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> Artillery?, Iraqis called it Steel Rain
grendel
post Mar 25 2005, 05:30 PM
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Deep enough to fool earth elementals? Nature spirits? Watchers? Astral mages? Because your opponents are going to have them. They're making contingency plans for every avenue of escape you could have.

Satellite based ground penetrating radar reaches to depths of 400m or so, depending on the substrate being imaged.
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GrinderTheTroll
post Mar 25 2005, 05:38 PM
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QUOTE (LinaInverse)
I don't own SOTA 2063 or M&M, so I'll have to give them a look. Tactical is probably close to what I had in mind; the intended area is about 20-40 acres or so.

What kind of SR do you play that requires specific rules that vary on such a scale where runners would even consider surviving something exploding like this?
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Edward
post Mar 25 2005, 06:01 PM
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Another trick for the cliff is grenades tied with string.

Estimate how far down the climbers are and play out that much cheep twine, atacjh one end to a peg in the ground and the other to the grenade, set a 6 second fuse pull the pin and throw it over the edge.

Usual scatter rules will apply to model things like swing and getting the string length wrong but it is cheep.

Another option is to mine the entire face of the cliff with something,

Of cause there is the question of why they would climb it at all when they could bring in a squad of T-birds loaded with guns and armour with enough ED that you can’t hope to see them coming in to deposit a heavily armed teem in the middle of your compound, ether before or after blowing it to kingdom come.

If they really want you dead a single heavy navel missile will obliterate your encampment

Edward
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LinaInverse
post Mar 25 2005, 06:11 PM
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QUOTE (Edward)
Of cause there is the question of why they would climb it at all when they could bring in a squad of T-birds loaded with guns and armour with enough ED that you can’t hope to see them coming in to deposit a heavily armed teem in the middle of your compound, ether before or after blowing it to kingdom come.

If they really want you dead a single heavy navel missile will obliterate your encampment

Edward

Although I have ATGMs for helos, I'm sure that eventually they probably will do something along these lines. The trick is to make them scale up to that slowly (I've already mapped out a plan, based on some psychology for this w/ my GM), so it's costly for them.

I don't believe that the opposition has easy access to Naval missiles, though of course I could be wrong.

As for satellite radar, I doubt my opposition will have that, but even if they do, the ground is going to be littered with metal shrapnel, mines (and likely wrecked vehicles) when endgame arrives. I'm hoping that those will foil radar. As for Spirits, Elementals, etc, those are things that I will have to deal with personally (my char's a reasonably competent Shammy) by summoning. Again, nothing's guaranteed, but I'm gunning on the likelihood that the opposition won't be expending as much effort in peripheral issues like having their magical assets only doing scans for a tunnel that they don't even know exists when their mundane assets are all getting blown to Kingdom Come.
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Puck Wildhorse, ...
post Mar 25 2005, 08:21 PM
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My suggestion would be to have your mages set up a strong ward over the main building or buildings so no one can get in astrally. Then you set up all of the explosives and mines to operate automatically on tripwires or motion detectors or what have you. Have your decker or rigger set up the defenses to operate remotely using drones or sentryguns to fire from fixed positions within the compound. Then put in one cataclysmic FAE bomb or something inside the inner chamber of the central warded building to explode when they breach all of the other defenses.

Oh, and you and your team need to be someplace else with pizza, beer and cigars while you watch all this happen.
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DocMortand
post Mar 25 2005, 08:34 PM
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Just to correct a few things - secretaries do NOT have 5-7 points ballistic in my campaign. Good grief. It just seems that way because all you guys encounter are armed enemies - you don't know what the civilians have for armor because it doesn't matter. So stop exaggerating. :P

And yes, Lina, 2063 has what some of what you want, and it's even got availability codes.

Other than that...keep the banter up, you guys. You're just giving me ideas. :vegm:
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Siege
post Mar 25 2005, 08:47 PM
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Investigate the possibility of rigging dumb-fire, single shot mortar tubes or fixed emplacement drones.

Once you start dropping mortar rounds into an area, most people will expect more incoming, not less and will begin reacting accordingly. By the time they figure out that the five or six rounds falling is it for the barrage, you can be in place for Phase 2.

Particularly if the rounds seem to be coming from different points.

What kind of defenses/sensors will the target have?

-Siege
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LinaInverse
post Mar 25 2005, 08:57 PM
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QUOTE (Siege)
What kind of defenses/sensors will the target have?

-Siege

Defenses? Hundreds of meters of electrified razor wire, 2' of cinderblocks and steel plates against all the walls of the compound itself. Spiked concealed pits at certain locations. About half-dozen Heavy guns (LMG, MMG) and ATGMs, and about 20-ish Mines and Claymores (buying more steadily) along with independent generator and fuel. No sensors yet; those are still on the shopping list (avail codes make these a bear to get) as are the turrets to make these guns useable.
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LinaInverse
post Mar 25 2005, 09:16 PM
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OK, new epithany...

The new territory is in a forested area. Such areas always have lots of wood and kindling around it. If someone could think of an accelerant that doesn't have a give-away odor, would it be conceivable to have a sprinkler system prepped in advance? So once the siege begins in earnest, sometime between the "waves", start the sprinklers, then when there's enough crunchies trying to work their way into the forest, launch a half-dozen WP dumb rockets to start the conflageration? Silly idea?

Of course we wouldn't spray the area around the compound itself, but even so, we'd likely have to evacuate shortly after pulling this step off I would think.
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Kagetenshi
post Mar 25 2005, 09:17 PM
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The answer to your question is wonderfully obvious: naval weaponry. Choose something that isn't a railgun, and you get an area-effect weapon that'll clear out thirty meters or more.

~J
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DocMortand
post Mar 25 2005, 09:29 PM
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Lina - some of the mortar/howitzer rounds in SOTA63 have Light Naval damage. Just thought I'd let you know. :) Of course FINDING them ain't gonna be easy...
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Siege
post Mar 25 2005, 09:33 PM
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Ahhh, I misunderstood - you're defending the afore-mentioned installation from attackers, yes?

Kidnap x number of people equal to your party. Stash them in the compound. Shroud the room with earth and ivy to bar astral snoops.

Fill the compound with car-sized bombs.

Use drones and automated weaponry to provide enough resistance to draw hostiles in, then detonate the explosives.

Another trick - leave powered down drones in the forest in anticipation of hostile forces. Once the hostiles have passed the drones on the way to your base, activate the drones to take the attackers from behind. It's called the "Midtown Defensive."

Drones will also be a pain - any smart attacker will make use of them to recon your defenses and provide expendable, strategic attacks. Consider some serious ECM/ECCM warfare.

-Siege
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Nikoli
post Mar 25 2005, 09:39 PM
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As well as some rating 10 jammers, darn near nothing can beat them reliably.
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LinaInverse
post Mar 25 2005, 09:47 PM
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Yes Siege, we're defense. Some of what you're saying is what we're already doing, though I hadn't thought too much about ECM/ECCM. I'll have to add them to the shopping list.

Alternatively Docmortand, if avail codes don't go my way, I could just pay the party's demolistionist to build several bombs similar to what we used against Zeus (aka, the "Tim McVeigh maneuver") stash them under cover at various strategic parts of the terrain with radio detonators and wait for them to gather, then blow them up that way.
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Thomas
post Mar 25 2005, 09:58 PM
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As for defending the cliff - give ground! Evenly spaced holes about a meter back from the edge, filled with your choice of high explosive, detonated when the attackers are half-way up. Take a look at rock quarry operations.
A few hundred cubic meters of rock heading your way - look out below. Soak that! :dead:
Options - link only a few charges together at any one spot, blow only the ones you need to. Second, third, etc. lines of charges spaced further back - don't go too far, you'll change your cliff to a jagged slope of rubble.
Hope you do well. :evil:
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Cynic project
post Mar 25 2005, 09:59 PM
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QUOTE (LinaInverse)
I was looking over the rules for artillery; the only ones I found in CC were mortar launchers. While their range is prodigious, the explosives rules in Shadowrun seem pretty lacking when wanting to deal with lots and lots of enemies. Also, the mortar having an ammo of "1" (ie, has to be reloaded after each shot) is appropriate, but not very useful for my circumstances.

The problem I'm encountering is that almost all Shadowrun arms is precision-based. Even grenades, with the way power drops off each meter, means that any targets not at ground zero are essentially unharmed (let's be blunt; everyone wears armor). Is there anything in Shadowrun equivalent of an M270 MLRS or an M-109A6 Paladin or a strategic-level FAE? The circumstances aren't for a typical run (obviously); this is for a very special case where the PC is outnumbered by hundreds of incoming hostiles.

Lina, you don't need those silly toys..Just whip out your trust dragon slave.
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Siege
post Mar 25 2005, 10:14 PM
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Unfortunately, unless you know where the staging area is, you'll have to plant the explosives where you know they will converge after the attack commences.

Ground zero. As I noted before, you probably won't want to be anywhere in the vicinity when you fire off the carbombs.

Have you given any consideration to magical defenses from spirit/elemental attacks?

-Siege
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LinaInverse
post Mar 25 2005, 10:25 PM
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QUOTE (Siege)
Have you given any consideration to magical defenses from spirit/elemental attacks?

-Siege

Yup, that's my char's job. She even has an alcove to step out of the house (dug below ground level so she won't be exposing herself) so she can summon stuff with a Domain "outdoors". As each spirit is killed, she'll pop out a new one. I'm kind of anticipating, based on the opposition, that they are going to be more mage than shammy, so while mages do get multiple elementals, I'm hoping to wear them out via attrition. At the very least, I should be able to keep their spirits busy enough not to have the freedom to roam, scout and cause secondary troubles.
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DocMortand
post Mar 25 2005, 10:37 PM
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Lina has a topographical map of the area that I pulled off of World Wind. If you're interested in seeing the defensive area, do a search for Devil's Butte in the Seattle area (I think it's still technically in Snohomish County, but I don't remember off hand.

Good staging areas include the base of the butte between Snohomish river and the butte, and the other side of the slope. There are a few ravines and such if I'm reading the topography correctly...and there would be great ambush points. The side nearest the river rises from 100 to 600 ft at abouta 70-80 degree angle of climb - definately no picnic.
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Siege
post Mar 25 2005, 10:45 PM
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How quickly could you put your hands on layers and layers of ballistic glass?

LOS:
  1. Line of Sight
  2. Lots of Spells
  3. Legions of Spirits

-Siege
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Siege
post Mar 25 2005, 10:47 PM
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How motivated are the attackers? What resources do they have to commit to the attack? What are their objectives?

-Siege
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DocMortand
post Mar 25 2005, 10:44 PM
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Assume REALLY motivated. I think Lina is going to start a new Mob War and then draw the Bigios to attack her. *grin*

Whether they decide to call in favors after the first hit team is another matter, of course. Depends on "honor", "pride" and other smacks to their machismo, of course. :)
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DocMortand
post Mar 25 2005, 10:54 PM
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QUOTE (LinaInverse)
QUOTE (Siege)
Have you given any consideration to magical defenses from spirit/elemental attacks?

-Siege

Yup, that's my char's job. She even has an alcove to step out of the house (dug below ground level so she won't be exposing herself) so she can summon stuff with a Domain "outdoors". As each spirit is killed, she'll pop out a new one. I'm kind of anticipating, based on the opposition, that they are going to be more mage than shammy, so while mages do get multiple elementals, I'm hoping to wear them out via attrition. At the very least, I should be able to keep their spirits busy enough not to have the freedom to roam, scout and cause secondary troubles.

Of course having a "detect spirit" triggering a high power ward AFTER the spirit is inside would be fun. *grin* Not to give you ideas or anything...
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Siege
post Mar 25 2005, 10:56 PM
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Which begs the question, why are you playing defense?

If you know the identity of the attackers, why let them take the initiative and attack first?

-Siege
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LinaInverse
post Mar 25 2005, 11:00 PM
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QUOTE (Siege)
How motivated are the attackers?  What resources do they have to commit to the attack?  What are their objectives?

-Siege

Basic setup: My char is hunted by the Biggio mafia family. Rather than just wait around for them to find her and cap her one night, my char wants to take preemptive action.

Right now, they don't know about her and even if they did, their motivation would be strictly to "clean up loose ends" (ie, professional, not personal). My character wants to, over the course of months or even a year or more, set the Biggios up for a fall, so that her family (she has family ties to the Finnigan crime family) can retake Seattle. To do this, she wants to study the overall organization, frame the Biggios against other enemies (ie, Yaks, Triads, etc), attack their financial streams, using phony identities, hiring out other gangers, etc.

Yes, very dangerous. Yes, very risky. Yes, at any time, she could get found out. In fact, getting found (preferably later than sooner) is part of the plan.

The Biggios would eventually find that the person who's caused them (hopefully) so much pain and torment is hiding out in a house in the hills of Snonomish. My GM fully agrees that the first (and possibly second) group of assassins are probably going to TPK (in fact, I'll be GMing the defenses, and our PCs and Docmortand are going to be the "players" protraying the capos). At that point, it gets tricky; as I discussed with Docmortand, using the "boiling water and the frog" technique, I need to ratchet up the compounds defenses slowly, just enough so that they think they can breach it, but not so much that they give up, call Lone Star, and just let the military take over. Psychologically, I need to play on the Mafia's perchance at machoism and reputation (ie, if they can't take down 1 lone person, then they lose respect). Part of this may involve radio taunts (ie, "Die Hard"). However, while this is going on, a secret call to the Finnigans (she has a High lvl Friend) will tip them off that the Biggio's holdings should be "undermanned". Whether they can seize the opportunity or not, I have to leave to chance.

The endgame would be the final assault, using as much of the Biggios resources as they can get their hands on, to finally overwhelm the defenses (hopefully so much, they make the Finnigan's opportunity easier). In addition, the whole compound is going to self-destruct at that point. I plan on leaving a body (or bodies if I can get my teammates to help) in the rubble for them to find, while we sneak out underground to an awaiting getaway car. Chances are, I would like low for a while (maybe even leave town) and let the city warfare sort itself out and hope that my "family" ends up on top when the dust clears.
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