this post was submitted on 12 May 2025
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I'm looking for feedback for generic opposition.

Problem

My players have gotten to the point where gangers and bodyguards don't really threaten unless they show up in force (like 2x the number of players). The Solo has made great choices about equipment and IP assignment, so they're dancing around most mooks I throw their way.

I'm trying to create a general corporate "Rapid Response Team" (borrowing from Shadowrun) that can pose a serious threat to the PCs. I plan to use them as reason why the players try to avoid triggering alarms or waltzing into corporate areas guns blazing.

Solution

Rapid Response Teams are deployed when an alarm goes off, or there's a confirmed threat in an area a corp wants to keep safe. They're deployed in groups of 1.5x the party size (6 in my case). One group is deployed at each exit, to a maximum of 3.

Loadout:

  • +14 on weapons and brawling skills. They are "Elite" according to the 3 Goon Method.
  • MOV 5 or 6.
  • Melee
    • Nightstick (heavy melee: ROF 2, 3d6)
    • Karate: hit with nightstick, then hit with Martial Arts attack, then break armour. (4d6 due to linear frame's BODY stat)
  • Range
    • Nearish range: <6 squares, Shotgun (ROF 1, 5d6), AP ammo
    • Longer range: 6+ squares, Assault rifle (ROF 1, 5d6), AP ammo
  • Grenades
    • Indoors: smoke
    • Outdoors: AP
  • Cyberware
    • Thermal optics
    • Linear frame Sigma (Body 12)

Tactics:

  • Goal: overwhelming force to flatten opposition
  • Move in groups. Take extra turns to stay together. Move silently.
  • Cluster at the end of hallways, on their turn, step out to fire then back under cover.
  • When entering rooms: cluster at doorway, throw a smoke grenade, then rush in.
  • Focus targets - aim for whoever they think they can pick off.
  • Fill space with smoke grenades to blind opposition, then use their thermal optics.

Some alternatives

  • Flashbangs rather than smoke grenades - they trigger 20 rounds of Damaged Eye/Ear critical injuries. I think I'd rather save those for the next level of operatives tho.
  • A ROF 1 heavy melee weapon. I'd prefer to stick with ROF 2 so they can use martial arts attacks when in melee range.
  • Give them four arms and shields. Again, I'd prefer to save that for the heavier hitters.
  • Other martial arts. I haven't looked at the new Interface, but I'd prefer to avoid choking, since that means a player is just rolling against a DV for 3 rounds.

So, any suggestions or improvements?

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[–] sbv@sh.itjust.works 1 points 1 day ago

Focus targets - aim for whoever they think they can pick off.

I should have said coordinate fire. I want them to be organized and disciplined. They'll use comms to pick a target and repeatedly fire on it.