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Screamin Demon
I am going to go on the presumption that you folks remember the basic flow of my game thus far. If you are really interested you can read about the:
Ghoul Encounter
It contains a rundown of the adventure plan (Which my players trounced due to being overpowered by possessing far to powerful equipment for beginning availability). I have since spoken it over with all of em separately and first thing next game I am polling a vote on rebuilding the PC's legally and continuing on, or me increasing the encounters to scale with their power.

The purpose of this thread is to debug my plans and see what you lot thought of em, as well as solve a few rule questions I am unable to figure out in my energy drink educed frenzy.

Recap: Players retrieved a case from corporation facility and are supposed to exchange it with a contact they will be meeting at a predesignated time. But we can't make it that easy now, can we?

The contact will be late and pursued by a Doberman Drone chasing the crippled vehicle (Legged drones just look cool, and am totally down for drones with teeth). In her panic to get away from the LMG blasting drone, the driver is going to crash into a streetlight near the PC's. The car's horn will sound and not stop. Between it and the thrashing rain it will be difficult to hear the helicopter that is close behind till it is already too late.

Questions for this bit:
How to calculate the drone's defense stats? It is being driven by a nearby rigger (nearby as in the approaching heli), what elements apply to it's defence options?
And please check my Perception mods:

Listening -6 (-10 after horn starts blasting)
Normal: -8 (-6)
Low-light: -4 (-2)
Thermo-graphic: -6 (-4)
Ultrasound: -5 (-3)

Mods are heavy rain, night time lighting, and in the beginning, distance.


The drone's purpose is primarily reconnaissance, and to secure the case in the contact's car for Strike Team retrieval. It will be very hard to spot as it has camo coating, aw hell, here is it's mods:
Doberman Drone Stats:
-Gecko Tips
-Micro-Drone Mountings: 1
-Chameleon Coating (-4 to spot)

It will take cover behind the car, launch it's spy-micro drone then retreat into a nearby alley to climb the wall to the rooftop to snipe down at the PCs later in combat. The Spy drone will close with PCs and conceal it self, monitoring their position and relaying said data to the incoming strike team.

At this point it depends which rout the players take. The following bold text is all assuming the PCs vote to stay at the power level they currently are. If they are going to vote to keep their EQ then an armored van containing 2 mages and a cyberzombie will come flying around the corner and spin to a stop with it's ass doors flying open and a cyberzombie leaping out and sprinting towards the PCs. Thanks to gecko feet tires the wet streets won't really matter, and with the assistance of a high force 'Analyze Device' spell the mage should be able to pull off the most complex maneuvers without breaking a sweat)

Ex-Toxic Shaman of Mutation Ghoul Cyberzombie:
I will spare you his actual stats and just list his major implants. His reaction is insane, and he can do a lot of damage between weapons and melee fighting. Also he has a counterspell on him at all times from both of the mages in the van.
Move-By-Wire III
1 Cyber arm, Torso, and 2 Raptor legs (With of course, cyberspurs built in)
Balance Tail
Cyber-eyes w/host of upgrades
The cybered arm had a built in automatic shotgun, the uncybered one holds the nozzel to a flamethrower
The Torso holds 2 articulated smartlinked LMG weapon mounts that are both wirelessly controlled by the rigger in za choppah. This is my Decker's big chance to get some crazy decking action and hack those guns wireless link and use them to the party's advantage!

I figured the mounted LMGs would be a nasty enough (Full recoil suppression!) to hold the PC's attention till the chopper arrived 2 turns later to drop 2 Red Samurai teams right on the car to retrieve the case. Straight stats out of the book for both teams of 4, 1 lieutenant going down with his men, the other staying on the heli to snipe PCs ID's as awakened. The mages in the van will buff them with protective spells as their magic won't be to effective near where the cyberzombie is riping things up.

Please note that the case they are supposed to trade for is a bonus, and plot will continue regardless of whether or not the PCs get away with the case in the car. They will be heavily rewarded should they manage to get to it though.


Presuming the PCs fix their characters down to a standard power level the scenario will play out as such: The armored van that drives up won't be 2 mages, and a cyberzombie, but a Rigger, a mage, and a host of drones. The mage will lash the players with spells and the Rigger will let fly a few more Doberman who will all try and distract/kill the party till the strike team arrives.
This will give them a greater chance of getting the case before the team lands and retreat with them in pursuit.
This is what I am hoping for, as a high speed chase will spotlight the lesser seen rigger characters in my group.


Questions I would have on this later bit would be: Are Red Samurai too harsh for newish players? They are a resourceful lot and I would hate to coddle them. Any idea for good drone combinations? There is another Rigger in the copter and he could assist in synergistic drone assault. I am just getting down to selecting drones and I would love some input on it.

Thats about it for now, I won't bore you with my plot mechanics till the PCs play (As plot is never really set until it happens, am I right?)

Flame, Flood, or Fellatio, all comments are welcome.
PBTHHHHT
slight rules/equipment nitpick: gecko stuff and wet surfaces don't mix.
Screamin Demon
Meh?
Of course they do.
Van der Waals forces go right through H2O, dude.
http://en.wikipedia.org/wiki/Van_der_Waals_force#Definition
Check it out smile.gif
Sponge
QUOTE (PBTHHHHT @ Apr 11 2008, 10:50 AM) *
slight rules/equipment nitpick: gecko stuff and wet surfaces don't mix.


For whatever reason, it depends on the specific item - IIRC Gecko tape gloves don't work when wet, but gecko hands/feet cyberware do. No idea about gecko vehicle/drone mods.

DS
PBTHHHHT
QUOTE (Screamin Demon @ Apr 11 2008, 02:12 PM) *
Meh?
Of course they do.
Van der Waals forces go right through H2O, dude.
http://en.wikipedia.org/wiki/Van_der_Waals_force#Definition
Check it out smile.gif


Oh I don't disagree, but if you're using the gecko tape gloves, as what sponge is talking about, the fluff text says it doesn't work in wet conditions which is what I was bringing up. But if Sponge is correct about the hands/feet cyberwear. eh? Well, that's kinda odd, the cyber works but the tape gloves do not. hmmm...
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