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Horizon based Spec-Ops team

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Raven2049

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« on: <05-14-16/2055:36> »
So my new campaign that i am starting up here shortly will feature 6 Prime runners that are a member of an elite Spec-Ops team in... wait for it... Horizon.... Now me personally i think thats kind of weird, but i know that they are a AAA corp, and have extraterritoriality, so theres no reason that they wouldn't have such a team, right?. I have a detailed list of runs for them to go on that are story linked, but i want some filler missions.

So i turn to the most evil people i know, my fellow GM's. Tell me how to crush the heart and soul of these players the way a AAA corp would crush them. What kind of choices would they as a spec ops team be presented with. What kind of missions would their CO's send them on? etc. You dont have to make them too detailed, just a short blurb or so of the idea and i can take it from there.

adzling

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« Reply #1 on: <05-15-16/1631:29> »
If you haven't already I'd recommend picking up Market Panic.
The Horizon section will give you a ton of good ideas.

Herr Brackhaus

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« Reply #2 on: <05-15-16/1640:35> »
And Horizon has a spec-ops division; Dawkin's Group. While mostly consisting of social infiltrators and spin doctors extraordinaire, I wouldn't be surprised if they have "normal" special forces teams as well.

Anything to do with influencing public opinion would be right up their wheelhouse.

Raven2049

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« Reply #3 on: <05-15-16/2052:34> »
I will look into market panic, ty

Dawkins group? Where would I be able to get more info about them? Aside from SR wiki.

Herr Brackhaus

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« Reply #4 on: <05-15-16/2353:18> »
I know for sure that they're described in various pieces of fiction and even some published adventures.

For sure there's a piece on them in 10 Jackpointers, and I think I remember a few stories in Conspiracy Theories and Corporate Intrigue and/or Enclaves.

They're relatively new given their ties to Horizon, so unlikely to be covered much in editions prior to 4th.

adzling

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« Reply #5 on: <05-16-16/1802:37> »
Market panic has some info on em.

Fizzygoo

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« Reply #6 on: <05-18-16/2307:40> »
You dont have to make them too detailed, just a short blurb or so of the idea and i can take it from there.

* Standard missions; protect employees in dangerous areas, retrieve lost/missing/endangered assets, gather intelligence, etc.
* Background "flavor-blurb" obstructions/interruptions; downtime player 1 is increasing skill from 6 to 7 and should take 7 weeks but CO orders player to take an HR seminar on corporate policies that delays the skill increase by a couple days to a week, player 2 wants new gear from the quartermaster (or equivalent) but has to beat a rival team's member for the gear (through Negotiations or other means), etc.
* Synch'd individual "mini" missions/events/encounters; Time frames will vary depending on group size and what not but essentially do the following for each player; 5 minutes description of the event (the intro), 10-15 minutes role playing up until combat and then pause that player. Do the same intro and role playing for each player. Once they're all paused at combat. Have them all roll initiative and run each combat simultaneously. Combat is loosely defined here; the decker/techno may just have to do a quick in and out of a weak host, the face may have to negotiate their way out of, or in to, a situation, etc. Play to each character's strengths. (Did this in one of our podcasts and it went over pretty well, but can be a lot to track.)
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Raven2049

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« Reply #7 on: <05-19-16/1711:21> »
You dont have to make them too detailed, just a short blurb or so of the idea and i can take it from there.

* Standard missions; protect employees in dangerous areas, retrieve lost/missing/endangered assets, gather intelligence, etc.
* Background "flavor-blurb" obstructions/interruptions; downtime player 1 is increasing skill from 6 to 7 and should take 7 weeks but CO orders player to take an HR seminar on corporate policies that delays the skill increase by a couple days to a week, player 2 wants new gear from the quartermaster (or equivalent) but has to beat a rival team's member for the gear (through Negotiations or other means), etc.
* Synch'd individual "mini" missions/events/encounters; Time frames will vary depending on group size and what not but essentially do the following for each player; 5 minutes description of the event (the intro), 10-15 minutes role playing up until combat and then pause that player. Do the same intro and role playing for each player. Once they're all paused at combat. Have them all roll initiative and run each combat simultaneously. Combat is loosely defined here; the decker/techno may just have to do a quick in and out of a weak host, the face may have to negotiate their way out of, or in to, a situation, etc. Play to each character's strengths. (Did this in one of our podcasts and it went over pretty well, but can be a lot to track.)

that last one would work out nice, we have a pretty varied background with the various players, and all but one has something i could use towards that end. Going to put that in as a filler one day. TY!

Fizzygoo

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« Reply #8 on: <05-19-16/1726:13> »
Going to put that in as a filler one day. TY!

No problem. That's how I used it (you can listen here if you have the two hours and interest). It makes for great filler when you need to time to plan/get ready for the next "main" mission. :)
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Spooky

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« Reply #9 on: <05-23-16/1538:05> »
Fizzygoo covered most of the ones I would suggest. In addition, I would run the occasional "acquisition" of human resources from other corps, and when they need a challenge, the red alert run where they have to stop an infiltrating team from completing their own shadowrun (for a real twist, have one session where the players play characters that are making the shadowrun, then the next session they can play the spec-ops team trying to defend against them. Just use a third tier daughter corp name, and stop the first session when the spec-ops team shows up). Other than that, unless you want an open corp war going on, that's all I have.
Spooky, what do you do this pass? Shoot him with my thunderstruck gauss rifle. (Rolls)  8 hits. Does that blow his head off?

Horsemen

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« Reply #10 on: <06-23-16/0011:11> »
Additional information can be found in the following 4th edition sources:

- The Twilight Horizon

As well as this trilogy of modules that gives a fair amount of insight into just how evil Horizon is:
- A Fistful of Credsticks
- Anarchy Subsidized
- Columbian Subterfuge

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