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> How do your teams make their getaways?
sunnyside
post Mar 4 2013, 05:25 PM
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Seems like we haven't had this as a topic yet.

Anyway as the title says I'm curious what sort of getaways your teams have made. What is your "plan A" or "plan B" for getting away after a run? What have been some particularly fun getaways? Do your teams not really make getaways because by the end of the run you've obliterated your foes so you're free to saunter off?

I'm also curious about the nature of the opposition your teams face in getting away. For example does your team rigger have a blast with car chases because the team piles into the van, takes off, and then the opposition is the LS/KE equivalent of Boss Hogg sending Rosco and Cletus after you in a pair of cars?
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Stahlseele
post Mar 4 2013, 05:39 PM
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Split up and run/drive as fast and as far as possible, hide, wait, see what happens, meet up and then deal with stuff.
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toturi
post Mar 5 2013, 01:40 AM
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Plan the exfil route, using appropriate Knowledge skills.

Various modes of transportation. Walk, drive, even take public transport.
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FuelDrop
post Mar 5 2013, 03:23 AM
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An old list of plan status
Depending on the nature of the run and how well it's going, extraction plans range from 'Drive calmly away in different directions, meet up later at rally point X' to 'Oh S*&%! Rigger, come in guns blazing and get as many of us as possible the drek out of here!'
Of late, extraction via stealth helicopter seems to be a favorite method of leaving the scene, though I believe that more often than not it's because an opposition team had arrived in said helicopter and we'd scrapped our own extraction plan in favor of adding a new asset to our arsenal. obviously we need to jam its wireless transmissions and either jack in or drive it manually while the rest of the team starts sweeping for the hundreds of RFID tags the things tend to carry, but it still improves our profit margin dramatically.
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sunnyside
post Mar 5 2013, 03:35 AM
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Maybe I should be asking if escapes are a "falling action" kind of thing. One where that part of the run is relatively easy.

Hurm, now that I say it, I suppose it makes sense that would be the case.

Actually it occurs to me that in a lot of video games they outright skip the escape, you accomplish the big deal thing and then poof, the hoards of nasties that were after you just decide to go home or something. Or there is a cut to the characters flying away with the obvious implication being that they escaped, but it wasn't interesting enough to show.

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Mantis
post Mar 5 2013, 03:46 AM
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For us the get away depends on how well we did with the rest of run. If we got in quiet and did what needed doing without setting off alarms or at least suppressing any alarms we do set off, then the escape can be as easy as just driving or walking off. If we screw up somewhere and set off an alarm, then the get away is whatever gets us out of there the fastest. Could be co-opting the oppositions chopper or their APC. Could be ducking into the sewers and hoofing it to safety. Basically, if we got in and out quiet, then the getaway is basically ignored as you see in your video game example sunnyside. If we mess up, it can end up being a movie style car/chopper/foot race type escape.
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kzt
post Mar 5 2013, 06:07 AM
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Ideally, we get the security guards to help us load our objective in our truck and calmly drive out. But we have blown holes in walls with breaching charges under fire and run like hell a time or two.
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DMiller
post Mar 5 2013, 06:24 AM
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If all goes well... walk, drive, or make our way out calmly and quickly. If all goes poorly... flay away on dragon (drake) wings, oh and our troll can run at something close to 60mph, so he just hoofs it.

-D
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CanRay
post Mar 5 2013, 03:06 PM
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Ares Roadmaster. Perfect for sedate or "OMG THE METROPLEX GUARD IS AFTER US!!!"
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binarywraith
post Mar 5 2013, 03:25 PM
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Walk a few blocks down, have the decker kill the overwatch cameras, dump jumpsuits and Predators into trash can, pop thermite, walk calmly away.

The best evidence is no evidence.

So far, I've let them get away with this, but if it becomes a pattern, they may get nasty surprises.
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NeoJudas
post Mar 6 2013, 06:06 AM
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There tends to be a few options....

Sneak sneak work sneak sneak. (All is quiet)

Sneak sneak wor...boom, f:)4&!!!, run run run hide

Or, the most recent event that I liked...

Walk into racial purity group with the troll under invisibility right into the lobby, ask to see the guy in charge, inform him that yes you are the terrorist he's looking for, drop invisibility on troll, become distraction as the rest of the team sneaks in back and begins the raid into the hidden holding cells.

Everyone eventually meets up in facility, and using a ton of smoke-n-mirrors, holds off guards, hackers keep security spiders at bay, find chummer in cell, break him out, sacrifice one of the guards to restore buddy (he's a dark-one/banshee) and make our way back out.

Resisted urge to blow the whole building up. Considered sparking a war with the local Swiss Guard just to vent, but chose to leave under vehicle mask, vehicle stealth and guard powers on the aircraft and left the country.
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Stave
post Mar 6 2013, 03:41 PM
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Ensure that at no time was any member of the team physically at the location:
  • Drones
  • Spirits
  • Mind Control
  • Bribery
  • Hire another team
  • Find out that someone else is doing a job, let them do the job and take it off them
  • Astral Projection


We've been playing this campaign for two years now, and in that time we have had two fights. In one of them we accidentally killed someone (he was confused by a spirit and stepped into suppressive fire then rolled a critical glitch...) , and in the other we nearly died (grenades are seriously unpleasant). We've done wet work (only against a toxic shaman), grand theft from research bases / moving convoys, enabled employees to change employment and used the demolitions skill to improve some companies bottom line. Occasionally we screw up, but usually we do sufficiently low collateral damage that we can say "sorry" (usually we need to throw in a big favour with the sorry).

Decontaminating the loot is often awkward, so we check for astral traces (usually easy as Astral stuff is obvious) and keep any physical objects in a Faradays cage with a rating 5 jammer anyway just in case. We hand the loot to the Johnson without warranty that it is clear of traces.

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KarmaInferno
post Mar 6 2013, 11:04 PM
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Skyhook.

It's the only way.




-k
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Telion
post Mar 7 2013, 01:28 AM
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segways.
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Modular Man
post Mar 7 2013, 08:05 PM
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Go with Segways with gecko tips (legal with GM approval). Nobody sees that coming.

For getaways we either walk away calmly or we take the team vehicles and run for it. Hasn't come up in detail, though.
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Fyndhal
post Mar 7 2013, 08:49 PM
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QUOTE (sunnyside @ Mar 4 2013, 12:25 PM) *
Seems like we haven't had this as a topic yet.

Anyway as the title says I'm curious what sort of getaways your teams have made. What is your "plan A" or "plan B" for getting away after a run? What have been some particularly fun getaways? Do your teams not really make getaways because by the end of the run you've obliterated your foes so you're free to saunter off?

I'm also curious about the nature of the opposition your teams face in getting away. For example does your team rigger have a blast with car chases because the team piles into the van, takes off, and then the opposition is the LS/KE equivalent of Boss Hogg sending Rosco and Cletus after you in a pair of cars?


Turn around and begin walking away as the explosions begin going off. We do not look back.
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tasti man LH
post Mar 7 2013, 09:20 PM
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I prefer doing elaborate poses with my back-turned to the facility...and THEN have the huge explosions go off.
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Wounded Ronin
post Mar 20 2013, 05:18 AM
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QUOTE (sunnyside @ Mar 4 2013, 12:25 PM) *
Seems like we haven't had this as a topic yet.

Anyway as the title says I'm curious what sort of getaways your teams have made. What is your "plan A" or "plan B" for getting away after a run? What have been some particularly fun getaways? Do your teams not really make getaways because by the end of the run you've obliterated your foes so you're free to saunter off?

I'm also curious about the nature of the opposition your teams face in getting away. For example does your team rigger have a blast with car chases because the team piles into the van, takes off, and then the opposition is the LS/KE equivalent of Boss Hogg sending Rosco and Cletus after you in a pair of cars?


Call a taxi.

....what? Didn't you play SR for Genesis?
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CanRay
post Mar 20 2013, 05:55 AM
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QUOTE (Wounded Ronin @ Mar 20 2013, 12:18 AM) *
Call a taxi.

....what? Didn't you play SR for Genesis?
"Ghoul Cab, there in fifteen minutes or you wait longer."
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Umidori
post Mar 20 2013, 06:14 AM
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I played the SNES version, which means I took the train. (IMG:style_emoticons/default/nyahnyah.gif)

~Umi
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Rubic
post Mar 20 2013, 03:12 PM
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My old team? We'd get a legit contract to clean out rubble from the area we were supposed to dig for the "package," used a spirit to tunnel to our desired target, used adequate explosives to get in, put the "package" in the rubble we were hauling surrounded by scanner-blocking materials, hauled it out as part of the initial rubble removal, and sent droned vehicles to continue the rubble removal while we left through the front gate. Suffice it to say, it's good to have the right corp contracts and available heavy-load work vehicles at the right time. Why break the law TOO much when you can get paid by your Johnson AND the corp you're scavenging under.

Note: only works when the company you're taking from doesn't realize they even have what you were after.
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Sir_Psycho
post Mar 20 2013, 04:39 PM
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I once ran a one man SR3 game where the player was a adept infiltration expert. He was to sneak into a team of Shadowruners hand-off in a disused factory, steal a package from the runners before they delivered to the Johnson and deliver it to his employer. He was spotted on the way out, jumped the fence after a running gunfight (Great leap is a great power), jumped on his Yamaha Rapier and was pursued by the team's rigger, with a samurai firing at him from the window (he geeked the mage like a good boy). Being a solo runner, and unable to escape the rigger's van despite his handling/speed advantage, he led them right up to the top of the multi-level parking garage where his Johnson was waiting and got the Johnson's bodyguards to fight the runners.

Mr J's security and the adept won, but the troll bodyguard caught a bullet in the throat and his medical bill was subtracted from the adept's payment, even after he used his medkit to stabilize the guy.

I learned a few lessons from this (My first GM experience):
1. Getting anything done in SR3 vehicle chases takes a long, long time and more maths than I like.
2. Never expect a rigger in a van to be stopped by an obstacle that a bike can get past. In this case, an overturned semi-trailer on a two lane bridge with only a narrow footpath to get around it. Because if you get the rigger to make an obscenely difficult test on the tightest terrain, that fucker will jump his van onto two wheels and still pull it off and the crash test.
3. Your smoke/stun grenade combo will go off after combat is over, and the bodyguards you were fighting alongside will not consider that to be adequately "helping".

And the moral is please be stealthy out there, guys. Vehicle chases are a pain in the arse.
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Umidori
post Mar 20 2013, 05:14 PM
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Which is why you should keep missiles in the back of your vehicle, for ending vehicle chases.

~Umi
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Sir_Psycho
post Mar 20 2013, 05:19 PM
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A Yamaha Rapier with a missile rack is the most pink mohawk thing I have ever imagined.
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ChromeZephyr
post Mar 20 2013, 05:32 PM
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I'll take two. (IMG:style_emoticons/default/ork.gif)
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