Oh I guess I should add I am willing to take 1 essence worth of cyber. I figure a 4 resonance is as good enough, but I don't want to dip down too low.
It would be different if your Technomancer Stream was Logic-based so you could use a Cerebral Booster to up your Fading resistance while Threading Complex Forms. But, with a Dronomancer, you'd be stuck hoping your GM allows Neocortical Nanites to help with your Threading. And some gene stuff too I suppose. But that's all a lot of money, (which you should get plenty of once the game starts.) I'll drop Sensitive System though, just to leave that stuff on the table for later. Just remember that, as a Mancer, pretty much all of your power is tied to Resonance, so if you take a hit on Resonance, it drops your maximums all over the place. Not recommended.
But anyway, this Dronomancer build is entirely based around getting the Biowire Echo as soon as possible (in the mean time, use Tutor Sprites) so that you can Emulate Skillsofts, and then Threading your Command CF as high as possible, since Command takes the place of any attribute in a test done via remote. Check out pg. 105 of Unwired.
That way, you can pile on Whatever Skills you need, and add your Command rating to the dice pool. If you Thread Command to 12, you can even default (on any skill which allows it) and still have a Dice Pool of 11. Add on the Skillsoft of your choice and it's 15 dice. Tack on dice from a Registered sprite's "assist operation" ability, and you'll be defaulting on skills at higher levels than the best trained people could hope for. Pretty sweet, no?
Attributes (180)
Bod 2
Agl 2
Rea 2
Str 1
Cha 5
Intu 5
Log 4
Will 5
Special Attributes (75)
Edge 3
Resonance 6
Positive Qualities (10)
Tehcnomancer 5
Paragon (Daedalus) 5
Negative Qualities (-35)
Allergy (Common, mild) (-10) [remember, common means pervasive - pick a good one]
Compulsive - Mild (-5) [Hoarding Food on account of growing up in the tunnels]
Flashbacks - Uncommon (-5) [Bugs and all that]
Records on File -10 [This company he's working for sure has him pegged]
Virtual Personality 1 (-5) [on account of how he is not comfortable interacting in person]
Active Skills (92)
Tasking (Group) 3
Cracking (Group) 2
Mechanic (Group) 1
Perception 3
Automatics 1
Gunnery 1
Hardware 1
Pilot Aircraft 1
Pilot Anthroform 1
Knowledge Skills (54 free pts) [Fill these out yourself]
Winning 6
At 6
Everything 6
For 6
Ever 3
Contacts (10)
Software Guy 2/3
Machines Guy 2/3
Technomancer CFs (40)
Command 6
Attack 4
Decrypt 5
ECCM 5
Sniffer 5
Spoof 5
Stealth 5
Track 5
Stream = Dronomancer
Fade resisted by Intuition + Resonance
Sprite Types are: Crack, Data, Fault, Machine and Tutor
Gear (28) 140,000
Comlink - CMT Clip + Response Upgrade to 3 + Signal Upgrade to 5
OS - Custom - System 3 + Firewall 6
ECCM 3 + Ergonomic option
Analyze 6 + Ergo + Optimization 3
Browse 6 + Opt 3
Encrypt 6 + Ergo + Opt 3
Scan 6 + Opt 3
Cost = 11550/*This comlink is your dummy com to throw people off. Plus it acts as a Scanner for finding hidden nodes until you can get your scan CF up and running. Additionally, if you GM decides to let non-technomancer's Spoof your commands, (which is an optional rule,) you'll want to run all your traffic through the com as a gateway, just so it can add its Encryption. You'll still likely want to invest Karma into CFs for Analyze and Encryption eventually. Tutor Sprites can help you there as well. All Programs can and should also be run by the Pilots in your Drones as well, including the rating 6 Firewall.*/
Form fitting Body Armor, Half Suit
Leather Jacket
SecureTech PPP Helmet
Cost = 1200//Total Armor = 6/5 B/I and within encumbrance - still, don't get shot at, ever.
Fake SIN rtg 4
Fake license rtg 4 (FN 5-7c)
Fake license rtg 4 (driving)
Cost = 4800700x Regular Ammo
150x Stick-n-Shock
20x Explosive ammo
18x HE grenade
18x Flashbang
Cost = 89503x
Ares Alpha + Airburst Link + Personalized Grip (robot) + Extended Drum (100rnd) + Under-barrel Weight + Shock pad + Gas-vent 3 (accessory) + Extra Drum
FN 5-7c + Gas-vent 3 (internal) + Personalized grip (you) + Easy Breakdown (manual) + Laser Sight (internal) + 2 spare clips
Cost = 13210/*Since you're using the Alphas as held weapons instead of hardmounted, Recoil is still a factor, though you should have Recoil Compensation = 8. Also, since the grenade launchers will be fired with gunnery, the Drone's sensor rating will be directly subtracted from the Scatter, which should basically result in point blank hits with moderate ease. There's enough ammo for each drone to carry 2 drums of regular and the default filled with Stick-n-shock. Your personal weapon, which you're pretty bad with btw, is fully RC'ed for burst firing, can be broken down for smuggling, and has clips for regular, SnS and Explosive ammo.*/
2x
MCT Fly-Spy + Mechanical Arm + Chameleon Coating + [rtg6 Camera + rtg6 Microphone + rtg 6 Motion Sensor = Sensor rating 6] + Response 5 upgrade + Signal 5 upgrade (Improved Take-off and Landing 2 standard)
Autosofts, all rating 3: Clearsight, Covert Ops, Adaptability (Maneuver 2 standard)
3x
Renraku Manservant 3 + Upgraded Armor 9 [your GM might need to approve anything over 6] + Response 5 upgrade + Signal 5 upgrade + [rtg6 Camera + *Lowlight + rtg6 Microphone + rtg 6 Motion Sensor (front) + rtg 6 Motion Sensor (back) + rtg 6 Wireless Signal Scanner = Sensor rating 6] (already has 2 mechanical arms)
Autosofts, all rating 3: Targeting, Maneuver, Electronic Warfare, Defense, Clearsight, Covert Ops, Adaptablity
Federated-Boeing Kull + Suncell + Additional Fuel Tank 1 + Satellite Communications + [5x (rtg 6 Camera+ *Lowlight = Sensor rtg 6) : front up, front down, rear up, rear down, forward] (already has Resp 4 Sig 4 + 2 airdrop cargo mounts + Signature Masking 1)
Autosofts, all rating 3: Maneuver, Defense, Clearsight, Covert Ops, Chaser, Adaptability
Mercury Comet + Rigger Cocoon
Cost = 20600 + 1800 + 33090 + 4200 + 16500 + 3600 + 15500 = 95290 (yikes)
/* Okay, this is the real meat of the biz. Remember that each device can only run a number of programs equal to its response before it starts getting bogged down. This isn't too much of a problem, because All devices have rtg3 Pilots, except the Mercury Comet, which is rtg2. Also, some of your software from the Comlink is ergonomic, so it won't count towards the limit. This means, in addition to the Pilot (which counts as system for a Drone) and the Ergo programs, you can run 9 programs/autosofts at once and still keep a Response of 4. Handy. With the Autosofts it has, the Kull can already discretely follow someone or something from the air at up to 300m/ct like your own little Watcher Spirit in the sky. As to weather Machine sprites can substitute for Pilots, upping the system to = Sprite Rating or Response (whichever is less,) well, that's something for you and your GM to hammer out.
Recommended purchases for the future: I took the Anti-theft and Chameleon Coat off the droids since it was too spendy. Might want to get those, and/or the Nonconductivity Special Armor Mod. Additionally, talk to your GM about over-modding these things and installing cyberlimb mods in their robot arms. Getting an Ultra-wide Band Radar or Radar cyber and an Orientation system should help for coordination and threat assessment. Also, it might be worth it to get a Retrans unit on the Kull, that way, it can keep you in touch with your drones from over 100km away. Might similarly be a good idea to get another Manservent 3 to hang out at the Kull's stash site so that it can be used to remotely load the Kull with whatever you need for airdrops on demand. Plus it's just another step towards building your own personal Cylon Army

*/
Lifestyle
1 month Medium
Cost = 5000Total Spent 140,000