Smash 'n Grab: Chapter 3: The Plot - Limpken’s Bonded Storage

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Contents

The plot

If the players take the time to observe the establishment before hand for a few days they will observe that they get 16-32 customers per day as well as 4-8 deliveries in & out.
During the day they have six Rams, 3 guards & 3 warehouse workers but only 3 guards at night. One in the rear guard/gate house and two roving in/out of the main office and about the grounds. The fence is powered at night with a high level electrical pulse with a low light illumination bar mounted on the top rail all around the grounds.

If the party desides to wait tell Monday or later to do the job they will hear about a B&E on the storage that Monday morning.

If they deside to hit the joint Sunday night they will have company.
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BM Notes on Limpken’s Bonded Storage:

Fence is powered at night with enough volts to drop a Ram (-40 electrical SMR vs. man or armor) and atop this fence is a green glow illumination bar that gives a non-intrusive lighting that’s more ambient then floods.
During the day only the rear gate is locked but at night all but the back door of the office is locked (so the Rams can use the can). The locks are electronic lv8 security check, but the gate itself is an lv10 security defeat.
The business has 8 security cameras (lv5 standard security cameras) and a high-end high frequency eco sounding in each of the warehouses (no real defined details but will show every movement… white sound generator will counter).
There is also a security patrol car every two hours unless a disturbance is detected (loud noise, blackout, or silent alarm triggered from gate house or office).
The two security patrol guards are wearing ‘Street 1 and a BP-2 under with a BS-2 as a sidearm.
The night Ram guards are wearing BP-2’s and carrying Ithaca Hammerless 10g shotguns with buckshot. If encountering Rams in warehouse (3) during the day they have only the shotguns at hand and no armor.

The warehouses have a backup power unit that powers not only the cameras outside but can power everything inside the two structures. They do not power the fence or paved area flood lamps, but there is emergency floods mounted near all outside doors.
There are two lockup sections in each of the warehouses, in the building beside the office there is the arms section (north wall) that is surrounded by an lv2 shock fence (raised only at night) made monoline. The second one is an lv8 stun screen with an audible warning siren (east wall –Sonic SMR), then will note biohazard signs posted.
The second building has a lv4 shock screen on the section behind the skimmer vehicles (east wall) protecting power cells and some cleared customs crates, while next to the door is a holographic block wall (lv10 detect concealment) complete with signs and posters. Behind the illusion is a static screen that can take 2HP points of damage protecting rockets and explosives. The illusion is a 24-7 active use, and will only be dropped if the storage manager is alone to move crates in or out.


Ram guards (3 at night /6 during days):

Ram's (3/6) BP: 28 ea Ini: 0 BP-2 armor & Ball Cap THR: 3 (1 helm)
AI: Head 1 Chest: 10 Abd: 10 Arms: 0 Legs: 0
AA: Head 2 Chest: 2 Abd: 2 Arms: 0 Legs: 0
Weapon UAN MN SS ROF Q Dam P
Ithaca 115/80/10/-/-/-/-/-/ 95 90 2 4+1 3D4 2


Security patrol (2):

Orion's (2) BP: 9 ea Ini: -1 Street 1 / BP-2 armor & Kevlar 3 helm THR: 3/3 (4 helm)
AI: Head 10 Chest: 4/10 Abd: 4/10 Arms: 2/0 Legs: 4/0
AA: Head 4 Chest: 2/2 Abd: 2/2 Arms: 1/0 Legs: 2/0
Weapon UAN MN SS ROF Q Dam P
BS-2 90/80/72/57/32/-/-/- 94 90 2 10 D6+1 1
M-75 Auto 80/75/55/26/0/-/-/- 90 90 1/2 6 Frag D4/2D6 1-4

Security patrol skimmer (2 seats):
Green Howler L150 (Benfinny Corporation)

THR: 3 AI: 80/45 Piloting: B Speed: 120km


Civilians (5):

Orion's (4 staff) BP: 5 ea Ini: 1 Cloths THR: 0
AI: Head 0 Chest: 0 Abd: 0 Arms: 0 Legs: 0
AA: Head 0 Chest: 0 Abd: 0 Arms: 0 Legs: 0



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Smash 'n Grab: Chapter 2: Player's Intro - The Setup

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Smash 'n Grab: Chapter 4: Player's Maps - City and Storage

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