WARNING: LONG POST WHICH CONTAINS MY THOUGHTS ON THE TOPIC, BUT DOES NOT DIRECTLY RESPOND TO ANY PREVIOUS POINTS. FEEL FREE TO SKIP.
QUOTE (DocTaotsu @ Oct 22 2008, 10:29 PM)

Story 2: As above except that about halfway through the run they find themselves boxed in and covered in burning shit. The tunnel they were in begins to fill with thick black smoke and a spattering of automatic gunfire starts whittling away at them. Pulling together they fashion ghetto gasmasks from their medikits, burst through a weakened door and bring the fight to the enemy. A pissed off character double taps the ganger leader for "Shitting all over his day".
I'll take this as a starting point to throw in my 2 cents on this debate (I'm deliberately not responding to any of the current arguments because they're kind of getting out of hand). Long post ahead, feel free to skip past right now if you like (really, I don't mind. Not at all. *sniff*)
So let me start by laying out my assumptions about the game world, just so we're clear:
I believe that the Shadowrun system does not have an "Average" attribute, it has low average and high average, or 2 and 3 respectively. This is supported by the statting for the sample contacts, who all have stats in this range, except in areas where they will have focused on seriously improving themselves. Indeed, Contacts tend to have mostly 3's because most of them are reasonably interesting people, with reasonably challenging jobs (hence, why they make good contacts). The stats for the Janitor are almost all 2's, except for Strength and Willpower, which are the only attributes that his work really stresses (Willpower for working ridiculous hours, one presumes).
If 3 represents a level in an attribute that is used professionally, then the same applies to skills. Anyone who does something professionally should have a 3 in that skill (see the Janitor's Perception, this being the only really applicable active skill for his work). All this seems obvious, but it's good to make things clear.
I use the Grunt rules, but I tend to assume that any given Grunt probably has a few skills different, especially in their Knowledge skills. I just don't intend to actually use any of these skills during a crowded fight scene, because it slows things down. Yes, they are all beautiful and unique snowflakes, I just don't have time to represent that fact directly. The Grunt rules are a deliberate abstraction for this very reason. Where it fits, of course, I'm not above tweaking someone's skill level up or down a bit, if it happens to keep things interesting.
That being said, I also assume, even if they are not present in the fight, that every group of grunts should involve at least one Lieutenant. This Lieutenant's role might just be to organise the group's tactics and tell them how to handle situations. It's pretty much just fair to assume that any group likely to be in a fight will have someone they look to for leadership.
What all this comes down to is that whilst I will use the stats for enemies pretty much as written during a fight (except where I really need someone with an odd skill to throw people off), I do not intend to let a lack of appropriate skills in the write-up from preventing enemies from using interesting tactics, when it's appropriate. I just assume that they have some guy who knows about explosives or medicine or whatever.
Finally, I see the GM's role as being to help the players tell a good story. This often means that I come up with all of the important story elements like the plot and the villains, but it's still not my story to tell. It's their story. Now in line with DocTaotsu's remarks above, a good story means good challenges for them to react to and roleplay off of. Note well that one of the coolest parts of DocTaotsu's story there is the part that a player came up with. The player only comes up with it, however, because the GM creates the right circumstances.
So on to the Grunt tactics:
When running Grunts, I don't focus on making them dangerous, but on making them interesting. Think about who these people are, and how they will react to the situation. Most grunts aren't just there to fight, they're there, as has been remarked by others, to get a job done.
Ordinary Gangers: Nothing special, just a regular street gang. These guys aren't interested in fighting, they just want to push their supply, make a few bucks and get out. Now at the top of the gang there is guaranteed to be a smart guy or girl who really knows how to a turn a profit. Average gangers are likely to pull a pistol, fire off a few rounds, and run like hell. They're no threat, and their tactics will generally suck, because they have no interest in tactics. On the other hand it's a fact that most serious drug gangs tend to funnel money back into their communities in order to generate good PR (seriously, look it up). Attacking a drug gang won't exactly piss of the Star too much, but it will leave the Runners with a bad rep in that community. Now that being said, these guys are street smart, they know the area, and they can go to ground anywhere. With the afforementioned investment in the community, and the kind of extended families that you're often likely to see, they can easily hide out in some spot where people will cover for them. The other way that these guys can be dangerous is sheer numbers; if the Runners really stir up the hornets nest they will be getting attacked from all sides. I make liberal use of the Knockdown rules as a way of putting low Professional Rating mooks out of the fight quickly. I just assume that any mook knocked down is going to think better of getting up and just lie there playing possum, or crawl away when nobody is looking. They're also likely to be pretty winded and generally feeling shit. When these guys do actually come looking for payback they won't be looking for a straight up fight. One of the most damaging things I ever did to a group of Runners was have a street gang track them to their hideout, and burn it down with a few molotovs. Obviously then the fire service turned up, along with the police, who had some interesting questions about the sheer amount of military hardware in this burned out rubble.
"Professional" Gangers: We're talking named gangs here, the stuff from the various city write-ups. These guys are the heavyweights of the gang world. They take attacks very seriously, and they respond with deadly force. Automatic weapons are common, as are guerilla tactics. Most of this stuff has already been covered. I'll add that Go Gangs should always be making use of hit and run tactics to avoid retaliation. IED lobbed from a passing back is pretty damned effective at making the Runners duck and cover. Another thing to consider is that reasonably well armed gangs have no qualms about breaking out automatic weapons, include subbies and AK-97s. Make liberal use of the suppressing fire rules; no recoil makes it much easier for the ganger with the dice pool of 5 for automatics to actually score a hit if he's lucky. A couple of guys laying down suppression whilst someone else throws a molotov can be very effective.
(Re: the molotov discussion, yes cooking off isn't such a huge issue, but you're still on fire. I'm sorry, but I don't care if you happen to be a twelve foot Troll, being on fire is really scary. The lizard brain is going to take over here, and you're not going to be thinking about who else might be attacking you while you put the flames out. Call for composure tests to keep their cool, if they fail then treat at least the next attack as being unexpected, so no defence roll).
As we move up into the serious big-namers like the Halloweeners and the Ancients, we'll see scarier hardware, more cyberware, and commensurate tactics. Once your gangers are toting wired reflexes and rocket launchers, they're going to much more upfront about attacking the runners. They're also going to be braver about attracting police attention with open warfare as they gain notoriety. At the low end these guys can still be paper-tigers (which are useful for reminding the players that they are still pretty damn badass). At the top end, and if sufficiently provoked, they can be very scary; after all, groups like the Ancients have dealt with Runners before, and they will again.
Beat Cops: First things first, these guys know about Runners, and they know not to take them on without backup. A single patrol car is going to have a couple of cops with L36's or Thunderbolts, and a couple of Remington 990 shotguns, probably with either smartlinks or laser sights, depending on how well funded they are. They'll likely be packing gel or stick-n-shok ammo. Each of them has an inhaler of Jazz, which they'll be huffing as soon as the shit goes down. Now one patrol car taking on Shadowrunners is going hunker down, take cover, and call for backup. They'll return fire, but only to try to keep the Runner's heads down. Also remember that cops are going to try to keep any civilians safe. If the Runners talk, the cops will talk. They won't negotiate directly, but will offer to bring in a police negiator who will discuss their demands. Depending on the officer in question, they may also be willing to let the Runners walk if it keeps a fight from breaking out in a crowded area; no point in them getting killed along with a lot innocents if they have no serious chance of catching the gang of heavily armed psychos with special forces level combat skills.
Once they have numbers on their side, cops will still fight defensively, using cars to block off streets, pen the Runners in whilst keeping civilians out. They'll make good use of cover, they'll use pistol fire to suppress (chew up Defence pools) whilst the guys with Remingtons line up takedown shots (aimed shot, holding action until guys with pistols have opened fire). Again, remember the Knockdown rules here: Shotguns with Gel might not hurt a Runner much after armour, but they will put him on his ass.
All this is a holding action to keep them in place whilst the SWAT team gets there. For SWAT tactics, see Rapid Response Team below.
Corpsec: We're talking the same deal here mostly; the difference is that Corpsec rarely have vehicle, and they're working in their home ground. Their primary interest is still going to be protecting Corp assets, including employees. Their job, as concerns the Runners, is to pin them down until Rapid Response arrives. Now a lot of this shouldn't actually involve the grunts at all. They'll be shutting down as much of the facility as they can, shutting off areas using fire-doors (I mean the huge mechanical kind that block off a whole corridor) or other security doors, and making use of whatever defences the facilty has. Don't go overboard with the traps; people have to work here. Eventually the compensation payouts to families of workers accidentally killed by the ACME DEATH-O-TRON 5000 is just going to cut too deep into your profits. Try to avoid the "video-game-ism" of huge areas of a facility that only exist as places to put more automated weapons. A few "kill zones" designed specifically to protect very sensitive areas are perfectly reasonable, but use them in proportion to the value of whatever the Corp is looking to protect.
When Corpsec does get into a fight they'll be huffing Jazz, making use of cover, and using their knowledge of the facility to arrange crossfires. Remember, if a runner is being attacked by an opponent he can't see, he doesn't get a defence pool. Use one group of Corpec to pin them and draw fire, whilst another group sneaks round behind them and attacks from a hidden position. Even a dice pool of 6 to 8 will do fine when the target can't dodge. This surprise attack is also a good place to spend some of the grunts edge pool. It'll make the Runners sit up and listen.
If they have a mage on staff, they should probably just summon a spirit to tie up the runners, and then use their magic, or another spirit (either the first or the second will be a bound spirit, naturally) to buff up their team-mates. A group of Corpsec rocking concealment or silence becomes a whole lot scarier, especially with the afforementioned tactics. Using spells to boost Agility makes a sniper much scarier (by sniper, we could just mean the dude with the shotgun here). These tricks work for cops too, if they have a mage with them.
Spider back-up will mostly handle many of the aforementioned tasks, as regards shutting off parts of the faciltity. They will also provide Corpsec with constant intel on where their targets are. Feel free to have any Corpsec with access to their internal CCTV making liberal use of blind-fire; shooting through internal walls, lobbing grenades around corners, that sort of thing.
My rule of thumb with Corpsec is that they should provide enough of a challenge that avoiding a fight is a legitimate option in the player's minds. If they do decide to duke it out, they will do fine so long as they have a solid plan of attack, and so long as they get in and out before reinforcements show up.
Rapid Response Team: At this point law enforcement and corporate security become one and the same. By the time a SWAT team is on site they will have full plans of the facility, and will probably have been given control of any security systems that can be handed over; the same can obviously be expected of Corporate Rapid Response.
Here we're looking at three stages; The first is intel. Use microdrones, internal cameras, astral mages, spirits, their own files (plus anything they can get through inter-agency co-operation), data-searches, divination, and whatever else. Depending on the Public Awareness of the Runners, they may well be going in with tactics and weapons suited to what their targets are using. They should certainly at least have an idea of what kind of firepower the runners are packing, roughly how much ware, and possibly magical potential.
An RRT will go in with reasonably heavy armour; around the 8/6 mark at least, possibly more depending on how you handle high levels of armour vs body. I reccomend using the "Custom Fit" rules from Arsenal, and not counting helmets towards encumbrance (though feel free to assess a Perception penalty instead), allowing Body 4 SWAT officers to actually wear SWAT armour. They'll be using SMGs (occassionally assault rifles, but usually only if the targets are heavily armoured, as rifle rounds can penetrate walls easily and cause collateral damage), and they'll be carrying Flashbang grenades aplenty. One guy will be toting an ArmTech MGL-12 loaded with smoke, gas, or splash rounds (experiment a little with what chemicals to include in these, but don't go overboard. These guys still work on a budget). They'll very likely order a spirit to manifest from a different angle of attack just before they go, distracting the targets from the real avenue of attack. Spirits see in astral all the time, so they can happily fill the room with thermal or regular smoke. Cook off Flashbangs, ordering the spirit to go astral just before they lob them in. Again, the mage is likely running concealment on the team, or possibly an illusion to cover their assault. The important thing here is that even when the shooting starts, the Runners should have no idea where the attacks are coming from. A lot of the time they are going to be denied their ridiculously enhanced defence pools.
The RRT is clearly going to be using a TacNet, which will be giving them all pretty ludicrous bonuses, on top of their Smartlinks. The Lieutenant should have high Leadership skill to keep the team working together.
If the Runners actually get the drop on part of the RRT, they'll use suppressing fire and smoke to cover their retreat, whilst coordinating with the rest of their team to encircle the Runners and launch an assault. If the RRT is ever on the defensive like this, make use of all the tactics we covered for Corpsec. One part of the team will "play defence", holding the Runners up, whilst another part acts as reinforcements, coming from an unexpected angle.
The rule of thumb here is that actually being caught by a Rapid Response Team should be a very scary experience, unless the Runners are actually prepared for them and have found some way of entrenching. Generally groups like SWAT will not even enter a building until they have every part of their attack plan worked out in detail. Their attack will be swift, coordinated, and absolutely brutal. For the players, this is pretty much the result of really screwing the pooch on a run. The objective is not to kill them, of course, but to force the players into fighting a retreat, and generally getting the hell out of there, or coming up with a brilliant counter-attack. Even a counter-attack is only a way of buying time to escape, because by this point there will be more reinforcements coming.
Military: Now this is a completely different ball game. Let's be clear; regular military does not have the experience or the specialised training that Rapid Response has. SWAT are very good at what they do, and their weapons and tactics are much better suited to urban threat suppression. Military deal with warfare, which has very different rules. Now militaries do include units trained for "counter-terrorist" actions and the like. These units will operate a lot like Rapid Response Teams, and the same tactics should apply. Similiarly, specialist forces like the Rangers and Royal Marine Commandos (or their 2070 equivalents) will have the same kind of close quarter battle training that SWAT teams have. If the runners find themselves taking on regular infantry, the tactics they face will be quite different.
The advantage conventional military have is in their hardware, which means frag grenades, assault rifles, underslung grenade launchers, and light machine guns. Soldiers will take advantage of the superior range of their weapons; they will attack from a greater distance, preferably with their targets in the open and themselves in a fortified or well covered position. They will use camouflage, both natural and magical, as well as stealth skills to cover an approach as they move teams into positions that will deny their targets any cover. They will fire 3-round wide bursts, using smartlinks or tracers (and possibly TacNets). Machine guns will be set down on bipods for extra recoil comp, firing long bursts and suppressing fire. With 100 round belts they can afford to suppress often. They will cover advances and squad movements with thermal smoke, and they will use explosive grenades (lobbed and launched) to deal some serious damage to their pinned targets. Incendiaries are a nice update to the old "set them on fire with a molotov". Marksmen, probably armed with equivalent to WA-2100, though many sharpshooters use regular assault rifles, will line up shots on areas where targets are likely to expose themselves, with held actions to fire as soon as a target is available.
This trick of held actions to cover an area is worth considering for any of the tactics above; even untrained gangers can point a gun at a door and shoot the first guy to come through, even if twitchy trigger fingers mean they're as likely to end up killing a friend. Getting the initiative on the Runners like this can make a big difference to whether they flatten a fight, or come through with a few knocks, and may make them think twice about kicking down every door.
Held actions can also be used for bounding fire. One soldier puts himself in good cover, with a held action to shoot any target that enters his kill-zone (usually a street that they are trying to cross at an intersection). His team mates then run past one at a time. If anyone reveals themselves to shoot at one of the running soldiers, they must first beat the guy in overwatch on a surprise test, or he gets a pop at them as they lean out to fire. A three-round wide burst does the trick nicely here.
Finally, whenever possible, conventional military will make use of vehicles, from hummers to tanks. A hummer with a drone operated big fifty on top will really ruin a runner's day, and rightly so. If the Runners aren't packing anti-tank firepower or armed vehicles of their own, they should be making plans to get the hell out of dodge very quickly.
Trying to take on serious military hardware in a stand up fight should not be any player's first choice. By isolating a few enemies here and there, striking from ambush (most soldiers are actually not likely to be in anything heavier than about 8/6 armour jackets, as custom fitting is expensive) and not letting themselves get surrounded or caught in a cross-fire runners will do fine against soldiers. The problem is the sheer amount of suppressing fire and area attacks that soldiers can bring against them. Don't forget flamethrowers here either. They're a good way to flush anyone out of cover.
Remember, the goal here is not just to up the ante, but to make the fight interesting. Fighting conventional infantry should be a very different experience to fighting a SWAT team or a bunch of guerillas, requiring very different tactics on the part of the players.
Militant Freedom Fighters: Again, the rules change here. These guys have little or no funding, but probably have ways of getting their hands on crappy military hardware. Their training generally sucks (though this can change if a foreign power is backing them), as does their professionalism, but they are passionate, possibly even fanatical (though remember that these days many militant groups have lost their original cause after discovering how much money their was in drugs and kidnapping. It's hard to be pissed off about how shitty your country is when you're rolling in moolah. Of course most of the grunts are still indoctrinated and led to believe that it's "all for the cause" because it's cheaper than actually paying them. More money for the guys on top). They will make liberal use of explosives and suppressing fire, partly as a way of making up for a lack of real weapon skill, and partly because out in the jungles of wherever collateral damage is much less of a problem, as is alerting the cops. They will generally make good use of cover, and stealth. With their knowledge of the terrain hit and run tactics are in good supply here. Where they have the home-ground advantage, or just a little time to prepare, expect lots of use of booby traps. Just google "Vietcong" for ideas here; pits with spikes, grenade in a can, claymore mines, deadfalls, you name it. While you're at it, watch "Predator", and steal anything that Dutch uses; even tricks like slapping on wet mud to beat thermo can be very effective. Think of the Predator as the Runner (very likely stealth suit and all) and Dutch as a guerilla lieutenant of some kind, and you could really give the runners a bad day. Also, a lot of the more narrativist players will get a real kick out of realising that they've ended up playing the role of the villain.
Special Forces: Take a moment to glance over the Tir Ghost stats in the core book, and you should have a clear idea of how this works. Basically, if the Runners actually get ambushed by properly trained special forces, they're probably dead. First off, each of these guys is about equivalent to a very experienced Runner. Secondly, they are incredibly professional, coordinated, disciplined, and they have access to vast resources that the players probably don't. They will have numerous specialists (indeed, I feel that a special forces team should be statted entirely as lieutenants. There are no grunts here), covering matrix, magic, transport, sharpshooting, support, and anti-armour. They will have TacNet, Smartlinks, top of the line weapons, APDS ammo, various pieces of manatech, numerous bound spirits, whatever vehicles they need (including Banshees), four ranks in a martial art, high level encryption and firewall on their comms, and probably drone support.
Of course not every team is going to wheel all of these out. Ghost go in light and fast, but by the time you realise they're there, you're probably full of holes already. Other special forces, like Firewatch, use more in the way of milspec armour, support weapons, and underslung grenade launchers. Competence, teamwork, and overwhelming firepower will win the day. What all special forces will have is a depth of training and experience that will allow to draw on any of the tactics we've already discussed, as appropriate to their situation, as well as the ability to instantly adapt their tactics as a situation changes. For a team of Runners, going up against a special forces team should be like taking on a group of experienced, well equipped, and well connected shadowrunners. It's not impossible, but it even for experienced PCs it should be a huge challenge. In a game of glass-cannons like Shadowrun, the winner of this fight is likely to be determined long before the shooting starts.
A fun idea to consider, however, if you want to do something with special forces, would be to put them undercover, or cut them off from their supply train. No hardware, no backup, no vehicles. A special forces team working only with the weapons and gear that they can rustle up from their surroundings would an interesting challenge for a group of Runners, and might be a way of showing your players some neat tricks. It also promises to be a different kind of fight, one that will provide interesting new challenges, which as I've said already is what this is really all about.
The point here is that making mooks dangerous should not be a universal thing. Mook tactics should be situational, and should depend on both the level of threat you want the players to be facing, and to the particular goals of the mooks. If they're looking to protect corp property then leaving the runners with a clear exit is fine. If they know they're outclassed then there's nothing wrong with just protecting civilians and minimising damage. If they have access to military hardware, they should adjust their tactics to fit. Some fights should be easy, others should leave retreat as the only real sensible option.
This has two effects on your game; it keeps the players interested, as each fight presents different challenges for them to adjust to, and it makes the mooks more than just a bunch of numbers. Mooks don't have to have better stats to be more of challenge, they just need to be using better tactics. They don't always have to use the best tactics either; that's like giving your mooks 6 in every stat. It's unreasonable, and it just pisses the players off.
For anyone who got this far, I envy your patience. Hopefully some newer GMs might actually find some of these thoughts useful. In part I'm putting them down just to organise them, and this seems like a useful place to do it.