium Penetration, High Lethality
 
870 CQB
 
 
Utilizes 12g Buckshot Rounds
 
Single Chamber
 
6rnd Reserve Capacity, +1 Chambered
 
Medium Penetration, High Lethality
 
Secondary Weapons
 
 
G19
 
 
Utilizes 9mm Luger
 
Single Fire/Action
 
15rnd Magazine Capacity
 
Low-Medium Penetration, Medium Lethality
 
M45AI
 
 
Utilizes .45 ACP
 
Single Fire/Action
 
7rnd Magazine Capacity
 
Medium Penetration, Medium-High Lethality
 
.357 Magnum
 
 
Utilizes .357 Magnum
 
Single Fire, Double Action
 
6rnd Capacity
 
High Penetration, High Lethality
 
M9A1
 
 
Utilizes 9mm Luger
 
Single Fire, Double Action
 
15rnd Magazine Capacity
 
Low-Medium Penetration, Medium Lethality
 
Taser
 
 
Utilizes 2, 15′ Long Wired Probes
 
Single Cartridge Use
 
No Penetration, Very-Low Lethality
 
57 USG
 
 
Utilizes 5.7x28mm
 
Single Fire
 
20rnd Magazine Capacity
 
High Penetration, Medium-High Lethality
 
USP45
 
 
Utilizes .45 ACP
 
Single Fire
 
10rnd Magazine Capacity
 
Medium Penetration, Medium-High Lethality
 
Long Tactical Equipment
 
 
The Long Tactical Equipment are complementary equipment to the Tactical Devices, which allow potentially smoother and safer entry into a room or area.
 
 
Mirrorgun
 
 
A wanded device that allows the user to view under and above doors, as well as around corners.
 
Breaching Shotgun
 
 
A breaching tool utilized to blow locks off from doors, forcing the door to swing open.
 
Ballistic Shield
 
 
A shield capable of stopping the majority of bullet calipers, rendering the user of the shield safe within a 3 foot wall of where the shield covers.
 
Rescue Shield – Not Available
 
 
A full size deployable shield that covers the entirety of the user, which utilizes wheels to move the shield wall within the operation area.
 
Battering Ram
 
 
A hardened steel ram used to break open doors via manual force from the operator.
 
Gear – Armor and Headwear
 
 
Armor
 
 
Light Armor
 
 
Light armor provides the carrier protection from most small arms calipers and protects the front and rear upper body of the wearer. Is the least movement restrictive.
 
Heavy Armor
 
 
Heavy Armor provides superior protection from small and heavy calipers and protects the entire front and rear torso of the wearer and partially protects the arms and legs. Is the most movement restrictive, slowing the wearer down.
 
Headwear
 
 
NVGs
 
 
Night Vision Goggles that allow the wearer to see well within low-light areas and allow the wearer to see IR Markers and Lasers.
 
CBRN Riot Gasmask
 
 
A device which creates a firm seal around the wearer’s face, which also filters air and remove any irritants such as CS or CN Chemicals.
 
Anti-Flash Goggles
 
 
Scratch Resistant Goggles that are designed to help mitigate bright-lights
 
Ballistic Facemask
 
 
A facemask capable of stopping most small-arms projectiles as well as less-lethal munitions such as Beanbags.
 
Grenades
 
 
Flashbang
 
 
A device that is capable of emitting a bright flash and disorients any nearby individuals through its loud bang.
 
CS Gas
 
 
A grenade that is filled with CS Gas, used to fill a small area with the irritant, causing nearby individuals to have difficulty breathing, blurred vision, and burning sensations.
 
Stinger Grenade
 
 
A grenade that is filled with BB-Sized rubber balls, which cause any nearby individuals who are struck by the rubber balls, to be stunned and disoriented.
 
Tactical Devices
 
 
C2 Explosives
 
 
An explosive charge used to blow locks from doors, stunning or incapacitating individuals who are nearby the explosive.
 
Door Wedge
 
 
A device placed under a door, preventing the door from being opened from either direction.
 
Pepper Spray
 
 
A can of irritant used to blind and disorient individuals who are hit in the face or chest.
 
W.I.P.
 
 

 
 
This is all about Ready or Not – Pre-Game and Setup + Mission Types & Equipments; I hope you enjoy reading the Guide! If you feel like we should add more information or we forget/mistake, please let us know via commenting below, and thanks! See you soon!
 
 


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