I'm really enjoying this topic. It is a good question to ask: how do you run attempts to sneak into a base, and why are runners capable of being successful?
There are trade-offs involved in base design: on one hand, security. On the other hand, the smooth functioning of the facility. On the gripping hand, budget.
A dedicated HTR team is expensive; several thousand nuyen a day when they
don't have to do anything. Roaming spirits cost a lot in binding materials. Mage wages are high; the mages good enough for security work are also in demand for research and enchanting work, which probably pays pretty good.
Going to heightened security when some alarm triggers, reduces the smooth functioning. Extra people may have to be activated, which costs money. Drones and vehicles readied for takeoff. Logistics curtailed to prevent easy sneaking around, slows down normal work.
Lockdowns may cost
millions; they probably spoil experiments as prototypes are shuffled off into vaults to prevent anyone getting at them.
All in all, the budget for security will always be less than the value of the facility's product; otherwise the facility runs at a loss, and that's
bad.
Because the security cheaper than the target, the runners stand a chance!If the security budget is 20% of the facility's value, then it's still vulnerable to Johnson willing to spend 60% on an attack, and that still leaves Johnson with profit.
Take a look at Neuromancer and Count Zero: those are really expensive shadowruns, none of this penny-pinching 5K per PC nonsense.
So the security director didn't get everything he wanted; he still has all manner of
obstacles (guards, walls, locked doors, sensors, traps) and HTR for counterattacks available to make sneaking in difficult. This will definitely deter common schmucks from making attempts, but it isn't always sufficient against shadowrunners.
What the runners need to do first is legwork. Without legwork they will fail.They do all manner of things to get an idea of what kind of Obstacles they'll face in the building. How they do legwork is a different subject. You can sneak into StufferShack without legwork, just by being good, but it doesn't scale to megacorporations; you always need to know the Obstacles.
Every Obstacle can be circumvented somehow. (As a GM, try to come up with 2-3 different ways to do so; if you can't come up with a way, you might have made the adventure Impossible.) Knowing what and where the Obstacle is will help the PCs do something about it. For example:
Guards: Infiltration, violence, sleep gas, bribery, blackmail, mind-control magic, seduction, false credentials
Barriers: break through with Demolitions or a monofilament chainsaw, go around
Locked door: hacking, maglock passkey, lockpicking, stolen key, employee at gunpoint, trojan Face or Drone
Sensors: Infiltration, hacking, influencing whoever watches the surveillance, disguise
Magical detection: Masking metamagic, getting at the mage, make the mage think you're someone else, mana static
Traps: detect-and-bypass, detect-and-disable, hacking, have an authorized person disable them
As you can see, the Infiltration skill comes into play in only some of these cases. I don't think it was intended as a one-stop sneaking in skill, although it does more than just moving really quietly. It also includes knowledge that would let you recognize when you just can't go through somewhere unseen: "there's just no way to pass through that wide open room with the camera aimed at the door; there just isn't any cover." In this case, the skill helps you recognize a potential mistake before you make it.
The camera aimed at the door, and the watcher spirit in the featureless room, are what I'd consider traps. They aren't really sneaking challenges; it has to be solved in a different way. Perhaps the spirit can be lured away by a fascinatingly life-forcey rodent scampering away (followed by Infiltration!) Maybe you can hide behind an employee, using him as cover (using Shadowing). A Disguise as someone with a right to be there could work. A camera neutralizer would prevent it from seeing you (but not that
something happened), or maybe the ninja uses his relay transmitter so that the hacker can hack the camera.
Traps and things that sound the alarm are tricky to use as a GM. Ideally, the PCs have a chance to learn about most of them through legwork (the better the legwork, the more triggers they know of, and the more precisely they know how they're triggered and how they can be fooled). It can be entertaining to keep some secret until the run is underway, however, but:
Every trap should be detectable before it's triggeredIt doesn't have to be easy; a dice roll, certainly. And knowing about it from legwork is much better for your nerves.
There is a way past every trap without triggering it.Well, unless you want to railroad of course.
If a trap is triggered, there's some way to salve the situationSecurity shows up to investigate if this is a real alarm or a false alarm. It isn't easy to hide evidence of your intrusion, but possible; if you succeed, the alarm stands down, although they'll be twitchier. If you fail, however, Threat Response begins.
Threat Response doesn't mean the end of the mission rightawayHTR teams need to mobilize and move to the PCs. Sometimes the HTR guys don't know exactly where the Team is. The point is, it takes a while before they show up; the PCs need to get as much as possible done before the HTR corners them.
With a well-armed PC team, it takes pretty extreme HTR teams to have chance of winning. Assembling those and acquiring a tactically favorable position may take even longer. God help the HTR if the PCs take the lead scientist hostage.
So while security tries to find the PCs, use lockdown procedures to keep them penned in until HTR can deal with them, the PCs now move as fast as possible, blow shit up to get through obstacles and try to get out again before they're outmatched.
Success on the mission is still possible, but now it becomes a matter of speed and firepower, not stealth.
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Concluding:
A Perfect Run involves successful legwork that reveals all Obstacles. The PCs then come up with a way to get past each of those obstacles. They go in, discover an Obstacle they didn't know about, and find a way past it. Then they accidentally trigger a trap, but manage to hide when the guards show up to investigate. They get out without pursuit. This is the Ocean's Eleven kind of run.
The Other Kind of Perfect Run is a lot like this, except the alarm does trigger, Threat Response commences and the team escapes in a glorious running battle with security, followed by a street chase until they make it to some random other extraterritorial terrain, they shake off pursuit, lay low and then go to Johnson.
Infiltration isn't a one-stop skill to do everything with; it's for sneaking
when sneaking is possible. Sometimes you have to make the sneaking possible.
Sneaking into a real base isn't just one skill check; it's an entire adventure. Sneaking into the StufferShack however, takes just one Maglock Passkey and one Infiltration check
Well, I hope this gives you some ideas on how to set up believable beatable security