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=The Assault= Assault has three elements: *Surprise: If you can surprise suspects, they'll be unprepared or out of position, which is to your advantage. Surprise can involve a countdown with multiple participants with different angles of approach or entry, timed so that they act at specific ticks of the clock in a particular sequence prepared beforehand. In Spycraft 2.0, surprise is gained through an opposed Blend or Stealth check. *Shock: A shocked enemy poses far less threat to an incoming assault team than one in complete control of his senses. Shock can be achieved through speed and sudden action, and snipers and the black faceless look of SWAT outfits can help. Shock is covered by Resolve/Morale checks and things like stress damage. *Violence of Action: Assault teams need to be able to dole out enough force to neutralize a suspect and the suspect needs to be aware of this fact and believe SWAT can win through sheer force. Numbers are a factor here, as is appearance, firearms, and simultaneous action. This has to do with Intimidation and simple logistics.
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