Help - Search - Members - Calendar
Full Version: How do your teams make their getaways?
Dumpshock Forums > Discussion > Shadowrun
sunnyside
Seems like we haven't had this as a topic yet.

Anyway as the title says I'm curious what sort of getaways your teams have made. What is your "plan A" or "plan B" for getting away after a run? What have been some particularly fun getaways? Do your teams not really make getaways because by the end of the run you've obliterated your foes so you're free to saunter off?

I'm also curious about the nature of the opposition your teams face in getting away. For example does your team rigger have a blast with car chases because the team piles into the van, takes off, and then the opposition is the LS/KE equivalent of Boss Hogg sending Rosco and Cletus after you in a pair of cars?
Stahlseele
Split up and run/drive as fast and as far as possible, hide, wait, see what happens, meet up and then deal with stuff.
toturi
Plan the exfil route, using appropriate Knowledge skills.

Various modes of transportation. Walk, drive, even take public transport.
FuelDrop
An old list of plan status
Depending on the nature of the run and how well it's going, extraction plans range from 'Drive calmly away in different directions, meet up later at rally point X' to 'Oh S*&%! Rigger, come in guns blazing and get as many of us as possible the drek out of here!'
Of late, extraction via stealth helicopter seems to be a favorite method of leaving the scene, though I believe that more often than not it's because an opposition team had arrived in said helicopter and we'd scrapped our own extraction plan in favor of adding a new asset to our arsenal. obviously we need to jam its wireless transmissions and either jack in or drive it manually while the rest of the team starts sweeping for the hundreds of RFID tags the things tend to carry, but it still improves our profit margin dramatically.
sunnyside
Maybe I should be asking if escapes are a "falling action" kind of thing. One where that part of the run is relatively easy.

Hurm, now that I say it, I suppose it makes sense that would be the case.

Actually it occurs to me that in a lot of video games they outright skip the escape, you accomplish the big deal thing and then poof, the hoards of nasties that were after you just decide to go home or something. Or there is a cut to the characters flying away with the obvious implication being that they escaped, but it wasn't interesting enough to show.

Mantis
For us the get away depends on how well we did with the rest of run. If we got in quiet and did what needed doing without setting off alarms or at least suppressing any alarms we do set off, then the escape can be as easy as just driving or walking off. If we screw up somewhere and set off an alarm, then the get away is whatever gets us out of there the fastest. Could be co-opting the oppositions chopper or their APC. Could be ducking into the sewers and hoofing it to safety. Basically, if we got in and out quiet, then the getaway is basically ignored as you see in your video game example sunnyside. If we mess up, it can end up being a movie style car/chopper/foot race type escape.
kzt
Ideally, we get the security guards to help us load our objective in our truck and calmly drive out. But we have blown holes in walls with breaching charges under fire and run like hell a time or two.
DMiller
If all goes well... walk, drive, or make our way out calmly and quickly. If all goes poorly... flay away on dragon (drake) wings, oh and our troll can run at something close to 60mph, so he just hoofs it.

-D
CanRay
Ares Roadmaster. Perfect for sedate or "OMG THE METROPLEX GUARD IS AFTER US!!!"
binarywraith
Walk a few blocks down, have the decker kill the overwatch cameras, dump jumpsuits and Predators into trash can, pop thermite, walk calmly away.

The best evidence is no evidence.

So far, I've let them get away with this, but if it becomes a pattern, they may get nasty surprises.
NeoJudas
There tends to be a few options....

Sneak sneak work sneak sneak. (All is quiet)

Sneak sneak wor...boom, f:)4&!!!, run run run hide

Or, the most recent event that I liked...

Walk into racial purity group with the troll under invisibility right into the lobby, ask to see the guy in charge, inform him that yes you are the terrorist he's looking for, drop invisibility on troll, become distraction as the rest of the team sneaks in back and begins the raid into the hidden holding cells.

Everyone eventually meets up in facility, and using a ton of smoke-n-mirrors, holds off guards, hackers keep security spiders at bay, find chummer in cell, break him out, sacrifice one of the guards to restore buddy (he's a dark-one/banshee) and make our way back out.

Resisted urge to blow the whole building up. Considered sparking a war with the local Swiss Guard just to vent, but chose to leave under vehicle mask, vehicle stealth and guard powers on the aircraft and left the country.
Stave
Ensure that at no time was any member of the team physically at the location:
  • Drones
  • Spirits
  • Mind Control
  • Bribery
  • Hire another team
  • Find out that someone else is doing a job, let them do the job and take it off them
  • Astral Projection


We've been playing this campaign for two years now, and in that time we have had two fights. In one of them we accidentally killed someone (he was confused by a spirit and stepped into suppressive fire then rolled a critical glitch...) , and in the other we nearly died (grenades are seriously unpleasant). We've done wet work (only against a toxic shaman), grand theft from research bases / moving convoys, enabled employees to change employment and used the demolitions skill to improve some companies bottom line. Occasionally we screw up, but usually we do sufficiently low collateral damage that we can say "sorry" (usually we need to throw in a big favour with the sorry).

Decontaminating the loot is often awkward, so we check for astral traces (usually easy as Astral stuff is obvious) and keep any physical objects in a Faradays cage with a rating 5 jammer anyway just in case. We hand the loot to the Johnson without warranty that it is clear of traces.

KarmaInferno
Skyhook.

It's the only way.




-k
Telion
segways.
Modular Man
Go with Segways with gecko tips (legal with GM approval). Nobody sees that coming.

For getaways we either walk away calmly or we take the team vehicles and run for it. Hasn't come up in detail, though.
Fyndhal
QUOTE (sunnyside @ Mar 4 2013, 12:25 PM) *
Seems like we haven't had this as a topic yet.

Anyway as the title says I'm curious what sort of getaways your teams have made. What is your "plan A" or "plan B" for getting away after a run? What have been some particularly fun getaways? Do your teams not really make getaways because by the end of the run you've obliterated your foes so you're free to saunter off?

I'm also curious about the nature of the opposition your teams face in getting away. For example does your team rigger have a blast with car chases because the team piles into the van, takes off, and then the opposition is the LS/KE equivalent of Boss Hogg sending Rosco and Cletus after you in a pair of cars?


Turn around and begin walking away as the explosions begin going off. We do not look back.
tasti man LH
I prefer doing elaborate poses with my back-turned to the facility...and THEN have the huge explosions go off.
Wounded Ronin
QUOTE (sunnyside @ Mar 4 2013, 12:25 PM) *
Seems like we haven't had this as a topic yet.

Anyway as the title says I'm curious what sort of getaways your teams have made. What is your "plan A" or "plan B" for getting away after a run? What have been some particularly fun getaways? Do your teams not really make getaways because by the end of the run you've obliterated your foes so you're free to saunter off?

I'm also curious about the nature of the opposition your teams face in getting away. For example does your team rigger have a blast with car chases because the team piles into the van, takes off, and then the opposition is the LS/KE equivalent of Boss Hogg sending Rosco and Cletus after you in a pair of cars?


Call a taxi.

....what? Didn't you play SR for Genesis?
CanRay
QUOTE (Wounded Ronin @ Mar 20 2013, 12:18 AM) *
Call a taxi.

....what? Didn't you play SR for Genesis?
"Ghoul Cab, there in fifteen minutes or you wait longer."
Umidori
I played the SNES version, which means I took the train. nyahnyah.gif

~Umi
Rubic
My old team? We'd get a legit contract to clean out rubble from the area we were supposed to dig for the "package," used a spirit to tunnel to our desired target, used adequate explosives to get in, put the "package" in the rubble we were hauling surrounded by scanner-blocking materials, hauled it out as part of the initial rubble removal, and sent droned vehicles to continue the rubble removal while we left through the front gate. Suffice it to say, it's good to have the right corp contracts and available heavy-load work vehicles at the right time. Why break the law TOO much when you can get paid by your Johnson AND the corp you're scavenging under.

Note: only works when the company you're taking from doesn't realize they even have what you were after.
Sir_Psycho
I once ran a one man SR3 game where the player was a adept infiltration expert. He was to sneak into a team of Shadowruners hand-off in a disused factory, steal a package from the runners before they delivered to the Johnson and deliver it to his employer. He was spotted on the way out, jumped the fence after a running gunfight (Great leap is a great power), jumped on his Yamaha Rapier and was pursued by the team's rigger, with a samurai firing at him from the window (he geeked the mage like a good boy). Being a solo runner, and unable to escape the rigger's van despite his handling/speed advantage, he led them right up to the top of the multi-level parking garage where his Johnson was waiting and got the Johnson's bodyguards to fight the runners.

Mr J's security and the adept won, but the troll bodyguard caught a bullet in the throat and his medical bill was subtracted from the adept's payment, even after he used his medkit to stabilize the guy.

I learned a few lessons from this (My first GM experience):
1. Getting anything done in SR3 vehicle chases takes a long, long time and more maths than I like.
2. Never expect a rigger in a van to be stopped by an obstacle that a bike can get past. In this case, an overturned semi-trailer on a two lane bridge with only a narrow footpath to get around it. Because if you get the rigger to make an obscenely difficult test on the tightest terrain, that fucker will jump his van onto two wheels and still pull it off and the crash test.
3. Your smoke/stun grenade combo will go off after combat is over, and the bodyguards you were fighting alongside will not consider that to be adequately "helping".

And the moral is please be stealthy out there, guys. Vehicle chases are a pain in the arse.
Umidori
Which is why you should keep missiles in the back of your vehicle, for ending vehicle chases.

~Umi
Sir_Psycho
A Yamaha Rapier with a missile rack is the most pink mohawk thing I have ever imagined.
ChromeZephyr
I'll take two. ork.gif
Umidori
I've changed my mind. This is how you make a getaway.

~Umi
CanRay
How do you make your getaway?

Hestaby is looking for work. wink.gif
Pepsi Jedi
She's so gonna eat your face, CanRay. lol
Umidori
Now I want to create some sort of sustained spell which "dematerializes" a dragon (similar to how the inactive form of a Shapeshifter just "poofs" while they're shifted, or how a vampire's deltagrade cyberware "poofs" while they're in mist form), and then I want to anchor that spell to a small red and white ball which I can throw at them.

~Umi
CanRay
So... Whose face is going to be eaten?
NeoJudas
Thought of another one. The decker with the barghest pet that when in the vehicle rides in the back compartment of the truck. Being chased meant a really interesting siren that even lone star got confused with. Add super flash strobes facing backwards ... Oh yeah, and a camera to store footage for the upcoming Darwin Awards.
CanRay
QUOTE (NeoJudas @ Mar 21 2013, 01:37 AM) *
Thought of another one. The decker with the barghest pet that when in the vehicle rides in the back compartment of the truck. Being chased meant a really interesting siren that even lone star got confused with. Add super flash strobes facing backwards ... Oh yeah, and a camera to store footage for the upcoming Darwin Awards.
World's Meanest Trunk-Monkey!
O'Connor
Ahh... getaways.

In the great Campaign that was, I recall a day where our heros were sent to do a job. Its been long enough that I do not remember what this job was about.

But I *do* remember the getaway.

We'd gotten out onto a major artery route (thnik, interstate) in the outskirts of Tokoyo, when a Corp attack chopper, tracking the GPS tag in the package that we had missed when loading it, lights up our armoured van with cannon fire.

Everyone's sure we're fragged. We should be, after all our truck was pretty good, but our driver (the Erstwhile Troll named Guk) wasn't exactly a rigger, or a particularly good driver. He was a decent mechanic though and the mods to the truck he did himself. So she hung together throug the first pass. (Hear me baby! Hold together!)

We had no heavy weapons. No missles, no gun larger then a bull pup designated marksman rifle, or a light machine gun.

Roughly two RL hours later (yay SR3 vehicle combat) the damned thing came around for another pass. O'Connor had had enough. If he was going to die, damn it he was going to die taking that damned chopper with him.

So while the remainder of the team (minus Guk, who was having a grand old time playing bumper cars and theoretically trying to dodge incoming fire) was cowering in the back hoping the next round didn't punch through soft flesh O'Connor Pulls himself out of the side of the window of the weaving truck, having loaded his *one* mag of APDS rounds into his well loved designated marksman rifle (it was a custom job I brewed up with the weapon building rules from SR3) And after passing a couple of balance checks and yelling at Guk to hold it steady for a second, layed the rifle out and put a 3 round burst through the pilot's windscreen and killed him.

All thanks to a Karma+quickness+Longrifle skill that went batshit crazy with the rule of six. I don't remember how many times I had dice come up sixes, but it got to the point the GM just quit counting.
Sir_Psycho
QUOTE (O'Connor @ Mar 22 2013, 01:31 AM) *
Roughly two RL hours later (yay SR3 vehicle combat)

I've suppressed those rules deeply in the dark recess of my mind.
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Dumpshock Forums © 2001-2012