Hrm. Interesting, and thanks for those points, Manunancy. Though they're big on not polluting their home, a little carbon emissions are probably tolerable, especially since all their mages know the whole Clean line of spells and they can easily purify more air than they pollute as a way of making up for it... Since the Jungles were set up by a rich eco-nut in the first place, they might also have that fuel cell cracking stuff set-up. After all, it would be a good way to dispose of plant waste in a Green way.
Anyway, here's what I've got so far, in a post I'm thinking of giving to my players on the forum where non-real-time stuff in the game can be handled.
The Plastic Jungles defense tour:
Jat walks you around the Jungles – or drives, if you prefer. There's
really a lot of area to cover; the perimeter wall itself is 8.8 kilometers, and encloses Echo Lake on the southwest side, with the northeastern most edge of the wall inside the curve of Devil's Lake. It's not a perfect square, either; the south wall is longer than the north.
The walls themselves are constructed out of seemingly whatever was on-hand when that segment of wall was being built; the rusting remains of an old chain-link fence are the constant base of the wall, with newer posts made of old steel I-beams, timbers, long segments of large, sturdy pipe, and the like. Upon this framework, additional reinforcement has been added in most areas; corrugated sheets of metal are common, of course, as are flat pieces that appear to be salvaged scrap from whatever junked vehicles or buildings were scavenged. Heavy-duty plastic and timber are also installed on the walls, often to cover gaps between the larger, heavier metal plates, but in some segments the heavier wall pieces have fallen off, or look as if they were never installed, leaving a segment of basic chain-link fence looking out at old, miserable wooded areas.
There are gates in the walls where the old roads intersect them; all of the gates have been reinforced in some way. There are four; two in the north wall, one at Lake Road, one at Lost Lake Loop Road, one in the eastern wall at 228 Street South, along the old suburban neighborhood, and one in the western wall, looking onto open terrain that leads towards Paradise Lake Road. The one you came through was the main entrance, with the most heavily-built-up gate; mammoth and heavy, built of metal reinforced with wood, anchored by towers on each side and swinging inward manually, the original sliding fence remains as reinforcement. The other gates have all simply reinforced the original sliding gates with heavier dense plastic, wood, and metal sheets.
The walls were clearly built to be manned; they're not simple vertical obstacles, but a full palisade with a walkway around the top, with a crenelated battlement that stretched around the entire Jungles, over top of the gates, in an unbroken line, even in areas where there's nothing but chain-link fence below.
It's clear that the gang raiders have been doing due diligence in their reconnaissance efforts: the hole in the wall they made to raid in and steal the last food shipment to the Rat's Nest wasn't made in a chain-link area, where patrols are high at night. Rather, according to Jat, they staged a mounted raid at the Lost Lake Loop Road gate, driving up in a pickup truck and taking pot-shots at the gates, triggering a reinforcement response. At the same time, their infiltration team cut through a heavy section of the wall near Echo Lake, roughly where the truck was, and moved in; they shot a group of dogs and their handler, stole the unmanned truck, and took some pot-shots at anything that moved as they departed.
In terms of personnel, there's no shortage of teenagers and adults willing to fight to defend their homes; the shortages are of armaments, ammunition, training, and force-multipliers. The adult population of the Jungles which are within fighting age is roughly 150, 200 if you're not too picky about putting the mid-teenagers and the particularly active forty-five to sixty demographics in the fight.
Electronically speaking, the Jungles are pretty barren. There's a few cobbled-together Nexi in the various centers of population that those who have a care for the outside world can use to contact it, assuming they can bounce through something with a Signal rating high enough to reach the Seattle grid.
In terms of mobility, the Jungles have a number of antiquated vehicles still rolling; primarily farm equipment, tractors mostly, along with a harvester, an ancient backhoe loader, and a small excavator, as well as a flatbed truck very similar to a Gaz except it's eighty years old and has a winch and a ramp. They had two trucks, but the other was stolen. Neither of the earthmovers are currently operating, but given their advanced age and common design, full plans are available on the matrix and they could be brought back to life with the investment of some nuyen and time to get a machine shop to produce replacement parts and a mechanic to repair them.
By way of armaments, the Jungles are rather poor. An accurate inventory of the weapons whose owners feel safe enough to fire them has been taken: 10 assorted bolt-action rifles, only one of which has a scope, the rest relying on iron sights. 15 break-action double-barreled shotguns, 12 gauge, 10 pump-action shotguns, also 12 gauge. 5 Light Pistols, 5 Heavy Pistols and 3 Steyr TMPs.
In terms of experienced combatants, there are two; Screaming Hawk and the man who only goes by Takai. Both are reasonably experienced Shadowrunners, though they lack experience in fortifying an area. Screaming Hawk is a Troll Adept focusing on the use of the bow, while Takai is an augmented Street Samurai specializing in the use of his No-Daichi, and carrying an Ingram Smartgun X. Both are well-armored, well-equipped, and with the advantage of prepared fighting positions, more than a match for any number of gangers; but they can't be everywhere at once. Both are committed to the cause and will see the crisis with the 3LBs out, but will probably move on once the 3LBs are no longer a threat, so long-term defensive planning can't rely on their presence.
Magically speaking, you have a mixed-bag.
The ancient medicine woman,
Flying Eagle, is a Native American Shaman who seems to be pushing ninety years old, and is a devout pacifist, but a tremendous healer who can bring victims of violence back from the brink of death.
Aaron Howling Wolf is a nondescript Orc who follows Flying Eagle's Shamanistic tradition, and is the only remaining Shaman in the Jungles besides Flying Eagle, the others having passed on of age years ago. He is not a pacifist, and is in fact a hot-blooded advocate of violently repelling the enemies of the Jungles, having combat spells to his name.
Nadja Black and
Eric Novell are Hermetic Mages from MIT&T, a female Elf and a male Human respectively, in the Jungles doing research on the strange metamagic that Flying Eagle possesses, allowing members of disparate traditions to work together on Ritual spellcasting. It was Nadja's idea to hire Shadowrunners, and she seems emotionally invested in the Jungles; Eric less so, but he doesn't want to see good people he's lived among for two years come to harm. Neither of them have any combat spells in their repertoire, however both are willing to attempt to learn some from Aaron Howling Wolf (or another tutor, preferably another Hermetic Mage to make things easier,) in the name of protecting the Jungles if need be. Eric also has a suite of headware including an implanted commlink, and he's got some electronics skill and has a rigging background.
Kathryn Jain is an exotic in every sense of the word; a four-armed, golden-skinned Nartaki, she follows a tradition of spellcasting tantric Vajrayana Buddhism. She knows the indirect series of stunning magic (Punch, Clout and Blast,) all of which are fetish-linked, and thanks to her training in enlightenment she has the Centering metamagic, allowing her to efficaciously cast at levels others might hesitate.
Lordana Vladimirescu is a weak spellcaster, a Troll who was being trained as a Romany witch until she goblinized and her caravan members shot her, leaving her for dead. She's a weak spellcaster going through a crisis of faith that leaves her Talent unreliable as she's torn between other traditions which appeal greatly to her, but she wants to defend her new home however she can.
Simon Reid is a Goddess Wiccan elf who followed a vision and led a small coven to the Jungles from the city. He primarily knows utility spells; cleansing, healing, detection, and he's a strong assenser with an ability at Astral Combat. His Initiation, however, requires him to perform magic in the nude, so he's a poor choice for a front-line response.
One thing that I'm wondering about is whether the players will advise for the outlay of money to bring the earthmovers back online. Long-term, there's no doubt they'd be handy, and knowing my players there's a good chance they'll want to up-armor them each to hillbilly Armor 20 and go IDF on the raiders with the backhoe loader. What would be a reasonable price for that, 2,500
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to get all the parts made? Would it require a facility or a shop, too, because my players have a shop and if that's all it'll take, one of them has the Mechanic skill group, so they'd likely try to cut costs by paying 1,250
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each for the parts and make them themselves.