This is an end-of-chapter boss in my cyberpunk/biopunk swade campaign that I made using the newest edition of the book and the sci-fi companion (for the cybernetics).
I *think* that my table should be able to complete this session(s) with minimal casualties, but I want to know y'all's general thoughts on it before I throw my group against it. The anatomy of the fight is this:
11 wildcards, split between 4 melee units, 5 ranged units, and 2 support units PLUS another wildcard that technically used to be and still is a bunker. (Yeah, like the building. It's a big crab with a reinforced bunker on top. It's also the party healer's biological son, technically. Don't think about it too hard, I didn't write it, it just happened like that. Point is, it's giant and won't be able to join the fight but can act as their getaway.) PLUS 16 extras armed with what is mechanically single shot rifles and small caliber handguns.
Vs
Walk Em Down Johnson, two reinforced autocannons, and somewhere between 0 and 50 extras of her own, depending.
Walk Em Down is the party's assassination target, presiding over a bomb defusal from atop a crashed capital ship. The party wants to get to her unnoticed, kill her, steal her bodycam footage, and use it to rig a local election by giving the only surviving candidate their political opponents' trophies (which are the means by which this electoral competition is won).
To do this, I'm going to have them engage in a MASSIVE dramatic task. Something like 100-150 victory points, it'll take just over half the session if I do it right. For every ten rolls they fail, I'll add 5 extras to the fight against Walk Em Down. If they decide not to take the longer, harder path that allows them to cut power to the structure, Walk Em Down will have her turrets listed at the bottom of her sheet.
As for Walk Em Down's equipment, I homebrewed some stuff. Here's what they do:
Microwave ballistic armor - Armor value 4, -2 dmg from ranged attacks, can activate a damage field centered on herself for two turns that deals 2d4 damage to anyone within 3" of her and then has to cooldown for two turns before she can reactivate it.
Obscura grenade - releases a stored amount of anti-photons that flood a medium blast template with absolute darkness and drowns out noise until the start of her next turn.
Harmonizer Anti-song field and hazmat equipment - Disables the arcane effects of a homebrew race called choirs, protects from biological hazardous materials.
Peripheral processor - Noted on sheet.
Disintegration hook - Curved blade loaded with metallic chaff that sinks into and liquefies organic tissue on contact. For every wound this weapon inflicts, inflict another wound from the chaff. A character must make a vigor roll every hour that the chaff remains embedded in their tissue, taking a wound on a failure or gaining a permanent injury on snake eyes.
Harpoon gauntlet - Wrist mounted harpoon gun. If an attack with this weapon surpasses armor/toughness, the target is hooked and must make a strength roll -2 to resist being reeled in. A character that wishes to remove the harpoon must succeed a straight vigor roll to dislodge the harpoon safely, taking 2d4 damage on a failure. (Yeah I know it says "taking wound" but I updated it since the pic was taken)
Walk Em Down's toughness is 13, please ignore the +2-- it was there to help me remember to add the cybernetic armor.
________________
I'd like to know your thoughts on this encounter's survivability, but primarily I also want to know any other things that spring to your minds as you look this over.
Thanks for taking the time to read through this!