The Taetzel Building. Almost 30 years old (2050), opened in late 2020
and was once a mid-sized office block that is now a 28 story derelict in
the middle of a slum. Built on the Festung style popular in the late
2020s, it has solid, concrete walls up to 20 stories or so, with mirrored
armour-glass windows up on the top floors where the bosses hun out.
Taetzel Building Overview
Building Layout
2050 - Notes on how this building is different in 2050
Basic Map - Each floor of the building uses these notes.
Exterior Map - The notes for outside the building.
Ground Map - The ground floor of the building.
28th Map - The 28th floor of the building.
GM Section - The notes are for the GM only.
SR1E Rules - Rules specific to Shadowrun 1st Edition.
Guard Locations (10/15)
External - 2 patrol the fence
Ground Floor - 1 in Guard Room (Area 2)
Ground Floor - 1 in Basillisk Lair (Area 3)
Ground Floor - 1 in Cockatrice Lair (Area 5)
Ground Floor - 2 in Rear Entrance (Area 6)
28th Floor - 2 in Elevator Core (Area 1)
28th Floor - 1 in Security Centre (Area 11)
Note - by the book there should only by 15 people with 16
beds and 10 people on shift at anyone time. It means the staff
each get 8 hrs rest, then are on station for 16 hrs straight.
This is not good for security so I expect there are another 15
members on staff allowing for 8 hour rotation on station, 8 hours
on call and 8 hours sleeping.
Defenses
Pressure Senses - External Fence
Cameras - All Floors
Servogun - Ground and 28th Floors
Basillisk - Ground Floor (Area 3)
Cockatrice - Ground Floor (Area 5)
2050 Details
References -
Mercurial (2050, p61),
Basic Plan Map of Aztechnologies Taetzel Building in Redmond, Seattle, UCAS
the exterior walls of the Taetzel Building up to the 20th floor are
Reinforced Concrete (Barrier Rating 32). On floors 21 and up, they are
Reinforced Armour Glass (Barrier Rating 8). The top eight floors were
"executive country", and a view was considered a "perk", even during the
troubled twenties.
The building has a core containing a bank of four passenger elebators,
flanked by stairwells and lavatory facilities. At the back of the building
are a freight elevator and additional stairwell
Interior walls and doors are Normal Contruction Plastic (Barrier
Rating 4).
Security cameras are present on all floors. In addition, sevoguns have
been installed at specific locations on the ground floor and 28th floor.
These automated shotguns can be taken over if the decker is in one of the
appropriate nodes in the Taetzel Building computer. (see Rules for stats).
Exterior Plan Map of Aztechnologies Taetzel Building in Redmond, Seattle, UCAS
The grounds are surrounded by a three metre high, chainlink fence. The
fence is guarded by pressure sensors that will alert the security centre
on the 28th floor if anyone tries to climb or cut the fence. These sensors
can be spotted by making a Difficult (4) check, and shut down with a
Computers - Hacking Impossible (6) check.
Two agents patrol the perimeter, taking 15 minutes to complete a circuit
of the grounds.
External Features
(A) - The Main Gate - The gate is locked, but can be opened from
the Security or Command Terminals on the 28th floor.
(B) - Parking Lots - Empty, with weeds growing out of the crack
in the asphalt
(C) - Rear gate and loading dock entrance
The Rood
Helipad - The hellipad is raised about five metres from the
roof. Undeneath is a cozy little den. The lair containts: bones from
cows, a 100 litre vat containing beer, and an expensive trid unit with
the contents of music from thousands of rock and roll recordings,
catalogued chronologically, ranging from music of the early 1950s to
the latest Maria Mercurial hit. This is Perianwyr's lair.
Air-Conditioning Plant -
Communications Shack - The satellite-link dish is the feed into
the SAN to the Knights mainframe.
Elevator Core - The elevator machinery is in the housing on top
of this structure.
Ground Plan Map of Aztechnologies Taetzel Building in Redmond, Seattle, UCAS
Ground Floor Locations
Lobby - The lobby is visible to the agent sitting in guard booth
(Area 2). It is equipeed with a security cmera that also has a servogun
attached. The gun is an automatic weapon that can rife from the guard
booth or the Security Terminal at any location int he room. (see Rules)
Guard Booth - From here, the one guard present can view the lobby
(Area 1) through armourglass panel. The guard can trigger the servogun
covering the lobby. A firing port lets him shoot his FN HAR into the
lobby. He can also trigget an alarm throughout the building unless his
alarm control is overridden on the building computer.
Basillisk Lair - This is an office converted into a lair for the
basillisk, which is present in the room with its handler. It can easily
hear any weapons fire in Area 1 or 2 and wiull move to cover Area 4.
Inner Lobby - This lobby leads to the elevators, and uis guarded
by a security camera and two servoguns.
Loading Dock - The cockatrice and its handler guard this area,
which is also equipped with a security camera and a serogun. There are
two Chrysler-Nissian Patrol-1s parked here, modified. They contain a
pair of missile launchers and 8 AVMs.
Rear Entrance - Two agents guard this entrance. The corridor is
also covered by a security camera and a servogun.
Elevator Core - Unless the action is blocked on the computer,
the car will freeze at the 11th floor if anyone unauthorised takes the
elevator. Then the cable brakes and it plummets to the basement.
28th Floor Plan Map of Aztechnologies Taetzel Building in Redmond, Seattle, UCAS
28th Floor Locations
Elevator Core - Covered by two security camera/automatic servogun
combinations and two agents.
Kyle Morgan's Quarters - This area boasts luxurious furnishing
and several photos of stunning women seated with Morgan in his sports
car. (Cripes, isn't that Beauty Shannon, the simsense star?). There is
also an old flat photo of an gangly, teenage Morgan leaning against the
side of a Dragon. The frame has "Llawgwynedd 2022" written on the back
in faded ink.
A cyberterminal is on a desk in one corner of the room. This is
the Command Terminal (Node 4B). Each attempt to crack security on the
terminal and gain access to the system takes ten minutes. The terminal
displays a menu of available options.
Mixocopotec's Quarters - This area is furnished in a spartan
fashion. A heavy wooden club, set with obsidian spikes, hangs on the
wall.
Lin Hwang's Quarters - These quarters diplay a typical modern
decor, with a cyberdeck on a table next to a cyberterminal.
Conference Room - This room contains a large oak table with
room to seat twelve. A very expensive trid unit, with large projector
tank, dominates the centre of the table.
Kitchen and Dining Area - This area is well-sticked with food
and equipment such as over, microwave, and refrigerator. There is a
securely locked, very sturdy cabinet. Smashing it open will reveal
an array of liquir bottles.
Computer Room - The Knights mainframe is installed here.
Barracks Area - This area has been conberted to hold bunks
and footlockers, military-style, with spac for 16 persons.
Gymnasium - Serveral exercise machines, racks of weights,
and a wrestling mat are in the centre of the room.
Armoury - The Armoury has a heavily reinforced door. To open
its maglock requires a valid maglock cardkey (each of the Knights
have one) or a maglock passkey and some time.
The armory contains a rack of six FN HAR Assault Rifles and
four Ares Predators. Stacked nearby are serveral cases of various
kinds of ammo. Two missile launchers and several boxes of various
missile types are stored against one wall. A locked case contains
grenades, explosives, and various timers, fuzes, and detonators.
Security Centre - The Security Terminal is installed here.
The centre is manned by Blackstone and as agent.
Blackstone's Quarters - The area is a typically technomancers
litter of conponents equipment, tools, and so on. One corner has
been cleared out as a living area. On a table by the bed is a holo
of Blackstone, a pleasantly smiling Dwarf woman, and a small Dwarf
child, maybe two years old.
GM Section
Shadowrun 1st Edition Rules
Automated Servoguns
Firearms "Skill" 6 - The aiming mechanism only works at Short
or Medium range.
Damage - 4M3
Initiative - 20 (no roll required)
Armour - Ballistic 3, Impact 0. The weapons are partially
concealed by their housing, and thus attacks against them are at
+2 for Partial Cover.