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> Rules of Combat and Survival they never taught you, know when to walk away, know when to run
Weredigo
post Feb 5 2005, 06:45 AM
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Rules of combat and survival they never taught you!
1. All five-second grenade fuses are three seconds.
2. Anything you do can get you shot, including doing nothing.
3. Beer math means that 2 beers times 37 soldiers equals 49 cases.
4. Don't look conspicuous, it draws fire.
5. Friendly fire isn't.
6. Guided missiles aren't.
7. If it's stupid but it works, it's not stupid.
8. If the enemy is within range, so are you.
9. If you are forward of your position, your artillery will be short.
10. If you are short of everything except the enemy, you are in combat.
11. If you can't remember, the claymore mine is pointed towards you.
12. If you have a secured area, don't forget to tell the enemy.
13. If you make it too tough for the enemy to get in, you can't get out.
14. If you take more than your share of objectives you will be assigned more objectives to take.
15. Incoming fire has the right of way.
16. Never draw fire; it irritates everyone around you.
17. Never share a foxhole with anyone braver than you are.
18. No combat-ready unit has ever passed inspection.
19. No inspection ready unit has survived combat.
20. No operation plan survives the first contact intact.
21. Radios will fail as soon as you need fire support immediately.
22. Remember your weapon was made by the lowest bidder.
23. Suppressive fire won't.
24. The easiest route is always mined.
25. The enemy diversion you are ignoring is the main attack.
26. The important things are very simple.
27. The only thing more accurate than incoming enemy fire is incoming friendly fire.
28. The simple things are hard.
29. Tracers work both ways.
30. Try to look unimportant; they may be low on ammunition.
31. When both sides are convinced they are about to lose, they are both right.
32. When in doubt, empty your magazine fast.
33. Working as part of a team is essential; it gives the enemy other people to shoot at.
34. You are not Superman or Superwoman.
35. Murphy was a grunt, and an optimist.
36. Recoilless rifles aren't.
37. All weather close support doesn't work in bad weather.
38. The bursting radius of a grenade is always one foot greater than your jumping range.
39. The only terrain that is truly controlled is the terrain upon which you are standing.
40. The law of the bayonet says the man with the bullet wins.
41. REMF's (Rear Echelon Mother Fraggers) are everywhere.
42. The best tank killer is another tank. Therefore tanks are always fighting each other ...& have no time to help the infantry.
43. Precision bombing is normally accurate to within +/- one mile (...or so).
44. When Negotiating for higher pay on a job, do not forget to include Medical, Ammo, Armor, Gas, Xtra vehicle, Slap Patches, Smoke bombs, Stink bombs, Profylactics, Poppy seed Muffins, eceteray ad nauseum, but don't tell the Johnson yer doing so, they may offer to supply such tools of the trade and you do NOT want that...
45. Cluster bombing from B-52s and C130s is very, very accurate. The bombs always hit the ground.
46. Perfect plans aren't.
47. Dogtags aren't the only things that can identify yourself, your buddies, your enemy, or a body, tattoos, colors, jewelry, or anything else "worn" could possibly pinpoint an origin.
48. Professionals are predictable--it's the amateurs that are dangerous.
49. Armored vehicles are bullet magnets; a moving foxhole that attracts attention.
50. Expending material in combat is easier than filling out Graves Registration forms -- Ammo is cheap; your life isn't.
51. Final Protective Fire doesn't.
52. The enemy invariably attacks on two occasions:
o When you're ready for them.
o When you're not.
53. A "sucking chest wound" is nature's way of telling you to slow down.
54. If your attack is going well, you've just walked into an ambush.
56. Never walk alone.
57. Attitude is great, but it's not everything. Even the best can be flat-lined by some punk with a Predator.
58. Pay attention to detail, every waking moment. Few 'runners die in their beds.
59. Use your reputation to its utmost advantage.
60. Consult your contacts. You are who you know.
61. Purchase additional data. Free info is worth what you paid for it. (Besides, the nuyen "saved" won't do you any good when you end up dead for lack of intel.)
62. Always carry a ranged weapon, Slingshots can be Handmade, and Ammo for them is REAL CHEAP.
63. A silencer is golden. (But once the drek hits the fan, make noise--you'll need to yell to be heard over that mini-gun.)
64. Always, always think two moves ahead.
65. You'll end up just as dead being too skeptical, as being too trusting. Take nothing for granted.
67. Just because it might look good, doesn't mean it will be good.
68. Make sure everyone has his equipment before the encounter.
69. Put the body of an astral mage in a safe place.
70. This ain't the movies. Running = realism.
71. Practice the art of camouflage. Dress like the natives & cover those high-chrome limbs, omae.
72. Take full advantage of cover & concealment. Standing in the open draws unwanted attention.
73. If you are a Shaman, act accordingly.
74. Magic is deadly. If you don't fear it, learn to.
75. Discretion is the better part of valor. (Know when to be a good runner--the kind that use their feet.)
76. Make sure your team is well balanced with a wide variety of talent, before going in.
77. Once you are in a balanced team, know what your function is.
78. Lessen the odds whenever possible.
79. A few carefully placed light-to-moderate wounds per enemy greatly increase your survival chances.
80. Think about where you are and how your actions will affect the situation.
81. Make a plan & STICK TO IT. You can always make modifications "on the fly."
82. Learn to think on your feet. Indecision will get you killed.
83. Don't forget to incorporate rehearsal time into your planning.
84. Get the first shot off fast. This'll upset them enough let you make your second shot count.
85. Your enemy is never a villain in his own eyes. Often times he is just some slot, doing his job.
86. Place your clothes and weapons where you can find them in the dark.
87. If it get's Caught it deserves to be eaten.
88. Pain heals, Chicks dig scars, Glory lasts forever.
89. There are old Runners and there are Bold runners, but there are very few Old Bold Runners
90. The Best run is the one where no ammo has been spent
91. All members of government are liars. They are consummate liars, they lie continuously. They know that we know that they lie, but they lie just the same. And then they talk about thier honor.
92. Never bring a knife to a gunfight, instead use it before it comes to that.
93. If there's a hatchet to bury, bury it fast and without an audience.
94. If you find yourself in a quiet position, stop, reload, eat, drink, thank the powers that be you've made it this far, then keep moving before you get run over.
95. If at all possible wait until that big bright all revealing skin buring cause peeling flashlight up in the sky goes away before doing anything conspicuos, illegal, or stupid, less chance of being identified by witnesses that way.
96. Never underestimate the importance of misdirection. Gather info about a number of strgets so that they aren’t sure which one is going to be hit.
97. Make sure your contacts areinstant amnesiacs when it comes to remembering anything about you. Conversely make sure you do the same for your friends.
98. Distractions are great, but make sure it doesn’t piss of your employer.
99. Never walk into places you don't know how to walk out of.
100. If Possible make any organization that you run against wether it be corp, gang, mafia, or government, believe your actions were an attack by a rival. If that means using a rival's gear, do so.
101. If you can't get a corpse to pick up a paycheck, you clearly need a better decker.
102. Always keep a Towel handy. In honor of RunnerPaul
QUOTE
A towel is about the most massively useful thing a shadowrunner can have. Partly it has great practical value. You can wrap it around you for warmth as you bound across the cold glaiciers of the Athabaskan Council Tribal Lands; you can lie on it on the brilliant marble-sanded beaches of Caribbean League, inhaling the heady sea vapors; you can sleep under it beneath the stars which shine so redly on the desert sands of the Pueblo Corporate Council; use it to sail a miniraft down the Orinoco River when trying to infiltrate the Proteus Arcoblock; wet it for use in hand-to-hand combat; wrap it round your head to ward off Neuro-stun VIII or avoid the gaze of the Greater Western Dragon Traal (a mind-bogglingly stupid paracritter, as far as dragons go, it assumes that if you can't see it, it can't see you - daft as a brush, but very very ravenous); you can wave your towel in emergencies as a distress signal, and of course dry yourself off with it if it still seems to be clean enough. More importantly, a towel has immense psychological value. For some reason, if a wageslave discovers that a runner has his towel with him, he will automatically assume that he is also in possession of a pocket secretary, credstick, ADPS ammo, Panther Assault Cannon, ally spirit, GPS reciver, Fairlight Excalibur, ball of monowire, dikoted Ares Viper Slivergun, acid-resistant armored longcoat, Steel Lynx drone etc., etc. Furthermore, the wageslave will then happily lend the shadowrunner any of these or a dozen other items that the runner might accidentally have "lost". What the wageslave will think is that any man who can run the length and breadth of the shadows, go SINless, get screwed by their Mr. Johnson, struggle against terrible odds, win through and still know where his towel is, is clearly a man to be reckoned with.

<unwritten rule> CHEAT

Ideas for more Rules for the List, Send em to me... I'm trying to get the list up to 101
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kevyn668
post Feb 5 2005, 09:43 PM
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94. Wear sunscreen
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Kagetenshi
post Feb 5 2005, 09:47 PM
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95. If your plan doesn't survive contact with the enemy, shoot whoever made it because if it was made with any competence whatsoever it should have survived with ease.

~J
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DrJest
post Feb 5 2005, 10:11 PM
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Always negotiate for medical expenses.

Never take those expense at the Johnson's choice of clinic.
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Cochise
post Feb 5 2005, 10:28 PM
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QUOTE (Weredigo)
4. Don't look conspicuous, it draws fire.
[..]
44. Don't look conspicuous, it draws fire.

Why Do I have the feeling that something went wrong here ;)
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vapor
post Feb 5 2005, 10:54 PM
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this reminds me of one of my old teams... "Murphy's Lawyers"
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Weredigo
post Feb 6 2005, 12:53 AM
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Will DrJest and Cochise Please review amended Rule #44, Thank you for your help.

Vapor, Thank you for that Ultimate Villain Idea

KageTenshi, I'm seriously worried about you.

Kevyn668 ( Let me guess from the pic of that wage mage in DOA/DNA, nieghbor of the beast right?) Uhm... sunscreeen ????? WHY ????? #94 slot is still open for you if you can give me a good logical reason...
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Aku
post Feb 6 2005, 12:58 AM
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make the shortesy guy wear the big guys shoes on the way out, and the big guy wear the short guys shoes on the way out.

or just ignore me
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FlakJacket
post Feb 6 2005, 01:15 AM
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QUOTE (Weredigo)
Uhm... Sunscreeen? WHY?

Because tromping round in the middle of a conflict trying to fight with massive sunburn to your face and body is painful and distracting as hell?
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paul_HArkonen
post Feb 6 2005, 01:15 AM
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94: (or 96 if you want) violence is not the answer, unless the question is how to deal with incoming fire.
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Method
post Feb 6 2005, 01:58 AM
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Sam: Whenever there is any doubt, there is no doubt. That's the first thing they teach you.

Vincent: Who taught you?

Sam: I don't remember. That's the second thing they teach you.
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toturi
post Feb 6 2005, 03:48 AM
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Mr Metagame: Look here, you'd better know what's good for you!

Mr GM: Yes, boss.

Metagame, that's the real first rule.
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Lindt
post Feb 6 2005, 04:16 AM
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Remember, you can NEVER metagame in real life. Its called being smart then.
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Smiley
post Feb 6 2005, 04:16 AM
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100. Every plan crafted over the course of 4 hours will immediately be discarded when the shootin' and lootin' starts.

101. Whatever you want your players to do, they won't. Whatever you don't want them to do, they will.

102. No matter how long you spend planning run, they players will focus on the one thing you didn't think of.
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toturi
post Feb 6 2005, 04:46 AM
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QUOTE (Lindt)
Remember, you can NEVER metagame in real life. Its called being smart then.

No, that's called having the right religion. And the GM is God, of course.
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Nikoli
post Feb 6 2005, 04:54 AM
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Know the climate your weapon was designed in and for, it doesn't pay to take a Desert Wars special into the lake.

When you're in a quiet position for a moment, reload and prepare to be over run.

When it comes to awakened paracritters, you don't have to be the fastest, just don't be a dwarf.

When in a hostile zone alone remember the following:
If it moves, shoot it.
If it doesn't move, walk up to it and shoot it.
If it starts moving again, empty the clip.
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Starfurie
post Feb 6 2005, 04:28 PM
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QUOTE (paul_HArkonen)
94: (or 96 if you want) violence is not the answer, unless the question is how to deal with incoming fire.

Violence is not the answer, Violence is the question. The answer is Yes. :P
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Mumbles
post Feb 6 2005, 04:48 PM
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Don't relax when you think the run is over. Someone else's run may have just started, and you may be the target.

If you sling spells, try not to look like a spellslinger. They're less likely to geek the Mage first if they don't know which one of you it is.

Getting Information from contactsis a two way flow of information. Be careful what you ask about. The more people that know you're searching for something in particular, the more likely it is your trget will learn about it.

Always have an escape rout planned.

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Kagetenshi
post Feb 6 2005, 04:54 PM
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QUOTE (Starfurie)
QUOTE (paul_HArkonen @ Feb 5 2005, 08:15 PM)
94: (or 96 if you want) violence is not the answer, unless the question is how to deal with incoming fire.

Violence is not the answer, Violence is the question. The answer is Yes. :P

There is no problem that cannot be solved with the judicious application of enough violence.

Trick is, both "enough violence" and the judicious application of such are very difficult to obtain.

~J
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Starfurie
post Feb 6 2005, 04:55 PM
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Keep a bag packed in the event you need to go on a sudden and unexpected vacation.

Always keep you clothes where you can find them in the dark.

Even if you think you're spotless, cover your @$$ anyway, someone could be targeting you by mistake. There's nothing worse than dying to a case of mistaken identity.
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kevyn668
post Feb 9 2005, 01:57 PM
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QUOTE (Weredigo)
 

Kevyn668 ( Let me guess from the pic of that wage mage in DOA/DNA, nieghbor of the beast right?) Uhm... sunscreeen ?????  WHY ?????  #94 slot is still open for you if you can give me a good logical reason...

[ Spoiler ]


And just for the fun of it...

[ Spoiler ]


And, yes, DNA/DOA. Sam Silver, to be precise. Clever fellow.

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lorthazar
post Feb 9 2005, 02:49 PM
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-Distractions are great, but make sure it doesn't snark off the powers that be.

-Make sure all your friends are instant amnesiacs when it comes to remembering anything about you. Conversely make sure you do the same for your friends.

-Contacts are your life treat them the same as you would your own body. Cover their hoop when they get into trouble.

-Never underestimate the importance of misdirection. Gather info about a number of targets so that they aren't sure which on is going to be hit.

-One mage/shaman is never enough. they are just like everything else they work better in teams.

-Sometimes it's best to bring only your silenced pistol and sometimes you better bring the one that launches 40mm grenades. It's even better if you bring both as going home during the middle of a firefight is just not feasible.

-Trolls really are that tough, so let the mage handle them.
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Namergon
post Feb 9 2005, 04:18 PM
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- Only enter places from which you know how to escape.

(courtesy of Sam in Ronin, too.)
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Weredigo
post Feb 9 2005, 08:38 PM
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Holey Homophobes Batman.

We're already up to 98 might seem as if we might have 101 pretty soon here, don't let it stop you, Keep posting more ideas. Didn't know the topic would swell up so fast.
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Guest_Crimsondude 2.0_*
post Feb 9 2005, 11:08 PM
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QUOTE (Namergon)
- Only enter places from which you know how to escape.

(courtesy of Sam in Ronin, too.)

You may as well quote it properly if you're going to mention it
QUOTE
I never walk into a place I don't know how to walk out of.
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