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> Riggers!, What are the basics one needs???
Bastard
post Jan 19 2008, 02:44 AM
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Haven't made too many riggers and one of my players is working on one. What are the basics that he needs. He will mostly focus on helicopters. Ground vehicles and hovercrafts are his secondary, and drones will be his tierciary. Im sure he wants a VCR , but how fancy do we have to get to be decent?

Oh, we are playing 3rd edition and he has 'one million dollars'(in a bad Dr. Evil voice impression). That might be helpful information.
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Fortune
post Jan 19 2008, 02:53 AM
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I wouldn't go higher than a rating 2 VCR, as that gives you the advantage over pretty much everyone else, without totally swamping your Essence.

Others, like Kagetenshi, will disagree. :)
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Bastard
post Jan 19 2008, 03:00 AM
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Thanks... Level 2 VCR now purchased.

Any other recommended cyber/bioware? He is also a B/R specialist so I got all the brain buffs.
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Kagetenshi
post Jan 19 2008, 03:16 AM
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The first thing you need to do is stop thinking about drones as tertiary, or as different from your main vehicle. I can't for the life of me figure out where the idea of a divide between a "vehicle rigger" and a "drone rigger" came from—the closest thing to a useful distinction is that a "drone rigger" is what happens when a rigger loses, or doesn't have, a nice primary ridable vehicle.

Ok, I guess this is for one of your players, in which case it's something the player needs to do.

Then: to be decent, you only need a VCR-2. To be great, you need a VCR-3—the extra between -1 and -2, together with the +2 to Reaction and by extension Control Pool, makes a big difference. If the character is going to be fairly dedicated to the trade, a 3 is the only way to go IMO.

Make sure you have a variety of drones for a variety of tasks, and make sure you know how you… damn, I'm using "you" again. Ok, just interpret it as applying to the proper person, I'm tired. Know how you're going to deploy the drones, get them into position, and get them back out of wherever you put them. A Doberman may be a miniature tank, but as a ground vehicle it's easy to get trapped, or to require too much setup to get into position. Not to say they should be avoided, but IMO the air-based drones are your primary.

More later, maybe.

Edit: RAAAAAAAAGH! *gnaws at Fortune's ankles*

~J
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Bastard
post Jan 19 2008, 03:20 AM
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Roger. We will have drones as well... and they wont be tertiary. :D

What about the remote control deck?
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Fortune
post Jan 19 2008, 03:20 AM
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Microscopic Vision (or even complete cybereyes with that enhancement) would help with most B/R stuff.

I'm not as well versed as I should be in SR3 anymore. Damn Senility!
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Bastard
post Jan 19 2008, 03:25 AM
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Edited while you were typing Fortune...

What about a remote control deck? Not sure if thats the proper name... its been a long time since we have made a rigger.
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Fortune
post Jan 19 2008, 03:34 AM
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QUOTE (Kagetenshi)
Edit: RAAAAAAAAGH! *gnaws at Fortune's ankles*

I'm in your head. Be afraid! Ooooooooo! :eek: :D

QUOTE (Bastard)
What about a remote control deck?


I'm not the best person to answer this one. I usually GM, and handwave all that stuff (or leave it to the dude that plays a rigger :D) unless I really need it.

Honestly, listen to Kagetenshi on pretty much everything about Riggers ...

... except the level 3 VCR. On that one subject, he's on crack. ;) :D
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Bastard
post Jan 19 2008, 03:37 AM
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Crack? What a loser. Smack is the way to go.

Thanks for all the last minute (at least for me) helpful info.
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Kagetenshi
post Jan 19 2008, 03:55 AM
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QUOTE (Bastard)
What about the remote control deck?

Rating 6, and upgrade after chargen. It's cheap, allows faster access to a greater variety of drones, and makes certain network intrusion tests more difficult as a bonus. Consider buying a backup and installing it directly into the primary vehicle for the flux boost.

If your player wants to be able to pretend MIJI doesn't even exist (without doing something like actively removing the rules from the game), pick up Encryption. L3 will make it unlikely that anything will succeed without a decent amount of karma burned, and L5 will make it astoundingly unlikely. I guess he still can't ignore Jamming, but everything else depends pretty heavily on the attacker being significantly better-equipped than the target (hey, what do you know, encryption rules that vaguely approximate reality).

Connected. I don't think I need to say more.

Vehicle Empathy is also recommended—it's less useful the more drone-work you do, but the ability to sink your Handling that one point lower can be very comforting.

I'm pretty tired so things to suggest aren't coming to mind, but let me know if there are any other areas you'd like thoughts on.

~J
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Bastard
post Jan 19 2008, 04:36 AM
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All this has been helpful. Thank you for everything, any additional advice and info is welcomed.

Remember though, crack is bad, get hooked on smack.
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TonkaTuff
post Jan 19 2008, 04:41 AM
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As far as RC decks go, it primarily depends on the level of rules detail you want to devote to the rigging sub-game. But on top of Kagentenshi's suggestions, I'd also recommend getting a Biofeedback Filter so every little speedbump and ding won't risk killing you and a signal amplifier (for a cheap, mostly-portably Flux boost). Storage memory would also be something to look at - not only can you store command programs, recon and blackmail recordings, fake sensor logs, and (I think) alternate subscription lists, but you save money on autosofts by streaming them from the deck instead of having to install a copy in every single drone. I'd also suggest investing in at least some degree of ECCM - even throwing out the optional MIJI stuff, the basic RC rules still call for interference that you'll need to overcome.

Decryption, Protocol Emulation, and the two Battletac systems are fun toys to play with, but they're pretty expensive (even with Resources A - and moreso when you're dealing with an active character's other expenses), and their utility depends completely on the campaign and the role of the rigger in it. If there's not going to be any CCSS-hacking, SIGINT, or complicated combat operations, they're best left on the fixer's shelf.




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Kagetenshi
post Jan 19 2008, 04:55 AM
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QUOTE (Bastard)
All this has been helpful. Thank you for everything, any additional advice and info is welcomed.

Remember though, crack is bad, get hooked on smack.

If smack is what makes Fortune think VCR-3s aren't worth it, I don't want any part of it ;)

~J
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Fortune
post Jan 19 2008, 05:05 AM
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We've been through this.

VCR-3s are definitely worth it ... if the character doesn't want to ever do anything else, like leave the van.

If, on the other hand, the character intends to actually be useful outside of the Yellowjacket, then a VCR-2 is ample.
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wargear
post Jan 19 2008, 05:25 AM
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A single cyberlimb with a remote control deck and flux boost installed in it is always a good option, but it would usually be something to add later in the campaign after a little battle damage.

a bulldog step van with the changing number plate and colourchange, or plain white with a few useful stencils and some fast set paint. everyone uses step vans, and a quick u-turn in a side alley while you switch colours and identity plates is an excellent way to loose pursuit.

a condor with an excellent sensor suite and maximal stealth on constant orbit over your operational site with the data fed into either your battletac™ or just being watched by your rigger/decker/operations leader.

a bulked out roto-drone with a cargo of 100+ kg can be used to ferry other team members from rooftop to rooftop or to the ground...unless they are trolls...
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Kagetenshi
post Jan 19 2008, 05:45 AM
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Or Orks. Or just large humans. I'm not small, but I mass in at about 90 kilos in light clothing, and have been up at about a hundred—add any meaningful amount of gear, and that "+" quickly becomes the important part.

I mean, it's definitely doable and can be very handy, but don't underestimate the kind of lifting capacity required.

~J
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Stahlseele
post Jan 19 2008, 10:23 AM
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can't believe people forget improved artwinculation for the B/R Angle O.o
and of course they give give +1 for technical and combat which includes gunnery in 3rd ed too *g*
also they give +1 point of natural reaction, and a suprathoid gland is a good thing too . . if you're lucky it imrpoves your reaction by not 1 but two points by giving you one point reaction and one point quickness which is used in the calculation of reaction . . reaction is pretty much important later on too, as the cost to rise vehicle skills depends on your reaction . . and of course the natural reaction gets used to calculate the controll pool, so you will want more of that . . the biggest draw of VCR is the inability to use boosted reflexes and thereby not being able to get a + on you ini-score on game start without using wired reflexes level 1 . . and those are generally not worth it, because they take up too damn much essence . .
As for vehicles, what kind of vehicles would you be planning on using?
i'd suggest hover-craft and vector thrust and lighter than air for drones . . the hover-craft could be used as a drone carrier for example *g*
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Fix-it
post Jan 19 2008, 07:29 PM
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we're just listing basic stuff, Stahlseele.

I'm a big fan of spider drones and miniature recon drones.

the ability to go anywhere, and see everything is priceless.

they also don't draw as much attention as a 2-meter turbine-powered helicopter with an under slung LMG.
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Stahlseele
post Jan 19 2008, 07:33 PM
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QUOTE
they also don't draw as much attention as a 2-meter turbine-powered helicopter with an under slung LMG.

yeah, that's what makes me sad ._.
it's close to impossible to get something like that y.y
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Kagetenshi
post Jan 19 2008, 07:58 PM
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If you're accepting vehicle designs, I've posted the Vector Kimji elsewhere on the boards—it's essentially the rotodrone equivalent of the spiders, and the enhanced mobility is really useful.

~J
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Bastard
post Jan 20 2008, 07:51 PM
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QUOTE (Kagetenshi)
If you're accepting vehicle designs, I've posted the Vector Kimji elsewhere on the boards—it's essentially the rotodrone equivalent of the spiders, and the enhanced mobility is really useful.

~J


That would be great.

In other news, here is what we did for his character:

Gear: Bulldog Sec van, a workshop, two Shiawase spiders, Ruger Thunderbolt
Cyberware: VCR-3, Smart Link
Bioware: Synaptic Accelerator-2, Enhanced Articulation, Cerebral Booster-2

Didnt have enough money or essence for a Control Deck, is that necessary or can we buy it later? We may have to remake if its necessary.


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Stahlseele
post Jan 20 2008, 08:07 PM
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ahem, the ruger thunderbolt is lone-star only weapon O.o
and way above usually available items on game start o.O
for that one you would have to have killed at least one member from an Lone Star HTR-Team to have looted it off of his dead body *g*
synaptic accellerator and cerebral booster are cultured bioware and not available on char-gen . . or did i miss something? o.o
The Deck is optional, while a DATAJACK to actually USE the VCR3(i would go with level2 tops) is not . . without said deck you just can't Remote controll anything but will have to jack directly into the vehicle in question . . so no drones without that *g*
if you want an internal deck you should look into cyber-limbs, as those decks can be placed inside one of them *g*
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Fortune
post Jan 20 2008, 08:36 PM
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QUOTE (Stahlseele)
ahem, the ruger thunderbolt is lone-star only weapon

Not anymore. When it was originally released that was the case, but Lone Star's exclusive contract with Ruger ran its course, and the weapon is now made available to the public.
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Stahlseele
post Jan 20 2008, 08:42 PM
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in SR 3rd ? O.o
and the availability of 14/12 days?
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Fortune
post Jan 20 2008, 09:08 PM
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QUOTE (Stahlseele)
in SR 3rd ?

Yep. It was originally released as a Lone Star only weapon in SR2 (or even SR1), but as of the time of SR3, the weapon has been deregulated. No proof of what I am saying though, as I don't have access to the SR3 books.

QUOTE
and the availability of 14/12 days?


I made no comment as to the Availability. High Availability does not always equate to illegality.
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