Really dynamite IC posts, everyone. We're off to a great start.
I'm not hearing any questions so we can move long to next steps:
You don't have to specifically "take" standard gear, like your wingsuit or commlinks or explosives. You do need to assign gear slots to things like med kits or armor repair kits. Rednblack's choices - Area Jammer, Maglock Passkey, Satellite Uplink - are fantastic options of the types of things you wouldn't have by default but would be smart to bring. If you're unsure about what you might have by default, just ask.
Most of you already have this done, but if you want to tweak it you can.
Summon a spirit
@Jayde, go ahead and summon an air spirit, per your orders, and do the roll to resist.
On that last night, in the spirit of Anarchy and to keep things moving, I'm going to give you all broad authority to roll both sides of an encounter. Jayde, Glorious, and rednblack are all GMs, and Pap's posts suggest some experience there too, or at least enough educated opinions to imply experience.
If you're shooting a dude and aren't sure how many dice to roll, 8 is a decent default. If you think the situation might be harder or easier than usual, add or subtract 2 (or 4) at your discretion. If you're not comfortable deciding, you can either punt it back to me or you can roll a large number of dice (say 12) and let me count out the hits from the number of dice that I think is appropriate for the opposition.
This will keep progress moving forward, since you can ICly post the results of your roll without waiting for my official adjudication. I'll step in if I see things migrating too far in either direction.
In the same vein, you'll note that rednblack has filled in some details that I left ambiguous. Colonel Howling Bear is giving the briefing, is a pipsqueak, and spends too much time on the politics. Is that all kosher? Abso-fucking-lutely yes. This is a shared narrative and I don't want to lay down IC posts the length of the Bible to try to paint all the details for you. Besides, it sounds like I'm on the shallow end of the spectrum when it comes to experience in matters such as these, so fill in the blanks I leave.
To Glorious' mental aside about how much plastique is needed, this is a fair point. I was flipping through Run & Gun last night and doing some mental math on how much would be necessary for this, but in the end I tossed it aside. You're carrying enough cause the installations to implode, if not actually explode, which will accomplish your mission. However, if we decide that the explosion doesn't go to plan, so that you had to hijack a concrete mixer truck, fill it full of explosives that are conveniently on-hand for construction/demolition purposes, and then plow it into one of the radar installations before detonating it, well that would be pretty wiz now would it?