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I am not sure where you get the idea that wards are so small
Mostly from steet magic...
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Though wards are limited by the
standard 50 cubic meters times the
Magic attribute of the creator, the
shape of a ward can vary and must
be determined at the time of the
ward’s creation. A variety of basic
three-dimensional geometric shapes
are possible, such as globes, domes,
cubes, rectangles, trapezoids, ovoids,
and more.
Of course there is the possibility to get the job done by several mages, I think they may add their attributes together for a wider area.
So lets take 10 mages and all with a magic attribute of 10. Thats 10*10*50=5000m³
Lets assume the normal half globe form.
V=2/3*pi* r³
So lets to some calculations and we end up with an radius of: 13.3m
Well, that is huge....
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The astral pursuer will almost certainly not have permission to enter the ward (even if it belongs to the same megacorp, have the pursuers really had time to notify all the corp assets that this mage is pursuing legitimate corp targets, and has every single public corp asset read that email?), so forcing through the ward means losing the target while explaining yourself to the bank's astral security.
Here again the magic rules, make you wrong. I have to grant access at the moment I build up the ward.
What does this means? If I want them to be able to help me, I have to grant them access or they will stay outside the ward, while the shadowrunners butcher my employees and rob me.
What does this mean? The security of the place has to be that high, that it operates as a stand alone. So you are running with "hot" data in a place with probably even higher security than the place you just robbed.
And now with this "so high" security, it is to hope that they do not have a mage on astral, which is putting one and one together.
I am not saying there are no possibilities to shake astral tails, even without going astral. But it gets much harder if you have several guys following you.
And it is not like they do not have any possibility to slow you down, for example summoning a spirit.
Yes, if you plan ahead and have one of your own wards in a chocking point... the best possibility would be an alarm ward, which will be holding the following mages.
(Or at least one of them an block the way for the rest)
But thats a lof of preparation and a lot can go wrong. (The "holding" ward, may lead you to kill some kiddy mage)
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Materializing and screaming "Terrorists!" in front of a bank is probably your best way yet to lose the targets. The mass panic you have just created will give your target ample cover to escape, and you will likely be taken down by astral security/concerned citizens and charged with wasting police time for your troubles.
Yeah, if you do this as civilian. But I guess a civilian won't be hunting you. This will be probably guys from Lonestar, which have contracts with the bank, too.
So I guess they are able to comunicate their problem... (Worst, one mage has to report back to base...)
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Now their SOP is for the mage to check for and counter astral pursuit as they leave the scene while the hacker/rigger puts the boosted car on autopilot to check for signals of any drone pursuit. After the team drop the boosted car off at the chop shop (assuming the hacker's contact wants the car, there are times he doesn't or the car gets too hot in which case they dump it outside a subway station). Each PC has a set way for getting back to their respective pads, and a group way to get to a team safehouse for the times they opt for safety in numbers. For the mage and sam these involve a few cab rides to malls and the like and a few quick changes in public facilities, for the hacker it involves a bike ride with morphing licence plates, tunnels and parking garages. Cheops is free to run his game as he sees fit, but I choose to give my players basic advice I believe their characters will have. Of course, if they ignore or forget this advice there will be consequences.
If I did understand Cheops correctly, he did not have a mage to take care of the fist step....
This is what I am saying the whole time. You need to get astral superiority, or you have a problem.
To everything there is a counter in SR. But magic can only be countered by "more magic".