Aku
Oct 18 2005, 07:32 PM
well, that shouldnt be a problem, since they do know where he lives. (I'm thinking this compound is a mini corp town, work in one building, play in another building, live in another) Therefore, if he's being killed inhis living quarters, that is the building we need to pay the most attention too.
FrostyNSO
Oct 18 2005, 07:42 PM
Oh hell yeah, without a doubt we should pay close attention to that particular building, but I'd hate to neglect the others and then get thrown for a loop.
To be honest, I'm not thrilled with walking into this place.
Do we have any figures on how many men this guy has on site?
Buddha72
Oct 18 2005, 08:13 PM
Nope since it's a crime syndicate there was no records for us to look through and we didn't want to do heavy surveilance since our time window is tight. If the watchers/searchers get spotted we just made our job all the harder plus no rigger with us to do drone sweeps with sensors and the like. There's nothing stopping you all from taking a peek since I think you have a rigger in your number.
We don't need you to walk in per se, we can do that easy. What we need is for you to tie up outside security if needed, which should draw some people from the inside out and then trash the building when we're all clear from the inside. We're hoping we can penetrate the security all stealthy like and take him out. You're insurance and the closer on this.
FrostyNSO
Oct 18 2005, 10:34 PM
Ok, so your team plans to go in quiet, and our team is there to make the boom. This sounds much better...provided you guys get in alright. We can set up and assault this place from quite a ways out (which makes me happy

) as long as there's no provision for us going in.
It would likely take a while to set up the charges we need to level the building if we did it from the inside. I'm thinking a "massive firepower" approach will be the order of the day. We'll see what our demo guys come up with, there's already some ideas bouncing around.
Cedric Rolfsson
Oct 18 2005, 11:50 PM
Since the mercs don't have to worry about the infiltration, except to make sure not to shoot our employers, and once the hit is made the runners can simply designate the building to destroy it sounds like what we need is a big loud distraction then a flexible delivery system to blow up one of the buildings.
If the runners can "mark" the target building for us once they've made the hit and gotten clear then that makes our job easier. We don't have to worry about killing any one target, the runners will do that, all we need to do is destroy a building, whichever building the target is in the runners will have to figure out in order to kill the guy, and there should be some way for the runners to let us know which building to destroy.
I see this as relatively simple three part assignment for the mercs:
1. We need an assault plan that doesn't kill our employers but is noisy,
2. We need a plan to destroy any one building once its been designated,
3. We need a plan to get the hell away once we're done.
If I'm missing something let me know.
FrostyNSO
Oct 18 2005, 11:57 PM
1. Shouldn't be a problem, I think Aku is bouncing around some explosive delivery ideas. We should share comms with our employers so we're all on the same page and can keep tabs on their locations through the assault to minimize friendly fire.
2. Already mostly taken care of if we share comms. Apply designators to the buildings (alpha, bravo, charlie, delta) and then all the infiltration team has to do is tell us directly. Otherwise, we could have them pop smoke on the way out...something that will leave no doubt, like green.
3. We can assault this place from a long ways out. We'll know more once we get some idea what the neighborhood surrounding the compound looks like. Could be perfect for a hit and disperse.
Fenris
Oct 19 2005, 12:09 AM
Frosty - No, you cannot have pictures of the surrounding roads

Assume there's one major road within 100 yards, and that the grounds are clear for 100 yards. Beyond that, other large houses, the type with property and high levels of security attached.
Regarding TimelineI believe you have approximately 8 days left on the initial timeline laid down by the fixer. You initialy had two weeks.
Buddha72
Oct 19 2005, 05:26 PM
So my memory is shot, sue me!
We have a little more time it appears. So feel free to suggest more recon or what not. I think with a week you all can get as complicated as you'd like with your plans/tactics.
Cedric Rolfsson
Oct 19 2005, 06:15 PM
I'm planning on inviting the runners back to our base of operations to finish the planning. That way we can involve the entire Merc team.
Sparky, can you post what the physical site of the base of operations looks like. Its your lifestyle so I'd say you're entitled to pick the scene.
HeySparky
Oct 19 2005, 09:18 PM
Entitled or required?

I'll work on it. What features/facilities do we need? (or not need)
1. Security
2. Vehicle Bay/Maintenance/Prep
3. Chem lab (explosives)
4. Security
5. Quarters
Cedric Rolfsson
Oct 19 2005, 09:21 PM
Sparky don't forget:
Security
Location, (Tacoma, Seattle, Redmond, etc. near I-90 near I-5 etc. would help).
Fenris
Oct 20 2005, 01:59 AM
Oh, you guys aren't going back to the 15 hour long rave central for mission planning?
Aku
Oct 21 2005, 05:42 PM
ya think we can get them an actual invitation back to the place so that we can get something rolling here?
FrostyNSO
Oct 21 2005, 10:18 PM
Hey, it seems like the surrounding area of this place could pose a problem for us security wise and mobility wise, so I was looking into the idea of renting a pair of commercial helicopters for our use. Does anybody have any problems with this, or any input on how to deal with the security/mobility in the neighborhood?
Alternatively, if we can take out the towers and any security on the wall (or just a signifigant section of it...possibily with our drones), we can blow a holes (several, preferably) in the perimeter wall and use these as points of assault...essentially using their own wall as our cover.
We can assault from multiple angles, to disperse the enemy, or from only one or two angles, to draw the enemy our way.
Cedric Rolfsson
Oct 25 2005, 12:13 AM
Okay, we need to move this back to our base of operations. Fenris, are we supposed to do this bump or are you. I'll post it IC if you'd like me too.
Fenris
Oct 25 2005, 09:38 PM
I normally just look for something that says everyone's leaving. I'm fine with bumping it from there.
McQ - I don't know if you get to do "
Elsewheres" in
my game

Care to send the GM a PM so I know what you claim is happening in my world?
BishopMcQ
Oct 26 2005, 02:58 AM
Fenris--Sorry, PM sent, It was in reference to the aside that Buddha approached you with...
Fenris
Oct 26 2005, 03:08 AM
Gotcha, just didn't recognize names.
Buddha72
Oct 26 2005, 04:33 AM
*pulls out large caliber machine gun*
Back in the box, we don't need no GM crap here! MOVE IT!!
*squeezes a few rounds off into the air*
Buddha72
Nov 1 2005, 06:03 PM
I'm assuming one of the mercs will be waiting outside to show us in. I, for one, have no plans on knocking on the door of a military strike team's base door. Those people play with explosives and large guns.
well, you have one of the mercs with you.. i would expect that merc to lead you in...
Fenris
Nov 2 2005, 05:41 AM
Just checking in with everyone....anything you guys need from me to keep things moving along?
errr, i feel like an idiot (sometimes, i play one on TV too) but Alan is actually one of our mercs, isnt he? for some reason i thought he was a drone....
Tashio
Nov 3 2005, 10:03 PM
LOL, he's so at home with em that yea he could be mistaken for one
well, that may be so, but i was about to post the robot's actions along the same lines, figuring that Decon Robot Alan wouldnt really know which merc on the team was telling him to let guests in for cleaning...until i realized that Alan wasn't actually a bot...
I wanna get this on the road... i think i've got three different delivery systems, although one is poorly planned at the moment....
Buddha72
Nov 4 2005, 05:59 PM
I think we're waiting for a merc from inside to reply and let us in?
Tashio
Nov 5 2005, 07:13 AM
Nope Alan's let you all in, just in 2 groups. Everyone's pretty much gathering in the war room.
HeySparky
Nov 5 2005, 11:52 PM
To be fair, when Buddha posted this, I hadn't had Alan let folks in.
Tashio
Nov 6 2005, 06:45 AM
Ah oops

guess I should check the post times

For some reason I only saw this message a while after the let in posts guess I must not have noticed page 10 initialy
BishopMcQ
Nov 6 2005, 10:40 PM
Cedric--Are you going to do introductions or shall I be so bold?
did the merc team know the basics of the job coming in (in so far as causing explosions?)
Fenris
Nov 7 2005, 10:23 PM
You guys have any information that was put forward during the meet, along with anything I posted in the recruitment thread.
well, for time continuity, and the persuit of non-metagaming, i was wondering what was safe to enquire about.
nick012000
Nov 8 2005, 08:40 AM
Astral Perception Test: 10,5,5,4,4,2
Astral Pool: 4,4,1,1
Knowedge: Military Theory test: 9,3,2,1,1,1
BishopMcQ
Nov 8 2005, 08:57 AM
Nick--I think you need to roll the assensing test for each member of the Merc group.
Fenris
Nov 8 2005, 03:59 PM
Yup. I think there are eight. And you can center for extra successes if you have centering.
nick012000
Nov 8 2005, 09:33 PM
I've already assensed the ones that came to the meet, so that would leave what, 5?
Assensing test 1: 10,4,4,3,2,1
Centering test 1: 10,9,7,5,3,1
Assensing test 2: 4,4,2,2,2,1
Centering test 2: 4,3,2,1,1,1
Astral Pool: 5,3,3,3
Assensing Test 3: 10,4,4,3,2,2
Centering Test 3: 11,10,5,4,3,3
Assensing Test 4: 17,11,8,4,2,2
Centering Test 4: 7,4,4,4,2,1
Assensing Test 5: 10,5,4,2,1,1
Centering Test 5: 10,5,5,3,3,2
Fenris
Nov 9 2005, 06:17 AM
I'd appreciate it if our 5 remaining mercs ( those that didn't attend the meeting) posted up their assessing info.
Basically, based on the rolls he got, you'll need to post everything. Current Essence, Current Magic, emotional state, physical health, diseases or toxins, general location of implants, etc.
Tahnks
HeySparky
Nov 9 2005, 06:58 AM
Alan is not in the room, can he be assensed?
If so, lots of cyber, as you might guess, emotional state is wary... well-worn-groove of wary and if intelligence of quickness of thought can be read in an aura, he has a frightening intellect.
Tashio
Nov 9 2005, 07:27 AM
Don't have char sheet here at home but from what I remember,
Taxi:
Cyber: VCR augmented with minor eye/ear cyber and a jack.
Physical State: healthy.
Emotional State: Semi bordem if there was somewhere else he could be he would probably be there. He's paying attention though.
Fenris
Nov 9 2005, 08:03 AM
No, if Alan's not in the room and he can't been seen through clear glass or something similar, he can't be assensed. I thought everyone was present, my apologies.
Boomer
Full essence (no cyber), not awakened, no diseases or toxins, and in good health, emotional state is slightly excited, as he always gets when he has a chance to make something go boom.
FrostyNSO
Nov 10 2005, 04:50 AM
Small Unit Tactics (aptitude)...I guess just in case
[ Spoiler ]
09 08 08 05 03 03 02 01
#D:8 TN:0 H#:9 S:8
Would tunneling be a viable option for inserting the runner team by chance?
Fenris
Nov 10 2005, 06:51 AM
Via magic. Tunneling via mundane means would require months of planning, digging, and machinery working very long hours
[Edit] - Excuse me, I seem to have D&D damage. Elementals do not have the ability to move earth any easier then normal people. My apologies, tunneling is not a viable option.
FrostyNSO
Nov 10 2005, 08:08 AM
Yeah, I figured that'd be the only way to get it done in time...sounds good though.
Buddha72
Nov 11 2005, 07:02 PM
Love all the plans, you people are exactly what I wanted at least for the thread!!
Fenris
Nov 16 2005, 04:13 PM
Alright guys, posts from me will be light as I'm heading to GenCon this weekend.
I know you're thinking to yourself, "how will we ever get along without the constant guidance and direction provided by our GM", but I think you're all capable of playing nice for a few days
BishopMcQ
Nov 16 2005, 06:54 PM
My team--we're up 23 karma since this thing got rolling...just an update in case peolpe realize that they really would like one more pt in a skill.
Tashio
Nov 16 2005, 07:02 PM
*flips the detonator to the 300kg's of C12 in the building* ah there we go problem solved
Nothing quite like the smell of burning karma in the morning.
BishopMcQ
Nov 16 2005, 07:32 PM
Kinda like geeking an entire team of 300+ Karma characters...it really just freshens the air...gets rid of whole volumes of built up history that was just getting in the way.
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