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Omega Dragon
I'm looking for some quick and dirty houserules on vehicular movement and combat. I find the standard BBB rules (and rigger2, we dont have 3 yet) to really lag the game and slow it down.

We want to do runs like the fast and the furious, taxi 1/2/3 etc. Fast moving hits on transports, trains etc etc etc, driving stuff around, smuggling etc etc.

Has anyone made faster and easier to use houserules for vehicular combat?
BGMFH
Walking speed = Acceleration rating
Running speed = Speed / Handling [min. Running speed is >=2*Accell]

Any other questions?
BitBasher
No combat in SR is fast moving. At best it's acceptably moving.
Kagetenshi
Extremely one-sided combat can be pretty fast-moving.

~J
BitBasher
if it's "he doesnt hav enough dice to stage it down, he's toast" then yeah. But generally, no. =)
Jr. Woodchuck
QUOTE (Omega Dragon)
I'm looking for some quick and dirty houserules on vehicular movement and combat. I find the standard BBB rules (and rigger2, we dont have 3 yet) to really lag the game and slow it down.

We want to do runs like the fast and the furious, taxi 1/2/3 etc. Fast moving hits on transports, trains etc etc etc, driving stuff around, smuggling etc etc.

Has anyone made faster and easier to use houserules for vehicular combat?

I would be interested in some quick rules for easy rigging as well. I find most of the Rigger rules to be daunting and a major pain in the ass.
Mr.Platinum
Yes please some one dumb it down for me.
Vlad the Bad
Here's a go at it. These are the house rules, we use. Some of the rules aren't for everybody (like the initiative rules for non riggers, riggers extra actions, n'stuff) but take what what is good, disgard the rest, and add what is specifically your own smile.gif

Vehicle Rules for Mapped Combat -
More than just dispensing with maneuver score, there are many changes to make to vehicle movement and combat.

Changed Concepts -
Vehicle initiative for the driver in a vehicle is either physical reaction for interfacing with manual controls, Direct Neural Interface (DNI), or a combination of the two. Direct Neural Interface uses intelligence in place of reaction for initiative and Control Pool. They also get access to any extra initiative dice from reaction enhancers.

Handling is now a modifier as opposed to base target number. Old handling -4 is the new modifier, so sports cars usually have a -1 or-2, while trucks have a +1 or +2.

Control Pool is equal to the drivers appropriate reaction rating, and all characters have a Control Pool. A driver can only use control pool for defense with a moving vehicle.

Datajack Links allow for DNI control and give a character who doesn't have a VCR, a +1 DNI reaction.

VCRs give initiative dice, a negative target modifier to handling tests, and also allows the driver perform complex driving actions as simple actions. A rigger can use his VCR bonuses for manual or DNI initiative, as the RAS override is specially tuned for the rigger being present in the vehicle. The vehicle become an extension of the rigger's body, not a replacement for it (like in decking). As such riggers are capable of normal action while rigging, if they choose. The exception is rigging through a Remote Control Deck, while possessing a drone or other vehicle. In captain's chair mode, however, the RAS override is tuned down as to not effect the riggers physical actions.

Some riggers prefer pure DNI interaction when rigging, as they feel limited by their meat body. This because pure DNI uses the rigger's intelligence is used in place of his reaction attribute.

Acceleration/Deceleration
Drivers can accelerate or decelerate as part of their initiative pass. Drivers make a driving test at TN 4 to do so. Every success allows the driver to change speed by by one increment of the acceleration rating. Deceleration can only be done up to 4 increments per initiative pass. This occurs at the start of the pass.

Driving Actions -
The following actions can be taken by the driver. All are complex actions unless a VCR is used.
• Turning: making one or more changes to the facing position of the vehicle.
• Intentional Skidding: using a skid to shift the facing position of the car without changing the direction of travel, for example bootlegging, oversteering, etc.
• Ramming: attacking with the vehicle (unchanged from current rules).

Avoidance -
The GM may call for Driving Tests when the vehicle comes within 1 meter of other large objects. These tests do not take an action to perform and are considered reactions. TN is 4 + GMs discretion (usually twice the listed congestion modifier).

Turning and Skidding -
Any turn can be done without a driving test if it is performed at a safe speed. But exceeding that speed requires a driving test to perform without skidding. under 45 degrees turns require a driving test at TN 4, turns at 45 degrees + have a +2 target modifier, with an additional +2 for every 45 degrees . If there are multiple opposing turns that need to be made for the movement of a single initiative pass, the player must make a test for each opposing turn, with target numbers equal to 4 +2 for each 45 degrees increment turned in the initiative pass. If any of the test fail then the vehicle skids.

When skidding, a vehicles facing does not match its trajectory. It may face forward but is slipping sideways. When a driver fails his driving test the facing change takes place but the vehicle continues the rest of its movement in a direction that is the average of it previous and intended direction. While skidding a vehicle also looses it speed, decelerating twice its acceleration per turn until it reaches a safe speed, strikes another object, or the driver regains control of the vehicle. Safe speeds are listed below. If the vehicle is traveling at double the safe speed, then the modifier for turning is doubled.

Degree of Turn Safe Speed of Vehicle
Under 45 degrees Listed Speed
45 degrees + .5 Speed
90 degrees + .3 Speed
135 degrees + .2 Speed
180 degrees + .1 Speed

Drivers can try to regain control of a skid when they have a new action available (for riggers this usually means the same turn). They can make a new test at the same target number. If successful they can use successes to change facing in 45? increments or accelerate/decelerate. If the Driver accelerates while taking control of a skid, only 1/2 the successes count.

Controlled Skidding -
Drivers often use skidding to their advantage. When a driver intentionally enters a skid they immediately make a driving test to garner as many successes as they can. Each success can be used to change facing by 45 degrees , change trajectory by 45 degrees , accelerate, or decelerate. Like in regular skidding, successes used for acceleration during the skid are halved. The target number for the test is as usual for a turn of this type. The advantage is that this turn can control speed and trajectory as well as facing.
Phaeton
Is the DNI option taken from any books, or just an idea of yours?
Vlad the Bad
The using inteligence for DNI initiative, I think comes from Matrix/Virtual Realites 2 (deckers using intelligence for DNI initiative). I'm not sure if its in Rigger 3, but it stands to reason that if you are not using your limbs to manually control the vehicle, your quickness doesn't apply.
Nikoli
But, part of the rigging system is from your medulla oblongata, where your body position control is located. That affects your quickness to a degree.
Vlad the Bad
Well we thought of using intelligence for DNI to make seperate the differnent styles of piloting (manual, DNI, and VCR mix). Someone who pilots through a DNI (without a VCR) is using thought to steer. A character with a VCR does have their middle brain tweaked so they feel the car as an extention of their body.

We changed a few things about how riggers worked for our games. We thought it was a little unfair that riggers take target mods for damage of their vehicle AND ASIST feedback. That was a little much. Deckers just taking dump shock, while riggers go flat unconscious seemed a little scewed as well. So we decided that Riggers would work with a modified ASIST that allowed them a little more movement and freedom. The ASIST for our riggers is a smart ASIST that tunes up for some things like sensor input and tunes down when riggers need to use more manual controls and we nixed the ASIST feedback. Basically vehicles in our games don't last long so if the rigger's vehicle dies and he/she goes unconscious, they don't get much more play time. Now when a rigger's vehicle dies, they just take dumpshock like a decker would.

The smart ASIST kicks in, giving the +8 mod to normal actions, only when a rigger is using the vehicle's sensors heavily, like to make perception test or use sensor enhanced gunnery. But said rigger can also now manually shoot a gun out the window too (without hideous target mods). Tuning it up or down is a free action.
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