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[SM OOC] 6-02 Amber Waves of Grain

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Herr Brackhaus

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« Reply #150 on: <06-08-16/0928:44> »
Assuming that it's getting closer to night time (what time is it, exactly?), Marcus will take a closer look at the site in person. He's got excellent vision and is wearing a chameleon suit, and I'm particularly interested in any security features that might be present; the number of guards, their patrol routes, possible on-site reinforcements (i.e. buildings that could house extra guards), where they go on shift changes (if any), how the entrances to the site is controlled.

The drones are mentioned as being on rails; does that mean the site is fenced in? If so, Marcus will stay a good 300m away from the fence, which shouldn't impede his own sight because of low-light vision through drugs, but which should provide penalties to those trying to spot him.

Sneaking around: Agility 6 + Sneaking 4 (Urban) + Chameleon Suit 2 [Physical 7]: 12d6t5 3

Looking around, observing patrols, looking for security devices, etc: Intuition 4 + Perception (Visual) 5 + Hawk Eye 1: 12d6t5 5

Identifying ways to breach the building, likely chokepoints, etc: Small Unit Tactics 4 + Intuition 4: 8d6t5 3

If necessary, I'm running my gear slaved to my commlink: Logic 3 + Sleaze 5 + Stealth 1 + Smoke & Mirrors 5: 14d6t5 8

Heh, I think I'm pretty much invisible on the Matrix since that's a defense test with no limit... No idea if the watcher spirits will perceive the physical world, though, since I'm not dual natured I don't think I'd appear in the astral and even if I did a normal sneaking test should still apply, no?

biotech66

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« Reply #151 on: <06-09-16/0827:14> »
There isn't a fence, just miles of farmland.  The main facility is guarded and you can see the teams walking around.  You can get within 300m of the main dome.

The water lines feed out, so to poison the watering hole, you're going to have to get close.

If you want to call some farmers, you can always ask contacts or go make friends somewhere.

Right now its later afternoon.  If you want, you can wait till dark and then do what must be done.
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Herr Brackhaus

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« Reply #152 on: <06-09-16/2152:55> »
What kind of security teams are we talking; how many patrols, how many members in each patrol, what kind of routes are they taking, how are they armed and armored?

I'll hold off from around 300m for now, circle west so guards have the sun in their eyes making it harder to spot me. When darkness falls I'll try moving in closer unless anyone from the team contacts me.

I'll also want to keep an eye open for shift changes.

Oh, and what do we do about our missing hacker? GM control, player control, gone?

Herr Brackhaus

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« Reply #153 on: <06-14-16/1959:16> »
Sounds like a plan.  Roll a cha+deception, and I'll be nice since it was just my birth day.  Every hit you get on an illusion magic is an extra dice for your pool

Sorry, I had not been certain that this was the plan, was waiting for anyone else to chime in. 

By deception .... you mean Con, I'm guessing?  I'll go on that (rather discouraging for Alf:  base pool of 1) assumption for now. 

Will update this with an IC post and dice rolls soon as I get a chance to pull all of that together, hopefully later today.  Sorry for the delay.
Wait, what!? That was IC discussion, not an actual plan anyone made a move on... Marcus and Kereina are still scouting, for which we have unanswered questions for, we still don't know how to deal with our missing hacker, and we are not exactly a talkative kind of crowd.

Also, we have an OOC thread. This goes equally for everyone, not singling anyone out here, but let's use it, neh?

ETA:We also still don't know where the chemicals actually need to go...
« Last Edit: <06-14-16/2004:52> by Herr Brackhaus »

Beta

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« Reply #154 on: <06-15-16/1020:36> »
Sorry I didn’t follow up last night, by the time I got onto the computer I was falling asleep at the keyboard, and didn’t figure I’d be making a lot of sense if I posted in that state.

I hear what you are saying, Herr Brackhaus, and I had the same concerns -- but at the same time a game can stall out completely if nobody does anything, and our GM was waving us forward.  When Bio ran mission 6-01 on this forums, of the six who started, only two were active by the end – taught me that sometime you just need to keep things moving when others seem to fade out.  (for reference, we collectively decided in that case that the others went off after one lead, while Alf and the Rigger went after the other one.  Essentially gave up a karma and some services-in-lieu-of-nuyen by not completing all objectives, but we got to the end of the mission)

And sorry about not using the OOC thread -- in Bio's previous mission there wasn't one, so just got used to posting all of that stuff under spoiler tags for Alf.

As there seems to be at least a few still active and desire for an OOC discussion of plans, let’s have at it. 

The way I see it, we don’t have the social skills to successfully pull this whole thing off as a con, but with a mix of timing, stealth, and maybe some small con/disguise work, we can hopefully get ourselves into a good tactical position, where maybe we can complete things by intimidation (i.e. threatening to shoot anyone who tries to stop us, because we are past guard units and in to the workers), or in a pinch by force.

I would be all for tactical strikes to take out guards before we drive the truck up, but it would have to be pretty well coordinated timing.  Either for the truck not being heard, or to hopefully conceal gunfire, Alf could put down a silence spell.  I’m sure the guards have low-light or thermographic vision of some sort, so they will be able to see the truck coming up the road, if they are watching at all.  Crops should give pretty good cover for infiltrators moving close to try and take out guards, if we want to go that route.

They do have spirits, which are kind of the wildcard.  They are watching astrally, so sneaking through crops (living plants) should still work for hiding from them, but otherwise there is not much we can do to hide from them, and spells are just more  likely to draw their attention.  They might also notice if guards go down, but that would depend on their instructions I guess.  Alf does not have the sort of firepower to drop those quickly on his own, and any move we make against them will alert their summoner(s).  This is where I figure that driving a truck up the road like it is a normal thing could be good, as presumably they wouldn’t attack every incoming vehicle.

I thought Bio said that the water lines were coming out of the dome, in which case I’d assume they a pump station of some sort in there (we didn’t see big lines coming in, and they aren’t next to a stream or pond, so I’m assuming they must be using a well -- that would probably just be pipes going down into the ground, not an open thing we could dump the tank into).  They may have an elevated water tank to give them a nice constant pressure, just using the pump when they need to fill it.  Then again, this is SR and most writers are not very technical, so the actual arrangement may not make real-world sense.

Overall, I’d lean to 2-3 members of the team, with the right skills, sneak in under the cover of darkness and barley (or whatever they are growing) and try to take out any guards along the road or near the entrance to the dome, while the truck drives up nonchalantly.    Then we improvise brilliantly from there :D  Next on my list would be to trust to all just driving up normally, possibly with an illusion to disguise the truck to make it seem even more unremarkable.

I’m entirely eager for better plans than either of those.  I just haven’t heard much in the way of suggestions yet.

Herr Brackhaus

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« Reply #155 on: <06-15-16/1118:45> »
I'm still waiting for information on how many guards there are and what kind of gear they're equipped with, both from perception rolls and knowledge of security tactics.

It's hard to press forward when basic questions like those posted in this thread continue to go unanswered...

biotech66

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« Reply #156 on: <06-15-16/1237:44> »
Sorry about that.  As for the guns, they only have aries predator V's and regular body armor.  You can tell these guys are not a high threat response team.  These guys can fight, but they are not expecting hell to rain down upon them.

The drone with the guns has AK-97's on it.  It's set to bring some pain.

Mostly when my players ask for a description they don't ask for specific gun types, but I'm good with tell in you.

The ball is in your court.  It would be a Cha+Con test to bluff your way in.  If's a Agillity+pistols test if you want to go in guns blazing.  I can run this either way.
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Herr Brackhaus

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« Reply #157 on: <06-15-16/1339:01> »
How many of them are there in total and per patrol? What kind of patrol routes are they taking, and how long does it take them to finish one patrol. Are there any gaps in the patrol that my character can spot for a potential infiltration?

And what do we do about our decker? Proceed without him or have another player/GM assume control?

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For what it's worth, I think your infiltration plan is solid. Marcus is a pretty decent close combat fighter and with surprise could probably disable a guard or two from surprise. If Vexboy has silencers and sneaking skills that goes from a "maybe" to a definitive "plausible", alternatively if Kereina can provide silenced fire and can stealth her drones in that's also an option.

biotech66

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« Reply #158 on: <06-16-16/2333:36> »
The patrols are two men walking around the building.  The patrols stay close to the building (less then 50 feet from it).  They can see for almost a mile, so if something big was coming they would have time to get out of the way.  The patrols finish in about an hour as  the group walks from around the building at generally a slow pace.  Every once in a while, almost at random, they go into a door in the dome to do something.  As for gaps, if you get close and they don't see you as you do it, there is a pretty large enough gap you can easily get through.  It will just take time to sneak up through the field on foot.

As for the decker, I can sub him if we need to.  Just tell me what you would like to do, and I will make it happen.
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Herr Brackhaus

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« Reply #159 on: <06-17-16/0016:06> »
Cool, so just one patrol of two people at any given time. Any additional guards inside that we or the drones can see?

I for one am curious about the matrix defenses of the place; cameras, locks, sensors, stuff like that.

I'll post up an IC in the morning, as I'm on the phone at the moment.

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« Reply #160 on: <06-17-16/0809:41> »
Alf can chip in with spells on the crew sneaking in.  Could reasonably hold two spells, although would likely drop at least one if he gets involved in dealing with spirits


Detection: 
- Detect Life

Buffs:
- Increase [Attribute] (INT)
- Increase [Attribute] (BOD)

Illusion:
- Silence P LOS (A) S F-1 SR5 291

Let me know what you might like.  Can also be sitting somewhere back and be ready to Fling something at the guards (quiet and fairly unobtrusive attack), toss distracting illusions, slap silence over the guards, or use Magic Fingers (although he has a monocle with thermographic, and he has binoculars, but he doesn't have binoculars with any sort of night vision, so would have trouble seeing what he was trying to use the fingers on).  Don't have the patience to put that offer all into IC right now, will follow up and do so once I know what people might like.

And Vexboy, this is your moment to shine.  You still with us?

Finally, once sundown hits, Alf will summon a new spirit: force 5  Guardian with optional power of concealement
    summons Summon spirit: 9d6t5 0
    spirit resist: spirit resist: 5d6t5 2
    drain resist vs drain 4 (still have +5 intuition in place, boosting drain resist) resist drain: 15d6t5 4

A complete flub, but at least no drain.  Tries again with a spirit of Air with noxious breath power (again power 5)
   summons: summon air: 9d6t5 4
   spirit resist: spirit resist: 5d6t5 2
   drain resist: 15d6t5 6

So two services, no drain.

Will get an IC post up in a bit covering all of this.

biotech66

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« Reply #161 on: <06-18-16/0929:48> »
Both posts look good.  Now Who wants to take the lead and make the awesome happen.
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« Reply #162 on: <06-19-16/2156:27> »
Since nobody asked about spells, here is what I suggest:   Marcus and Vexboy sneak forward to take out the guards -- Alf will have his spirit use concealment on those two.

The truck is anonymous enough, and Alf isn't good at the deception thing, so will avoid illusions there.  Would like us to start driving in, to support the other two, so the question is do we do so openly enough, or with lights off and a silence spell over the truck?

We need people scanning for any security we have missed, and obviously how to get into the dome, once we are close.  Ideal would be an entrance we can drive in through, to make it easier with the tank.

Thoughts?

CraterShip

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« Reply #163 on: <06-19-16/2251:17> »
Sounds good to me, I figured we were using the illusions as distraction, but I'm good with not thing in shooting at first. I'll have the lynx stay back as fire support, rotodrones overhead and drive the van up to whichever for looks big enough to drive through. Mostly just worried about the railed drone showing up to blast us...

biotech66

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« Reply #164 on: <06-20-16/2250:21> »
all right, sounds like a plan.  I'll start it up now.
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