Elf Missions Number 2

Whats next

Corp Military Facility Raid
0
No votes
Guard a safehouse for 48 hours
0
No votes
Raid "Greys" research station - need to escort decker
1
20%
Raid a train before it crosses boarder to UCAS
3
60%
Stop a group of runners from completing a mission.
1
20%
 
Total votes: 5

User avatar
Kyle
Posts: 135
Joined: Wed Nov 01, 2017 2:34 pm

Re: Elf Missions Number 2

Post by Kyle » Thu Aug 04, 2022 12:46 pm

I will note, you wont know what the escort method will be until day of. Each day different secure packages are delivered to the station and secured by train service personnel while in transit. NOT the corporations or UCAS government. That doesn't mean they don't have agents on the train.

They basically checkin a package which is then securely transported to a secured car.

Being at the end to receive the package you would need the electronic baggage claim 'ticket'.

The train still changes configurations each day, so it does not set the secure storage car or cars in the same place daily. Typically commuter cars are placed together, but it's not guaranteed.

Dave
Posts: 288
Joined: Wed Nov 01, 2017 9:07 am
Location: Arre

Re: Elf Missions Number 2

Post by Dave » Thu Aug 04, 2022 8:27 pm

We should take a few rides on the train before we hit it. See if we can spot any agents that might be regular riders.

I got an idea-
I————--10 min—————I————-—-10 min————I———-——11 min————I
(A)~~~~~~~~~~~~~———(B)————————————(C)————————————(D) home free
—————————————4 min——————————4 min————————————


A- Someone boards the train. Try to situate close to the secure car and spot any agents that might be around. 10 minutes to get situated and scope out potential trouble.

B- The rest of the group boards the train dressed as train service personnel. They are replacing the crew in the secure car. A decker could hack in and set the stage for this. Our smooth talking face can help make it happen. Even if the rail guards don’t get off the train, our guys get on and in there. 4 minutes should be plenty of time for that.

If the rail guards stay, our guys take them out without killing them. Narcojet, gnat drones, stun batons, tasers, whatever. After that they set about locating the case, and securing the doors to the other cars. Our rider keeps their eyes peeled. If it looks like any agents want to get into the secure car, they notify the folks there and try and delay said agents. 10 minutes. We can do that.

C- The folks in the secure car get off with the package. Like they own the place. Probably be a good idea to take a bunch of stuff to cover our tracks some. Make it look like we maybe weren’t after just our target. Might be some good bonus schwag to be scored, especially if there is more military gear. Have transport parked at that station. A rental truck would be cool. Our decker can scrub any ID markers with the rental or station surveillance.

D- Our rider gets off the train and goes about his business.

Easy peasy, slick and greasy.

Thoughts?
kyle wrote:The party then goes full retard

Dave
Posts: 288
Joined: Wed Nov 01, 2017 9:07 am
Location: Arre

Re: Elf Missions Number 2

Post by Dave » Sun Aug 07, 2022 1:57 pm

Did some research on gear we might want for this caper. Kyle’s notes are included.

Start with an aside- OICW Assault rifle- d20 future info age, a pouch full of Violet rations- fusion age equipment- seems like we have been missing something cool

Doesn’t include the microdrones with Narco pads. Should probably get a shit load of those.

SR6 didn’t find d20 equivalent

SR6 pg 122 costs pg 321
Narcojet dart guns? 50ny/dose Sure you can get those- turns out d20 Mod Arcana has tranquilizer darts listed
Stun guns d20 simple weapons Sure you can get those
Neurostun gas grenade or something? X is availability 7 May take longer then you have time to react to this event

Stick-n-shock ammo pg 262 Sure you can get those
Flash-pak grenades pg 263, Cul has one already Yes but I consider that an illegal item – don’t get caught.
Head jammer pg 269 Sure you can get those up to level 3 easily – others take more time but I consider that an illegal item – don’t get caught. Probably not needed. They need to be attached. A regular I think will do the trick.
Jammer pg 270 Sure you can get those up to level 3 easily – others take more time



D20 gear- all found on the website

Sonic pulse grenade d20 future info age weapon Yes but I consider that an illegal item – don’t get caught. Probably too noisy. I think we want some kind of stealth here.
Tangler guns and grenades (pretty slow acting, gotta hit a lot to be worthwhile) Let me look it up.
Stun batons Sure you can get those
EMP grenades for robots d20f fusion age weapon Yes but I consider that an illegal item – don’t get caught.
Stun grenades- d20f gravity age Yes but I consider that an illegal item – don’t get caught. Again with the noise.
Flash-seal blocks- d20 fusion age equipment Yes but I consider that an illegal item – don’t get caught. To seal the doors. We should stock up on some of these. They seem pretty useful.
Neural scramblers- d20 fusion age equipment Yes but I consider that an illegal item – don’t get caught.
Serious zip cuffs- d20 professional equipment Sure you can get
kyle wrote:The party then goes full retard

DalamarD
Posts: 47
Joined: Wed Nov 01, 2017 2:39 pm

Re: Elf Missions Number 2

Post by DalamarD » Mon Aug 08, 2022 11:01 am

Question for you Kyle: What about illegal body mods? I'm not sure if any of Katya's augs are illegal or not.

As for our plan, Slate can scope out the train for several days ahead of time. His fake identity is a delivery person, so he has plausible reasons for being on the train every day. He can check out the security and other relevant info as needed.

User avatar
Kyle
Posts: 135
Joined: Wed Nov 01, 2017 2:34 pm

Re: Elf Missions Number 2

Post by Kyle » Mon Aug 08, 2022 11:09 am

There will be around 12 cars.

Any body mods that are lethal will need a license.

If you want to board the train normally, tell me which class of service.

Dave
Posts: 288
Joined: Wed Nov 01, 2017 9:07 am
Location: Arre

Re: Elf Missions Number 2

Post by Dave » Mon Aug 08, 2022 12:17 pm

I was thinking that Cul would be a good choice with his high Spot.

Also thinking about doing multiple rides in different class cars to scope out lay in all of them.

When the day comes for the caper, we should have both first class and regular tickets so if the freight car is attached to whatever, our inside guy is close.
kyle wrote:The party then goes full retard

User avatar
Kyle
Posts: 135
Joined: Wed Nov 01, 2017 2:34 pm

Re: Elf Missions Number 2

Post by Kyle » Mon Aug 08, 2022 5:03 pm

Your research shows you the first class are typically seperated from basic by a cargo car. No walkway through. The first class has cabins 4-5 per.

You assume 7 basic, 1-3 cargo, and 1-3 first class. And engines on each side.

User avatar
Kyle
Posts: 135
Joined: Wed Nov 01, 2017 2:34 pm

Re: Elf Missions Number 2

Post by Kyle » Mon Aug 08, 2022 11:15 pm

When we last saw our adventurers they had just sucessfully subdued the guard crew of the train and were exiting the station at UCAS Naval Station Everett terminal.

The caster snd rigger were awaiting offload of the drone box.

The other 3 had 4 hand carried containers.

The van was enroute eta less then 1 minute.

The robotic guard triggered the alarm after the jamming signal moved away from the car.

Expect resistance.

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