Shadowrun Heist Generator

A job to steal something is relatively common in Shadowrun. This should flesh it out when the target is a valuable piece of jewelry. One of the Shadowrun Tools and Plots generators.

The Heist
[main]

1,Your target is [Target] It's estimated worth is [Value]. It is secured in a vault behind a sensor net, including [Including] on a wired network. Access to the network is only possible through a jack inside the sensor net. The case and sensor net is inside a [Location].
 * main

1, 1, 1, 1, 1, ring [Jewelry.Predicate] 1, ingot
 * Target

1,[GroundSensors][AirSensors][Radiation], monitored by a smart Agent R[AgentR] running R[SmartR] Decision Matrix and R[ClearsightR] Clearsight. (Decision Matrix adds to it's Rating for tests involving mental attributes (like Perception)). Sensors need to be defeated [SensorsDefeated]. Access is only granted after passing a [AccessControl]. They are
 * Including

1,simultaneously (i.e. they overlap)
 * SensorsDefeated

1,True Air 1,True Fire 1,True Earth 1,True Water 1,Oricalcum
 * Parageology

1,[ThumbHand][Face][Dongle], and Employee Badge with RFID check, which opens the cover to the locked case R[CaseR] which holds the datajack and terminal. A [PassCode] at the terminal then opens the case with the artifact.
 * AccessControl

1,[Password] 1,[Card] 1,[Password] and [Card] together
 * Passcode

1,spoken voice recognition pass phrase 1,numeric keypad typed pass code 1,keyboard typed pass code
 * Password

1,key card 1,key card with RFID 1,3-D key 1,[R] rating key lock with RFID 1,[R] rating key lock
 * Card

1,thumb print scanner R[R] 1,hand print scanner R[R] 1,left thumb and right hand scanner R[R]
 * ThumbHand

1, 1,, Facial Recognition R[R] 1,, Retinal Scanner R[R] 1,, Facial and Retinal R[R]
 * Face

1, 1,
 * Dongle

1,Pressure Sensors R[R][OtherGroundSensors]
 * GroundSensors

1,, Seismic Sensors R[R] 1,
 * OtherGroundSensors

1,, [IR][US][Sonic]
 * AirSensors

1,, UltraSound Sensor R[R] 1,
 * US

1,, Spatial Recognizer R[R] 1,
 * Sonic

1,IR Motion Detectors R[R]
 * IR

1,[Ladar][Radar][LowBandRadar]
 * Radiation

1, 1,, LADAR R[R]
 * Ladar

1, 1,, Radar R[R]
 * Radar

1, 1,, Low Band Radar R[R]
 * LowBandRadar

1,3 3,4 6,5
 * R

1,5 1,6
 * AgentR

1,4 2,5 3,6
 * CaseR

1,2 2,3 4,4
 * SmartR

1,2 3,3 9,4
 * ClearSightR

1,9,000 NY 2,12,000 NY 2,15,000 NY 2,21,000 NY 4,27,000 NY 4,40,000 NY 4,50,000 NY 4,100,000 NY 8,150,000 NY 6,200,000 NY 6,250,000 NY 6,500,000 NY 6,750,000 NY 8,1,000,000 NY 8,1.25M NY 8,1.3M NY 8,1.5M NY
 * Value

1,private collection in 1,lost, forgotten, or hidden in
 * Location

3,no riggers[NoRiggerDrones] 2,one spider rigger arrives if alarm is tripped [NoRiggerDrones] 1,[number] spider riggers arrive if alarm is tripped with [Drones] 1,one rigger on site (rigged into building, and RCC) with [Drones] 1,[number] riggers on site, one rigged into building, others jump to [Drones]
 * Riggers

1,[OverwatchDrone][TrackedDrone][RotoDrone]
 * Drones

1,, no drones, 1, but autonomous or or guards using remote control have access to [OverwatchDrone][TrackedDrone][RotoDrone]
 * NoRiggerDrones

3, 1,[Quantity][Quality] [Shadowrun Firearm Generator.MGtype] with [Full] of 250-rounds of [Ammo] mounted on a Smart Firing Platform [Rating]. [Shadowrun Firearm Generator.MgMods] The turrets are at [TurretsAt]
 * GunTurrets

1,one full drum 1,two full drums 1,three full drums
 * Full

1,Four 2,Five 2,Six 2,Eight 3,Ten 4,Twelve
 * Quantity

1,the corners or cardinal points of the building, evenly spaced around the exterior. 1,the corners or cardinal points of the building and interior if available guarding a critical point and main hallway (behind tinted glass). 1,the interior of the building, covering entrances and critical point or main hallway (behind tinted glass). 1,hidden pop up ports evenly spaced around the perimeter. 1,the corners or cardinal points of the building, evenly spaced around the exterior, with others in hidden pop up ports evenly spaced around the perimeter. 1,the corners or cardinal points of the building, the interior guarding a critical point and main hallway (behind tinted glass), and in hidden pop up ports evenly spaced around the perimeter.
 * TurretsAt

3,Stun 1,Ex-Ex 2,Regular 1,APDS
 * Ammo

1, 1, new 1, new looking 1, pristine 1, blacked out 1, well used
 * Quality

1,[Shadowrun Utility.AAA] Grid 1,Local Grid (-2 to all matrix actions)
 * Grid

1, The floorplan is a [shape], with [Dice.2d4] elevators, the main entrance is on the [entrances]
 * Floorplan

1,basic square 1,basic rectangle 1,two basic squares with a joining section of a smaller square 1,two basic rectangles with a joining section of a smaller square 1,three basic squares, joined by smaller squares 1,four basic squares, joined by smaller squares 1,a basic square, but with a semi-circular back face 1,a basic square, but with a arch on the front face 1,a long narrow rectangle 1,a circle joined to a square via a skyway 1,a circle joined to a rectangle on a short side of the rectangle 1,a circle joined to a rectangle via a skyway
 * shape

1,on the north, with side entrances on the east and west. 1,on the north, with side entrances on the south and east. 1,on the north, with side entrances on the west and south. 1,on the north, with side entrances on the other three sides. 1,on the north, with no side entrances visible, but a secret door on the south. 1,on the south, with side entrances on the east and west. 1,on the south, with side entrances on the north and east. 1,on the south, with side entrances on the west and north. 1,on the south, with side entrances on the other three sides. 1,on the south, with no side entrances visible, but a secret door on the north. 1,on the east, with side entrances on the north and south. 1,on the east, with side entrances on the south and west. 1,on the east, with side entrances on the west and south. 1,on the east, with side entrances on the other three sides. 1,on the east, with no side entrances visible, but a secret door on the west. 1,on the west, with side entrances on the north and south. 1,on the west, with side entrances on the south and east. 1,on the west, with side entrances on the north and east. 1,on the west, with side entrances on the other three sides. 1,on the west, with no side entrances visible, but a secret door on the east.
 * entrances

5, 1, Concealed at the facility (unknown to the team) are a Team of Prime Runners hiding out using the base to lay low without it's knowledge. They are hidden in a secret room, a walled off closet, a shipping container or the like. They may react to threats or not. 1, Hiding within the facility (unknown to the team) is a somewhat powerful Free Spirit, who does not want to be disturbed. 1, Hidden within the facility (and unknown to the team) is a black research site, guarded by a team of twelve R6 security agents belonging to a NatGov. They take aggressive action against interlopers, though only 4 are on duty at any time, the other 8 wake up quickly. Obviously the research labs reasons for being here are complex and left up to the GM. 1, Concealed at the facility (unknown to the team) is something Man Was Not Meant to Know. 1, Concealed at the facility (unknown to the team) is something left to the gamemaster's discretion.
 * Concealed

3,The facility is essentially wired, and only accessible via a datajack from it's HQ (where all recordings are). The Matrix of the Facility is a [Rating] Agent on a computer that is equivalent of a Rating [commlink] security commlink that protects the icons with [IC][andMatrix], and of course Patrol. Sensor feeds are sent to the Agent, conglomerated, and dispatched to the sentry or guard jacked in in the HQ. The guard then dispatches his teammates, drones, or spirits via short range radio. This is done for security reasons, making hacking the site nigh impossible, because to control or spoof the guards you have to be in the HQ. They are only vulnerable to Jamming or cutting the data lines (or fragging the HQ). This is not a TacNet, just how the agents/guards communicates. 2,The Matrix of the Facility is a [Rating] Agent on a computer that is equivalent of a Rating [commlink] security commlink that protects the icons with [IC][andMatrix], and of course Patrol and Probe. The computer, this Agent, and all the guard commlinks are on this WAN, and vulnerable because of it. The computer is on site, in the HQ, and backed up remotely where a parallel Agent [Rating] monitors it. The Agents conglomerate Sensor feeds and report results to the closest guard or sentry via radio or their commlink. This is not a TacNet, just how the agents communicate data to the sentries. They are more vulnerable to hacking because of this. 1,The facility is wired, all sensors are connected via a dataline to an operator station where data is recorded and accessed via any applicable locks. One guard must be at the station and can communicate with teammates via [radio], which is a vulnerability. 1,The Matrix of the facility is coincident to the Host of a/an [ExSeven] R[Host Generator.R7]. It is on the [Grid], [Host Generator.color] colors dominate it's [Host Generator.theme] with [Host Generator.items] icons all around. It favors [Host Generator.IC] and [Host Generator.IC2], always has a TacNet, Patrol and Probe running, [Host Generator.andMatrix] all at it's Rating. The TacNet gives guards +1 to all Perception tests and makes communication fast and easy. 1,The Matrix of the facility is coincident to the Host of a/an [Host Generator.ExNine] R[Host Generator.R9]. It is on the [Grid], [Host Generator.color] colors dominate it's [Host Generator.theme] with [Host Generator.items] icons all around. It favors [Host Generator.IC] and [Host Generator.IC2], always has a TacNet, Patrol and Probe running, [Host Generator.andMatrix] all at it's Rating. The TacNet gives guards +1 to all Perception tests and makes communication fast and easy. 1,The Matrix of the facility is coincident to the Host of a/an [Host Generator.ExEleven] R[Host Generator.R11]. It is on the [Grid], [Host Generator.color] colors dominate it's [Host Generator.theme] with [Host Generator.items] icons all around. It favors [Host Generator.IC] and [Host Generator.IC2], always has a TacNet, Patrol and Probe running, [Host Generator.andMatrix] all at it's Rating. The TacNet gives guards +1 to all Perception tests and makes communication fast and easy.
 * Matrix

1,Matrix game 1,Local corporate host 1,Low-level government
 * ExSeven

1,radio, which is only vulnerable to jamming 1,commlink [Rating], which is faster, but vulnerable to hacking.
 * radio

1,Acid IC 1,Binder IC 1,Black IC 1,Blaster 1,Jammer 1,Killer 1,Marker 1,Scramble 1,Sparky
 * IC

1, 1, and Lockdown 1, and Hammer and Lockdown 1, and Lockdown and Mugger
 * andMatrix

1,7 1,8 1,9 1,10
 * commlink

1,warehouse [Size] 1,[Lux]house 1,apartment in a building [Size] 1,office [SmallSize] 1,campus of buildings [Size] 1,power plant [Size] 1,chemical plant [Size] 1,processing plant [Size] 1,cement plant [Size] 1,highrise [SmallSize]
 * Building

1,that is 50-80′ on a side 1,that is 100-120′ on a side 1,that is 200′ on a side
 * SmallSize

1, 1,Luxury
 * Lux

1,that is medium size (100′ on a side) 1,that is large (100′s of ft on a side) 1,that is huge (1000′ on a side or both) 1,that is giant (1 mile on a side or both)
 * Size

1,of lush grass 1,of grass and tall trees obscuring the building from adjacent streets 1,of asphalt 1,behind an obscuring berm, blocking at least the first floor
 * Grounds

1,fenced-in grounds, 1,monowire topped, fenced-in grounds, 1,barbed-wire-topped, fenced-in grounds, 1,fenced-in grounds, with vehicle barriers, 1,monowire topped, fenced-in grounds, with vehicle barriers, 1,barbed-wire-topped, fenced-in grounds, with vehicle barriers,
 * Fence

6,R3 3,R5 1,R6
 * Rating

1,an almost non-existent field, perhaps 30 ft wide. Monitored by [Sensors] 1,no open space, the building abuts its neighbors and a street. Monitored by [Sensors] 1,a wide field, 100 ft wide. Monitored by [Sensors] 1,a palatial field, 400 ft wide. Monitored by [Sensors] 1,a large even plane, 1000 ft wide. Monitored by [Sensors]
 * Field

4,no observable sensors. 4,no detectable sensors, but many opportunities for hidden cameras [Rating]. 4,a tight array of scanning cameras [Rating]. 4,a fixed array of cameras [Rating]. 4,IR Motion detectors [Rating]. 2,IR Motion detectors, with many opportunities for hidden cameras [Rating]. 2,IR Motion detectors, visible scanning cameras [Rating]. 2,IR Motion detectors, a fixed array of cameras [Rating]. 2,IR Motion detectors, and laser radar out to 100′ [Rating]. 2,IR Motion detectors, with many opportunities for hidden cameras, and laser radar out to 100′ [Rating]. 2,IR Motion detectors, visible scanning cameras, and laser radar out to 100′ [Rating]. 2,IR Motion detectors, a fixed array of cameras, and laser radar out to 100′ [Rating]. 4,a Laser radar out to 100′ [Rating]. 4,an Ultrasound system [Rating]. 1,IR Motion detectors, an Ultrasound system, and laser radar out to 100′ [Rating]. 1,IR Motion detectors, an Ultrasound system, with many opportunities for hidden cameras, and laser radar out to 100′ [Rating]. 1,IR Motion detectors, an Ultrasound system, visible scanning cameras, and laser radar out to 100′ [Rating]. 1,IR Motion detectors, an Ultrasound system, a fixed array of cameras, and laser radar out to 100′ [Rating].
 * Sensors

1,Physical security is [Locks][ID][Scanners][Jammers][Warding].
 * Devices

1,Simple [Rating] locks 1,Simple maglocks [Rating] 1,[Rating] locks and [Rating] maglocks at [LocksAt] 1,[Rating] keypads and [Rating] maglocks at [LocksAt] 1,[Rating] passkeys and [Rating] maglocks at [LocksAt]
 * Locks

1,choke points 1,entrances 1,choke points and entrances
 * LocksAt

1, 1,, RFID embedded badges 1,, RFID embedded badges, voice passkeys at choke points [Rating] 1,, RFID embedded badges, voice passkeys on every room [Rating] 1,, RFID embedded badges, voice passkeys and retina scanners at critical points [Rating] 1,, RFID embedded badges, retina scanners on every room, and facial recognition cameras in halls [Rating] 1,, RFID embedded badges, voice recognition throughout, retina scanners at doors, and hand, thumb and retina scanners at critical points [Rating]
 * ID

1, 1,, Cyber scanners [Rating] 1,, Chemical scanners [Rating] 1,, Explosives scanners [Rating] 1,, Cyber scanners [Rating] and Chemical scanners [Rating] 1,, Cyber scanners [Rating] and Explosives scanners [Rating] 1,, Chemical scanners [Rating] and Explosives scanners [Rating] 1,, Cyber, Chemical, and Explosives scanners [Rating]
 * Scanners

1, 1,, [Rating] Area Jammers at corners and all interior spaces 1,, R8 MilSpec Area Jammers at corners and all interior spaces
 * Jammers

3,two [Rating] 2,four [Rating] 1,five [Rating] 1,eight [Rating]
 * DroneQty

1,[DroneQty] Eye Spy drones with [Rating]-clearsight 1,[DroneQty] Fly Spy drones with [Rating]-clearsight
 * OverwatchDrone

2, 1,, [DroneQty] Doberman tracked drones with a [Quality] [Shadowrun Firearm Generator.MGtype] with a full 250-round drum of [Ammo], lights, smartlink, lowlight, [Rating]-targeting, [Rating]-clearsight, and gas vent 3 accessories
 * TrackedDrone

2, 1,, [DroneQty] Rotodrone hover drones with a [Quality] [Shadowrun Firearm Generator.MGtype] with a full 250-round drum of [Ammo], lights, smartlink, lowlight, [Rating]-targeting, [Rating]-clearsight, and gas vent 3 accessories
 * RotoDrone

6,, no spirits 3,, two watcher spirits 3,, one [Elem] spirit 2,, four [Elem] spirits 1,, [number] [Elem] spirits 1,, one [Elem] spirit and two watcher spirits 1,, four [Elem] spirits and three watcher spirits 1,, [number] [Elem] spirits and four watcher spirits
 * Spirits

6,Air 3,Earth 6,Fire 3,Water 3,Spirit of Man 3,Beast 1,Shadow
 * Elem

1,five 1,six 1,seven 1,eight 1,ten
 * number

1,eight 1,ten 1,fifteen 1,twenty 1,fourty
 * number2

1, 1,, and [number] Basilisk 1,, and [number] Cockatrice 1,, and [number] Barghest
 * Critters

1,no mages, 1,one mage, 1,one summoner, 1,[number] mages,
 * Mages

2,ten R2 security guards, in pairs, at five critical locations (or per floor); 2,four R2 security guards, in pairs, at two critical locations (or per floor); 2,four R2 security guards, in pairs, at two critical locations (or per two floors); 2,four R2 security guards, in pairs, at two critical locations (or per three floors); 2,twenty R2 security guards, in pairs, at four critical locations (or per floor) and on patrol; 2,five teams of four R2 security guards on patrol, with [number2] R2 security guards individually at critical points inside; 2,ten teams of four R2 security guards on patrol, with [number2] R2 security guards individually at critical points inside; 1,five R3 security guards, in groups of five per floor, at front door, and on patrol; 1,ten R3 security guards, in groups of five per floor, at front door and on patrol; 1,two R3 security guards per floor, at front door, and on patrol; 1,four R3 guards at each door, and patrols of four R3 guards dictated by the size of the facility;
 * Guards

1,R5 Corporate HTR nearby based on the Zone, team of [number2], deploy via Thunderhawk; 1,R5 Corporate HTR on site, team of [number2]; 1,R5 Corporate HTR nearby based on the Zone, team of [number2], deploy via helicopter;
 * Response

1,wilderness site (4 Static) in [Nation] on [generator]. 1,rural site (3 Static) in [Nation] on [generator]. 1,barrens site (2 Static) in [Shadowrun Utility.City][Spam] on [generator]. 1,northside Barrens[black]site (2 Static)[Spam] on [generator].
 * LocationBarrens

1,megaplex site on [Territory] in [Nation][DTSpam] [connected]. 1,sprawl site on [Territory] in [Nation][SSpam] [connected]. 1,megaplex site in [Shadowrun Utility.City][Spam] on [generator]. 1,downtown MSP'plex site on [Territory][DTSpam] [connected]. 1,westside site on [Territory][SSpam] [connected]. 1,eastside site on [Territory][SSpam] [connected]. 1,southside site on [Territory][SSpam] [connected].
 * LocationOther

1,downtown MSP'plex site on [Territory][DTSpam] [connected]. 1,westside site on [Territory][SSpam] [connected]. 1,eastside site on [Territory][SSpam] [connected]. 1,southside site on [Territory][SSpam] [connected].
 * MNLocationOther

1,wilderness site (4 Static) in [northmn] on [generator]. 1,rural site (3 Static) in [northmn] on [generator]. 1,northside Barrens[black]site (2 Static)[Spam] on [generator].
 * MNLocationBarrens

1,connected to the main power grid with [nogenerator] backup 1,not connected to the power grid with [generator] backup
 * connected

1,single generator (with APS for comms and computers) 1,single generator with battery backup at a different location (with APS for comms and computers) 1,double generator backup (with APS for comms and computers) 1,double generator with battery backup at a different location (with APS for comms and computers)
 * generator

1,no generator 1,single generator (with APS for comms and computers) 1,single generator with battery backup at a different location (with APS for comms and computers) 1,double generator backup (with APS for comms and computers) 1,double generator with battery backup at a different location (with APS for comms and computers)
 * nogenerator

2, (1 Spam) 1, during a major event (3 Spam) nearby 1, during a massive gathering (6 Spam) nearby 1, during an advertising blitz (3 Spam) nearby 1, in a commercial area of the city (4 Spam)
 * DTSpam

1, (2 Spam) 1, during a major event (3 Spam) nearby 1, during a massive gathering (6 Spam) nearby 1, in a commercial area of the sprawl (5 Spam)
 * SSpam

2, 1, black
 * black

1, 1, during a major event (3 Spam) 1, during a massive gathering (6 Spam)
 * Spam

1,Northern MN 1,Southern MN 1,Western MN 1,Eastern MN/Western WI 1,Quebec 1,the Algonquian Manitou Council 1,Northern MI 1,Southern MI/Detroit 1,the Athabaskan Council 1,the Caribbean League 1,the CAS 1,the PCC 1,the Sioux Nation 1,the Dakotas 1,old Canada
 * northmn

1,Cal Free State 1,France 1,Great Britain 1,Quebec 1,the Algonquian Manitou Council 1,the Allied German States 1,the Athabaskan Council 1,the Caribbean League 1,the CAS 1,the PCC 1,the Sioux Nation 1,the UCAS
 * Nation

1,Extraterritorial [Shadowrun Utility.AAA] ground 2,State or National ground
 * Territory