# Scenario The players are hanging out in a local dive bar (name this or find one from the books that's close enough) when a netrunner named Bliz is getting his shit kicked by a large cyborg that everyone knows as "Mr. Wallace". The players are all in debt to Mr. Wallace's employer, though they do not know his real identity, just that he appears to be a local loan shark. "No, please, I have a lead. I'll get you your money. Please just... \*smash\* \*yelling\* stop stop stop please, I'll do it..." Bliz has a lead on a gig that should pay pretty well. A large shipment of chrome and weapons is sitting, poorly guarded in an unmarked container in the docks. He had hacked the shipping companies net architecture, found that it's not to be moved again until tomorrow evening. Night is probably the best time to attack. Bliz is too hurt to take the front lines, but he'll join as backup, as the group doesn't have a Netrunner. --- The docks is guarded by a small staff of hired mercenary guards by the dock operating company. They're well equipped to fend off the average ganger, but not enough to put up much of a fight against prepared edgerunners. Connected to the dock's net architecture, though none of them wield cyberdecks. Guarding the stack of containers is an automated turret. Bliz can control it in 3 turns (it's guarded reasonably well) if the players don't deal with it first. Inside the shipping container are a number of sealed cases, ready to be carried off. The players have almost certainly caused a bit of noise at this point, so backup is on the way and *fast.* They need to get out. If for some reason they *do* have the opportunity to open the case, they find some very expensive and experimental looking weapons (Malorian Arms 3516, Militech "Cowboy" U-56 Grenade launchers, Rhinemetall EMG-86 Railgun, etc.). What isn't obvious at a glance is all of these guns are chipped and basically useless to anyone without the proper key. And whoever owns them will want them back, very, very badly. You don't see any logos. A tech might be able to get one of the rocket launchers working. More dock guards show up in a *helicopter* (4 more guards, one of which is piloting). ## NPCs **Bliz** - Netrunner - BIO 8 - PSY 10 - INF 13 - HP 2 Semiautomatic pistol (d6), cheap cyberdeck (4 slots, banhammer, krasher, armor 1, eraser) **Mr. Wallace** - Solo - BIO 16 - PSY 12 - INF 13 - HP 10 - A1 InfraOptix, Toxin Binders, Big Knucks (d8, CD: knocks out target), Popup baton (d8, long, melee) Heavy pistol (d8) **Dock Mercs** - BIO 12 - PSY 10 - INF 8 - HP 3 - A1 SMG (d4 blast) or Assault Rifle (d6+d6, long) or Shotgun (d8 blast, melee) Infrared/UV Eyes, radio communicator (via net arch.) **Foreman** - BIO 12 - PSY 15 - INF 10 - HP 5 - A1 Sniper rifle (d10, long, CD: aggravated damage) and Semiautomatic pistol (d6) Radio communicator, TeleOptics (+d6 to single-shot ranged weapon attacks) **Autoturrets** - HP 5 - A2 Fire! (D6 blast) Manually operateable **Helicopter** - Detachment - HP 15 - A3 Minigun (D8 blast) Must be piloted or remote controlled. Minigun requires an additional operator. --- Need SMG to use D4. Need more cyberware, weapons modified for the system. Really need character sheet / slots for cyberware for easy reference. Follow MB rules for going down (loss of half of remaining BIO in one hit means dying), at least for enemies. Players fight to their last breath.