Guerilla Gangoons

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Guerilla Gangoons
Part of The Arrival
Date2085-01-03
GMAsmodeus
LocationRedmond, Seattle
Status Threat Level: High
Factions Involved
ShadowHaven
West Coast Monolith
Ancients Halloweeners
Denarii
Eric Payne Boombox
Drengr
Bunny Hop
Gangers Template:AARCharacterlist
Casualties and losses
6 gangers died to rampaging shedim.

Summary

The team helps discreetly sabotage some things in preparation for an upcoming convoy escape by the Monolith forces.

Background

The siege initiated by Urubia offering bounties on confirmed WCM members led to many gangs thirsty for a five figure price to start hunting them. It's pushing the gangers to their limit and they need to make preparations for their eventual breakthrough and escape from their camp at Devil Lake.

The Meet

The meet occurs in an abandoned convenience store south of Glow City. An Ancient and Monolithian have each other at gun point and the team slowly defuses the situation, hearing out both sides' offer. Unfortunately for the Ancient, the gang decides to help the WCM in sabotaging the siege discreetly by installing a backdoor to the generator mostly supporting the hardware their WAN is built around, stealing ammo from the rooftop snipers and deleting useful information the gangs use for security. The Ancient is drugged with Laes eventually and dropped off somewhere relatively safe.

The Plan

Doing some searches, the team finds the club that the generator is in as well as a hot dog stand in a plaza near Devil Lake that the gangers vaguely coordinate their efforts. Due to several gangs being around, violence is commonplace and cooperation is limited, offering security gaps that an infiltrator like Denarii can exploit. First, he practices hot dog making by learning how to cook and almost gives Drengr food poisoning.

The Run

Denarii has a synthskin mask programmed by BHop to look like one of the confirmed individuals in the area and replaces one of the shift workers at the food kiosk, making passable soydogs for the gangers until a suitable distraction occurs. Stealing the paper ledgers containing the names of all the accounted for gangers is relatively easy thanks to the drake's expert skillset for infiltration.

Next up is the bar, held by Halloweeners. After Boombox doing some scouting by peeking under doors with fiber-optic cables, they decide infiltration's unlikely to work. BHop hacks the local host and finds information that the very hot, 55 Celsius warm bar has a mage as reinforcements. Exploring the basement, they find the former burned victims of the Halloweeners dumped as corpses, now possessed by shedim since the bodies weren't disposed of properly. After thinking carefully about the possibilities, the team finally finds a possible way through, finding the generator on the main floor but guarded by two very perceptive gangers. Drengr's task spirit projects through a wall, materializes and breaks the barricade downstairs, opening the door and letting the shedim into the bar. The Halloweeners and shedim begin fighting with flame and fist while Boombox sneaks into the generator room through the back door and with the spirit's help installs the backdoor device, hiding it carefully.

Drengr made a promise to the spirit to banish the evil "draugr" as his tradition knows them as, heading in with a very uncertain AK-wielding technomancer and Boombox's revolver as support. The Task Spirit leaves, its services fulfilled, so Drengr summons a smaller Fire Spirit from Muspelheim. Surprisingly, Bunny Hop manages to land a long string of bullets into one of the shedim and Boombox shoots one of them dead with his revolver. Banishing, Fire and bullets deal with another two, leaving a single Halloweener decker utterly terrified in his barricaded bathroom stall. He already called for aid, however, so the runners leave and let the gangers re-establish the place as their stronghold, not knowing their precious generator's been compromised.

Thankfully, with Drengr's spirits' Concealment power and some good climbing gear, Denarii has no trouble sneaking past drone security to the rooftops closest to the siege's frontline and looting several ammo tins from the snipers.

Aftermath

As promised, the Monolith ganger offers coordinates to Cutter stashes that Veles had previously found for Bolt as a run reward. Bolt uses these coordinates as payments and all kinds of assorted loot was found in the three stashes the runners got permissions to use.

Rewards

  • Cutter Stash Contents (56,000 Nuyen worth of Gear):
    1. MCT Trainee
    2. Cyberdeck Modules
    3. Maersk Spider
    4. Steel Lynx Combat Drone
    5. MCT Nissan Roto-Drone x2
    6. 1,000 Regular Ammo of any type
    7. Fairlight Caliban
    8. BMW Blitzkrieg
    9. Shiawase i-Doll
    10. Crimson Orchid
    11. Blue Betameth (It's like betameth, but it's blue!)
    12. Hecate's Blessing
    13. Lavish Bribes; expensive Black Forest cognac
    14. Zoé Heritage 12
    15. Zoé Second Skin
    16. Colt M23A2
    17. Betaware Obvious Right Limb (No add-ons, you require a cyberdoc contact to actually install this, will not fit trolls or orks)
    18. Any money not spent is gained as Karma in 4,000 Nuyen chunks
    19. Loose change is kept at 50% rate as liquid Nuyen
  • Denarii legalized Glizzie Goblin Hot Dogs
  • 2 CDP
  • +1 West Coast Monolith Reputation

Player After Action Reports (AARs)

Bunny Hop

A hot dog eating contest? Pfft! Boys will be boys, ne~? Glad I didn't eat any, dunno if I would've been able to keep it down after the whole shedim thing... ... Man, I do kinda wanna go checkout that host again though. Anhe knows a bit about AIs, I wonder if they've got any insight into it...