QUOTE (Tzeentch @ Jun 25 2013, 06:33 PM)

What would people want to see in a military sourcebook for Shadowrun 5e? Specifically, one oriented around translating the shadowrunner roles into special ops (i.e. not playing Pvt. Nobody painting rocks and rules for successfully completing field day). Significant design questions are in listed in bold.
What are the key points that need to be touched on, the players that need to be described (i.e. what corporations and nations are of relevance and interest), and the bits of canon related to the military that need to be explained (read: retconned)?
Well, if the Runners are playing "Special Operations Team," then to start everyone's going to need to be at least as competent a shooter as a Pvt. Nobody grunt. So it should be noted that unless the whole team are combat monsters, this group is going to have to be prime runners, and these jobs are not for your average newbie Seattle sprawl group. Advancing the character generation somehow would be the first step, I think.
The players that need to be described are going to be basically everyone with a military, which means all the major nations of the world, the militant Megacorps, mercenary groups large and small, extranational and extracorporate non-mercenary militant organizations (IE: terrorists and rebels,) that operate in places where the players might go to play Spec Ops for Hire.
Bits of canon that need to be explained: Some assjack has to explain the bit from SR4 suggesting a submarine extraction in Bogata. That just needs to be explained away. Other than that... Well, it's easy enough to say that the past (and probably the present) are chock full of misinformation, so take everything with a grain of salt and literally nothing is a suitable replacement for doing your own recon. (What you sprawl types refer to as 'legwork.'
Other points that need to be touched on are Spec Ops roles for less combative character archetypes. The Face's role in a special operations team, for instance: it's probably going to be his job not only to speak whatever the locals speak, but also to negotiate with them when negotiation is called for, and interrogate whomever needs to be interrogated.
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What are the key publications (aside from SR5e and 5e Arsenal equivalent) that we can assume a buyer of a Shadowrun military sourcebook would already possess? That is, what material would need to be repeated or iterated on.
Well, you can expect anyone interested in an SR5 version of War! to have the SR4 version of War!
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Does 'designing' your unit (merc, corporate, national) with a metasystem sound appealing? If so, would you want it as a fairly detailed metacharacter with stats or as a narrative element that basically is just used as a shorthand way of describing various units and adversaries?
It does, and it should be robust enough to let a GM quickly create an enemy type on the fly, and draw out the combat-relevant stats of normal members of that unit, specialist members of that unit, and vehicular stat blocks for that unit as well. Because at some point, somewhere, your players are going to do something stupid like mount a frontal assault on a large enemy patrol that you intended for them to hide from, and you need the numbers to determine just how badly they get their asses kicked (or just how much ass they kick.)
It will need to touch upon parameters such as the unit's training (are you facing a bushman militia or hardened UCAS special forces?) morale (will these men cut and run under fire, or will they fight to the last man), the unit's objective (search and destroy missions are a lot different than holding a position,) the unit's rules of engagement, what level of combat readiness they are at, etcetera...
It also needs to touch upon their equipment, and not generically either, because the players are going to want LOOT, GODDAMNIT. Even if they're military regular special forces, they're going to loot the bodies, so you need to be able to tell them what they get, from Kalashnikov rifles and pickup truck technicals from the bushman militia to the kind of insane shit that Ares Firewatch will be bringing to their Charlie Foxtrots. To that end, the War book will need, at bare minimum, stat blocks for all the guns, drones and vehicles that have been printed thus far and are likely to be found in regular and semi-regular combatant use (you won't need stats for a purse-popper pistol, but you will need stats for favored sidearm type weapons,) along with a quick blurb on any special functions any of those weapons have, and a reference to the book in which they can be found.
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What is an appropriate power level for the military in Shadowrun? Ultimate bad-asses or mallcops with artillery support? Note that IRL many military units are basically mallcops with better PR.
Depends largely on the military in question, what that unit's role within that military is, and what their combat readiness is. A unit of airborne assault troops belonging to a Megacorp or a militant, still-effective nation such as the UCAS or Russia will have
all the goodies when they're dropping from helicoptors onto a target, including those helicoptors. Attack them in an operational base and only the soldiers on guard will be fully outfitted, the rest will be lucky if they have a pistol on them, they may not be armed with anything more than knives until they can get to the armory, and even then they'll grab a rifle and a few mags rather than take the time to get into full gear. Attack them at their home base when they're cycled back from combat and the guards will be in half gear at best,
nobody except officers will have even pistols, and they'll generally be sitting ducks.
On the other hand, a bushman militia might well be outgunned and outclassed by particularly effective mall cops.
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Speaking of equipment, Shadowrun has always been terrible at handling the big guns because of the dice mechanic. SR5 may address this to some level, but I'm not sold that a military sourcebook would do itself many favors by getting too "in the weeds" for strategic weapon systems beyond what is absolutely necessary (and doing something about Thor systems is probably germane).
I'd suggest that really heavy weapons, such as light-to-heavy tank weapons, autocannons,
assault cannons, rocket launchers, etcetera, should have a minimum level of damage applied to anything that lacks Hardened Armor. And it should be a lot of damage, too, ranging from "a heavily-armored human might survive this if he's lucky" to "not even a troll soak-tank stands literally any chance of surviving this." Basically, for most, getting hit
at all by these weapons should be a "HoG or make a new character" moment.
Of course, actually
hitting someone with a weapon like that won't be easy, which is why for engaging man-sized targets, vision systems that can see through walls or other cover and a nice, reliable targeting reticule are must-haves. Alternatively, you could load canister rounds (don't pack the oomph of a main gun round, but get the saturation needed to really ruin a guy's day,) or explosive rounds (also good at ruining someone's whole day.)
Hitting someone should still be easy for someone with an assault cannon, at least as much so as hitting them with a rifle should be. The arrival of one of those beasts in a street fight is a complete game-changer.
Strategic scale weapons (cruise missiles, artillery bombardment, nukes, fuel-air explosives, thor shots. etcetera) should be Hand of God or New Character moments. No rolling unless you're a Great Dragon
in dragon form or a heavily-armored combat vehicle with hardened armor, or within the same, or otherwise in a bunker. These shouldn't be used against PCs very often unless the GM is a jackass, or they do something very unwise and knew the stakes up-front.
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Should this be the book of tank guns and tacnukes? At what point are you comfortable just handwaving the level of firepower as an abstract dice roll for "Mass Destruction"?
They're part of the setting, so they should be in the game somewhere. Perhaps a peripheral splat called "Worst-Case Scenario" or something, that can give WMDs a (nukes, Thor Shots, gray goo, Great Dragon attacks,) their proper due. Tank guns should definitely be in the War book, though.
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Would a series of 32-48 page supplements be more useful than a monolithic sourcebook?
I hardly consider 120 pages to be monolithic, but 40-50 pages for a supplement to cover more esoteric factors of warfare that can be left out of the main "War" supplement would be good. Something like...
War: The guide to Camo-Collar Runs, including stuff on what sort of Charlie Foxtrots a Shadowrunner team moonlight as Special Ops for Hire can find themselves hired to dance, the general state and level of military units with a few good sample units for a GM to grab stats from on-the-go, common battlefield weapons, vehicles and drones, etcetera. This one should aim to be about a 120-150 page book. It should also have a nice big glossary of military jargon the players and GM will want to know.
TO&E: Your guide to the militaries and Irregulars of the Sixth World. Basically, this book should have a Table of Organization & Equipment for all the major and distinct players (The UCAS, Russia, Aztlan/Aztechnology, Amazonia, Australia, all the Megacorps, the big merc units like MET2000,) and some generic ones that a GM can grab on-the-spot and possibly season a little to taste to represent alternate threats the GM hasn't had time to stat out beforehand. The book should have stat blocks for the building blocks that constitute those units, (infantryman, support gunner, combat mage, special forces operator, military hacker, military drones, military vehicles,) located very near to those units' TO&E, so the GM can cross-reference them quickly and throw together anything from a patrol to a platoon. 50-60 pages sounds good. If it rolls, walks, runs, or otherwise moves on the ground and wasn't in the main War book, this should have stats for it. This book should aim to be about 50-60 pages long.
Air Support: A guide to combat above the ground, from ground-support aircraft designed to ruin the lives of everybody on the team that doesn't have any of their own to air superiority vehicles, but also taking orbital assets into account - orbital laser/THOR strikes are one possibility, but so is the fact that everybody on one side may well have satellite imaging and recon giving them clear, up-to-date battlefield positional data and so forth and so on - and of course, the importance of jamming such if you don't belong to that team. It should have lots of stats for airborne vehicles and weapons systems, and they should be statted up such that anyone who finds himself on his own two feet facing down anything from this book is going to have a bad, bad day. Should probably also have TO&E blocks
in the same format as the TO&E book for airborne units. This one should aim to be about 40-60 pages long.
Bloody Waters: A guide to warfare below and on the waves, including such things as hot sub on sub action, naval-scale weapons, surface-to-air defenses against all the nasty things found in Air Support, and information on using platforms on the waves to ruin the days of anybody on land near shore, but it should also have things such as river patrol-craft and small water vessels, as well as some details about subsurface installations like those underwater arcoblocks, because sooner or later the players are going to steal a military submarine and fire like, all the torpedos at one of them. It should also have information on people fighting in the water, frogman style. This book should have TO&E blocks, in the same format as those in the TO&E book. Also, it should explain how in Ghost's name anyone suggested getting a submarine to Bogota without the influence of mind-altering substances. Because seriously, gonk. This book should aim to be about 40-60 pages long.
FutureTech: the guide to experimental warfare, including such things as the Ares BattleMechs and other experimental vehicles and drones, prototype non-laser energy weapons, military nanotech and augmentations, Mil-Spec Matrix gear (in more detail than the main War book can go into, but in less than the Matrix book goes into, but with larger numbers (especially the price tag!) than the Matrix book,) experimental ammo and weaponry, information on the Emerged in combat scenarios, and so on and so on. Basically a Gear Porn book for the things the players should salivate over the thought of getting their hands on, and depending on how much you want to write and how large the pictures are, this one should be between 40 and 70 pages.
Grimoire of Battle: the Awakened guide to warfare, should include things on how magicians of the standard traditions fit into wars, perhaps a few traditions evolved by militaries for militaries, spells which specifically have and were designed for combat scenarios, Adept powers, Metamagics for both, as well as details on what the magician and adept's roles in combat are, taking into account the highly individualistic nature of the Awakened and trying to make that fit into the extremely conformist structures that are militaries. Stat blocks for Awakened soldiers/officers are, of course, a must. This book should aim to be about 30-50 pages long.
Caeleste Umbra Bellum: All the weapons, platforms and vehicles in space which are armed to murderize each other and stuff on the ground that they keep telling us exist in Shadowrun. Should cover things such as the hazardous conditions in orbit and on the surface of the moon and mars, life in those places both on armed and unarmed platforms, some information on Shadowrunners in those places (they do exist; Orbital DK is proof!) what sort of jobs one might take, both legit and otherwise, the equipment they might use to do them with, the hazards they face, and such. Should include the TO&E format and stat blocks collocated with them. This book should aim to be about 50-60 pages long.
Antiques of War: A gear porn book for older stuff, much like Gun Heaven 1 was, with a military bent. Euro Wars antiques go in here, too. Depending on how much attention gets lavished on it and how much old stuff they dig up out of older editions and/or invent from whole cloth, could be anywhere from 40 to 80 pages.
And, for the love of Ghost, have whomever is writing these things
do their fucking homework. Don't make glib suggestions specific to certain places without first checking to see if it's even remotely possible (submarine extraction from bogota, I'm looking at you,) don't make retarded mistakes like suggesting that guns won't fire in space (they fire perfectly well in space thanks to the propellant having its own oxidizer and having the ballistic profile of a laser over the weapon's effective ranges,) or underwater (they fire underwater, but crappily; worse firing into water from above it,) and so forth and so on.
You don't have to hire Tom Clancey, David Weber or John Ringo to do consultation (though that would be awesome,) but whomever is writing these things had best be, at minimum, an informed enthusiast who has the time to read up and consult veterans, preferably they should be a veteran themselves.