Hey, all,
I'm running a game tomorrow and it's been a while since I've run Shadowrun- I was wondering if any capable GMs could glance over the opposition NPCs and drones and tell me if these are too powerful for a slightly-above-starting group of 5-6 PCs, pretty well-rounded, but not perfectly min-maxed? Thanks. Oh, and if anyone likes and wants to use these NPCs, drones or vehicles, glad to contribute to the common good.
Renraku Quick Response Team MemberThe quick responders are trained to be the first on the scene when an alarm sounds at a Renraku facility. Because of an incident 2 years ago, the teams are not allowed to use lethal ammo unless the intruders have been proven to use deadly force themselves- i.e. good intel or the team is fired at. For that reason, their clips are initially loaded with gel rounds. The teams tend to think this rule is stupid, and will typically have the Controller falsely report that one of the team members is packing gel when they really have regular rounds loaded. If the event of an emergency, the member armed with lethal rounds will lay down cover fire while the rest of the team switches magazines.
B A R S C I L W E
4 4 3 4 3 4 3 2 -
(4)
Initiative: 8 x 2
Active Skills: Firearms 4 (8+2), Athletics 2 (7), Clubs (Bayonet) 3 (7), Unarmed Combat 3 (6), Dodge 3 (7)
Cyberware: Wired Reflexes 1, Aluminum Bone Lacing (+2 Body to Resist and +1 Impact Armor), Internal Commlink (R: 4, Sig: 3, F: 4, Sys: 4), Datajack
Armor: Full Body Armor (10/8), Chemical Protection, Fire Resistance, Nonconductivity
Gear: Goggles 4 (Flare Compensation, Low-Light, Smartlink, Thermographic), 2 Flash-Bang grenades
Weapons:
FN HAR Dam: 6P, AP: -1, Mode: SA/BF/FA, RC: 2, Ammo: 35 (c)
Smartlink, Stun Bayonet (Dam: 6S, AP: ˝), Gel Rounds (Dam: 5S, AP: +1)FN 5-7C Dam: 4P, AP: -, Mode: SA/BF, RC: 1, Ammo: 20 (c)
Renraku Quick Response ControllerThe Controller stays in the QRV while the team takes down the intruders- he runs the tactical matrix system that allows the team to act as a single entity, and also translates the sensory information from the QRV to the team, which gives them a major advantage in combat.
B A R S C I L W E
3 2 4 3 3 4 5 5 -
Initiative: 8 x 1, Matrix: 10 x 3
Active Skills: Firearms 3 (5+2), Athletics 1 (4), Clubs (Bayonet) 2 (5), Dodge 3 (7), Electronics 4 (9), Cracking 4 (9)
Cyberware: Internal Commlink (R: 5, Sig: 4, F: 5, Sys: 5), Datajack
Armor: Full Body Armor (10/8), Chemical Protection, Fire Resistance, Nonconductivity
Gear: Goggles 4 (Flare Compensation, Low-Light, Smartlink, Thermographic)
Programs: Common Use 5, Attack 5, Armor 5, Encrypt 3, Track 4, Spoof 3, Biofeedback Filter 4
Weapons:
FN 5-7C Dam: 4P, AP: -, Mode: SA/BF, RC: 1, Ammo: 20 (c)
Quick Response Vehicle – UsagiThe Renraku Usagi is a QRV, a quick response vehicle designed to allow corporations to respond to small, remote offices that are too expensive to staff with well-equipped and heavily modified security personnel. In addition to a way to deploy a team within minutes of an emergency signal being triggered, it also acts as a tactical node that allows the deployed force to act in concert with each other, and remotely access the combat resources of the QRV as well.
Vehicle Handling Accel SpeedUsagi +2 10/45 180
Pilot Body Armor Sensor4 15 15 4
Response Signal Firewall System5 4 5 5
Standard Mods: Ram Plate, Smoke Projector, 2 remote weapon turrets, 4 minidrone racks
Weapons:
Assault Cannon Dam: 10P or 9S, AP -5 or -2, Mode: SS, RC: -, Ammo: 15 (c)
Dual Clip system selection: regular or gelGrenade Launcher Dam: Varies, AP: -, Mode: SA/BF, RC: -, Ammo: 6 (d) x4
This grenade launcher has 4 drums containing 6 minigrenades each, which can be selected between as a free action each round. Typically, these contain Flash-Bang, Thermal Smoke, Pepper Punch and Neuro-Stun Gas grenades.The assault cannon is a modification of an Ares Panther XXL that is modified to accept two magazines that can be electronically selected between. It’s typically used to take down hardened targets like trolls hopped up on psychotropic drugs, though regular rounds are sometimes used to bust down barriers or secured doors to allow the team to enter and subdue intruders. The launcher is a versatile device that is usually used to disorient targets, but in the event that the intruders are in a confined, hard-to-breach area, Neuro-Stun grenades are almost certain to bring them down.
Autosofts: Maneuver (Ground Vehicle) 4, Targeting (Heavy Weapon) 4, Clearsight 3
Sensors: Camera 4 (Flare Compensation, Low-Light Vision and Thermographic), Radar 4
Renraku YokujinThe Yokujin is similar to the Dragonfly counter minidrone system sold by Cyberspace Designs, but with a shape more reminiscent of a spider with a rotor blade mounted on its back- when attacking other drones, it wraps its extended legs around the offending device and bites into it with its mechanized fangs. These same fangs are also able to deliver a potent dose of Neuro-Stun to Metahuman targets, knocking them out to be apprehended by the team.
Vehicle Handling Accel Speed
Yokujin +1 10/20 30
Pilot Body Armor Sensor
3 1 1 2
Response Signal Firewall System
4 3 3 4
Standard Upgrades: Improved Takeoff and Landing 2, Minidrone weaponry
Autosofts: Targeting (Close Combat) 4, Defense 3, Maneuver 3
Special Equipment: The Yokujin can use the same minidrone attack as the Dragonfly, with a DV 5 and AP 0 against mini- and microdrones, but only DV 1 against all other targets. If the drone makes an attack that bypasses a metahuman target’s Resistance roll, a dose of Neuro-Stun is delivered into his or her bloodstream, and must immediately deal with the effects of the Toxin next Turn. Neuro-Stun takes effect in 1 Combat Turn, has DV 10S and Disorientation (-2 dice to all pools for 10 minutes), and is resisted by Body + any particular antidotes in effect. Then Roll Willpower to resist Stun.
Sensor: Camera 2 (Themographic)
Renraku Security GuardRenraku baseline security guards are lightly armed and cybered- wage slaves with a two year education and a license to carry a weapon (non-lethal in public areas, otherwise in more secure locations). They serve 2 purposes: sound the alarm and slow down the intruders; whether they survive the encounter is only a matter for Renraku’s accountants.
B A R S C I L W E
2 3 3 3 2 3 3 2 -
(4) (5) (5) (4)
Initiative: 6 x 1 (7 x 2)
Active Skills: Firearms 3 (

, Athletics 2 (5), Clubs 3 (6), Dodge 3 (6), Perception 3 (6 +2), Etiquette 3 (5)
Cyberware: Auto-injector (Cocktail of Nitro and Jazz; +2 to Str, Will and Per, High Pain Tolerance 6, +1 Rea and +1 Initiative Pass for 10 x 1d6 minutes)
Armor: Vest 6/4
Gear: Commlink (R: 3, Sig: 2, F: 3, Sys: 3), Glasses 4 (Low-Light, Image Link, Smartlink)
Weapons:
Shocker Dam: 8S (e), AP: 1/2, Mode: SS, RC: -, Ammo: 4 (m)
Sakura Fubuki Dam: 4P, AP: -, Mode: SA/BF, RC: (1), Ammo: 10 (ml)x4
Stun Baton Dam: 6S, AP: 1/2, Range: Melee - -
Renraku Security KumoSecurity spiders in the Renraku mall and Productivity node dress as samurai, katana at their sides and hair in topknots. Their watchful eyes and countless spirits/applications help them watch the matrix and the meat for criminal intrusions or programs that seem out of place.
B A R S C I L W E
2 2 4 1 3 5 5 5 -
Initiative: 9 x 1, Matrix: 12 x 3
Active Skills: Hacking 4 (9), Electronics 5 (10), Gunnery 3 (Sensor + Gunnery), Pilot (All) 4 (8+Handling)
Cyberware: Internal Commlink (R: 5, Sig: 4, F: 5, Sys: 5), Control Rig, Datajack
Armor: None
Gear: None
Programs: Common Use 5, Attack 5, Armor 5, Encrypt 3, Track 4, Spoof 3, Biofeedback Filter 5, Defuse 4, Medic 4, Black Hammer 4, Stealth 5, Oni Agent 3
Weapons: None (Besides drones)
Renraku Security Liaison Support (SLS) DroneThis small, wheeled drone is designed with a cartoonish, ball-like appearance and ill-fit to move about on anything other than the flat, polished floors of a Renraku mall. Designed as a non-lethal, media friendly means of disarming and detaining even the most frantic of shoppers-cum-assailants, the SLS is a friend to the security officer who has determined his taser isn’t enough, but isn’t ready to resort to lethal force yet.
Vehicle Handling Accel Speed
SAS - 10/25 60
Pilot Body Armor Sensor
3 2 4 3
Response Signal Firewall System
3 3 3 3
Standard Upgrades: 2 Weapon Mounts (remote-controlled, internal)
Autosofts: Targeting (Heavy Weapons) 3, Targeting (Longarm) 3, Maneuver 3
Sensor: Camera 3 (Smartlink, Low-Light, Themographic)
Weapons:
Glop Cannon Dam: Special, AP -, Range: SMG. Mode: SA, RC: 2, Ammo: 50 (belt)
Freeze Foam 4 – Armor and Structure = 4
Defiance T-250 Dam: 6S, AP: 1/2, Range: Shotgun, Mode: SA, RC: 2, Ammo: 5 (m)
Stick ‘n’ Shock ammoRenraku “Tengu” Tactical Intervention DroneThe Renraku Tengu, sometimes known as “the walking gun”, is an uncomplicated drone with two spindly, bird-like legs surrounding a light, SMG-or-smaller gun. This light system couldn’t possibly hope to bring down a prepared team of shadowrunners, but in combination with some electronic counter measures and thermal smoke, it might serve to delay them while a Quick Response Team makes the scene. These small drones can be hidden, inactive, in small broom-closet cubby holes throughout Renraku facilities, awaiting the need to come to life and surround intruders.
Vehicle Handling Accel Speed
Tengu +1 10/20 40
Pilot Body Armor Sensor
3 3 3 3
Response Signal Firewall System
3 3 3 3
Standard Upgrades: Weapon Mount (external, remote turret), Smoke Projector (Thermal), Jammer 4
Autosofts: Targeting (Automatics) 3, Defense 3, Maneuver 3
Sensor: Camera 3 (Smartlink, Low-Light, Ultrasound)
Weapons:
Colt Cobra Dam: 5P, AP: -, Range: SMG, Mode: SA/BF/FA, RC: 5, Ammo: 100 (drum)
Smartgun, Sound Suppressor Renraku Security MageB A R S C I L W E
2 3 3 4 5 5 2 5 -
Initiative: 8 x 1
Astral Init: 10 x 3
Magic: 5
Active Skills: Firearms 2 (5), Melee 4 (9), Athletics 2 (5), Dodge 2 (5), Spellcasting 5 (10), Counterspelling 4 (9), Banishing 4 (9), Summoning 0 (5), Assessing 5 (10)
Cyberware: None
Spells: Manaball (F/2+2), Heal (DV-2), Increase Reflexes (F/2+2) Wind Aura (F/2+3), Mana Net (F/2+2), Armor (F/2+3)
Armor: Full Body Armor (10/8), Chemical Protection, Fire Resistance, Nonconductivity
Gear: Commlink (R: 4, Sig: 3, F: 4, Sys: 4), Sustaining Focus 3 (Jade Amulet)
Weapons:
FN 5-7C Dam: 4P, AP: -, Mode: SA/BF, RC: 1, Ammo: 20 (c)
Katana Focus 2
Renraku Shinto ExorcistThe Shinto exorcist has a deep and meaningful relationship with the spirits- but that doesn’t matter. Renraku uses their enlighted perceptions to protect their facilities with spiritual energies and the mighty Kami of the Island Nation.
B A R S C I L W E
2 3 3 4 6 5 2 5 -
Initiative: 8 x 1
Astral Init: 10 x 3
Magic: 6
Active Skills: Firearms 2 (5), Melee 4 (9), Athletics 2 (5), Dodge 2 (5), Spellcasting 4 (10), Counterspelling 4 (9), Banishing 5 (11), Summoning 5 (11), Assessing 5 (10), Astral Combat 4 (9)
Cyberware: None
Spells: Manaball (F/2+2), Heal (DV-2), Increase Reflexes (F/2+2) Wind Aura (F/2+3), Mana Net (F/2+2), Armor (F/2+3)
Armor: None
Gear: Commlink (R: 4, Sig: 3, F: 4, Sys: 4)
Weapons: None