So, my next run is going to have the players make a nearly suicidical run against Aztechnology, paid for by ARES in Seattle.
The Johnson obviously doesn't want to spend too much money on a group of deniable assets, but doesn't want the players to fail either. The pay will be something between 5-12 K per player, depending on how much they ask for and how well they negotiate.
Before the run, though, I'm thinking of letting the players ask for stuff from Johnson along the lines of "Send me a list of what you need, I'll see what I can do and will arrange a drop.". Explosives, armour, some high-availability stuff the players wouldn't usually have access to and such.
Now, should I just look at the money these items will cost or think of the usefulness? I mean, If the mage doesn't need much, he'll just ask for full combat armour and be done with it. Then again the weapon specialists could have a field day with assault cannons or missile launchers or augmentations. Heck, the players might even try to get themselves Nightwings, a Northrup wasp or a damn ARES venture for all I know.
So, what do you guys suggest? I was thinking that obviously anything they'd want would either be directly from ARES or be a version made by ARES (for example if they ask for an assault cannon, they'll get the Ares Vigorous, no matter what they specifically ask for)
Also, what should I tell the players as a GM and what should I tell them as Ms. johnson? The Johnson obviously has limits to her resources and limits of tolerance, but how clearly should I define them? And after the negotiations, what should I tell them as a GM? "Here's the Run and Gun book, I'll see you in an hour"?
Or should I come up with some alternative way? ARES rent-a-gun? A firewatch team will come and "persuade" them to relinquish them of the items? In the case of an Ares Venture, for example, that'd be fairly understandable, though.
Have you guys had experience on this kind of thing? What did you do and how did you handle it?