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Message no. 1
From: "D. Ghost" <dghost@****.COM>
Subject: Fear of God (Was: Players, LONESTAR, heavy weapons downtown,
Date: Sun, 11 Oct 1998 16:05:23 -0500
Okay, here some stats for Lone Star SWAT officers intended to put the
Fear of --err-- Lone Star into players. (Based off the stats in the Lone
Star book. The main revision is that this assumes that while LS may not
be able to afford to equip their beat cops exceptionally well, they can
and will give all sorts of nice toys to their boys in SWAT.)

SWAT Combat Mage
B Q S C I W E M R
4 5 3 3 5 5 5.3 5 4
INTV: 4+2D6 (Physical) / 26+1d6 (Astral)
Intiate Grade: 1 (Total Magic Rating: 6)
Note: W/ Gradual Initiation, common metamagical ability is shielding.
Combat Pool: 7
Magic Pool: 6 (SR2) / 8 (SR3)
Skills (SR2): Ettiquette (Corp) 2, Ettiquette (Street) 2, Firearms 4.
Skills (SR3): Ettiquette 2 Corp 3), Pistols 4.
Skills (Both): Conjury 4, Sorcery 6, Stealth 3, Unarmed Combat 3.
Cyberware: none
Bioware:
Trauma Damper (.4)
Synaptic Accelerators (.3)
Gear: Armor Jacket (5/3), Commlink, Ceska Black Scorpion Machine Pistol
(1 extra clip, Laser sight, and Custom), (Sr2: 2 Spell Locks - Armor w/4
successes, & Personal Combat Sense w/2 successes; SR3: 2 Sustaining Foci
- Armor & Personal Combat Sense).
Spells: Armor 4, Mana Bolt 6, Mana Ball 5, Personal Combat Sense 4, Stun
Bolt 6.

SWAT Decker
Omitteed :)

SWAT Rifleman
B Q S C I W E BI R
4 6 4 2 5 4 2.5 .4 4(8)
INTV: 8 + 3D6
Combat Pool: 7 (reduced to 6 from armor?)
Skills (SR2): Ettiquette (Corp) 3, Ettiquette (Street) 4, Firearms 5.
Skills (SR3): Ettiquette 3 (Street 4), Pistols 4, Assault Rifles 4.
Skills (Both): Stealth 4, Unarmed Combat 4.
Cyberware:
Smartlink II (.5)
Wired Reflexes II (3)
Bioware:
Trauma Damper (.4)
Gear: AK-97 (w/ Improved Gas-Vent II, Smartlink II, IBS, and 2 extra
clips), Medium Security Armor & Helmet w/ Thermo vision (7/7), Ruger
Thunderbolt (w/ Smartlink II, Custom, Improved Gas vent II, 2 extra
clips, and 1 clip of APDS), Commlink.

SWAT Sniper
B Q S C I W E R
4 6 4 3 5 5 3.9 5(7)
INTV: 7 + 2D6
Combat Pool: 8
Skills (SR2): Ettiquette (Corp) 3, Ettiquette (Street) 4, Firearms 4
(Specialization Ranger Arms Lone Star Special Issue Sniper Rifle 7).
Skills (SR3): Ettiquette 2 (Corp 3, Street 4), Pistols 4, Rifles 4
(Specialization Ranger Arms Lone Star Special Issue Sniper Rifle 7)
Skills (Both): Stealth 5, Unarmed Combat 3.
Cyberware:
Smartlink II (.5)
Cyber eyes w/ Optical vision mag 3, Flare comp, low-light &
thermographic vision. (.4)
Wired Reflexes I (2)
Bioware: none.
Gear: Light Security Armor w/ Helmet (7/6), Ruger Thunderbolt (w/
Smartlink II, Custom, Improved Gas vent II, and 2 extra clips), Ranger
Arms Lone Star Special Issue Sniper Rifle (w/ bipod, APDS ammo, and 1
extra clip.), Commlink.

SWAT Spotter
Ommited since I have no idea what the spotter's is ...

New Gear:

Ranger Arms Lone Star Special Issue Sniper Rifle
Conceal Ammo Mode Damage Weight Avail. Cost St. Ind. Legal RC
- 6(c) SA 14S 3.5 14/1 mo 6,000 5 2-K 2
Includes: A comnination Gas Vent II with a Silencer, as well as Smartlink
II and a rating 3 Vision Magnification scope with Thermographic circuits.
The gun features a fully adjustable hand grip and stock allowing the
user to get an individual fit (treat as customized from FoF). The
handgrip also features Individual Biometric System (IBS from Corp Sec).
The Gun breaks down in 3 Complex actions into Scope, Silencer, clip,
Stock & Reciever & Grip/Trigger mechanism, and Barrel. Re-assembling the
gun takes 4 Complex actions (If the user only uses three Complex actions,
halve the modifiers from Smartlink). This weapon has the same fragility
problems as the Ranger Arms SM-3 (See page 239 SR2 or 278 SR3).

Now, is that enough to make you afraid?

--
D. Ghost
(aka Pixel, Tantrum, RuPixel)
"Coffee without caffeine is like sex without the spanking." -- Cupid

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Message no. 2
From: "D. Ghost" <dghost@****.COM>
Subject: Re: Fear of God (Was: Players, LONESTAR, heavy weapons downtown,
Date: Sun, 11 Oct 1998 16:41:27 -0500
On Sun, 11 Oct 1998 16:05:23 -0500 "D. Ghost" <dghost@****.COM> writes:
>Okay, here some stats for Lone Star SWAT officers intended to put the
>Fear of --err-- Lone Star into players. (Based off the stats in the
>Lone Star book. The main revision is that this assumes that while LS
>may not be able to afford to equip their beat cops exceptionally well,
>they can and will give all sorts of nice toys to their boys in SWAT.)

<SNIP>

Forgot One:

SWAT Physical Adept
B Q S C I W E M R*
5 6 5 3 4 4 5.1 5 4(5)/4(8)
INTV*: 5 + 2D6 / 8 + 3D6
Intiate Grade: 1
Combat Pool*: 6 / 6(7)
*Before the slash is SR2, after slash is SR3.
Skills (SR2): Ettiquette (Corp) 3, Ettiquette (Street) 4, Firearms 4.
Skills (SR3): Ettiquette 3 (Corp 4), Pistols 4, Assault Rifles 4
Skills (Both): Stealth 5, Unarmed Combat 5.
Cyberware: none
Bioware:
Cultured Trauma Damper (.3)
Enhanced Articulation (.6)
Gear: AK-97 (w/Improved Gas Vent-II, laser Sight, IBS, & 2 extra clips,
and 1 clip of APDS), Light Security Armor & Helmet with Thermovision
(7/6), Ruger Thunderbolt (w/ Laser Sight, Custom, Improved Gas Vent-II,
and 2 Spare clips), Commlink.
Physical Adept Abilities:
SR2:
Increased Reflexes 1 (1)
Distance Strike (2)
Smashing Blow (1)
Killing Hands M (2)
SR3:
Increased Reflexes 2 (3)
Smashing Blow (1)
Killing Hands M (1)
Combat Sense 1 (1)

Note: I'm not sure whether the +1 Reaction is cumalative with the
Increased Reflexes Reaction Bonus, in the stats above, it is assumed it
is NOT (which only impacts the SR3 version.).

Errata:

SWAT Rifleman:
SR3 Skills: Assault Rifles should be 5, not 4.
Gear: There should be 1 clip of APDS for the AK-97, not for the Ruger
Thunderbolt.

There should have been a note that with the exception of the commlinks,
security armor, assault and sniper rifles, the SWAT team members own
their gear.

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Message no. 3
From: Gurth <gurth@******.NL>
Subject: Re: Fear of God (Was: Players, LONESTAR, heavy weapons downtown,
Date: Mon, 12 Oct 1998 11:48:50 +0200
According to D. Ghost, at 16:05 on 11 Oct 98, the word on the street
was...

> Now, is that enough to make you afraid?

Looks good, except SWAT teams using AK-97 assault rifles is a bit
unrealistic (this is a minor complaint about the LS sourcebook, not your
revision). SMGs are usually used because they don't have an assault
rifle's length, as well as other advantages that don't really translate to
SR very well -- they're not as likely to shoot through walls, for example.
This would also be a good reason for not carrying APDS, since you don't
want to accidentally kill someone in the next room. In stressful
situations there would be too great a chance for the cop to accidentally
load APDS when the weapon is empty.

Also the Black Scorpion for the mage is a very starnge choice of weapon.
The mage would have the same pistol as all the other SWAT members are
using for a back-up weapon, and anyway if you give the mage an SMG as well
then (s)he can double as a rifleman. (And I don't buy the "mages need more
training so they won't have all the rifleman's skills" explanation -- any
mage on a SWAT team would be just as skilled in normal SWAT tactics as the
rest of the team. The team's lives, and those of hostages etc., depend on
it.)

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Warning! Choking hazard -- small letters.
-> NERPS Project Leader * ShadowRN GridSec * Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-
-> The New Character Mortuary: http://www.electricferret.com/mortuary/ <-

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Incubated into the First Church of the Sqooshy Ball, 21-05-1998
Message no. 4
From: Fixer <fixer@*******.TLH.FL.US>
Subject: Re: Fear of God (Was: Players, LONESTAR, heavy weapons downtown,
Date: Mon, 12 Oct 1998 07:46:33 -0400
On Mon, 12 Oct 1998, Gurth wrote:

->According to D. Ghost, at 16:05 on 11 Oct 98, the word on the street
->was...
->
->> Now, is that enough to make you afraid?
->
<snippipoo>
->Also the Black Scorpion for the mage is a very starnge choice of weapon.
->The mage would have the same pistol as all the other SWAT members are
->using for a back-up weapon, and anyway if you give the mage an SMG as well
->then (s)he can double as a rifleman. (And I don't buy the "mages need more
->training so they won't have all the rifleman's skills" explanation -- any
->mage on a SWAT team would be just as skilled in normal SWAT tactics as the
->rest of the team. The team's lives, and those of hostages etc., depend on
->it.)

And (since Gurth's post made me think of it) having a mage in the
sniper's position makes perfect sense if they're also using an optical
scope..... ]:-)

Fixer --------------} The easy I do before breakfast,
the difficult I do all day long,
the impossible only during the week,
and miracles performed on an as-needed basis....

Now tell me, what was your problem?
Message no. 5
From: Iridios <iridios@*********.COM>
Subject: Re: Fear of God (Was: Players, LONESTAR, heavy weapons downtown,
Date: Mon, 12 Oct 1998 20:51:27 -0400
Gurth wrote:

> Also the Black Scorpion for the mage is a very starnge choice of weapon.
> The mage would have the same pistol as all the other SWAT members are
> using for a back-up weapon, and anyway if you give the mage an SMG as well
> then (s)he can double as a rifleman. (And I don't buy the "mages need more
> training so they won't have all the rifleman's skills" explanation -- any
> mage on a SWAT team would be just as skilled in normal SWAT tactics as the
> rest of the team. The team's lives, and those of hostages etc., depend on
> it.)

It would be very common (IMO) to see the SWAT mage fully, technically
trained in normal combat skills, as I would think that SWAT members
would train to fill as many posistions within the team as possible to
cover any absences or such. I say technically trained because his
being a mage would most likely mean he would see less "normal" combat,
and other SWAT members of course would have no real way to train for
the mages posistion.

--
Iridios
iridios@*********.com
ICQ UIN:6629224
http://www.geocities.com/Area51/Shadowlands/9489

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