Have you ever been running a relatively good game when,
suddenly, a rabid panther crashes through a wall and devours a majority of
your players?
Neither have I, which is why this article is about dealing
with heavy weapons, Panther Cannons included, and not the fur covered
feline variety. (I apologize for the bad opening, but I was attacked by an
sudden urge to be cheesy). Specifically, I’m going to present several
reasons why you won’t usually see heavy weapons as standard equipment in
most shadowrun groups (100% merc groups excluded).
Collateral Damage
It is important for both PCs and GMs to remember that heavy
weapons generate significantly more collateral damage than their lighter
counterparts. Most gamemasters tend to ignore the collateral damage done
by stray light fire (I usually do), but it is extremely unrealistic to do
the same for heavy weapons.
Security forces working in the interior of labs, facilities,
plants, public places, etc. will almost never be armed with heavy weapons.
A corporation isn’t interested in arming security forces so heavily that
they destroy a location while in the process of protecting it. A stray
assault rifle bullet may poke some holes, but a loose HMG round will poke
a hole, continue into the next room, and possibly strike a gas line, data
junction, or scientist Mike McKeege, the target of the runners’
extraction. And that’s just an HMG round. Panther rounds that stray into
the wrong spot could bring down an entire building.
Heavy
Weapons Are Not Socially Acceptable
Heavy weapons are SCARY, and toting them around like you would
a side arm is a really good way to chase people away. In addition, having
a member, or members, of a shadowrun team that extensively uses or
displays their heavy weapons may give employers and Mr. J the impression
that the team isn’t slick enough to handle situations with any degree of
finesse. Would you send a team to steal a delicate bio-sample if you knew
they had a missile fetish? Neither would I.
Samurai/Shadowrunner Honor Is Nearly Impossible To Maintain
Most Street Samurai (and many shadowrunners in general) follow
(or should follow) a moral code which prohibits them from using a weapon
possessing greater overall power than that of their opponent in a normal
one on one fight. This means that a Sammy is sometimes obligated to holster his gun,
retract his spurs, and fight bare fisted if his or her opponent doesn’t
possess a weapon unless extreme aggravating circumstances prevent it.
Likewise, they shouldn’t return light pistol fire with a grenade or nail
somebody with an SMG if they’re armed only with a club. (Of course, all
bets are off if the opponent doesn’t play by the same rules or the Sammy
is fighting vastly superior numbers.)
A Sammy armed with a heavy weapon will almost certainly outgun
just about everybody they would encounter on a typical shadowrun, minus a
Lone Star response team or a heavy contingent of Renraku Red Samurai.
Simply by possessing a heavy weapon, the Sammy displays a lack of
conviction to his creed.
PCs
Usually Only Need Heavy Weapons If They Screw Up
Since one of the primary goals of a shadowrun is usually to
get in and get out of a location undetected, they a team won’t be needing
any big bangs unless they screw up during the penetration process. While
the interior of most locations is devoid of heavy weapons, the perimeter
of larger locations may be loaded with them because the only thing a stray
bullet has to hit is dirt. Runners tend to be pretty careful not to alert
external, APM equipped guards and, if they do, the smartest solution is
usually to get the hell out and try again another day. If heavy security
is alerted, and the runners decide not to run, it is sometimes necessary
for them to use the heaviest guns they’ve got in order to complete the
run. Unfortunately, the number of heavy guns the runners have may not even
come close to the firepower of the guards. In other words, don’t tip off
security.
If
PCs Use Them, So Will The NPCs
One of the first thing my PCs learn is that I can always
outgun if I feel the need. This isn’t just a aggravated response to the
heavy weapons annoyance, it’s the way escalation works in the real world.
In reality, the cops don’t call in a SWAT team until they find that their
opponent is armed with something warranting such a call. In Shadowrun, you
usually won’t see a Lone Star response team until the normal cops feel the
need to call them in, such as when they see that you have a Ballista
system strapped to your back. In other words, you usually won’t need a
heavy weapon if you don’t bring one along in the first place.
If
The PCs Will Need One, They Will Usually Know In Advance
A runner can usually tell by the description of the run
whether or not they’ll be needing any heavy firepower. Although I’ve spent
the last few minutes bashing the heavies, even I create the occasional run
that involves situations that are best dealt with through the use of AVMs.
Sometimes this eventual need is obvious (“You’ve been hired to eliminate
Jack Mercenary and his team of Crazed MMG Murderers”) but other times the
runners may have to make a judgment call as to whether or not the risk of
transporting and using the weapon counters the risk of simply being
creative with lighter firearms.
In addition, it’s a good idea for teams to recon a location
before actually attempting to run it in order to gain insights as to
exactly how heavy the defenses are. If the runners discover that the corp
has - despite the collateral risks - hired a team of mercs to defend the
inside of one of their weapons plants, it might be a good idea to bring
along something that will get through their military grade armor.
If A
PC Is Carrying A Heavy Weapon, They Shouldn’t Use It Until They Need To
If a PC insists on bringing along a heavy weapon (perhaps the
PC is an ex-merc) they shouldn’t use it until they need to. This is just
plain common sense. If you’re being rushed by a group of guards that can
be dealt with using an assault rifle equipped with a sound suppresser,
there’s no need to whip out the MMG just to make your job easier. Heavy
weapons are loud and you’ll end up with more corporate heavies than you
can count is less time than it takes you to spit. Using the AR or the SMG
may be more difficult, but the benefits of not being chased by fifteen men
armed with lasers may outweigh the sacrifice. (One of my PCs always
carried a small LAW on his back, just in case. He never had to use it.)
Let me conclude by saying that I’m not out to ruin anybody’s
fun. I realize that many high-octane campaigns view heavy weapons as being
standard equipment for everybody, including grandmothers, and if the
game’s running well, and you’re enjoying your high caliber fun, then more
power to you. Just watch those overhead gas lines next time you fire your
Panther. |