You approach the SVD.
"Huh."
After some swears, knife inducted vandalism and sheer force, you get the scope from the SVD.
Time for some scouting with your makeshift monoscope!
You should get a pair of binoculars next time, though.
You start scouting the base and the near surroundings.
There are 10 guards so far, not counting the guys in buildings, because you don't see them.
They are patroling and guarding, but you see some weak points. Sheperds...
This will give you an slight advantage, when you use the dead spots.
You get your radio and stars to speak to the mission control.
"Here redblood, HQ, come in."
"Here speaks HQ."
"Where is the officer? I'm on a good spot and I scout the base."
"He must be in the biggest building, the headquarters."
"Got it."
Two guards are standing on the front door, but there is a nearly unguarded window.
What now?STATUS
No wounds
No hunger
No illnesses
EQUIPMENT
M16 : Ahh, the "black rifle". A light assault gun. It's quite modificated.
6 Color Desert Uniform : A camouflage, that blends well in the desert. Provides some sight-protection.
Desert facepaint : Fat-based painting, that covers your face. It blends well in the desert. ( Yes, really!) Provides some sight-protection.
Combat uniform : The combat uniform has no protection against damage, but it gives you storage for 5 clips ammunition and 3 grenades.
Robe : A robe, that disguise you as beduin. Not for fighting though. Too heavy.
Combat knife : A sharp knife. Can also cuts tins open. Or you can break windows with it. Or just stab someone.
radio : Your little electronic device, that connects to your mission control. Call for advice.
Horse : An Arab, who's fast and fiery. Nice.
Bandana : It don't gives you infinitive ammo, but it looks cool and keeps sweet away from your eyes.
Cigars and lighter : Cuban. Neat.
SVD scope : Salvaged from the SVD.