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> OOC: Pain Avenue, Out of character for great justice
Vegas
post Oct 7 2006, 07:24 PM
Post #76


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Preemptive roll for once Halo gets to see the map/data provided

INT (4) + Local Area Knowledge (3) = 7 dice
[5] [5] [5] 1 3 [6] [5] Hits:5

INT (4) + Smuggling Routes (4) = 8 dice
3 [6] [6] 1 [6] 3 4 [5] Hits:4
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Fresno Bob
post Oct 9 2006, 08:57 PM
Post #77


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Theres a few points that stand out on the route. One is at a four way intersection downtown, with high buildings around on all the streets. Another is on a small residential street in a C-Zone, and another spot as they leave the warehouse, where they have to go down a small road out of the docks. Security in each point wouldn't be too bad, assuming you could finish the job before Lonestar showed up.
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Thanee
post Oct 9 2006, 09:14 PM
Post #78


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Maybe we could even hit them, while they are loading the wagons...

Bye
Thanee
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DireRadiant
post Oct 9 2006, 09:44 PM
Post #79


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Nah, jack the ride before they load it, have them load it for us, then just drive it away.
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Fresno Bob
post Oct 9 2006, 10:17 PM
Post #80


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All excellent plans.
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Vegas
post Oct 9 2006, 11:00 PM
Post #81


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Pinch the transport before they go to load like DR suggested somewhere outside the docks. Show up as the team to do the transport and then divert the shipment.

Otherwise we hit after it's loaded and be assured that the security/magical juju on the shipment has gone up 10 fold. Probably easier to become the transport team... until we can get the transport vehicle to a secure location, split the shipment into smaller pieces and have everyone who can drive worth a damn (and or has a vehicle) to take their share back to Aziz for delivery.
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Thanee
post Oct 10 2006, 11:21 AM
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Yeah, we should take a look into that and see if it can be done... I suppose the information we got with the route starts at the warehouse, right?

Bye
Thanee
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G.NOME
post Oct 11 2006, 06:10 AM
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What's the warehouse like? When does the shipment leave there? What information do we have?
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Critias
post Oct 11 2006, 07:36 AM
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For the record, I'm not taking part in this particular conversation not because I don't care, but because Billy's quite simply not the planning type.
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Fresno Bob
post Oct 11 2006, 08:19 PM
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The shipment is going to leave at approximately 0800 hours. The warehouse is just like any other warehouse. Offices to one side, big open space with a big rollup door to the other side. The file also says that all the vehicles will be parked there, and that the night guards will change shifts with the actual escort guards at some unknown point during the night/morning.
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G.NOME
post Oct 12 2006, 08:59 AM
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Are these standard sec. company guards that monitor the warehouse or "special" guards for this particular job?

Also, Spec will roll to see if there are any good approaches for the team, where the lines-of-fire are to cover the doorway, etc. and where the guards are likely to be.

Logic 3 + Corp. Sec. Tactics 2
04 05 06 06 04 = 3 hits

(I take it the Leadership (Tactics) won't help here)
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Fresno Bob
post Oct 13 2006, 07:39 PM
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They're the 'special' kind. As for good approaches, there seems to be little to no cover approaching the door, and with the way the entrance looks to you, it seems that two well-equipped men could hold off an army from it. The walls are relatively thick concrete, and besides the front door and the rollup, theres no other doorways in.
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Thanee
post Oct 13 2006, 08:02 PM
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With spirits and some 'mind control' spells, Aeryn should be able to cause some confusion there. :)

Bye
Thanee
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DireRadiant
post Oct 13 2006, 08:19 PM
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If we can get the team in place at the warehouse/ or truck, before the 8 am loading, then I think that's a good spot. If we can't be in place already, and need to do a smash and grab, then i think it's easier to do on the road then at the facility, which may have it's own security forces and responses, in addition to what will be with the transportation.

How much coffeee is it and how will we carry it away?
Where are we supposed to deliver the coffee once grabbed?
Remember we have a tight timeline, we need everything by 8 am tomorrow morning.
How do we stop the truck?
How do we breach the truck?
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Fresno Bob
post Oct 13 2006, 10:03 PM
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Its 100 pounds of coffee, plus change for the container and equipment holding it in. It'll be in a 12"x12"x50" wooden crate. Your instructions are to deliver it to behind the Green Fairy, at the delivery entrance, once you have it and can safely do so.
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DireRadiant
post Oct 13 2006, 10:18 PM
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I'm okay with a significant OOC discussion, IC Chiller is more of a follower.

Do we have or can we get the assets needed to stop the delivery truck on the road? Chiller's heaviest weapon is a shotgun. He can use almost anything, but the shotgun is as powerful as he has right now.
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G.NOME
post Oct 14 2006, 06:59 AM
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Spec has a MMG and a grenade launcher (and a smart mount...), but it'd be really nice to get at least a launcher and two AV rockets for the escort cars right about now.

Otherwise, we could use a roadblock and unload on them with the mmg and the grenades when they try to clear it... we'd need to make sure we box in the van, though, so they couldn't get away. chiller and billy could be part of the "grab" team.

could we arrange for a spirit with the "accident" power to make something happen for us..?

I've got all types of grenades, too, btw; smoke, gas, HE, frag....

it might be better to hit them hard from multiple elevations/directions once they get to a choke point, rather than risk blowing the whole thing
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Thanee
post Oct 14 2006, 07:42 AM
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QUOTE (G.NOME)
could we arrange for a spirit with the "accident" power to make something happen for us..?

Of course...

Bye
Thanee
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Vegas
post Oct 14 2006, 09:19 AM
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Or a controlled laying down of a bike in front of the transport? A staged and controlled accident of some type?

Keep in mind we don't want to damage the cargo, otherwise there's no point in stopping the transport.
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G.NOME
post Oct 14 2006, 11:28 AM
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GM, tell us about these choke points. We want an area where we can shut the whole convoy down by taking about the lead vehicle. Can this happen, somewhere along the route? Could you describe this area for us?

edit: Plans for staging an accident?
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Fresno Bob
post Oct 14 2006, 09:46 PM
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On the residential street, the road is too narrow for the cars to make a good getaway if you decide to do it there. And at the intersection downtown, cross traffic would probably prevent them from escaping after destroying the lead car.
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G.NOME
post Oct 15 2006, 05:58 AM
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Alright, here's a tenative plan that I want some feedback on:

Basically, I want to pull a "Mogadishu" on their asses. First, we need to stop them somewhere inconvenient for them, but good for us. Preferably right in front of the MMG on the Smart Mount (Halo is a rigger, and can control this, right?). Then Spec with his GL on a roof takes out the lead/trailing car and lays down a pattern of fire and some gas that wastes the security guys that will inevitably come spilling out to cack us (although it would be nice to have a rocket launcher for the cars, as well). Then Chiller and Billy clear out the van and grab the cargo. We will, of course, need some astral overwatch; having a spirit manifest inside one of the cars would probably take care of half their manpower before they even got a shot off.

What does everyone think?
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DireRadiant
post Oct 15 2006, 06:05 AM
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Brutal and effective.
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Vegas
post Oct 15 2006, 08:57 AM
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Except Halo's not a rigger, otherwise that could work.
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DireRadiant
post Oct 15 2006, 09:21 AM
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Smart mount has pilot 3 + rating 3 targeting soft right? I think it's not too bad acting on it's own, it get's at least 6 dice, and a couple IP's.
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