QUOTE (Mordoth @ Oct 16 2016, 07:59 PM)

Here's the scenario:
You have been hired to extract a prisoner from a prison trasport driving from the prison to the airport.
You're not able to get the prisoner at the prison before they get into trasnport.
You're not able to get the prisoner leavving the transport once they get to the airport.
The transport is in a convoy consisting of:
1. lead vehicle with 4 armed and armored guards.
2. Armored transport with two guards up front and two guards in with the prisoner.
3. Following vehicle with 4 armed and armored guards.
Your party consists of:
1. a rigger (with no hacking skills) a medium drone, some flying drones and some mini-drones.
2. an assination specialist who is built for close up, seduction/assination type of assinations.
3. a Free Spirit mage.
You know the time and the route the trasnport would take. The prison is apparently entirely warded (despite the inherent limits of warding on a large scale in 4th edition). The airport entrance has heavy weapons and lots of armed guards.
How would you do it? Or would you turn it down?
I have questions.
- Is the prisoner a willing extraction target?
- Do I have a means to communicate with the prisoner, if willing?
- How much time do I have before the transfer?
- What do we get paid, and do we get an expense account (and if so, how much)?
- How much collateral damage is acceptable (both to Johnson and the team)?
If the job pays too little, or has to be done without prep time, I'd walk on it. Because without prep, this is not possible.
Assuming certain answers, I propose two scenarios for now, one silent, one loud.
1. Prison Bus RiotPrerequisites:
- willing target
- communication with the target possible
- 1 to 2 week prep time
- enough expenses to cover an NPC decker and one expendable getaway vehicle.
- high collateral damage aceptable
- payment of at least a month's upkeep for the most expensive character, and a week-long vacation somewhere warm and sunny.
PreparationThe team will need to get in touch with the prisoner. The Assassin will probably handle it, being arguably the most social character (and they have nothing to do otherwise anyway). The idea is to inform the prisoner a riot will take place and, if possible, prep him for the mob mood spell that will start a riot in the bus.
Meanwhile, the rigger will prep their drones with precise stun weaponry (sniper rifle with stick'n'shock or capsule/DMSO+Narcojet, soemthing like that. No stun grenades.). Also, two large trucks (either dump trucks or garbage trucks) need to be stolen and filled with rocks or oher high-density, heavy materials.
The Free Spirit will need to learn Mob Mood (if it doesn't know that spell already). Also, the Spirit needs to, once, enter the prison bus' interior.
The NPC Decker needs to investigate which precise vehicle will be used to transport the prisoners, and the precise route taken. If the route is randomized, the precise vehicle's Vehicle signature needs to be foundout. If the bus has a scrambler chip, a tracker AoD RFID will have to be placed and shielded against RFID clearing (possibly by the free Spirit). Also, the decker can aid in connecting Assassin and target.
Further, someone needs to determine a good attack location, and place a getaway vehicle nearby, and a second one a mile away to switch vehicles. Prep the first vehicle for spontaneous combustion at the flick of an ARO.
ActionOn the day of the transfer, the team track the transport and, at an opportune, predetermined location, they block the convoi front and back with the prepared, weightened trucks, boxing them in (the trucks can be set on ire or have their controls destroyed to make removing them even harder, but the guards should have other things to worry about than getting the trucks off the road). A high-powered jammer should be used to prevent immediate calls for backup, but take care this does not also jam the rigger.
The spirit then goes via metaplane directly into the bus, bypassing all wards.
This is why the spirit needs to break into the bus once before, because it can only use that power to warp into places where it has already been. Spirit then works mob mood (kill anyone with prison guard uniform) on the prisoners and uses their accident power to short out their locks (alternatively, down the guards in the bus and unlock by normal means), so the prisoners surge, mob-like, against guards. The target must be prepped for the spell and get spell defense (and be instructed to run with the mob, but in the back, so as to not be shot by the guards). In case that also fails, the Rigger's drone needs to take him out first. Then the drone takes out guards, overwhelming any coherent defense they put up, so they can't regroup and overwhelm the prisoner mob, or even prevent target's extraction.
Meanwhile, the Assassin, wearing the stealthiest suit they have (preferrably a cameleon suit), approaches the battle as unseen as they can, and drags the stunned or cooperative target out of the fray, to the prepped getaway vehicle. Spirit then drops mob mood (and, if applicable, works Fear on everyone still alive), hopefully allowing a lot of other, surviving perps to escape too, so the Knights have to stretch their ressources to catch them, and can't focus eclusively on the target. Assassin and Rigger (who pulls back) join at the site of the second getaway vehicle, switch, torch the first one, and off they are. Spirit leaves the bus via the planes, as it entered.
Target is handed over to Johnson immediately
after payment. Team immediately goes on a weeklong vacation to wait the heat out. The end (hopefully).
2. Doctor, Doctor!Prerequisites:
- communication with the target
- capability to smuggle something into the prison to the target
- willing target
- as little collateral damage as possible
- Enough expenses for an NPC decker (and preferrably a disposable vehicle)
PreparationThe NPC decker needs to find out the prison corp's healthcare provider, and medical emergency procedures for prisoner transport. Hopefully, they contain something like medevac, because otherwise this plan won't work. Also, the transport's route needs to be found out.
The Assassin (or the spirit) needs to work their contacts to get their hands on zuvembie powder. The Assassin (being sociable and all) needs to contact the target and get a pill to him that contains the Zuvembie Powder. If possible, finde an officer on the bus and bribe/extort them to hand the target said pill, disguised as bliss or some other drug to "make the transport easier on target". The assassin could pose as concerned partner/sibling/parent to this end.
The Rigger needs to somehow get an ambulance or similar emergency vehicle fitting the one used by the prison's healthcare provider, as outlined in their emergency protocols, and fitting working clothes for the Assassin, himself, and a human shape of the Spirit, either via contacts or by stealing one (contacts is preferable, since the ambulance should be as clean as possible). The vehicle needs to be prepped for fast combustion at an ARO's flick.
The Spirit needs to get the Zuvembie powder. It probably has enough free time to set up a getaway vehicle somewhere in the vicinity of the route.
As a contingency, or in case the prison corp won't medevac on prison transports at all, revert to the first plan.
ActionThe target is instructed to swallow the powder two minutes into the drive. When the effect - apparent sudden death - sets in, the prepped medevac vehicle needs to be closeby, but out of sight of the convoi. When they radio for medevac, rigger jams that call (or NPC decker), and the PCs vehicle swoops in, picks up the 'dead' target, and transports target's body away. Vehicles are switched at the prepped place, and the medevac vehicle is torched.
Target is handed over to Johnson, together with an antidote to the powder. The team lays low for a week, watching whether the law picks up their scent or not.