I was trying to make a Lone Star SWAT team to go up against the runners based off the stats for the Lone star grunts, and I really realized for the first time how frequently Lone Star SWAT is referred to all over the rulebooks, but to the extent of my knowledge, there are no stats listed for them anywhere (Correct me if I'm wrong!).
This is what I know from the rulebooks:
-They use SWAT armor and ballistic shields (of course). These are equipped with gas masks so they can use nausea gas.
-They have a Firearms skill of 5 (As per the skill ratings examples, SR Core Rulebook).
-They have a cyberware suite designed for them.
-[Information about modern SWAT teams]
With that in mind, I've created my own stats for a SWAT team.
Before you read these, note that I've supplemented a lot of information about Lone Star SWAT due to my lack of prior knowledge, in addition to some house rule infomation I've developed over the campaign:
-All of their guns have Safe Target Systems, Guncams, and Advanced Safeties. In my campaigns, this is standard for Lone Star, not only because it's realistic, but because my runners took inordinate amounts of time to strip every fallen foe of everything.
-Due to Lone Star's prestegious position in Law Enforcement, martial public image is extremely important to them. Lone Star (And, by extention, Lone Star SWAT) by default uses nonlethal tactics, such as stick-n-shock and gel ammunition, to take as few innocent lives as possible.
Now, Lone Star Officers in SR are capable of carrying out many duties which today must be relegated to a SWAT team. For example, beat cops are trained to take out groups of punks with guns, or very small groups of well armed runners. Therefore, I'm assuming SWAT teams are called for exclusively for situations that deal with heavy opposition (be it in numbers, technology, training, or both), or those which have an extremely small margin for error, such as large-scale hostage situations.
The way my custom SWAT team operates:
-Evacuate area, if applicable
-Surround /scope out area with drones, watcher spirits, agents
-Deploy snipers, either in buildings or in aircraft
-Hackers and riggers offsite will occupy matrix site (assuming no opposition is met)
-Physical site surrounded with SWAT team (only if they have time, obviously. Screw this if there's already a firefight going on).
-Bring Mage/Negotiator (Astally projecting from base, along with bound spirits) to try to negotiate a peaceful resolution (Assuming no Astral opposition is met, and the criminals in a talking mood)
-Astral attack (Stun spells), and Matrix attacks, if neccessary.
-Drones will flood every orifice of the building with nausea gas.
-Swat team heads in in teams of 3. Lead uses a ballistic shield, second with a shotgun, overwatch with an assault rifle.
Anyway, here is my entry team (or what I have of it, so far):
Lead, Team Alpha
[ Spoiler ]
Lone Star SWAT Breach Team Lead (Team Alpha)
Metatype: Ork
B A R S C I L W Ess Init IP Armor
7 5 4(5) 6 2 4 2 4 3.5 8(9) 2 20/20
Condition Monitor Boxes: 10
Skills: Athletics Skill Group 4, Close Combat Skill Group 3, Firearms Skill Group 5, Law Enforcement (Professional Knowledge) 4, Perception 3
Augmentations:
• TrumanTech SunFire A flare compensation, thermographic vision, and smartlink eye modifications
• Biogene TacBone RP plastic bone lacing
• Transys Livewire wired reflexes (Rating 1)
Gear:
SWAT armor and Helmet
Helmet Strap-on
Shin Guards
Forearm Guards
Visor
Vision Enhancement 3
Low-Light Vision
Vision Magnification
Image Link
Earbuds
Audio Enhancement 3
Select Sound Filter 3
Ballistic Shield
Medkit (Rating 6)
(x3) Flashbang Grenade
(x3) Gas Grenade (Nausea Gas)
Flash-pak
HK 227-X
Accessories
Guncam
Safe Target System
Advanced Safety
Gas-Vent 3 system
Underbarrel Weight
Ammunition
1 28-round clip stick-n-shock
1 28-round clip gel
1 28-round clip frangible
1 28-round clip armor piercing
Ruger Thunderbolt
Accessories
Guncam
Safe Target System
Advanced Safety
Gas-vent 3 system
Quick-draw holster
Ammunition
1 12-round clip armor piercing
1 12-round clip frangible
1 12-round clip gel
1 12-round clip stick-n-shock
3 doses of Jazz
10 plastic restraints
Notes: Thermographic Vision
+2 dice for body tests to resist pathogens and toxins
Second, Team Alpha
[ Spoiler ]
Lone Star SWAT Breach Team Second (Team Alpha)
B A R S C I L W Ess Init IP Armor
4 5 4(5) 4 3 4 3 4 3.5 8(9) 2 14/14
Condition Monitor Boxes: 10
Skills: Athletics Skill Group 3, Close Combat Skill Group 4, Firearms Skill Group 5, Law Enforcement (Professional Knowledge) 4, Perception 2 (Visual +2)
Augmentations:
• TrumanTech SunFire A flare compensation, thermographic vision, and smartlink eye modifications
• Biogene TacBone RP plastic bone lacing
• Transys Livewire wired reflexes (Rating 1)
Gear:
SWAT armor and Helmet
Shin Guards
Forearm Guards
Visor
Vision Enhancement 3
Vision Magnification
Low-Light Vision
Image Link
Headphones
Audio Enhancement 3
Select Sound Filter 3
Medkit (Rating 6)
(x4) Flashbang Grenade
(x4) Gas Grenade (Nausea Gas)
Flash-pak
Franchi SPAS-22
Accessories
Guncam
Safe Target System
Advanced Safety
Gas-vent 3 system
Sling
Foregrip
Ammunition
1 10-round magazine shock-lock
1 10-round magazine gel
1 10-round magazine stick-n-shock
1 10-round magazine frangible
Ruger Thunderbolt
Accessories
Guncam
Safe Target System
Advanced Safety
Gas-vent 3 system
Quick-draw holster
Ammunition
1 12-round clip gel
1 12-round clip stick-n-shock
1 12-round clip frangible
1 12-round clip armor piercing
3 doses of Jazz
10 plastic restraints
Sniper, team Alpha
[ Spoiler ]
Lone Star SWAT Sniper (Team Alpha)
B A R S C I L W Ess Init IP
4 5 5(6) 3 3 4 3 4 3.5 9(10) 2
Condition Monitor Boxes: 10
Skills: Athletics Skill Group 3, Automatics Group 4, Clubs 3, Law Enforcement (Professional Knowledge) 3, Longarms 5 (Sniper Rifles +2), Perception 4, Pistols 5, Unarmed Combat 3 (Subdual Combat +2)
Augmentations:
• TrumanTech SunFire A flare compensation, thermographic vision, and smartlink eye modifications
• Biogene TacBone RP plastic bone lacing
• Transys Livewire wired reflexes (Rating 1)
Gear:
HK PSG Enforcer
Accessories
Advanced safety system
Safe Target System
Silencer
Smartgun system (under)
Guncam (top)
Sling
Ammunition
1 12-round clip stick & shock
1 12-round clip gel
1 12-round clip frangible
1 12-round clip armor-piercing
Colt Manhunter
Accessories
Guncam
Safe Target System
Advanced Safety
Smartgun system
Quick-draw holster
Ammunition
1 16-round clip gel
1 16-round clip stick-n-shock
1 16-round clip frangible
1 16-round clip armor piercing
Urban Camouflage Suit
Forearm Guards
Shin Guards
Glasses
Vision Enhancement 3
Vision Magnification
Image Link
Earbuds
Audio Enhancement 3
Select Sound Filter 3
Grapple Gun
100 meters standard rope
10 plastic restraints
Medkit (Rating 6)
3 doses of Jazz
Lead, Team Charlie
[ Spoiler ]
Lone Star SWAT Breach Team Lead (Team Charlie)
B A R S C I L W Ess Init IP Armor
4 5 4(5) 4 3 4 3 4 3.5 8(9) 2 20/20
Condition Monitor Boxes: 10
Skills: Athletics Skill Group 4, Close Combat Skill Group 3, Firearms Skill Group 5, Law Enforcement (Professional Knowledge) 4, Perception 3
Augmentations:
• TrumanTech SunFire A flare compensation, thermographic vision, and smartlink eye modifications
• Biogene TacBone RP plastic bone lacing
• Transys Livewire wired reflexes (Rating 1)
Gear:
SWAT armor and Helmet
Helmet Strap-on
Shin Guards
Forearm Guards
Visor
Vision Enhancement 3
Vision Magnification
Low-Light Vision
Image Link
Earbuds
Audio Enhancement 3
Select Sound Filter 3
Ballistic Shield
Medkit (Rating 6)
(x3) Flashbang Grenade
(x2) Gas Grenade (Nausea Gas)
Flash-pak
P93 Praetor
Features
Low-Light Flashlight
Electronic Firing
Accessories
Guncam
Safe Target System
Advanced Safety
Gas-Vent 3 system
Underbarrel Weight
Ammunition
1 50-round clip gel
1 50-round clip stick-n-shock
1 50-round clip frangible
1 50-round clip armor piercing
Ruger Thunderbolt
Accessories
Guncam
Safe Target System
Advanced Safety
Gas-vent 3 system
Quick-draw holster
Ammunition
1 12-round clip gel
1 12-round clip stick-n-shock
1 12-round clip frangible
1 12-round clip armor piercing
3 doses of Jazz
10 plastic restraints
Second, Team Charlie
[ Spoiler ]
Lone Star SWAT Breach Team Second (Team Charlie)
Metatype: Elf
B A R S C I L W Ess Init IP Armor
4 6 4(5) 4 6 4 3 4 3.5 8(9) 2 14/14
Condition Monitor Boxes: 10
Skills: Athletics Skill Group 2, Close Combat Skill Group 4, Firearms Skill Group 5, Law Enforcement (Professional Knowledge) 4, Perception 2 (Visual +2)
Augmentations:
• TrumanTech SunFire A flare compensation, thermographic vision, and smartlink eye modifications
• Biogene TacBone RP plastic bone lacing
• Transys Livewire wired reflexes (Rating 1)
Gear:
SWAT armor and Helmet
Shin Guards
Forearm Guards
Visor
Vision Enhancement 3
Vision Magnification
Image Link
Earbuds
Audio Enhancement 3
Select Sound Filter 3
Medkit (Rating 6)
(x4) Flashbang Grenade
(x4) Gas Grenade (Nausea Gas)
Franchi SPAS-22
Flash-pak
Accessories
Guncam
Safe Target System
Advanced Safety
Gas-vent 3 system
Sling
Foregrip
Ammunition
1 10-round magazine shock-lock
1 10-round magazine gel
1 10-round magazine stick-n-shock
1 10-round magazine frangible
Ares Predator IV
Accessories
Guncam
Safe Target System
Advanced Safety
Smartgun system
Quick-draw holster
Ammunition
1 15-round clip gel
1 15-round clip stick-n-shock
1 15-round clip frangible
1 15-round clip armor piercing
3 doses of Jazz
10 plastic restraints
Notes
Low-Light Vision
Sniper, Team Charlie
[ Spoiler ]
Lone Star SWAT Sniper (Team Charlie)
Metatype: Dwarf
B A R S C I L W Ess Init IP
5 5 4(5) 6 3 4 3 7 3.5 8(9) 2
Condition Monitor Boxes: 10
Skills: Athletics Skill Group 3, Automatics Group 4, Clubs 2, Law Enforcement (Professional Knowledge) 3, Longarms 5 (Sniper Rifles +2), Perception 4, Pistols 4, Unarmed Combat 3 (Subdual Combat +2)
Augmentations:
• TrumanTech SunFire A flare compensation, thermographic vision, and smartlink eye modifications
• Biogene TacBone RP plastic bone lacing
• Transys Livewire wired reflexes (Rating 1)
Gear:
HK PSG Enforcer
Accessories
Advanced safety system
Safe Target System
Silencer
Smartgun system (under)
Guncam (top)
Sling
Ammunition
1 12-round clip stick & shock
1 12-round clip gel
1 12-round clip frangible
1 12-round clip armor-piercing
Colt Manhunter
Accessories
Guncam
Safe Target System
Advanced Safety
Smartgun system
Quick-draw holster
Ammunition
1 16-round clip gel
1 16-round clip stick-n-shock
1 16-round clip frangible
1 16-round clip armor piercing
Urban Camouflage Suit
Forearm Guards
Shin Guards
Glasses
Vision Enhancement 3
Vision Magnification
Image Link
Earbuds
Audio Enhancement 3
Select Sound Filter 3
Grapple Gun
100 meters standard rope
10 plastic restraints
Medkit (Rating 6)
3 doses of Jazz
This is just the ground team. You'll notice that there are no "grunts". Each operative is unique. I make a point of doing his, especially with high-end, smaller teams like this. There is one member of each team missing, and that is the overwatch (the one in back, with an assault rifle). I'm thinking of giving one a tricked out cyberarm, and making one an adept.
Also, there are the riggers, hackers, magicians, and a team leader. I don't have any stats for them.
So, what does anybdy think of these? Anything crucial I'm missing? Also, are there any SWAT stats printed in any adventures?