Friday 29 March 2013

Shadowrun, StrikeTeam: Operation Hazzard Heist

We join in the middle of a campaign that has been running since the new year. The players are members of a LoneStar special detail designed to pro-actively deal with hardened criminals using the lawlessness of The Barrens to cover their activities and escape the law - i.e. Shadowrunners.

The group currently consists of:
Wires - Human, Skillwire user and team-leader.
Garlak - Ork, Former SWAT marksman.
Placido - Troll, and former Special Response Team grunt.
Miroslav - Human, Corporate Mage and Corporate Intelligence operative.

While visiting a seedy bathhouse in Touristville a British diplomat, and member of the Opposition Party was drugged and kidnapped by three men, who the team suspect to be members of a British special forces or paramilitary group, before ditching their cars in The Barrens.

The group's patron, Mr Johnson from the Corporate Arm of LoneStar, wanted the team to unmask the killers - so he can use the information to blackmail or trade stock with the UK government to secure security contracts - and thus improve his value to Corporate.

To this end he offered the team a 100 thousand nuyen 'gift' were they to take a paid vacation to the Federal District of Columbia and break in to the British Embassy - using their satellite link to access British government databases and search them for the assassins' biometrics taken from the vehicles they abandoned in Seattle.

Plan B was the first to be determined. Narcojet tranquiliser pistols and less-lethal Gel rounds were easy to secure but Neurostun Grenades were unavailable in this unfamiliar city. They also quickly ruled out E-Mags as they were too obvious when used and risked sparking an alarm needlessly.

The team hired a Decker, and native to FDC to hack in to the building's security from its exposed junction with the Local Telecomms Grid and snatch the embassy's security-card database. Using this fabricating any security card ex-recto would be trivial.

The next three days were spent studying the building and its workers. The grounds themselves were warded against magic crossing, yes, but the building itself - if a spell were cast from within the grounds - would appear to offer no resistance. The exterior doors were unguarded, protected only by maglocks - which they already knew they could circumvent. The plan, it seemed, would be simple...

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