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> The Idiot's Guide To Rigging Thread, Support for the Vehicularly Challenged
Kagetenshi
post Mar 7 2004, 03:23 PM
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Ok, finally got a chance to look, and I can't find anything about a server system for CRDs... book/page#?

~J
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Nikoli
post Mar 7 2004, 03:40 PM
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Would using the battle tac system allow you to pull up ionformation in the network as a simple action? If it works for teh handelds that are connected it should work for the rigger with the master unit as well.
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Kagetenshi
post Mar 7 2004, 03:54 PM
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I would imagine so... not sure I understand your question, though.

~J
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ShadowPhoenix
post Mar 7 2004, 05:15 PM
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Kagetenshi your page reference is Page 85 R3 Revised. Also another thing to keep in mind is that it only removes 1 port, the port from the RCD, not the CRD. Also another cool thing to look at is, if you are going the CRD route, don't put accessories into your CRD, throw them on the RCD and use it to serve, as all accessories of both decks get combined
:D

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lodestar
post Mar 7 2004, 05:56 PM
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Doesn't the higher rating of RCD increase the amount of damage from dumpshock that a Rigger suffers?
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Kagetenshi
post Mar 7 2004, 06:05 PM
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The Power, though not the damage level.

~J
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Kagetenshi
post Mar 9 2004, 04:51 AM
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Anyone brave or foolish enough to try to explain OpTempo? I think I'll take another look at the rules in the morning...

~J
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Seidaku
post Mar 9 2004, 05:55 AM
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First of all, let me say how glad I am this thread was created. Having just started playing my first rigger ever, I was thinking about starting a similar thread myself. The discussion thus far, however, seems to be aimed at a level far more advanced than I (and I think most starting riggers) are- any chance some comments could be made geared towards us newbies?

For example:

I'm not entirely clear on how to use the rules for manual versus sensor enhanced gunnery. Seeing as I'm predominantly a drone rigger, I imagine you could see how this could be annoying :-P. In order to get a better grasp of things, why don't I lay out the rules as I understand them so that you can yell at me for what I'm doing wrong.

Manual gunnery:
The rules, as I understand them:
-Only useable when you're directly rigging a vehicle; ie, cannot be used while in captain's chair mode.
-Drones you have given instructions to but are not being rigged directly CANNOT use manual gunnery
-Uses standard ranged combat rules (ie, perception and range modifiers, cover, etc) plus some extra vehicle specific modifiers
-Smartlink compatible, if both you, the vehicle, and the weapon in question have a smartlink
-Requires a complex action, so you can't make multiple attacks with a vehicle weapon in one initiative pass.

Questions I have:
-Since it requires a complex action to use manual gunnery no matter what type of fire you're using, is there any reason not to use full auto with guns that support it? (other than the recoil, which should be trivial given the halving of recoil mods for weapons mounted on vehicles)
-Since you're seeing through your vehicle's sensors, you use whatever they have as far as imaging technology is concerned, correct? Anyone care to lay out exactly what that amounts to? (thermographic, ultrasound, flare comp, etc) I know it differs by sensor level, but I can't remember specifics about how.


Sensor enhanced gunnery:
The rules, as I understand them:
-Can be used either when directly rigging a vehicle OR when a drone acts on your instructions when you aren't directly rigging.
-The ONLY way for drones to use weapons
-Normal ranged modifiers do NOT apply: No smartlinks, no perception mods, no range mods, no cover mods, etc.
-The only modifiers that DO apply are those specifically listed for Sensor enhanced gunnery (no BBB handy.. anyone want to quote a page number?)
-Sensor enhanced gunnery really consists of two complex actions: getting a sensor lock on a target (one complex action), and then firing on a locked target (another complex action). Now, this means that (assuming you always kill your target in one shot) that using sensor enhanced gunnery limits you to firing only once ever other initiative pass (as you have to lock on to a new target before firing).
-Base target number for gunnery test is the target's signature: for metahumans, trolls are 5, the rest are 6. This means it is usually HARDER to hit a metahuman using sensor enhanced gunnery than with manual, since you don't get a smartlink, and are usually starting at a base tn of 6 rather than 4.
-You get to add 1/2(round down) of the sensor rating of the vehicle you're using to the gunnery test. Combat pool can also be added.
-When a drone uses sensor enhanced gunnery when you're not directly rigged in, it uses its pilot rating instead of your gunnery skill. This means a drone is apt to not be terribly good at gunnery (considering that the highest you can enhance a drone's pilot rating to is 3 at chargen), even if you add some autosofts.

Questions I have:
-The rules are a little fuzzy on exactly how many actions are required for one use of sensor enhanced gunnery. It specifically states that making the sensor lock test requires a complex action, and firing the weapon takes a complex action (suggesting at least two combat passes to lock on and fire). It also reads, however, as though you can fire your weapon as soon as you lock on; as in, the same turn. This is rather an important thing to have clarified, as it can potentially mean either halving or double one's rate of fire (depending on which interpretation you're currently using).
-Direct line of sight: Not really clear on when this applies. As it means -3 to your gunnery test, more info here is rather important. For instance, if my Steel Lynx is firing on an orc standing 10 meters away on a sidewalk, does it have DOS? What if it is a semi-busy sidewalk? No?

Rules that apply to both:
-Can only fire ONE weapon per use.
-Uses the Gunnery skill for ALL weapons, regardless of type.
-Combat pool can be applied, if you're directly rigging a vehicle.

Questions I have:
-Unless you're dealing with HEAVY modifiers (long ranges, large amounts of cover/perception modifiers), aren't you better off using manual gunnery rather than sensor enhanced gunnery (even though the BBB says that sensor enhanced is more accurate)? You don't need to lock on, and you can use a smartlink. This means, assuming decent conditions, target numbers of 2 rather than 6, and you can fire once every pass rather than once every other pass (assuming you are switching targets with every shot).
-More questions will be added when I remember them :P

Comments?
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Frag-o Delux
post Mar 9 2004, 06:16 AM
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QUOTE (Kagetenshi @ Mar 8 2004, 11:51 PM)
Anyone brave or foolish enough to try to explain OpTempo? I think I'll take another look at the rules in the morning...

~J

OpTempo is a way to calculate gas usage and maintaince fees for your vehicle. Like if you drive 3000 miles you need an oil change, according to Jiffy Lube. So that is what that is for. I would assume regulare maitaince would be lubeing the chassis, rotating and balancing the tires, stuff you would do on a regular basis, where OpTempo is incidental costs and maintainace that needs to be done at very short intervales.

EDIT: Seidaku, I will double check my rulebook to make sure I am giving canon answers so I don't mess you up. We have kind of tweaked the R3 rules. So unless someone answers you I'll be back shortly.
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Kagetenshi
post Mar 9 2004, 06:22 AM
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QUOTE (Seidaku)
-Since you're seeing through your vehicle's sensors, you use whatever they have as far as imaging technology is concerned, correct? Anyone care to lay out exactly what that amounts to? (thermographic, ultrasound, flare comp, etc) I know it differs by sensor level, but I can't remember specifics about how.

I'll address the rest in the morning, until then the answer to this problem can be found on P135, SR3.

And Frag-O, I know what the OpTempo rules are, I just have no idea how to use them with anything vaguely approaching efficiency.

~J
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Frag-o Delux
post Mar 9 2004, 06:27 AM
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I never have. We just say it cost 200 nuyen this run gas and call it a day or let our lifestyle cover it if it just local driving.

QUOTE
-Since you're seeing through your vehicle's sensors, you use whatever they have as far as imaging technology is concerned, correct? Anyone care to lay out exactly what that amounts to? (thermographic, ultrasound, flare comp, etc) I know it differs by sensor level, but I can't remember specifics about how.


You can rig a vehicle without looking out with sensors. If doing manual gunnery I would suppose that is what you are doing, only using the cyberware you have to help. Manual gunnery allows no sensors to be involved, the level of sensors does have different mods like thermo and low light, but opting to use manual gunnery for goes those options to you, unless you have them built into your flesh.

QUOTE
-Since it requires a complex action to use manual gunnery no matter what type of fire you're using, is there any reason not to use full auto with guns that support it? (other than the recoil, which should be trivial given the halving of recoil mods for weapons mounted on vehicles)


I see no real reason to not use full auto if you have it and the weapon is mounted n the vehicle.
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Frag-o Delux
post Mar 9 2004, 06:42 AM
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QUOTE
-The rules are a little fuzzy on exactly how many actions are required for one use of sensor enhanced gunnery. It specifically states that making the sensor lock test requires a complex action, and firing the weapon takes a complex action (suggesting at least two combat passes to lock on and fire). It also reads, however, as though you can fire your weapon as soon as you lock on; as in, the same turn. This is rather an important thing to have clarified, as it can potentially mean either halving or double one's rate of fire (depending on which interpretation you're currently using).


My book says after the sensor lock on the gunner can make a sensor enhance gunnery test. So I would assume it takes to 2 complex actions to get off the first shot on that target. I complex action to lock on and a second to actually fire.

QUOTE
-Direct line of sight: Not really clear on when this applies. As it means -3 to your gunnery test, more info here is rather important. For instance, if my Steel Lynx is firing on an orc standing 10 meters away on a sidewalk, does it have DOS? What if it is a semi-busy sidewalk? No?


YOu would have to take this on a case by case. On the empty street nothing between the drone and the soon to be shot Ork, yes that would be direct line of sight. If said smart Ork dove behind a car during the sensor lock phase, no DLOS. On a semi crowed street, I would have to determine how semi crowed it was and where the ork was standing. If he is standing on the curb with all the busy people behind him, the drone would have DLOS< if he was up agains the wall trying to stay behind the crowd, the drone would not have DLOS.
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Kagetenshi
post Mar 9 2004, 06:45 AM
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I think you can make a manual gunnery shot using sensors, it's just not enhanced by the sensors (you're eyeballing the readings rather than actually "locking on").

~J
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Frag-o Delux
post Mar 9 2004, 06:52 AM
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Then use the sensor component listing on page 135 of the BBB. Then use the visual modifiers that those systems give. Like Low light in the dark offers +4?.

QUOTE
-Unless you're dealing with HEAVY modifiers (long ranges, large amounts of cover/perception modifiers), aren't you better off using manual gunnery rather than sensor enhanced gunnery (even though the BBB says that sensor enhanced is more accurate)? You don't need to lock on, and you can use a smartlink. This means, assuming decent conditions, target numbers of 2 rather than 6, and you can fire once every pass rather than once every other pass (assuming you are switching targets with every shot).


You would have to make that descion on the fly. One situation manual gunnery would be by far the best option, but if the battle ground is filled with smoke and trees and all kinds of stuff that would not let you see your target, then locking on to a 5 can a lot easier then shotting at a 10. Really you have the rules down good, I think you are just really asking which is best. That can be answered by wha the situation is like when your rigger decides to open a can of whoop ass.
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Frag-o Delux
post Mar 9 2004, 07:05 AM
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Kage, my R3 says you should only really use the OpTempo rules for missions that are not your usual run around town jobs, they are more for the smuggler games and any other long range running. So I would not use OpTempo for your daily runs, maybe if you decide runnign a few crates of BTls to the FRFZ. The only thing you need to do is figure out the cost of the vehicle OpTempo rating, then at the end of the job multiply that by the Kilometers they went in the car. Generally just a big guess. Nothing really special, they just added rules to the Gm saying, Bob your Bison just went 4000 klicks it cost you 5,000 nuyen in gas and oil chages to keep it running. In other words just fudge it.
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Cain
post Mar 9 2004, 07:37 AM
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QUOTE
Unless you're dealing with HEAVY modifiers (long ranges, large amounts of cover/perception modifiers), aren't you better off using manual gunnery rather than sensor enhanced gunnery (even though the BBB says that sensor enhanced is more accurate)? You don't need to lock on, and you can use a smartlink. This means, assuming decent conditions, target numbers of 2 rather than 6, and you can fire once every pass rather than once every other pass (assuming you are switching targets with every shot).

Well, first of all, I don't see any rule prohibiting the use of smartlinks while using sensor-enhanced gunnery. I may be wrong, but I think they can apply.

Second, the increased number of dice can more than offset the Signature TN, especially if you have direct LOS. If we assume you can use a smartlink, against a normal human, your effective TN is 2: Base 6, -3 for direct LOS, -2 for smartlink gives you a TN of 1, which amounts to a 2. Since you can now add sensor dice, plus gunnery and combat pool, you're rolling that many more dice against the same TN.

What really gets ugly is when you're firing missiles. Let's say you really want to take down that cyber-troll, and you load up a Great Dragon ATGM. Let's assume you have a Sensors 4 package in your vehicle, and you've got time to make a lock. We'll further assume you have a Gunnery of 6 and ample Combat Pool availiable; we'll give the cyber-troll a Combat Pool of 9.

Using manual gunnery, you roll your Gunnery + Combat Pool (12 dice) against a base TN of 4. You can expect roughly 6 successes, which is very nasty, but potentially dodgeable-- he can expect 4.5 dodge successes against a TN of 4; with one karma reroll, he could easily make 7 successes. So, if the troll's lucky, he could easily escape completely unharmed.

Using Sensor-enhanced gunnery, you roll Gunnery + Combat Pool + Sensors + Intelligence, for a total of 20 dice, against a TN of 2 (Basic troll signature = 5, -3 direct LOS. We won't further reduce his Sig due to heavy cyber, as it won't make much of a difference in this example.) You can expect roughly 15.6 successes, which is far more than the troll has in Combat pool. The trollwill be hit; and regardless of Body, he'll probably get killed outright.
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Lindt
post Mar 9 2004, 02:32 PM
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QUOTE (Cain @ Mar 9 2004, 02:37 AM)
Using Sensor-enhanced gunnery, you roll Gunnery + Combat Pool + Sensors + Intelligence, for a total of 20 dice

Where does it say you add Int to your sensor gunnery rolls? I wasent aware of this ...
My real gripe, lets say I have an LMG on a tripod. I fire 2 3rd bursts, when ever my init pass comes around. I have it mounted on a pintel sitting on a moving jeep, I can fire 1 burst, but only AFTER the guy driving it has gone. So super wired street sam has to wait and wait, providing that the veichle isnt rigged. Same if If Im hanging out the window with a pistol. If the car isnt rigged, your in deep crap.

NEW gripe. I ran across this actually. It says that shooting a passanger is a called shot. Ok, makes sense if its a guy sitting in a car. What about that guy on the scooter? Or the guy walking around his yacht? I see something very wrong about taking a potshot at the goon on the fore-deck being a called shot, when the yacht is 60ft long.
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Kagetenshi
post Mar 9 2004, 03:57 PM
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He's talking missile intelligence.

~J
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Lindt
post Mar 9 2004, 04:32 PM
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Gah... *head slap* missed that one... out in the cold too long...
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ShadowPhoenix
post Mar 9 2004, 08:02 PM
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I've had a rigger in my game since my fiance began playing SR, I've mucked through the Rigger and Vehicle rules. Vehicle combat seemed quite difficult to me originally since you have to calculate so much into a vehicle manuever score. Problem I had once was my friend was trying to drive a roadmaster against some Yamaha Rapiers, he was going to slow down and ram them, but deceleration with a Roadmaster is a target # 6 to decelerate. my buddy had a big complaint when he apparently couldn't figure out how to stop his truck. Another big issue I've had is with multiple drones, and how to handle them in a combat scenario, in addition to the Rigger. Can the rigger perform any other actions in addition to running her drones? The way I think we were running it, the Rigger was sending commands and her drones would act on her initiative, and she would also perform her own actions, with modifiers for paying attention to her Rig.

I think this topic needs some Characters generated and some runs done.

Let's all list some examples of missions we'd like to see played out, and see who will step in as the GM/Player for each mission. That way we can all learn. If no one else ops to run the missions, I'll GM :P


Some things I'd like to see, is maybe a simple Vehicle Combat, then a single drone op(for basics of Rigging) and then a multiple drones combat, then a ECM MIJI kind of operation. anyone come up with any good missions?
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Kagetenshi
post Mar 9 2004, 08:11 PM
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It's pretty hard to stop a fair-sized van in a given distance... though I'm pretty sure minor deceleration doesn't require a test.

~J
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ShadowPhoenix
post Mar 9 2004, 08:14 PM
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yeah, the way I ruled it was that since he was trying to do a minor breaking but fast enough that the enemy wouldn't notice and so it would manuever him into position to ram the bikes with his fat truck arse, that they noticed his deceleration and manuevered themselves to compensate. This doesn't say he doesn't slow the truck, just that it had no real game effect.
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Fahr
post Mar 9 2004, 09:57 PM
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Ok...

I'll make a rigger char and run it through some of those things like in the matrix thread, all I need is
A) a gm
B) some time to throw together a balanced starting rigger using priority
c) a run.

-Mike R.

(PS my R3 book is not nearby, so I will play this as a player who may be wrong :) )
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ShadowPhoenix
post Mar 9 2004, 10:09 PM
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I've volunteered as GM unless someone more Rigger experienced is willing to, if I do run it then I'll probably be making heavy references to the R3 and SR3 books before I post anything, even then I might miss something so the rest of the gallery can make comments :) I'll try to think up some decent runs for the examples, and I hope some other people can come up with some ideas as well. I think a Smuggle run might be appropriate for the single vehicle combat(going over combat manuevers etc.) Single Drone might be well played as a sneak and surveillance kind of run, with some possibilities of Drone combat. MultiDrone might be better handled with a Rigger Overwatch style mission. ECM runs, I'll have to think about unless someone has some ideas for it. and feel free to take time on a balanced rigger, since if I'm the GM in the pipe, it'll take a lil while to dig up some good ideas for some missions/challenges :)
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Fahr
post Mar 9 2004, 10:12 PM
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Ok...

starting avail (8 or 6)
priority system Ok with you?

lets start with smuggling, we could work ECM ECCM into that without too much trouble.

I'll post the Char sometime today or tommorrow.

-Mike R.
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