ShadowPhoenix
Mar 9 2004, 10:16 PM
Avail 8, Priority Fine. I've been favoring Build point lately, but I think going with Stock Canon BBB stuff with R3 influence will give us the best baseplate for Rigger Ops, I'll start reading up and formulating my GM plan of attack

let's smuggle some goods!
Kagetenshi
Mar 9 2004, 10:31 PM
I'd be happy to either GM or assist a less-experienced GM. I'm not that experienced, but I've been putting myself through a bit of a crash course recently.
For reference, a character I made with the point system. More points than suggested were taken from flaws to get the skills and no bioware was allowed (save a few pieces that were irrelevant for a rigger), but otherwise everything should be acceptable canon. Most riggers will want to take the VCR-2 instead of 3 at chargen, but this was a concept character. Not entirely complete; among other things, she'll have a single cybereye by the time I've finished tweaking her.
[ Spoiler ]
Alexandra "Alex" Knight (No relation to Damien, of course)
Human Female
Attributes:
Strength: 2
Body: 2
Quickness: 7
Intelligence: 7
Willpower: 6
Charisma: 6
Reaction: 7 +1d6 (13+4d6 while rigged)
Essence: .2
Bio Index: 0
Pools:
Combat Pool: 10
Control Pool: 12
Karma Pool: 1
Good Karma: 0
Total Karma: 0
Skills:
Stealth 4
Gunnery 6
Etiquette 3
Electronics 6
Electronics B/R 6
Computers 6
Car 6
Car B/R 6
Rotor Aircraft 6
Rotor Aircraft B/R 6
Resources: ¥1,000,000 worth
Cyberware:
Vehicle Control Rig (Level 3) (5 Essence)
+6 to Reaction while rigged, +3d6 to Initiative while rigged, TN to default from Vehicle skills to Reaction reduced to +2, -3 to Driving Test TNs.
Imagelink (Alphaware) (.16 Essence)
Displays images or text from outside source in field of vision
Microscopic Vision (Alphaware) (.08 Essence)
-2 to applicable Build/Repair tests.
Smartgun-II Components (Alphaware) (.24 Essence)
Sans induction pad, eye display (superseded by Imagelink), Limited Simrig (superseded by VCR simrig), with Rangefinder
Datajack (Alphaware) (X2) (.32)
Allows DNI control of linked devices, allows information to be transferred.
Bioware:
Gear:
Weapons/Ammo:
Great Dragon Launcher
Ammo 1, SS, 2.75 Kg, by rocket/missile.
Great Dragon ATGM (x1)
Intelligence 4, 20D (AV), Blast -5/meter, 2d6 Scatter, 3 Kg
MMG Rounds: 1,000
Sporting Rifle Rounds: 100
Misc.:
Remote-Control Deck (Rating 6)
L5 Encryption
External Transducer
Vehicles:
Ares Roadmaster
Hand. 1/7, Speed 99, Accel. 3, Body 5, Armor 5, Sig. 2, Auto 2, Pilot 1, Sensor 5, Cargo 15, Load 1,209, Seating 2+1b, Entry 2d+1x, Fuel Diesel (250l), Econ. 5.2 km/l
Electronics Port x4 (Remote-Control Deck, R6 deck w/L5 Encryption installed) (Cyberdeck port, no deck installed) (Satellite Dish, fixed-base) (Radio, Flux 6, Rating 6 radio installed), Concealed Armor, Rigger Adaptation, Remote-Control Interface, Drive-By-Wire 3, Power Amplifiers (L6), Contingency Maneuver Controls 3, Small Pop-Up Remote Turret (Empty, Smartlink-II), Photovoltaic Chameleon Paint, Runflat Tires (5/3 armor), L5 Encryption
Lone Star Strato-9 (X5)
Hand. 3, Speed 100, Accel. 9, Body 2, Armor 0, Sig. 4, Auto 0, Pilot 2, Sensor 5, Cargo 1, Load 20, Fuel Jet (220 l), Econ. .4 km/l, S/B 5 min., VTOL
ECM 2, External Fixed Hardpoint w/ MMG (Gas Vent 3, 500 rounds ammo, Smartlink-II), Remote-Control Interface, Rigger Adaptation, L5 Encryption
(One with Ares MGL-12 instead of MMG)
A. S. LDSD-41
Hand. 4, Speed 75, Accel. 5, Body 2, Armor 3, Sig. 10, Auto 0, Pilot 3, Sensor 1, Cargo 3, Load 14, Fuel Electric (35 PF), Econ. 5 km/PF, S/B 5 min., VTOL
SunCell Power, Remote Control Interface, Rigger Adaptation, Remote Micro-turret (Remington 950 (10 rounds, SA, 9S), Smartlink-II) L5 Encryption
Renraku Arachnoid
Hand. 3/3, Speed 2, Body 0, Sig 12, Auto 0, Pilot 1, Sensor 1, Cargo 0, Load 0, Fuel E (10 PF), Econ .5 KM/PF
Lifestyles:
High, 5 months
Low, 5 months
Contacts:
(L2, Mechanic/vehicle/drone parts seller)
(L1, Weapons dealer)
Edges/Flaws:
Sensitive Neural Structure (-4): reduces Willpower by 2 for purposes of resisting dump shock/BTLs/black IC.
Bad Karma (-5): 2X normal karma required to increase karma pool.
Cursed Karma (-6): When karma pool is used, roll 1d6: on a 1, effect is opposite of intention.
Phobia (Common, Severe) (Large dogs) (-5):
Allergy (Common, Mild) (Sunlight) (-3):
Allergy (Common, Severe) (Certain common commercial cleaning substances) (-5):
Good Reputation (2): -2 to social skill tests.
Exceptional Attribute (Quickness) (2): RML changed to 7, Racial Max to 11
Extra Attribute Point (Intelligence) (2): Intelligence increased to 7
Connected (Vehicle and Drone parts) (5)
Vehicle Empathy (2): -1 to Handling while in physical contact with a vehicle.
~J
ShadowPhoenix
Mar 9 2004, 10:50 PM
Cool to have you on Board Kagetenshi, I'll probably need the help, I'm good at GM'ing(at least by my reviews anyway) but Rigger rules and Vehicles are not my strong suit.
I figure the run we'll be doing is a Run from Seattle to Denver Smuggling run. Item will need to be smuggled from northern Bellevue to Downtown Denver. you pick the method of approach. I'll get better details on the smuggle and post the whole concept later.
Fahr
Mar 9 2004, 11:20 PM
I'm working on the vehicle now...
here's what I got so far on the rest of the char:
One Arm Willie
human Rigger
Priorities:
A: money
B: skill
C: attrib
D: race
E: magic
B:2 Q:6 S:2 C:3 I:6 W:5 Reac:6
Edges:Aptitude->car, Sense of direction
Flaws:impulsive, one arm, compassionate.
skills: Pistols/Ares Predator 2/4, Car 6 Gunnery 6, Electronics 5, computer 5, ettiquette 2, car BR 4, Gunnery BR 2, electronics BR 2, Computer BR 2, negotiations 3
knowledge:Fences 3, NAN border tactics 3, safe house locations 3, Scrounging 3, Smuggling routes 6, smuggling havens 6, navigation 4,Gambling 2
lang:English 3, Japanese 2, Spanish 2, Sperethiel 2 (got to talk to the people you smuggle too

)
Ware:
Alpha VCR 2
Alpha Smartlink 2
Alpha 2 slot Chipjack
regular gear:
Predator 3 w/ under barrel weight(rc 1) and 3 clips of regular ammo (45 rounds)
Secure jacket (5/3)
Load bering harness, pistol ammo pouch, Vehicle kit, 3 generic knowsofts lvl 3 (denver maps and regional info, Seattle maps and regional info, Paranormal animals of NA), medkit rating 3 and 3 sets of extra supplies, DocWagon basic contract.
Vehicle stuff I have decided on so far:
edit:removed to match later post
I figure that Willie used to be a legit Trucker until he got wise to the money that could be made on the black market, so he started doing smuggling runs. he already knew some other truckers who had made the switch and they worked him into the biz nice and easy. now he's well established, if not well known, with good skills and an easygoing nature that makes him a good smuggler. he never had a left arm, just born without one. so cyber can't help him much there, not that he even considered the idea of getting a cyber arm, who cares about the meat when the metal is so much more fun to be!
-Mike R.
comments welcome, suggestions on what to do to the two vehicle would be nice too, I am thinking of a pop up turret w/ an Ingram on the GMC. edit: see later posts
what else would be good?
edit spelling
edit changed skills and attribs.
ShadowPhoenix
Mar 9 2004, 11:35 PM
looking pretty good so far Don't have time to validate the character right now, will probably run the number crunching once the entire character is complete. but I dig it
Kagetenshi
Mar 9 2004, 11:47 PM
Well, to critique... this is more a comment on effective drone rigging rather than a statement that you should necessarily change these things for the purposes of this thread, so keep that in mind...
If you're going to do a lot of build/repair stuff, that One Arm is going to be crippling. Either drop B/R skills or onearmedness. I hate to suggest this, as it's really a basic part of the character (onearmedness as part of Willie and B/R as part of riggerness), but one-armed vehicle B/R? Ouch.
Steel Lynx drones, while they look nice, are generally insufficiently mobile to really be as effective as they look on paper. Also, you're definitely going to want to be able to use rotodrones, being as they are the best thing since sliced bread; exceptionally mobile and manouverable. They are what makes the rigger truly scary IMO, and what makes him or her immune to bottlenecking.
Encryption: if we're going to do an example where you get a drone stolen away from you, it might be best to leave off encryption, but in practice it's what turns your network from Free Lunch into a big nasty problem for the opposition. L3 ought to be easily sufficient, and L5 will hold off even an extremely well-equipped master most of the time (see above).
Computers and Electronics: these skills are your bread-and-butter skills as a drone rigger, only just behind Gunnery and your Vehicle skills. They're what you use to give drones command sequences and to carry out electronic warfare, so they should probably be raised (and Computers opened up at all)
Attributes vs. Skills: As a Rigger, you need high Quickness and Intelligence, and to a lesser extent Willpower. If you're planning on doing a lot of esoteric drone-modifying, Charisma is good too. Unless you're trying to branch out beyond rigging, Strength isn't that important; same with Body. A few extra points of vehicle armor will go further than another body point, and be cheaper. Skills, on the other hand, are indispensable.
With all of this, of course, YMMV. Also, I repeat again, this does not mean I think it should be changed for the purposes of this thread. We can have perfectly good examples without having to squeeze every last bit of effectiveness out of our drones.
~J
ShadowPhoenix
Mar 10 2004, 12:14 AM
true enough. I'd imagine Vehicle B/R and other forms of B/R would be hard to perform without something to help(a helper drone with robotic arms?) and roto-drones I will also admit are one of the scariest Rigger devices of the century
thalayli
Mar 10 2004, 04:21 AM
Hey I am starting a rigger character and I have a couple questions.
The first is a bit more general then just rigging, is it possible to track transmissions back to their source? The book mentions briefly that high flux rating increases your 'footprint' and says it makes the signiture of vehicles higher but I cant find anything about tracing to their point of orgin.
The second question involves the ratings of RC decks, being that, is there anything limiting them? I cant find anything in the book that states a max rating for them which seems ridiculous since I know my GM is just going to put the deck rating at 20 or 30 for everyone I go against so I will never be able to infiltrate anything. I noticed the character generator puts the max rating at 10 and also in Rigger 3 the highest possible deck rating for a top of the line security rigger is also 10. Is there any support for this anywhere else?
Frag-o Delux
Mar 10 2004, 04:44 AM
I don't recall any triangulation rules in the R3. I would probably just have the rigger do a sensor test against the footprint of the target and then use the success to determine the accuracy of the search, also I would give bonuses for more helpers in the search, maybe a -1 or something to the Target Number per helper.
Also I would limit the deck rating to 10 or there abouts. Everything else is stuck at 10 so it sounds like a good stopping point.
Is there any triangulation rules in any of the books? I know matrix has a utility but it does nothing from a Rigger EW stand point.
Kagetenshi
Mar 10 2004, 04:56 AM
Nope, there's no canon limit. If your GM does that, slap him or her and get a new GM; there's no way a company would spend that much unless they're running a very secure facility, in which case they're going to be encrypted and you're going to be screwed anyway.
~J
grendel
Mar 10 2004, 05:03 AM
QUOTE |
I noticed the character generator puts the max rating at 10 and also in Rigger 3 the highest possible deck rating for a top of the line security rigger is also 10. Is there any support for this anywhere else? |
Other than the standard SR convention that 10 is the highest rating for gear, no, I don't think so.
Also, I'm willing to GM for rigger based stuff if need be.
There's nothing governing triangulation of rigger signals in the base book or R3. If you did want to go about it, though, what you need are three (or more) drones equipped with rigger protocol emulation modules. You'll have to complete the first step of a MIJI attack, that of locating the appropriate rigger transmission. Once complete, then you should be able to triangulate the position of the transmitter based upon the reception lines from each of your three drones. In reality what you'll get is an area of probability based upon the precision of the drone's receivers. Game mechanic wise, I'd say that the target number for a successful triangulation would be 10-(transmission flux rating). That is, the more flux a rigger is putting out, the easier s/he is to locate. Modifiers to the target number would include a +2 for urban area (lots of other transmissions), +(ECM rating) if ECM is in use, -1 for every additional drone beyond three. Base time is 5 minutes. Base area of probability is 100 square meters. Successes can be used to reduce the base time or the base area. Also, reduce the base area of probability by ten meters for every point of sensors over 4.
Frag-o Delux
Mar 10 2004, 05:17 AM
If the rigger is running a signal, why would he use ECM to hide? It would stop his signal also? At least that has been my take on it since I remember somewhere that is what happens. If it didn't step on his own signal, then why go through all the EW stuff just turn on the jammer and the enemey rigger will just lose his drones while yours are fine? I ask because adding the ECM rating to the tracking test just seemed wrong. Sending out a jamming signal can be tracked just as easily as a regular signal.
Also just looking around, the AARM, Advanced Anti-Radation Missile, uses a base target 12 minus the flux rating of the sensors or ECM, which ever is running. So I would think maybe I would use that as a basis of tracking a signal.
Does triangulation really need 3 people to do it? I have seen shows where people hunt a radio beacon hidden in the woods with just a directional antenna, and also in the documentery "Hunting Pablo" the Colombian police claimed they only had one tracker looking per section of town. Basically they would circle the section of town looking for the signal, slowly making the circles smaller and smaller until they reached the center.
Kagetenshi
Mar 10 2004, 05:19 AM
If you've got enough ECCM you can jam all you want and be fine.
Edit: I think I missed your point, but I'm too tired to correct it. In the morning.
~J
Shockwave_IIc
Mar 10 2004, 05:26 AM
QUOTE (Frag-o Delux) |
Does triangulation really need 3 people to do it? I have seen shows where people hunt a radio beacon hidden in the woods with just a directional antenna, and also in the documentery "Hunting Pablo" the Colombian police claimed they only had one tracker looking per section of town. Basically they would circle the section of town looking for the signal, slowly making the circles smaller and smaller until they reached the center. |
It does if your wanting to be quick.
But true you can do it with one. In fact there is an illegal "sport" in holland called the foxyact (sp?) where your in a car at a predetermined start point along with everyone else at their own start point and for 30secs every 5 minutes you get a signal and the idea is to get to said signal. Everytime your receive the signal you can "guessetimate" an approx direction the you travel. next time you get the signal its in a different direction. thus you can triangualate that way.
Frag-o Delux
Mar 10 2004, 05:27 AM
True you can recover your signal while everyone else suffers, but you are brodcasting yet another signal to jam everyone else, which by defualt you are making yourself a bigger electronic target. Triangulation is just a passive search, looking for a signal and then trying to find where it is comeing from, through it's stregth. So if you had a flux of 10 on our vehicle to broadcast to your drones, Jamming everything else with level 10 ECMs, you are creating one hell of a electronic hole. Not to mention with your jammer going and you broadcasting loud enought to top it, you have cleared all the background noise that usually makes the search harder and made it easier to see you. It is like palying Marco-Polo, then holding all the other kids under water while screaming at the top of yor lungs POLO!!!!!!.
Frag-o Delux
Mar 10 2004, 05:28 AM
QUOTE (Shockwave_IIc) |
QUOTE (Frag-o Delux @ Mar 10 2004, 05:17 AM) | Does triangulation really need 3 people to do it? I have seen shows where people hunt a radio beacon hidden in the woods with just a directional antenna, and also in the documentery "Hunting Pablo" the Colombian police claimed they only had one tracker looking per section of town. Basically they would circle the section of town looking for the signal, slowly making the circles smaller and smaller until they reached the center. |
It does if your wanting to be quick.
But true you can do it with one. In fact there is an illegal "sport" in holland called the foxyact (sp?) where your in a car at a predetermined start point along with everyone else at their own start point and for 30secs every 5 minutes you get a signal and the idea is to get to said signal. Everytime your receive the signal you can "guessetimate" an approx direction the you travel. next time you get the signal its in a different direction. thus you can triangualate that way.
|
Why is that illegal?
Shockwave_IIc
Mar 10 2004, 05:33 AM
Don't know i don't live in the country. But it is. Something to do with colltering the airwaves at a guess. Plus in"encourages" fast/ dangerous driving because you "win" by being the first to the car transmitting the signal.
grendel
Mar 10 2004, 05:39 AM
I added ECM into the equation because it factors in to the sensor enhanced gunnery modifiers. Not necessarily ECM by the targeted rigger, but ECM fields in the area will confuse attempts to traingulate.
Traingulation is the fastest way to locate a signal transmitter. Biangulation and simple direction finding will get you there as well, but it will take longer. Also, it's more difficult in urban terrain where buildings can mask transmissions.
Frag-o Delux
Mar 10 2004, 06:06 AM
QUOTE (grendel) |
I added ECM into the equation because it factors in to the sensor enhanced gunnery modifiers. Not necessarily ECM by the targeted rigger, but ECM fields in the area will confuse attempts to traingulate.
|
Ok that sounds right. Just wanted to make things right in my head before they end up in the game. I have a feeling something might come up like this Friday when I go to find the rat bastard that tried to get rid of me after I did his job Pro-bono.
thalayli
Mar 10 2004, 07:25 AM
hmmm ok, upon looking at the decryption rules, I have another question, is it possible to ever infiltrate another rigger's network? For only 30,000 nuyen (which is less than most drones) someone can get a rating 6 encryption module, which even if you had a rating 10 decryption module, you would only have a 1/172 chance of breaking. (If someone could check my math on that it would be great, it has been awhile since stat). You would need to roll 3 10's on 10 dice (of course that is with the highest level 75,000 nuyen decryption module, at creation you are stuck with a level 6)
grendel
Mar 10 2004, 07:38 AM
It isn't simple to hack someone's RC network, but it can be done. Remember that EW skill dice can be used as complementary dice to the test.
thalayli
Mar 10 2004, 07:48 AM
heh yea i know but the odds of rolling 2 10's on 6 or 7 dice is so low it harely even factors in
Fahr
Mar 10 2004, 03:49 PM
additional info:
I think I agree, the steele lynx is just too slow, so I think i will go for something more useful to a smuggler anyway, i think i will just RC mod a light truck or suv, mount a small turret on it, and a little armor. that way i can scout ahead with the light truck and haul stuff in the big rig

I had a one armed uncle, you can still do mechanic and electronics work with only one arm, it just takes a lot longer, and uses a lot more clamps and stuff like that. so I figure he's OK that way.
I also didn't pump the electronic skills and computer skills that high, because he is a smuggler, he needs to be able to do those social skills to make any money. i do agree that he needs computer, so I'll think what i can scavenge for those, or I may do as was suggested and swap the attribute/skill priority....
what is becoming a problem for me, is that i had loaned out my R3 book, so I would like some help, I don't have prices for the toys i want to add. If I lined out what I wanted the two vehicles to be like, could someone lookup how much the cost would be and make sure it was legal? I will be getting the book back this weekend, so if not, it'll end up waiting for that.
For the Beast, I want it to have sensors ~4-6. ECM 3, ECCM 3, RC adaption, Pop-up small turret with ingram valiant, fixed forward ingram, fixed rear ingram(or AR if i am out of weapon mount points, can't remember how much turrets take up) and some vehicle armor (3-6 points depending on cost) maybe improve the acceleration (if not too expensive) and the fuel capacity. CMC 4
For Beauty, A Nissan Holden-brumby, with drone pilot ~2-3, 3 points armor, sensors 3, pop-up small turret with ingram valiant, removed regular controls, rigger adapt, rc adapt, ECM 2, improved fuel capacity, improved handling on-road.
RC deck rating 5, RC encryption 3, RC Decrypt 3, RC PEM 3, Signal amp 3
if someone could total up the costs there, I would be very grateful!
-Mike R.
Kagetenshi
Mar 10 2004, 04:48 PM
QUOTE (thalayli) |
hmmm ok, upon looking at the decryption rules, I have another question, is it possible to ever infiltrate another rigger's network? For only 30,000 nuyen (which is less than most drones) someone can get a rating 6 encryption module, which even if you had a rating 10 decryption module, you would only have a 1/172 chance of breaking. (If someone could check my math on that it would be great, it has been awhile since stat). You would need to roll 3 10's on 10 dice (of course that is with the highest level 75,000 nuyen decryption module, at creation you are stuck with a level 6) |
Remember, it's ¥30,000 per drone, plus one for the RC deck, so high-level encryption will be fairly rare on all but the smallest networks. That being said, for anyone who spends the cash on it, they can pretty much forget about their networks being penetrated by anyone with less than a R10 decryption module, EW skill somewhere near or above 10, and karma pool around the 10+ mark.
~J
thalayli
Mar 10 2004, 07:00 PM
ahhhh i missed the per drone thing, thanks!
hobgoblin
Mar 10 2004, 07:55 PM
scratch, found it...
edit:
just to cover frag-o's post below:
i was looking for what the hell a CRD was (cranial remote deck) and the rules that was talked about earlyer...
Frag-o Delux
Mar 10 2004, 08:15 PM
QUOTE (hobgoblin) |
scratch, found it... |
Not sure what you posted, but post it anyway, someone else may be looking for the same thing. That is what the thread is for, learning the Riggers rules.
ShadowPhoenix
Mar 10 2004, 08:30 PM
QUOTE (Fahr @ Mar 10 2004, 03:49 PM) |
additional info: I think I agree, the steele lynx is just too slow, so I think i will go for something more useful to a smuggler anyway, i think i will just RC mod a light truck or suv, mount a small turret on it, and a little armor. that way i can scout ahead with the light truck and haul stuff in the big rig 
I had a one armed uncle, you can still do mechanic and electronics work with only one arm, it just takes a lot longer, and uses a lot more clamps and stuff like that. so I figure he's OK that way.
I also didn't pump the electronic skills and computer skills that high, because he is a smuggler, he needs to be able to do those social skills to make any money. i do agree that he needs computer, so I'll think what i can scavenge for those, or I may do as was suggested and swap the attribute/skill priority....
what is becoming a problem for me, is that i had loaned out my R3 book, so I would like some help, I don't have prices for the toys i want to add. If I lined out what I wanted the two vehicles to be like, could someone lookup how much the cost would be and make sure it was legal? I will be getting the book back this weekend, so if not, it'll end up waiting for that.
For the Beast, I want it to have sensors ~4-6. ECM 3, ECCM 3, RC adaption, Pop-up small turret with ingram valiant, fixed forward ingram, fixed rear ingram(or AR if i am out of weapon mount points, can't remember how much turrets take up) and some vehicle armor (3-6 points depending on cost) maybe improve the acceleration (if not too expensive) and the fuel capacity. CMC 4
For Beauty, A Nissan Holden-brumby, with drone pilot ~2-3, 3 points armor, sensors 3, pop-up small turret with ingram valiant, removed regular controls, rigger adapt, rc adapt, ECM 2, improved fuel capacity, improved handling on-road.
RC deck rating 5, RC encryption 3, RC Decrypt 3, RC PEM 3, Signal amp 3
if someone could total up the costs there, I would be very grateful!
-Mike R. |
I'll allow these as during Chargen so no SI involved.
ECM3 is 3 CF, 30,000 15kg avail 7.
ECM2 is 2 CF, 20,000 10kg avail 6.
ECCM3 is 3 CF, 30,000

8kg Avail 5.
Sensors in your range of 4-6:
4 = 3CF, 12,500 35kg avail 5.
5 = 6CF, 15,000 50kg avail 6.
6 = 8CF, 20,000 75kg avail 8.
GMC4201 has Body 6, meaning 3 hards, 2 hards and 2 firms, 4 firms and 1 hard, or 6 firms.
LMG Popup Turret = Small Pop Up turret, 7CF, 100kg, 7500 takes 2 Hardpoints.
Ingrams take Mini's traditionally which take 1 HP, popups reduce the Turret value by 1, meaning you needed a small PUT which takes 2 HP's, leaving you with 2 Firms, in which the Mossberg and Semapol will fit on fixed mounts,
I'll assume you want internal fixed mounts for the added conceal factor.
1,500 nuyen per firmpoint 10kg load reduction per
For Vehicle Armor:
this will depend on whether you want it concealed or not I'll give you the details for both
regular is Load Reduced by (Body^2*5)kg per point of armor, 1250 per point
concealed Vehicle Armor: load reduced (body^2*5)kg per point, 2000 per point. also burns 2 CF per armor point.
Rigger Adaptation costs 2800 Avail 4, 1CF, 10kg Reduction.
Remote Control Interface is 2500*body Avail 4.
CMC Rating 4 load reduction 30kg, 20,000 , 2CF.
Engine Mods cost 5 % of list cost of vehicle. 1 full level of mod is possible for each category of mod Speed Accel of Load. so 1 level of Accel is possible
Fuel Capacity is 2 Design Points, +1 liter, 1CF/50Liters no Load Reduction.
Typically I don't allow redesign of vehicles at chargen, but things like fuel increase, I think that's doable as a customization the factory can do for ya, since R3 no longer has that as a customization, more like a design

Improved on road handling can easily be done with Improved Suspension
Original cost *.1

reduces handling by 1 per level max 2 levels of reduction.
Pilot 2 5,000
Pilot 3 25,000
Sensor 3 3CF 10,000 25kg
RCDecryption is going to run 22,500 RCEncrypt 15,000 RPEM 15,000 Sig Amp 750 RCD 75,000
GMC 4201 80,000
NH Brumby 19,000
Drone Rack for GMC 4201 10500
Your Sales Receipts are:
CODE |
Cheap Charles' Automotive NHBrumby 19,000 GMC 4201 80,000 -------------------------------- Total Cost: 99,000 :nuyen:
Thanks for shopping
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Remote Control Wizards Remote Control Deck lvl 5 75,000 Rigger Encryption Module lvl 3 15,000 Rigger Decryption Module lvl 3 22,500 Rigger Protocol Emulation Module Lvl 3 15,000 Signal Amplification Module Lvl 3 750 A S Condor Series LDSD 41(condor II) 33,650 -------------------------------------------------------------- Total Cost 146,900 :nuyen:
You have earned 350 Wizards Bucks on your next purchase!
|
CODE |
Toms Auto Parts ECM GMC 4201 30,000 ECM NH Brumby 20,000 ECCM GMC 4201 30,000 Sensors 6 GMC 4201 20,000 Sensors 3 NH Brumby 10,000 Sensors 4 Condor II 12,500 Conceal Armor 6 GMC 4201 12,000 Conceal Armor 3 NH Brumby 6,000 Rigger Adapt GMC 4201 2,800 Rigger Adapt NH Brumby 2,800 Remote Adapt NH Brumby 10,000 Contingency Maneuver Controls 4 GMC 4201 20,000 Enhance Engine Acceleration GMC 4201 4,000 Improved Suspension lvl 2 GMC 4201 16,000 Pop Up Turret NH Brumby 7,500 Pop Up Turret GMC 4201 7,500 2x Internal Firmpoints GMC 4201 3,000 Pilot 3 NH Brumby 25,000 3x Smartlink Integration Kit 2,100 Recoil Adjuster Kit GMC 4201 LMG 5 2,500 Recoil Adjuster Kit NH Brumby LMG 5 2,500 Recoil Adjuster Kit GMC 4201 Shot 3 1,500 Max Speed Improvement Condor II 1,682 Encrypt 3 Condor II 15,000 Drone Rack GMC 4201 10,500 ----------------------------------------------------------------------- Total Cost: 274882 :nuyen:
Don't forget our limited Lifetime Warranty!
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Big Freds Guns and Ammo 2x Ingram Valiant 3,800 Mossberg SM-CDMT Shotgun 1,500 semapol vz/88V Assault rifle 2,600 4x Firearm Conversion Kit 3,000 --------------------------------------------- Total Price: 10,900 :nuyen:
The Best Bang for your Buck!
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Total Price of this shopping spree: 531682
All mounts and weapons applied, just need the amount of ammo/type of ammo for the weapons, and we'll be good to go. Also let me know if I missed anything.
let me know and I'll edit this list with anything you want extra or any changes in your shopping
Fahr
Mar 10 2004, 09:05 PM
The Big Rig I was refferring to was the GMC 4201 on page 169, heavy transport.
B 6 A 0 Sig 2 Autonav 2 Cargo 130 Load 6500 Seating 2d+1x
cost 80,000
so maybe modify the above recipt?
body 6 means I have enough for that popup valiant, and either one hardpoint or 2 firmpoints...
how big can I mount on a firmpoint?
I am thinking of maybe a forward mounted mossburg CDMT shotgun (CC.23) and a rear facing semapol vz/88V Assautl rifle(CC.22), both Smartlinked, and the Big Rig Smartlinked as well. (So I can use that smartlink all the way)
maybe some recoil adjusters for the LMG (5) and the Shotgun (3).
lets start out without IVIS and FDDM and add them in the next example.
I'll go back and edit my last post to reflect changes to skills and stats (lower body and str, so i cna switch priorities and add computers and up electronics)
-Mike R.
PS thanks for lookin all of that up! i can do the math for the body change if you like, but it might be easier if it was all posted in one place...
ShadowPhoenix
Mar 10 2004, 09:19 PM
Rifles, Microwave Designators, SMG's and Grenade Launchers will fit on the Firmpoint fixed. Since shotguns aren't mentioned in R3 as an option I will have to make a GM ruling. I'd say since they are reasonably Rifle sized, they will count as rifles for our purposes and will fit on a fixed point.
I must've missed where we picked the GMC, so I'll go back and modify the receipt and I will also add your choice of weapons to the GMC you'll see the mod's in a second.
Frag-o Delux
Mar 10 2004, 09:33 PM
Quick question, this have never coe up in our games before and a suggestion in another thread made me think about it.
Say I was a non-rigger and had a datajack. My friend the rigger could use some help. Being a better electronics guy then he is, and he is a better driver, I opt to take over the EW side of things. What initative would I roll, my wired reflexes or none at all.
What if I decide runnign his drones while he drives. What iniative would I roll?
I figure in both cases I would roll what ever initative I would for any other combat.
ShadowPhoenix
Mar 10 2004, 10:09 PM
I think you'd use regular Initiative with your wired. since R3 doesn't say you have to be rigging the vehicle to run the EW portions of the systems, you can operate them manually, course you can also use a spare Dataport and plug in for -1 to all TN's since you can use Virtual Dashboard and all that. That's how I'd rule it anyway.
Fahr
Mar 10 2004, 10:15 PM
looking good so far...
I am thinking around 200 rounds each for the ingrams (regular rounds so 400:nuyen: )
and maybe 100 for the semapol, 50 for the shotgun, loaded up however they need to be (can't remember if I have to manualy reload the firm points when they finish a clip)
so grand total 550 regular rounds, for 1100:nuyen:
that leaves (according to my calculations) another 404,402

remaining...
maybe I ought to buy another brumby + decrypt module (125,450)... or maybe I should go ahead and get the BattleTac stuff....
defenitely should add a drone pilot 3 for the GMC (25,000:nuyen: ), so i can captain chair it.
let me see....
I think I want a second brumby.
-Mike R.
ShadowPhoenix
Mar 10 2004, 10:44 PM
forgot the smartlink+recoil I'm adding those in now

sorry, hard to do my work and total all this up

oh well, at least I have all my books here with me

just so you know the weapons on vehicles have their ammo stored in ammo bins, which doubles the capacity of the weapon.

more bullets = more death

Just added the Links and the Recoil Adjusters to your invoices

happy killing
Fahr
Mar 11 2004, 12:56 AM
more vehicle stuff:
unless I can't afford it, I would like to buy a second Brumby, thus giving me 2 drone brumbys and the GMC 4201.
run-flat tires for all vehicles plus 2 spares for the GMC and 1 spare for each brumby.
Transponder library for each vehicle, photovoltaic paint for each vehicle, morphong plates for each. Remove the regular contros for the brumbys.
any suggestions from the gallery, what have I missed?
currently planning to have the vehicles in convoy, one brumby about .5 mile ahead, one about .5 mile behind, that way I can scan a bigger area, and get a heads up on any attackers.
-Mike R.
Frag-o Delux
Mar 11 2004, 01:09 AM
Personally I would have a couple of Condors flying a head. Unless you plan on putting a lot of good sensors on those Brumbys an ambush could be waiting in the trees beside the road camoed. I see sensors 3, which are ok.
Smuggling can be tricky trying to get all three of those cars through the border. Especially if they have no drivers.
This is the smuggling run right?
Not mention the gas it will cost to run this train.
But I don't do much smuggling, I preferre a tank in a standard vehicle shell with a few really tricked out drones, but that is just me.
ShadowPhoenix
Mar 11 2004, 01:10 AM
pretty smart looking so far, do you want all the same mods applied to the second brumby as the first one? I'll go ahead and process in the 2nd brumby and mods once I get a confirmation on layout of 2nd brumby, and probably when I get done doing a meet and greet for a potential new member of my home SR game! (I love recruiting!)

Frag-O aerial reconnaisance can be good. This definitely is a Smuggling run, so we'll be dealing with the processes that would be done in a smuggle. Things we will probably be working with in terms of mechanics on this run I can see being: Vehicle Combat, Multi-Drone situations, probably some ECM, ECCM, and maybe some Drone Network Infiltrations etc.
Something I could possibly see being nasty in having 2 brumby's and the Big Rig is that the Brumby's being Droned might be succeptable to Rig Theft which we may investigate as well as things develop. having your own brumby turn against the main rig might be fun to explore.
Fahr
Mar 11 2004, 01:21 AM
yes, second set up just like the first.
and the rigger encryption should protect me some from theft, but I didn't want (for this example) to make it impossible to steal one fo them, as it would be a good example.
I thought about ariel recon, but didn't want to spend any skill on it, plus, figured everybody drives a car so the mechanics would be clearer with those as our example. maybe for a future example we could add ariels, or the opposition could have ariel drones. either way.
-Mike R.
edit:Frag-o:
I agree getting three across the border might be harder than one or two, but only if we cross where people are going to be checking. the Knowledge Smuggling routes should hopefully let me find some easy crossings, where no one looks too closely. and if they do look, He can always slip them a bribe or have the brumbys go around the checkpoint offroad.
additionally, I should be able to haul quite a bit of whatever I have to smuggle, filling the niche for large object smugglers. or I could hide a small shipment in a legitamate one. I would charge appropriately to cover costs, and not make the run if it won't be profitable.
I am going for the convoy to look as normal as I can, so that from inital inspection they don't look unusual (Shadow, any chance I can buy some manaqueins for those brumby's? ) that way I can hopefully avoid to much close inspection. look legit and nobody checks too close.
Frag-o Delux
Mar 11 2004, 01:27 AM
I just find the idea of having an un-maned cr running interference for you is a little dangerous in smuggling. If yo had a "clean" driver in front maybe.
Also your point Brumby might see a road block a head, mis interrupting it as a traffic jam, then all the sudden you are in a road side check point. With an aerial drone looking a few miles ahead you can see in HiDef it is the police not a rubber necker convetion.
Don't get me wrong a path finder and rear guard are good ideas, I just don't thing they are worth it on a smuggling run. Protecting a in state delivery or body guarding sure. Crossing boarders can get nasty. Really if you are in Seattle you would have to cross into Salish-Shide, if yo go north, you'll run into the rising tensions with the Tsimshian. Go to the south you have a lot of Go-Gangs. Really I think you have a lot of barrens to cross in the east. Either way I think they have check points for all crossing into the SS, so unless that big rig also has 4X4 you will be spending a few uncomfortable minute at a border crossing. With an unmanned Brumby in front of you and one pretty much identical behind you, they might have a few questions to ask you.
Were is point A and then point B? That might also determine how much gear you need. Some of the North American countries are pretty good at border watching. You might need some extra help, like EDs and ECDs, and some good ariel recon.
ShadowPhoenix
Mar 11 2004, 01:33 AM
Starting point is Seattle North Bellevue District, End point is in Denver.
Fahr
Mar 11 2004, 01:36 AM
Agreed frag-o, I figured I'd go go-gang territory, less patrols and I should be able to handle that. as for border crossing, You have very good points. I figured I would be jumping between the rig and the drones myself, thus getting a personal veiw of the "traffic Jam"...
what would be a reasonable Air recon that I couls afford on this budget, or drop one brumby for. I am uncomfortable with using just the reaction for flying them, and they have there own issues with borders and such...
ED and ECD, I totally forgot about them...
I would not let the brumby's get lined up with me like that, unless I had a beuaty of a forged border doc.
due to the nature of the example, I don't have any fake drivers for the vehicles, though in a real run I likely would. as I would likely have some matrix intel of which routes are being watched closest.
-Mike R.
Frag-o Delux
Mar 11 2004, 01:42 AM
Is this going to be pure rigging mechanics (I assume it is because that is what the thread is about) or are you going to throw in some Etiquette.

Because finding a good path is the first step in getting the job done. You don't want to be driving around a back water town at 2 am looking for an on-ramp.

Some places have tight rules on weight classes of vehicles and with this herd rolling through town it might be noticed.

Bellvue is next to Redmomd if I am not mistaken, you might get some help from the local gangs, to point out border guard patrols and semi secret paths to get onto the main through way. If you are good you can take some back roads to avoid traffic around the border until you are in the interrior of the new country.
Also as a role-playing item more then a roll-playing part, get a police scanner or something and check the 'trix for frequencies so you can listen in on your opposition like the law and the border patrol.
Frag-o Delux
Mar 11 2004, 01:50 AM
Before I made the Go-Gang route my first choice I would try some contacts to see if the gangs have been up to no good lately in that area. If they have I would look for another crossing because the border guards will probably be waiting to stop them from doing what ever it was they were doing. If not you may be safe. OR you could hire the gang for a few hundred to run a border war on a different location so the guards are busy looking the wrong way when you cross.
I seem to remember that you don't need to make a driving test unless you try something funky in the car. If that is how you play then a Condor II just following a predetermined route looking down for you shouldn't be that bad a problem. The Condor II is a little pricy at just over 33,000

not to mention the encrytion and stuff, so it may be on the next weeks shopping list, maybe you can take part payment for the smuggling in a Condor II with a good encryption.
Kagetenshi
Mar 11 2004, 02:37 AM
Go with one or more mini-blimps. Relatively inexpensive and high enough signature that most people are never going to know they're there. As long as you ground them quickly in case of storms, you'll never have a problem; flying those things is a lot easier than driving.
On another note: Ariel drones? I want one

~J
Frag-o Delux
Mar 11 2004, 02:40 AM
I know that is a dig at one of my typos, I just can't seem to find it to fix it.

EDIT Found it fixed it now Fahr needs to,
Fahr
Mar 11 2004, 05:20 AM
The blimps are a little on the slow side compared to the rest of the convoy... but the sig of 10 is great....
so lets see, Endrypt 3 (15000)on a condor II (33650)plus a sensor 4(12,500), plus max speed improve(1682) would run me... 63,032:nuyen:
that seems like a reasonable purchace. i'll also need a drone rack on the big truck though...
-Mike R.
edit: not enough cf for sensor 5
Kagetenshi
Mar 11 2004, 05:33 AM
They're slow, but you can deploy them as needed. Send them forwards while you're stopped, and then catch up and recollect them.
~J
ShadowPhoenix
Mar 11 2004, 04:42 PM
Alright, if we're going with the Condor II, then I'll go ahead and edit the receipt to reflect the new purchases(including the drone rack)
on a side note, anyone have a Page reference to the removal of manual controls, I've seen it before, I just can't find it anywhere.

with that I can finish the brumby loadout.
Nikoli
Mar 11 2004, 05:20 PM
Sadfly it's under vehicle design, not modifications.
ShadowPhoenix
Mar 11 2004, 05:33 PM
I don't see why if the Character has some Vehicle B/R why I couldn't let him just make the mods himself, all you have to do looks like is unhook and remove all the manual equipment. I'll let someone do that for free

but then again, maybe I'm just a nice GM