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> My first rigger, Any glaring holes or flaws
Joker9125
post Apr 26 2004, 08:30 PM
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Im trying my first rigger and here he is. Please inform me of any glaring holes in character design

Race Dwarf

Attributes
Body 2
Quickness 6
Strength 3
Charisma 5
Intelligence 6
Willpower 6
Essence 2.15
Run Mult. 2
Magic 0
BioIndex 0
Reaction 6
Init. Dice 1

Pools
Combat 9
Control 10

Skills
Computer(INT) [4]
Computer B/R(INT) [3]
Electronics(INT) [4]
Electronics B/R(INT) [3]
Gunnery(INT) [5]
Gunnery B/R(INT) [3]
Car B/R(INT) [3]
Car(REA) [5]
Mechanical Arm Operation(REA) [3]
Rotor Aircraft(REA) [4]
Rotor Aircraft B/R(INT) [3]

Vehicle Ctrl Rig [2] E:3.00 sr3.302|Mods only apply when rigging
Skillwires [5] MP 75 E:1.00 sr3.302|
Smartlink II(A) E:0.40 mm.31|-2 to TNs for firing a Smartlink-II weapon, +2 Called Shot modifier
+ Pers. Smartlink Safety(A) E:0.00 mm.31|Safety on unless in contact with user
+ Range Finder(A) E:0.08 mm.32|w/SM2 Shows range to target. -1 TN to targets at Long range and -2 TN at Extreme range. Not compatible with other vision magnifications.
Smartlink Processor II(A) E:0.16 mm.31|
+ Eye Display(A) E:0.08 mm.31|
+ Lim. Simsense Rig(A) E:0.08 mm.31|
Expert Chipjack Dvr [3](A) E:0.24 mm.19|+3 Pool for Skillsofts
Datajack(A) E:0.16 sr3.298|
Datajack(A) E:0.16 sr3.298|
Router(A) E:0.08 mm.22|Connect internal cyberware, 10 ports max

Bioware
Enhanced Articulation BI:0.60 mm.066|+1RCT, 1 addt'l die to Combat, Physical, Technical,& B/R skill tests

Vehicles
GMC 4201

Type of Vehicle: Transports-Heavy

Handling Speed/Accel Body/Armor Signature/Autonav Pilot/Sensor
3/7 85/3 6/0 2/2 -/0
Cargo/Load Seating Firm Points Hard Points
130/6500 2d+1x

Features:
Weapons:
Rigger Adaptation Datajack Port

Others:
Remote Control Deck Rating[10]
Remote Control Deck Rating[10]
R-C Biofeedback Filter [3]
R-C ECCM Rating [6]
R-C Encryption Module [8]
Rigger Decryption Module [6]
Rigger Protocol Emulation [6]
Signal Amplifier [8]
Storage Memory 200Mp
BattleTac IVIS Master Unit
Hitcher Jack
Intercom System
Audio/Visual Screen Display
Clearsight [5]
Datalink [5]
Performance Profile [4]
Electronic Warfare [4]
Sharpshooter [5]

EDIT: Fixed a few things, but i still dont know what drones to get and im kinda out of cash at this point in CHAR GEN so if their is any cyberware or gear i could drop please tell me.

Redid the cyberware
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Backgammon
post Apr 26 2004, 09:08 PM
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You are so NOT going to be flying a semiballistic anytime soon, I'd drop that and invest in some stealth or something. You also have no combat personnal combat skills whatsoever... that's really risky.

No mention of drones, so I don't know about that.

Remember that cranial RCDs have lousy Flux, so you'll need to haul around power amplifiers.
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Clyde
post Apr 26 2004, 09:26 PM
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Your character also has a charisma of 3 and no social skills. Now maybe that's the kind of game you're playing but . . .

If you can't personally shoot people or beat them up, then maybe you want to work on talking them out of the idea of shooting you and beating you up ;)

You probably don't need as much in the Build/Repair skills, either. You can get mechanic contacts to do that nonsense for you. My guess is you can safely ditch computer b/r, rotor b/r, car b/r and so forth or at least scale them back. If all you do is drive cars and work on cars you're going to be in for some really boring game sessions . . . .
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grendel
post Apr 26 2004, 09:41 PM
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I would recommend against getting any mods to your cranial remote deck. In order to upgrade those you'll have to get additional surgery. If you want to do any EW stuff, just use your RCD. Also, I'd drop the mechanical arm skill unless you intend to specifically acquire drones with mechanical arms. It's just not that useful.
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TinkerGnome
post Apr 26 2004, 10:10 PM
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Was this done with priorities or points? If so, how did it break down and what restrictions are you under?

[edit]You're very, very overloaded on encryption. A rating 3 is good enough to start, and a rating 5 is virtually impossible to break (rating 10 decryption has a 9.06% change of cracking rating 5 encryption, and only 51.55% chance against rating 3).

I agree that I'd probably ditch a lot of the CRD stuff. No point in having all that junk packed into your head when you're not likely to need most of it. Consider doing the old obvious cyberleg thing with everything built into there if you really want to be mobile with it.
[/edit]
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Joker9125
post Apr 26 2004, 10:24 PM
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points system

Race Dwarf
Attribute 24
Skills 40
Resources 1,000,000 :nuyen:
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TinkerGnome
post Apr 26 2004, 10:40 PM
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Your notation might be bad, but it looks like you're buying the smartlink II twice. Obviously, you only need it once.

Also, you're lacking a chipjack which you have to use with a CED.

Unless you have a specific reason, you probably don't need a heavy transport. The stuff in the van section (GMC Bulldog :love: ) works pretty well and is a lot less conspicuous. It's also a good idea to have a secondary vehicle of some sort.

For drones, I recommend:

1 ground combat model (Lynx or Doberman generally)
1 blimp (Condor) w/ Sun Cell and ruthenium coating (if you can aford it)
1 mini drone (Renraku spiderdrone works) (another good one to ruthenium coat)

And the rest to taste.
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Eyeless Blond
post Apr 26 2004, 10:46 PM
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QUOTE
Skillwires [5] MP 75 E:1.00 sr3.302|

Don't make the same mistake I made! You only need skillwires rating 4 (48Mp) this early in the game; it's a whole lot cheaper, and with an expert driver you're rolling 7 dice with a rating 4 activesoft, which is usually plenty. There are more in-depth rules on skillwires and various other bits of applied simsense--which I wish I had read before making my character--in Canon Companion.

QUOTE
Expert Chipjack Dvr [3](A) E:0.24 mm.19|+3 Pool for Skillsofts

This is a chipjack modification; you need to specifically add this to a chipjack for it to do anything (See mm p. 19). Plus I'm not sure why you want it at all, as you have no Activesofts, Knowsofts or Liguisofts. Sure you can try and get some later, but that seems a bit metagamey to me.

Also get rid of the router; your two datajacks (and chipjack, if you get one) have more than enough ports on them to handle things already as you only have three seperate cyberware systems anyway. See page 46 in mm (Man and Machine) for details on interconnectivity and how routers/datajacks/chipjacks work.
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Kagetenshi
post Apr 26 2004, 10:46 PM
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You've got a Dwarf with Willpower 6. You might as well bump it up to 7 and take Sensitive Neural Structure 1, it's a free point of Willpower for anything non-ASIST related. Also, the value of Vehicle Empathy cannot be understated. I'd also drop the Gunnery B/R; with a proper contact you won't need it.

Connected 5 can also make cash much less tight.

~J
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TinkerGnome
post Apr 26 2004, 10:50 PM
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Oh, and you're generally restricted to rating 6/avail 8 on equipment during character gen. Your GM might be waiving this, but I just wanted to point it out.
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A Clockwork Lime
post Apr 26 2004, 10:51 PM
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You're actually a lot better off with Skillwires 3/37, CED 3, Multislot Chipjack, Datajack (to route everything together), and an Obvious Cyberhand or better with at least 1,000 Mp of DNI-ready OMC Memory. Total cost of all this is only 112,700¥ and 1.50 Essence.

With that setup, you can score some Customized Rating 3 ActiveSofts for 8,000¥ (13 Mp each) or Customized Rating 3 ActiveSofts with DIMAP 2 (37 Mp) for 26,880¥.

If you don't want or need the DIMAP, you can shave a lot of cash of your skillwires by going with 3/13, too. The ActiveSofts are only 800¥ more expensive than a standard Rating 4 ActiveSoft, but you're saving bigtime on the other components.

Also, is there any reason why you have four Remote Control Decks? Also, as a starting character, you're limited to a Rating 6 for each of them. So you're goign to need to basically redo all your gear anyway. :)
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Joker9125
post Apr 26 2004, 11:52 PM
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Thanks everyone this really helps. Now if i can just get the rigging rules down. :wobble:

EDIT: Id also like to be able to bring a fair ammount of combat, recon, and spy drones with me on runs any reccomendations on vehicle size?
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Kagetenshi
post Apr 27 2004, 12:52 AM
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Vector Kimji

Chassis: Micro UAV (Markup .25)

Power Plant: Electric Fuel Cell

DPV: 301

Final Cost: ¥7,525

Hand. 4, Speed 50, Accel 4, Body 0, Armor 0, Sig 12, Auto 0, Pilot 1, Sensor 1, Cargo 0, Load 0, Fuel EC (9 PF), Econ .25 Km/PF



Saeder-Krupp Schattenauge

Chassis: Miniblimp

Power Plant: Electric

DPV: 739

Final Cost: ¥36,950

Hand. 4, Speed 75, Accel 5, Body 2, Armor 0, Sig 10, Auto 0, Pilot 3, Sensor 6, Cargo 3, Load 15, Fuel E (65 PF), Econ 5 Km/PF

SunCell Power, Autosoft Interpretation System, Spotlight, Infrared Spotlight, Remote Control Interface, Rigger Adaptation

Variant: Schattenauge II

Above plus BattleTac FDDM Receiver Module (+350 DPV), total cost ¥54,450


Flamedrone:



Chassis: Small UAV (Markup .25)

Power Plant: Electric Fuel Cell

DPV: 199

Final Cost: ¥5,975

Hand. 4, Speed 40, Accel 3, Body 1, Armor 0, Sig 8, Auto 0, Pilot 1, Sensor 1, Cargo 0, Load 94, Fuel E (100 PF), Econ .2 Km/PF

Flamethrower (22 shots, SS, 8M) Spotlight, Infrared Spotlight, Remote-Control Interface, Rigger Adaptation


If you don't want to or can't use custom-made vehicles, it's all about the miniblimps and Strato-9s.

~J
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Modesitt
post Apr 27 2004, 02:20 AM
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I'll do what I can and keep intact whatever seems to work at first glance. I'm working off the assumption your character is a Rigger first and everything else second.

Drop the charisma by 2, raise willpower by 1.

Drop everything but Computer, Car, Electronics, Electronics B/R, Gunnery, and maybe Rotor aircraft. Change Computer to a Programming specialization, taking you to 3(5). Raise Car and Gunnery to 6, again maybe rotor aircraft. Take some Stealth, a personal combat skill of some kind(, and Etiquette(Street). B/R skills are for contacts, at most one per char(IE AR B/R for a sammy), or skillwires.

Drop the skillwires and, by extension, the chipjack expert driver. Pg. 27 Rigger 3, you can't use activesofts to drive a vehicle. Unless of course you have some other purpose in mind(Like...chipping B/R skills?), don't bother. Seriously consider some headware memory of some kind for recording recon from drones. Another good purchase is Microscopic Vision, drop the enhanced articulation if neccessary.

The availability and costs on the rest of your equipment is odd. The rating of all starting equipment is limited to 6, availabliity to 8. Both remote control decks(Why two?), the rating 8 encryption module and the rating 8 signal amp break that rule. Ditch all of the autosofts. For one, read pg. 44 Rigger 3. You can't use a higher rated autosofts than a drones pilot rating nor can you use more than twice their pilot rating at once on a particular drone. So unless you intend to waste a shitload of money and buy every drone you use up to Pilot 5, you're flushing money down the toilet with those autosofts. Better off using 1-2 rating ones for just a quick little boost to any drone you happen to be using.

Oh. Drones. My quick and dirty thoughts on drones if I was able to remake my current Rigger:

Your shopping list should be: A really tiny walker(Like the example spider drone), at least one flying drone and preferarably two just for recon(Miniblimps or rotodrone chasis), a third flying drone that has guns(Starto-9's are the classic, but other options exist), a small ground-based scout drone that is not tiny(IE can go along at a steady speed, such as the GCR-23C), and a ground-based combat monster like the Steel Lynx. If you've got some spare change, picking up some kind of water-based drone may be worthwile,

QUOTE
Also, the value of Vehicle Empathy cannot be understated


Yes it can.

If you are getting -1 handling from vehicle empathy, it means you are driving a car. The only time a rigger should be touching a car is if he absolutely MUST be physically present for a job(Rigger network and such) or if he's stealing a car. If you are stealing a car...generally you are already being forced to be physically present or you should be stealing it BEFORE a run and driving it to your mechanic to get fixed up with rigger adaption and a remote control interface.

I don't feel it to be worth it.
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Kagetenshi
post Apr 27 2004, 02:36 AM
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Your van is your most potent weapon thanks to the Ramming rules. It can't be understated. Oh, and Handling is TN for vehicle dodge, too.

If you're specializing in Computers, make sure it's Non-Matrix Programming, otherwise you'll have just screwed yourself out of a point of skill.

Skip the ground drone, they're almost worthless. Ground drones are for when you're defining the area of combat; if you're defending your warehouse, go ahead, but they're going to do absolutely nothing on an actual run.

If you're a dedicated Rigger, don't bother with personal combat skills. At all. Also, don't specialize in Street Etiquette unless you like waiting for a very very long time for anything remotely hard to get.

I'm directly contradicting a lot of what Modesitt is telling you; I get the feeling we're rather different styles of Riggers. Pick and choose what sounds best to you.

~J
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TinkerGnome
post Apr 27 2004, 02:53 AM
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I'll also offer the opinion that having your own B/R abilities is never a bad thing. Contacts are fine... but contacts cost a lot of cash which you could save and they're no faster. Downtime is downtime. It's not like you're doing anything else important. You can only work for so many hours a day, anyway, so contact upkeep and the like still fits in.

For in character reasons, I'd take your main vehicle skill's B/R as a real skill and take the rest as skillsofts. Don't try chipping driving skills. You might also want to invest in an ammunition shop and a few B/R skills for weapons. If you've got a weapon (like a rifle) on a drone with a low ROF and hard to get ammo (APDS, AV, etc) making your own might prove worthwhile since you'll have far more dice than you would for the etiquette test.

Specialization at character gen is only for skills you are 100% sure you only need one part of on a regular basis. It's too cheap to raise the specialization once you start playing to waste a point of general skill on it in most cases.

Part of what you need to do during character generation is figure out what the rest of the party is doing with their characters and help fill in the gaps. Riggers tend to have cash to play around with, so you can provide some party members with trancievers with the appropriate encryption level (for instance) or the like. As the rigger, you tend to be one of the prime coordinators of the party's efforts during the execution of the run, so plan for that.

For personal arms, take pistols. Buy a taser. Every time you jack in, you have the taser in hand because every rigger's worst nightmare is having a fire elemental materialize inside his van while he's ridding the machine and eat him. This way, you might have some kind of chance. Also make sure the mage wards your van at the earliest opportunity. Very helpful.
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Kagetenshi
post Apr 27 2004, 02:57 AM
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Are fire elementals in any way immune or resistant to fire? I've forgotten...

~J
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TinkerGnome
post Apr 27 2004, 02:59 AM
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QUOTE (Kagetenshi)
Are fire elementals in any way immune or resistant to fire? I've forgotten...

Oddly enough, no.
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Kagetenshi
post Apr 27 2004, 03:23 AM
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Score. Then my current method of always having my blowtorch nearby will still work :)

~J
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Modesitt
post Apr 27 2004, 03:44 AM
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QUOTE
If you're specializing in Computers, make sure it's Non-Matrix Programming, otherwise you'll have just screwed yourself out of a point of skill.


...Non-matrix programming? As far as I know, there's just Programming and it applies to both the bonuses Riggers receive(pg 157 BBB, right column). It explicitly says the Programming specialization of the Computer skill. I also just opened up Matrix 3 and it refers to the Programming specialization of the Computer skill. Not 'Matrix Programming', Programming. Random side note - As the main purpose of your computer skill is for bonus dice on comprehension tests, unless you intend to program on the side, just take it to 5.

QUOTE
Skip the ground drone, they're almost worthless. Ground drones are for when you're defining the area of combat; if you're defending your warehouse, go ahead, but they're going to do absolutely nothing on an actual run.


I really have to disagree that they do nothing, although this definitely is campaign flavored. In my current campaign, I've wished for a combat drone...once, but previous campaigns all put me in situations(Such as just staging a full-on frontal assault of something like a minor corporation through the front door or setting down on a roof and working our way down a few floors) where having some serious ground-based firepower was in my favor. I really, REALLY don't like the possible consequences of failing a crash test indoors with some sort of flying drone.

In addition, I'm sorry about what the rules say about the benefits to doing so BUT I AM NOT BRINGING A FUCKING MINI-BLIMP INTO A BUILDING FOR KILLING PEOPLE. I generally hate using GM fiat in any sort of argument, but I think mini-blimps were balanced on the assumption that they are so inherently uncool that your GM would automatically give you penalties to Etiquette tests to represent the total laughing stock you have become because you are part of a highly-trained team of specialists whose training and skills often verge on making Special Forces operatives seem like preschoolers stealing cookies from the cookie jar AND YOU ARE USING A BLIMP.

QUOTE
If you're a dedicated Rigger, don't bother with personal combat skills. At all. Also, don't specialize in Street Etiquette unless you like waiting for a very very long time for anything remotely hard to get.


I can't stress enough that lacking some kind of combat skill is just bad ju-ju. It's absolutely asking for situations where you can't bring a drone/deck, such as a meet in a restraunt.

As for the second part - I was almost CERTAIN I read a rule somewhere saying you rolled etiquette(Street) when trying to get equipment, but I'm either remembering some other test calling for that or cutting a memory from whole cloth. I'll post if I stumble across it while looking up something else.
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Eyeless Blond
post Apr 27 2004, 04:32 AM
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What ground drones are really good for is for building infiltration; they really don't have the heft to carry many good weapons and armor. Check out the infiltration rigger we've got in the Infiltration Challenge thread for what is IMO the greatest ground drone loadout ever conceived (about a third of the way down.) Of course keep in mind that I'm pretty new at the game (see my join date? That was two weeks after I first laid eyes on the rulebooks :P) so take this with a grain of salt.
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Kagetenshi
post Apr 27 2004, 04:35 AM
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Hrm. I would think most appropriate Etiquette skill would be rolled; if it is Street, I withdraw my previous statement about it.

I'm pretty sure it's a Non-Matrix Programming specialization. *Digs for books*

Just looked it up, and you're right, it's not specified. I think a previous thread spread that particular bit of disinformation. Thanks, that'll save me some karma down the line... :vegm:

As for the miniblimp thing, miniblimps are cool. How cool? Signature 10 cool. I agree that they aren't great for bringing into a building, though; that's when to pull out the rotodrones of death. After all, in a building setting, the whole main advantage of a miniblimp is negated. Hard to miss one sailing down the hall...

The whole combat skill thing is a matter of taste. My Rigger doesn't actually go to meets, she attends via a spiderdrone in another character's pocket. I am, admittedly, picking up some skill for using her blowtorch as a weapon, but I didn't have it at chargen.

So yeah. I get the feeling, as I said before, that what we're saying is true for our respective campaigns. Hopefully poor Joker will be able to sort out what's most appropriate for him :)

~J

Edit: regarding the infiltration challenge, the drone loadout isn't bad, but the presentation is godawful! I'm guessing that was done in a word processor and then copy/pasted?

Edit^2: Raiko's presentation is better.
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Joker9125
post Apr 27 2004, 04:51 AM
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Here is my revised Rigger hopefully this one dosent have any huge glaring holes in the design I have 194,135 :nuyen: left any suggestions on drones?

Race: Dwarf

Attributes
Body 2
Quickness 6
Strength 3
Charisma 5
Intelligence 6
Willpower 7
Essence 0.48
Run Mult. 2
Magic 0
BioIndex 0.6
Reaction 7
Init. Dice 1

Pools
Combat 9
Control 10

Edges/Flaws
Connected Lev II 5
Connected 3
Bonus Attribute Point(WIL) 2
Vehicle Empathy 2
Phobia Com & Mild->Clowns -3
Allergy Com & Mild->Cotton Candy -3
Sensitive Neural Struct. -2
Uncouth -2
Impulsive -2


Armor
Type Conc Ball Imp
X:Form-fitting Full-Body Suit DwMod 12 4 1
X:Secure Clothing DwMod 12 3 0
X:Secure Ultra-Vest DwMod 14 3 2

Active Skills
Etiquette(CHA) [4]
Computer(INT) [4]
Electronics(INT) [4] ]
Small Unit Tactics(INT)/Vehicle Tactics [2/4]
Gunnery(INT) [5]
Car(REA)/Remote Operations [3/5]
Fixed-Wing Aircraft(REA)/Remote Operations [3/5]
Rotor Aircraft(REA)/Remote Operations [3/5]
Tracks(REA)/Remote Operations [3/5]
Walkers(REA)/Remote Operations [3/5]

Knowledge Skills
ST:Arms Dealers(KNO) [3]
ST:Scrounging(KNO) [5]
ST:Seattle Junkyards(KNO) [4]
ST:Shadowrunner Haunts(KNO) [3]
ST:Smuggler Havens(KNO) [4]
ST:Smuggling Routes(KNO) [4]
ST:Safehouse Locations(KNO) [4]
ST:NAN Border Patrol Tactics(KNO) [3]
English(LAN) [3]
English(LAN) (RW) [1]
Chinese(LAN) [1]
Japanese(LAN) [2]
Japanese(LAN) (RW) [1]
Sperethiel(LAN) [2]
Sperethiel(LAN) (RW) [1]
Spanish(LAN) [1]

Weapons
AK-98 Smart2 (AsRf) DwMod Grenade Launcher (6-shot) Smart2 4
+ Sound Suppresser DwMod
+ Gas Vent IV DwMod
+ Under Barrel Weight DwMod
+ Flash Light (Standard) DwMod
Great Dragon ATGM Smart2 (GATGM) DwMod Optical Imaging Scope(2) Smart2 2
(yes i remembered to buy ammo)

Cyberware
Vehicle Ctrl Rig [2]
Skillwires [4] MP 48
Datajack(A)
MultiSlot Chipjack 4(A)
Expert Chipjack Dvr [3](A)
Expert Chipjack Dvr [3](A)
Smartlink II
+ Pers. Smartlink Safety
+ Range Finder
+ Eye Display
+ Lim. Simsense Rig

Bioware
Enhanced Articulation

Gear
SkillSoft Jukebox 144MP 3ports
ActiveSoft Gen. [4]-> Mechanical Arm
ActiveSoft Gen. [4]-> DwModCar B/R
ActiveSoft Gen. [4]-> DwModWalker B/R
ActiveSoft Gen. [4]-> DwModTracks B/R
ActiveSoft Gen. [4]-> DwModRotor Aircraft B/R
ActiveSoft Gen. [4]-> DwModAssault Rifles
ActiveSoft Gen. [4]-> DwModLaunch Weapons

GMC Bulldog Step-Van

Type of Vehicle: Vans

Handling Speed/Accel Body/Armor Signature/Autonav Pilot/Sensor
4/8 85/4 4/2 2/2 -/0
Cargo/Load Seating Firm Points Hard Points
50/1200 1+1b

Features:
Folding Bench Seat
Weapons:
Cont. Manu. Contr. [6] Rigger Adaptation
APPS
Crash Cages
Anti-Theft System [6]
White-Light
Medium-Range Infared
Library Transponder Chip [6]
Photovoltaic Chameleon Paint
Morphing License Plate

Others:
Drone Rack
Remote Control Deck Rating [6]
Remote Control Deck Rating [6]
R-C Biofeedback Filter [3]
R-C ECCM Rating [6]
R-C Encryption Module [6]
Rigger Decryption Module [6]
Rigger Protocol Emulation [6]
Signal Amplifier [6]
Storage Memory 200Mp
BattleTac IVIS Master Unit
Intercom System
Hitcher Jack
Audio/Visual Screen Display
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Eyeless Blond
post Apr 27 2004, 06:51 AM
Post #24


Decker on the Threshold
******

Group: Dumpshocked
Posts: 2,922
Joined: 14-March 04
Member No.: 6,156



Hoo boy.

QUOTE (Joker9125)
Essence 0.48
[...]
BioIndex 0.6

You're running into excessive bioware here. That is very much a not-good thing. Think hard about reworking your cyberware a little.

QUOTE
Edges/Flaws
Connected Lev II  5
Connected  3
Bonus Attribute Point(WIL)  2
Vehicle Empathy  2
Phobia Com & Mild->Clowns -3
Allergy Com & Mild->Cotton Candy -3
Sensitive Neural Struct.  -2
Uncouth  -2
Impulsive  -2

If I were your GM, every run would involve circus clown Johnsons asking you to invade Barnum and Bailey. :P Also, unless Connected and the Connected Lev II are applied to different areas, you only need the level II Edge. I'd also ditch Vehicle Empathy, as you're probably not going to be driving anything by hand with a Handling of more than 3-4 anyway, and probably closer to 2.

QUOTE
Fixed-Wing Aircraft(REA)/Remote Operations [3/5] 
Rotor Aircraft(REA)/Remote Operations [3/5] 
Tracks(REA)/Remote Operations [3/5]
Walkers(REA)/Remote Operations [3/5]

Eh. I'd get rid of all of these (except maybe Rotor Aircraft, and just default to Readtion for this. That's why you pay the big bucks for a VCR, right? :D

QUOTE
English(LAN) [3]
English(LAN) (RW) [1]
Chinese(LAN) [1]
Japanese(LAN) [2]
Japanese(LAN) (RW) [1]
Sperethiel(LAN) [2]
Sperethiel(LAN) (RW) [1]
Spanish(LAN) [1]

Ugh. Unless you have a Mnemonic Enhancer you'll really want to condense these language skills, or spend some more Knowledge Skill points to beef them up a little. Having a language at 1 is basically useless.

QUOTE
Smartlink II
+ Pers. Smartlink Safety
+ Range Finder
+ Eye Display
+ Lim. Simsense Rig

With a VCR I think you can get away with not having the limited simrig (anyone care to correct me/back me up on this?). Since you don't have an induction pad for the thing anyway I don't think you can use a personalized safety either, nor do you need the eye display unless you're planning on firing weapons personally, as opposed to through a vehicle. If you are consider getting an image link instead.

QUOTE
R-C Encryption Module [6]

Look over the rules for encryption modules again. I'm pretty sure you can get away with rating 5; it's cheaper and has no appreciable difference in value.
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Entropy Kid
post Apr 27 2004, 06:55 AM
Post #25


Moving Target
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Posts: 173
Joined: 4-March 03
Member No.: 4,196



edit: redundant
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