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Lone Star Station
Lone Star Station
Lone Star Station
This location is designed for Shadowrun 4th Edition. It describes a Lone Star police station - the
private security force that has contracts in several North American cities. It makes an interesting
target for a run. The supplied security forces are realistic for Lone Star so are not extremely
powerful. However, they will co-ordinate very well and reinforcements will arrive quickly
Note: Some of the location maps don't fit easily on A4 paper. The last two pages of this document
are therefore at A3 size. Strongly recommended if you can, to print out the maps at full size.
The walls of the station enclosure count as Reinforced Material and have an Armour Rating
of 24 and a Structure Rating of 15. They are 14' (4.2m) high and wide enough that a
character could slow-run across the top (threshold 1 if walking, threshold 2 if running,
threshold 4 if sprinting).
The gates of the compound (both sets) are solid (without gaps) reinforced alloys that run on
rail systems on the inner side of the compound wall. They the same height as the walls and
have braces against the ground. They count as Heavy Structural Material and have an
Armour Rating of 16 and a Structure rating of 13. Both gates are fitted with Zapper
Strips (Arsenal, pg.106) doing 10(e) damage to vehicles passing over it and 5(e) damage
to passengers. Obviously these are activated only for targets chosen in the station's control
room. Both gates do have locks, but these are mechanical - electronic locks controlled from
within the station via underground cable. They are not pickable, but the gates are never
normally closed anyway, except in siege conditions.
External walls of both the station itself and the garage, count as Reinforced Material and
have an Armour Rating of 24 and a Structure Rating of 15. Getting through the walls
of the station is not easy.
The two external doors to the station count as Structural Material (n.b. they are above
"Security Doors") and have an Armour Rating of 12 and a Structural Rating of 11. The
public doors are never normally locked and are set to slide open when a person approaches.
The police door is normally locked and is opened as needed by the security personnel
behind the grill in the police entrance foyer's secure room. The locks for both doors are the
same model however. Maglock Rating 4, Anti-Tamper Circuits 2, legitimate access
via transmitted Passcode + Card. Note that entrances are monitored by camera and
frequently in use. Any access is liable to be noticed unless the human factor is dealt with
somehow.
Internal walls of the station are also classed as Structural Material and have an Armour
Rating of 12 and a Structural Rating of 11, with the exception of any lighter partitions
that the GM feels are appropriate (e.g. between adjacent offices).
Internal doors of the station are mostly classed as Average Material with an Armour
Rating of 4 and a Structure Rating of 5. Some areas, e.g. the armoury, the Nexi room
or the lift to the sub-level, may have security doors with an Armour Rating of 8 and a
Structure Rating of 9.
The external gun towers are tall at nearly 20' (6m) and have an excellent range of fire, both
360° in the horizontal plane and nearly 360° in the vertical plane, excluding only a 1m
radius around its actual base. They can even fire over the wall at external traffic as long as
it isn't too close to the wall itself (actual trigonometry left as an exercise for the GM, use
formula of d = 2.3s for a rough approximation where s is the distance from the tower to
the wall to give d which is the maximum distance someone on the other side of the wall can
get before they are targetable by the guns - distance may be reduced for tall metahumans).
The material of the towers themselves is very tough, counting as Reinforced Material with
an Armour Rating of 24 and a Structural Rating of 15. They are approximately 1m
thick, so sufficient damage to create a "1m hole" can topple the tower. The weapon
emplacement itself is can be counted as a stationary drone with Body 4 and Armour 10.
Grant it Good Cover due to the design of the tower and shielding cupola (-2 to dice pool
for attacker, as it is unable to dodge). The guns themselves are MMGs, with no recoil (due
to being implanted in large concrete towers) and are fitted with Laser Sights, and
expansive additional ammo bins. The guns can be either rigged by trained officers in the
station or set to fire automatically on a variety of criteria (incoming vehicles moving above
a certain speed, people with visible weapons, anyone in the compound not carrying a Lone
Star transponder, etc.). Matrix access is via underground cables linking the emplacements
to the station. They do not have wireless enabled. The guns could be disabled with a
Armoury (3) test if anyone is able to climb up there and mad enough to try.
Statistics are:
Fixed MMG. 6P, -2AP, FA, 500 bullets (reloadable by technician on ladder).
Pilot 3, Sensor 3, Targetting Autosoft (3).
All interior doors have slots at the top to allow rail drones to pass over them. These slots
are too small for most adult metahumans, but a particularly slim character might squeeze
through. Some doors (most offices) have privacy panels that close and open for the drones
and if that is the case, then the panel must be forced (Str(1) test). The GM should
determine if a privacy panel is appropriate for a given room. Anywhere where private
conversations will take place should likely have one.
The rail drones can move at an impressive speed. It is not reasonable to track where they
all are or how long it takes them to arrive at any trouble spot. Instead, assume the following:
Note that a drone can disengage from the track if it needs to, so long as it retains some
basic functioning. A disengagement can be remotely commanded by the network if need
be, e.g. in the case of a broken drone jamming the rail. If disengaged, the drone will fall to
the floor with a thud. Note that the drones are designed to disengage if they are damaged
to the point of shutdown.
A number of food / drink dispensers are placed around the station (including the public
waiting room) and contain a full range of snacks including Soy-bread Donuts (a particular
favourite). A three pack of Soy Donuts is 2¥.
The garage and police parking area contain whatever vehicles and drones the GM feels are
appropriate, but should include at least two citymasters, a number of aerial surveillance
drones. and some patrol vehicles.
NPCs, Grunts and Drones
Dwayne Hodges, Precinct Captain
B A R S C I L W M E Ess Init IP CM ARMOUR:
WEAPONS:
Skills: Blades (Knives) 1, Clubs 4 (Stun Baton),
Pistols 3, Automatics 2, Dodge 3, Unarmed Combat 4,
Running 2, Con 3, Etiquette 3 (Media), Instruction 2,
Intimidation 4 (Interrogation), Leadership 3, COMMLINK:
Negotiation 3, Perception 4, Shadowing 2, Street
Knowledge (Crime) 4, First Aid 2, Knowledge (Law) 3,
Pilot (Ground Vehicle) 3
WEAPONS:
Skills: Clubs 3, Knowledge (Law Enforcement) 3,
Intimidation 1, Perception 3, Pistols 3, Automatics 2,
Unarmed Combat 3
Implants: None
COMMLINK:
Description: Big, burly police officer. Even the
female ones are muscled like oxes.
WEAPONS:
Skills: Clubs 2, Perception 2, Pistols 2, Automatics
2, Unarmed Combat 2
COMMLINK:
Implants: None
Rail Drone
NOTES:
Hndl Accel Speed Pilot Body Armour
WEAPONS:
Ares Citymaster
NOTES: FITTED WITH SHIAWASE MICROWAVE CANNON.
Hndl Accel Speed Pilot Body Armour
SEE ARSENAL PG. 124 FOR RULES (TREAT AS FICHETTI
PAIN INDUCER WITH POWER 12, FULL AUTO CAPACITY
AND SMG RANGES).
Vehicle(s):
NOTES:
Hndl Accel Speed Pilot Body Armour
WEAPONS:
Station Sub-Level
(Holding cells, power/ plumbing and private
interrogation room)