QUOTE (Wombat @ Feb 24 2009, 10:40 AM)

Forget about standard corp sec and rent-a-cops. Time and time again, I have watched a team of runners decimate or utterly destroy Lone Star patrols in a matter of seconds. Go-gangers and Yakuza death squads? Bring 'em in by the dozens. Ok, maybe this is an exaggeration, but it brings up a good point. What do the Profession ratings mean to you and your group(s)? What rating actually provides a challenge, or do they provide one at all?
I've seen the Star get tossed around like dice and blown to kingdom come. Now, I find myself creating a team of prime runner bounty hunters for when the Star finally gets enough evidence to track the team down.
I've got a witch hunter on stand-by for when the team's mage starts raping people with the orgy spell or starts slinging fireballs in warehouse raves.
Think you're invincible in your Ork-underground fortress? What about a Demolition team from the Underground itself?
Should it be necessary to throw such opponents against the players in your game, or does the no-name, no-face NPC opposition work for your game? Could it be that your team is the kind that can only be challenged by prime runners? Share your experiences and opinions, and let's figure out what's actually going on here.
One thing to keep in mind for your generic NPCs (such as Lone Star Cops, Street Gang Members, etc.) is that they are designed to be a problem for Joe Citizen. If Joe Citizen decided to rob a Stuffer Shack with a Pistol and ran into a couple of Lone Star Cops on his way out, I am sure that the two Lone Star Cops would easily handle the situation. Hell, there might not even be a shot fired. I know if I had two cops point pistols at me, basic maths would tell me that I was outnumbered and outgunned. On the other hand, to a team of four shadowrunners, two Lone Star Cops would be an inconvenience. And this is how it should be. Beat cops, and people on this level are not the best of the best - they are average themselves, with a bit of training.
Training can be reflected not just in the dice they have to roll, but the way they handle a situation. Two LS Cops would no that they were outgunned 4 to 2 (to continue my example), and would seek cover, call for back up, and wait for said back up. They would try to contain the situation, within their power, and most of all, try to stay alive. They'd wait for the SWAT (or whoever) to come along, at most trying to Delay Actions and/or Observe In Detail. They can use Delay Action if they are set upon, and Observe In Detail will be handy to report on the shadowrunners and let the detectives and so forth follow up the crime/criminals later.
Standard NPCs can easily get overcome by shadowrunners if the NPCs all act like Clint Eastward, Bruce Willis, Mel Gibson, or any other action star cop. But if they play it smart, do their job, they should be able to assist in stopping shadowrunners.
NPCs need to be played by their strengths to be a challenge to PCs of any kind. I don't think there is any real need to beef up standard NPCs, and even SWAT and other response teams should be able to deal with shadowrunners, if played right.