QUOTE (Shinobi Killfist @ Feb 18 2010, 03:45 PM)

I have a hard time seeing anyone breaking into the HVAC control system, I can see conning your way in as a more likely choice. The physical security is relevant if things go wrong, but I'd suspect they would be interacting with them directly. I would not expect top flight guards though, just very little options if any options outside of a con. Its a room, it has guards in it, you can't really sneak past them into the room they are in and start moving furniture without being noticed.
Their HVAC objective is to mess with thermistor readouts on a couple of floors to convince the system that the air temperature is a few degrees warmer than it actually is, causing the environment controls to keep the air a bit chillier than normal. I'm guessing this could actually be done at the site of the temperature sensors themselves with a Hardware and/or Hacking Test.
QUOTE (Shinobi Killfist @ Feb 18 2010, 03:45 PM)

If you want details on how good the security should be that kind of depends on two things, how good is the team(what kind of stats), and how challenging do you want this to be. How secure a AAA corp low security areas would be is almost irrelevant to making an adventure. If it is too secure for the team whether it is realistic or not all you did was either make them call the johnson and quit or they get killed, if it is not secure enough for your team they get bored because it is too easy. Also does your team trend towards pink Mohawk or the trench coat crowd.
Sorry if this comes across as unhelpful because that is not my intent. Anything past generalities I just find it impossible to help with without knowing the team a bit and what kind of adventure you want this to be. It is not my style of gaming to make sure everything is realistic to how a corp would respond to security, I know there are plenty of people who like that style its just not me. I want to challenge the group enough that they have to think and they have fun, but I don't want the challenge to be so much that the most likely outcome is a TPK. Too many layers will most likely outcome will be a TPK because eventually you do screw up a roll. A 3 layer system as someone mentioned is probably a good ballpark system, more than that and you are asking for a smack down from the dice gods.
It's not unhelpful at all. I want this run to be quite challenging from a planning and execution standpoint, but not from a deadly combat standpoint. My group and I trend toward trenchcoat, but we're not too far off the middle point of the Mohawk-Coat continuum.
The whole point of the op is to disrupt the carefully maintained feng-shui of the Wuxing Shipping division's offices and have the intervention go unnoticed just long enough to throw off the Wuxing execs' mojo during some important negotiations.
As was mentioned, a weakness of the Wuxing Towers is that the lower floors are open to the public. I'd think that security would focus on keeping unauthorized people from getting any higher than those first few floors. So heavy emphasis on passkeys for the elevators and stairwells. Cameras and security guard checkpoints, etc. I'd think that security on the floors where the lower and mid-management work would have a bit less security, relying on the chokepoints further down to keep intruders out.
There are definitely several ways to get in. Like you mentioned, a hacked repair crew authorization or other con job. A pure hacking/infiltration stealth job. Using a loud diversion to make it seem like some other portion of the building is the real target of the operation. And so on.
I'm less worried about specifics, like guard stats, as I'm perfectly capable of adjusting the threat level. I'm more interested in a structural and organizational overview because, as I said, I'm pretty new to 4e and I've not yet had the team get hired to do a high-security B&E.
Thanks to everyone for your suggestions thus far.