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Mailing List Logs for ShadowRN

Message no. 1
From: neon@******.backbone.olemiss.edu (Mike Broadwater)
Subject: maxim plans
Date: Tue, 27 Feb 1996 10:16:16 -0600
*****PRIVATE TO: Maxim Raiders
>>>>>[ Withour knowing the dynamics of the actual group, here's my proposed
invasion plan of the Maxim compound:

First of all, we'll need to break down into several teams. Each team has a
set of specific goals, and almost no team is solely responsible for any one
of them, in case something prevents them from completing it.

Team #1: Overwatch deckers. While most, if not all, of the bases security
is off the matrix, not everything can be. Communication lines, sat links,
etc. will still exsist. I suggest that one or two of the deckers, or how
ever many they think is needed (I'm not the expert on judging matrix
security and what they'll need), either break in and keep the internal
security subdued, or sew havoc among the personnel. Have false messages
from Maxim sent in, whatever they can think off to cause problems with what
they have.

Team #2: Magic. There's been a lot of talk about getting the paranimals and
misc. spirits and elementals of the area to help out. Great. As much
magical force that can be thrown at Maxim to mess with their own mana
throwers the better. While there's not much subtlety to it, it really
doesn't need it. The more people they can keep busy the longer the better.
I heard someone mention creating zombies as well, and thats a good idea to,
as long as they leave us alone. This team and team #1 are the only ones
with out another group backing up there objectives. Neither of these two
teams should have any trouble leaving the compound as they should never
enter it. The deckers will be safe at home, and the wizzers can just slip
quietly into the jungle.

Team #3: The HALO Jumpers: The idea of this team is to do an aerial drop
right to right on top of the nuke bunker, break inside, disarm the nukes,
and get out. I doubt it will be that simple, but I do think it's the best
option. The team should be small, some muscle, a combat decker, whoever can
disarm the nukes, and a mage. It would be best if the nuke specialist could
fill in one of the other positions as well. Whoever is in this team _must_
be good at HALO jumps. If it's not possible to get a mage or decker with
the right expierience, so be it. The kind of jump that's planned in the
conditions expected are not for any hot shot who thinks they can do it just
because they think "they're the best" even if they've never done one before.
I don't think there's anyone like that in the group, but if there is, they
can go somewhere else. There is no room for error.

Team #4: The Gliders: This group is basically the same as the previous,
except that they'll be using Nightgliders as their insertion method instead
of parachuting. This has some benefits and draw backs however. While it'll
be easier to get people into the compound and to the nuke bunker, they're
going to have a slightly higher signature than the jumpers, and will have to
fly directly over more of the base from a much lower altitude. Still, it's
good to have them as there will then be two groups capable of disarming the
nukes in case one is intercepted.

Team #5: The people borrowing the IFV: I love the idea of this. Stealing an
IFV and disguising it so that it looks as if it was damaged in battle and
can't transmit the IFF. This will allow more people into the compound to
take care of an misc. jobs that need to be dealt with. Extra matrix work,
etc. However, I think the best thing that could be done would be to scurry
over to the hangers and steal the Ares Battle platform. Get a rigger inside
her and some extras to work the various weapons systems and we can pick up
the teams and fly/fight our way to somewhere thats not so hot.

Team #6: Contigency: This group is there for more distractions. A fake
nerve gas attack or even a missile strike, they can sit out of the way and
drop whatever is necessary onto Maxim's HQ so that as many people can get
away as possible.

I'm sure there are some more people in the team how can enhance this and
refine it. Right now, it's kind of rough, but I think I've covered most of
the possibilitys and ideas that have been thrown around.

One last thing, the nukes. Are we going to blow them or take them apart? I
think blowing them up is the best option. It's faster and easier, and will
cause less loss of life. It also requires less advanced technical
knowledge. All you need to know is where to put the explosives.]<<<<<
-Blade <10:20:34/2-27-56>
Message no. 2
From: Craigtw1@***.com
Subject: Re: maxim plans
Date: Tue, 27 Feb 1996 11:56:49 -0500
*****PRIVATE: Slash
>>>>>[When you try to blow up the nukes, do NOT pile the warheads together.
If you do, you may have a "Thin Man" type explosion. Which would mean,
there WOULD be a nuclear explosion....Dammit, tell everyone I'm coming along.
I've got to make sure this is done right.]<<<<<
-- Buzz (The one the Only...Human Bee in the Matrix)
Message no. 3
From: shadowtk@********.demon.co.uk (Paul J. Adam)
Subject: Re: maxim plans
Date: Tue, 27 Feb 1996 17:17:32 GMT
*****PRIVATE: Maxim Raiders
>>>>>[Nice plan, Blade, lots of redundancy. I'm up for pretty much
whichever
position needs me most: I'm HALO qualified and experienced, fly just about
anything (helos best, but fixed-wing and Nightgliders are no problem),
and I'm good in a fight. I'd guess that I'll be on one of the armoury teams,
since I qualify as a nuclear expert at the moment <g>

This is shaping up to be one of those nights of living hell that you look
back on with pleasure and disbelief... "Boy! I lived through THAT? Damn,
I'm good...."

I don't suppose we can persuade someone to pay us for doing this, can we? <g>
I made a discreet application for Federal funding, but no joy.

As for the nukes, I'd go for blowing them in place if necessary. It would
be nice to steal them and get them properly dismantled, but planning for
that as a mission requirement complicates things greatly. If we don't have
time to destroy them properly, I can at least thoroughly damage them in a
very short space of time.]<<<<<
-Blade <17:25:34/2-27-56>
Message no. 4
From: "Mark A. Imbriaco" <mark@******.net>
Subject: Maxim Plans.
Date: Tue, 27 Feb 1996 12:47:45 -0500
*****PRIVATE: Maxim Raiders
>>>>>[ I'd guess that if we look at that model, I'd be a combat-mage on
the Nightglider team. I can handle them pretty well, and I'm no stranger
to ordanance either. ]<<<<<
-- Griffyn <12:48:12/02-27-57>
Message no. 5
From: bschlitt@**********.net (Dr. Robert Kyle)
Subject: Re: maxim plans
Date: Tue, 27 Feb 1996 22:23:29 -0600
*****PRIVATE TO: Maxim Raiders
>>>>>[I should probably go in with the magic thrower team. As to the
Nukes,
I am in-favor of taking the important pieces with us and blowing the rest of
it up. For me, and for the local spirits, it would be much prefered. For
the money-grubbing members, it could easily be sold to one of the Major
Corps for major NuYen. It may be more dangerous, but I feel it is worth the
effort.]<<<<<
-- Shade <21:35:25 / 2-27-95>
Message no. 6
From: shadowtk@********.demon.co.uk (Paul J. Adam)
Subject: Re: maxim plans
Date: Wed, 28 Feb 1996 18:49:01 GMT
*****PRIVATE TO: Maxim Raiders
>>>>>[Shade, somehow I can't quite see us opening a market stall.
"Kryton Timers, One Careful Owner, Priced For Quick Sale". <g> I
doubt selling any nuclear weapon parts is a good idea.]<<<<<
-- Lynch <19:51:45 / 2-28-95>

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