QUOTE (Kitsu @ Sep 25 2009, 11:25 AM)

Actually, my players have discovered that S&S rounds and stun spells are much more effective for the cost (nuyen and drain) than the lethal options. (I haven't let them find APDS source yet though)
The S&S's give a chance of incapacitation on top of stun, and work on vehicles, drones, and electronics, and the stun spells are lower drain for the same amount of incapacitation.
I've personally gravitated to using three types of ammunition. APDS, Explosive/EX Explosive (cost availability issue), and Stick-n-Shock.
My sharpshooting weapons use APDS.
My assault weapons use Explosive/EX Explosive.
My sidearms uses Stick-n-Shock.
That is what I consider my standard loadout, though I will swap SnS for the other ammo types if the mission dictates no or few casualties.
--
QUOTE (Chrysalis @ Sep 26 2009, 12:56 AM)

Having a Shadowrunner caught corpus delicti by security taking off the security guards clothes. He will be getting the monicker 'necropheliac' and if uncaught the whole gang may be now known for their necrofaggotry.
I like that punishment.
--
QUOTE (LurkerOutThere @ Sep 26 2009, 03:52 PM)

There are basically three reasons to go after folks that hit your facilities if you know who they are.
1) Deterrence If you agressively pursue those who hurt you runners will likely at least think twice before acting against you, which makes finding those who will work agaisnt you both a smaller pool and more expensive to aquire.
2) Damage Control: If you'd spent a lot of money buildign a security and the runners break in or compormise that facility they may walk away with more then just their primary objective. They walk away with possible knowledge fo the facility or unconnected projects. As such if a corporation finds out who hit them they can almost be guaranteed to try and pull them back for a debrief. To find out how deep the damage goes
3) Counter move: If your enemy has assetts that they have used to hurt you and has done so successfully you are better off nuetralizing those assets so they don't do it again.
I'm going to disagree with your assessment, with my reasoning below.
--
QUOTE (Mäx @ Sep 26 2009, 02:50 PM)

Why, killing the runner team isn't gonna bring the corp back their million nuyen, in fact it's gonna cause even more money loss. Hunting down runners after they got away from your facility causes expenses and doesn't bring in any profit, so why on earth would a corp do that. After all the corps are all about the bottom line.
I can only think of a few reasons why a corp would go after a specific group of runners.
1. These runners have been constantly attacking the corp. Example: The runner team has hit Ares facilities 9 times out of their past 10 runs. Some Johnson or Johnsons want the corp to hurt. These runners have proven adept at hitting that corp's facilities, so there is a higher chance that they will be hired to hit that corp again. Taking the runners out is a precautionary act. Predicted/Continued Losses > Cost of Offing the Runners.
2. This one is a take off of #1, but different enough that it warrants its own definition. The corp got intel that those runners will be hitting their facility again and what it is they are after. This means as long as the cost of offing the runners or putting in more security is less than the cost of losing the object, the corp will do it. Value of Target > Cost of Increasing Security
3. Public Relations. While any one runner team is unlikely to cause a lot of damage to a corp's bottom line, a number of teams will eventually start to cause real, noticeable damages. So the corp will pick an easy runner team that they have a lot of data on and knock them off. It's not going to phase the pros at all, but a lot of the 2nd rate runners will get wet feet for awhile and avoid runs against that corp. It should cut back on the number of "milk runs" against the corp as Js are required to pay the 2nd tier and lower runners higher compensation so they won't be scared by the intimidation hit by the target corp. Chances are a group of PC runners isn't going to be targeted by a corp for this, since the PC runners will usually be considered, skill and equipment wise, in the top tier of runners. This also isn't personal, except that the group recently hit the corp's facility. Further, the corps wouldn't actively go after the top tier runners because they may just need them for something important. Those lower level runners aren't as high a threat, but they do eat away at the bottom line, so if a single hit against a 2nd rate runner team deters other 2nd rate runners from accepting jobs against them, all the better.
--
QUOTE (Tymeaus Jalynsfein @ Sep 26 2009, 03:26 PM)

This stat is represented by three values... your Street Cred (a figure based upon your Karma awards), your Notoriety and the fional value which is know as Public Awareness...
There is no way that you can keep your self completely anonymous in the Shadows... otherwise you would never be hireable... your Street Cred, Notoriety and Public Awareness are you resume when it comes to getting hired for jobs... Your actions ARE KNOWN by those that need to know, and eventually, even those outside of the shadows know who you are whne you walk down the street... You cannot help this, it is the way that the Shadows work...
This is one of the problems I have with rep.
Street Cred is obviously a good stat, Notoriety is obvious a bad stat. Public Awareness however, is that good or bad? If the general public is aware of who you are, that acts a problem for more stealthy infiltrations, or even leg work where you need to get info. If people recognize you, then they will talk, and the corps will get wind that you're in town.
Here's the other thing that bugs me a bit about the qualities in Runner's Companion. In SR4, certain positive and negative qualities impact your starting notoriety. Blandness, First Impression, and Lucky all reduce notoriety by 1, while Addiction, Bad Luck, Combat Paralysis, Elf Poser, Gremlins, Incompetent, Infirm, Ork Poser, Scorched, Criminal SINer, Spirit Bane, Uncouth, and Uneducated all increase the character's notoriety by one. I would like to make a list of which Runner's Companion qualities affect notoriety, excluding Bad Rep (I would also say Bad Rep applies -after- initial notoriety is calculated). I don't recall any listing in Runner's Companion that indicates which ones add and subtract (I also don't know if the rule is still present in SR4A).
Side Note: Need to mention to GM that my character has 1 notoriety, and the character with Bad Rep now has 4 notoriety. GM if you're reading this, Desmond and Ret probably each need 1 more notoriety.
--
Our team currently has been having a lot of runs against a quasi-legal organization that probably is engaging in illegal activities that may or may not be supported by a AAA corp. Personally, my character has no moral qualms about killing anyone with a gun when we stage a hit against any location we suspect to be associated directly with the terrorist element. Needless to say, the AAA corp backing this group isn't likely to come down hunting us if we leave a lot of bodies. This kind of association would not be good for their PR.