What you learn in 2.25 days of training:

·         A day is 24 hours!

·         A ‘shift’ is 14 days in a row!

·         Both the High Threat Response (HTR) teams and Expert Teams (ET) work one shift “on”; working, eating, sleeping and reloading at a clinic; followed by one shift at the clinic or with a Standard Response Team (SRT); followed by sometimes two but generally three shifts “off”! [How nice!] That’s 42 days of relaxing. [And healing up or recovering from stay-awake drugs.]

·         Each HTR is responsible for and gets to know a specific part of the city. They serve with the same people each time, often for years.

·         An ET is an HTR doing something different for a shift – serving as backup for three to five HTRs, covering a big area of the metroplex around the clinic. Teams do this perhaps twice a year.

·         DocWagon hired many Temporary Response Personnel (TRP) this year, people good with guns who can think clearly while the bullets fly. Most have a military background. Some are former Lone Star employees who were laid off when the Star lost its Seattle contract.

·         Your Shadowrun team will pretend to be TRPs for 14 days. Don’t blow your cover. Regular TRP training is 3 weeks, you have to act like a trained TRP.

·         Your trainer takes photos and gets the info (lists of your cyberware, bioware, magic, damaging spells) needed to create high-quality Fake IDs and associated permits for everything you’ll carry or do during your shift. IDs/permits are issued at the end of the training.

·         You may pick one item of Restricted gear (GM approval required) with availability up to 20 to buy with your money at the beginning or end of your shift at list price. A permit for it will be issued with your Fake ID.

·         Your DocWagon salary (1000/wk) will be paid to a bank account linked to your Fake ID.

·         You will be in an armored Ares Citymaster, with a roof-top machine gun firing Gel rounds. Each Citymaster has 3 paramedics in the back, 3 to 5 defensive personnel (you) and space for two clients on gurneys. Each also has a rigger who decides on site whether to remain in the vehicle (firing the machine gun) or to leave the vehicle and serve as a 4th paramedic.

·         Full TRP training also covers Osprey III and/or Hughes WK-2 Stallions. Think flying citymaster.

·         Depending upon opposition, any paramedic may call in another HTR or even Support Operation Specialists (SOS), but they’ll be ridiculed if it’s done unnecessarily. TRPs are not trained to make this decision.

·         If there are mass casualties, any paramedic may call in a Crisis Response Team (CRT).

·         Full TRP training includes handling a variety of weapons. Hopefully you’ll never have to pick up a teammate’s gun because we don’t cross train on firearms during the 2.25 days.

·         You are cleared for NON-LETHAL COMBAT ONLY. Gel Rounds, Stun Batons, Stick & Shock, Flash-Bang (“Stun”) grenades and so on. You shall also carry one full clip of regular ammo, but rounds are counted after each run and expect 3 hours of debriefing, paperwork, and lawyers if you use a single round. You must provide full medical treatment to anyone injured by such ammo.

·         You are issued 10 clips of Gel or other stun ammo. More is in the vehicle.

·         The vehicle also has 10 Flash-bang and 10 Smoke grenades, ask your team for location.

·         Remember your priorities. Our motto is that we protect the client first. But a dead paramedic can’t help the client. Standard practice is each paramedic at the scene is accompanied by and defended by one TRP. Standard practice is to draw fire to yourself, if that helps protect your paramedic or the client. Expect to get fired if your paramedic’s armor takes more damage than your armor. Paramedics carry a pistol, but you should make them feel like they’ll never need to draw it as long as you’re around.

·         Let your team know if you can serve as backup for the rigger or have First Aid training. DocWagon can supply Ground Vehicle / Gunnery / First Aid skillsofts if you have skill wires.

·         Standard gear includes Defiance EX Shocker SR5.424 (Pistols Skill for wired darts out to 20m, Clubs skill for melee use with contacts in the handle).

·         Colt 2066 Heavy Pistol SR5.426, with optional under barrel Laser or Smartlink.

·         Colt M23 Assault Rifle SR5.428, with optional under barrel Laser or Smartlink.

·         Narcoject Pistol or Rifle, tasers, shock gloves or batons, net guns are all available.

·         HTR team members (including you) have great flexibility in adding personal gear. If you have an underbarrel grenade launcher they can provide non-lethal mini grenades.

·         Stim and Trauma patches, weapons, medkits, armor and radios can all be checked out.

·         Headware radios and commlinks can be adjusted to handle DocWagon frequencies.

·         Never fire first. Use non-lethal rounds. Convince them it isn’t worth it.

·         The Rigger has maps showing property owned by megacorps with extra-territoriality. You may not go on their property without permission. (DocWagon is only an ‘AA’ corp.) Follow her lead.

·         Knight Errant won’t deliberately shoot you as you extract wounded clients, but we have to hold such clients at the clinic for their pick up. Do your job, they’ll do theirs. They use lethal ammo, so avoid getting in their line of fire.

·         You may pick up and treat non-clients if it does not endanger the clients. Follow the lead of your paramedics. Tips are shared equally among the team, including the Rigger. (Unofficial practice, keep it on the Q.T.)

 

You learn to ‘aggro’ the opposition (voice / behavior / positioning) to draw fire toward yourself. One person drawing the ‘aggro’ and using Full Defense (SR5.191, -10 initiative) can be very effective. You learn to use Dodge, Parry, and Block (SR5.191, -5 initiative) as well.

You practice Take Cover (SR5.166, Simple Action) giving you bonus dice on defense tests (SR5.190): Good Cover (over 50% obscured) adds 4 dice, Partial Cover (25% - 50%) adds 2 dice.

You learn suppressive fire (SR5.179), a Complex Action with a Fully Automatic weapon using 20 rounds, which causes others to stay out of sight.

You learn to move as a group, leapfrogging each other as you alternate movement with providing cover fire.

You learn how Gel Rounds can cause someone to be knocked down (SR5.194).

You learn how to spend a Simple or Complex action other than shooting, in order to remove the effects of recoil in SR5 which would otherwise stack forever (Progressive Recoil, SR5.175). You practice combining Simple Action (SA) Aim with SA Fire (both single round and small burst), which enhances accuracy and eliminates recoil effects. A ‘Single Shot’ weapon does not accumulate Recoil when used by itself.

You practice compensating for environmental conditions (Visibility, Light, Wind, Range). SR5.175

You practice Drop Prone (Free Action, SR5.164).

You practice Called Shots (SR5.195).

Training lasts 48 hours, including 8 meal breaks (20 min each) and one sleep break (4 hours). Then you get six hours (0.25 days) to shower and sleep before you trainer drives your to the 83rd Street Clinic to check in for your shift. You are now the “gunner” TRPs of Expert Team 3, and she hands you credsticks with the IDs and permits to prove it.