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Message no. 1
From: Stephen Wilcoxon <wilcoxon@***.UDEL.EDU>
Subject: revised tactical computer (and a few others)...
Date: Mon, 12 Oct 92 14:48:17 GMT
Here's the revised Tactical Computer I promised...


The purpose: To make the tactical computer more balanced and to
make the Essence and monetary costs seem more realistic.


Changes:

The character with a tactical computer can keep track of ("mark") and
project the predicted movements of a number of targets equal to its
level plus the user's Intelligence (plus two if the character has an
Orientation System, plus one per additional sense (visual or
auditory)). The test to see if the character can succesfully mark a
target is the same as in ShadowTech. The test for reacquiring a
target is also unchanged. Note that these are the only places where
an Orientation System or additional senses add any bonus.

The computer adds a number of dice equal to its unmodified rating
plus half (round down) the number of successes previously generated
when acquiring the target to all Ranged Combat Success Tests against
that target. The modifier for Melee Combat Success Tests is half
(round down) that for Ranged Combat. Also, see the note about the
Tactics bonus below.

One additional note on the Tactics expert system. This bonus is
incompatable with any form of "cybernetic skill" (ie. no Skill-
wires, Skillwires Plus, Skill Hardwires, etc.). It is compatible
with skills which are boosted by (but not "generated" by) cyberware
or bioware.

The Initiative bonus is unchanged.


Rational:

Before it was possible to have an effective Level 7 Tactical Computer
by simply getting a Level 2, an Orientation System, and 3 additional
senses... NOT!

The bonus to Combat skills was way too random and could get too high.
Also, this sort of computer would be a much larger help in ranged
combat than melee.

The Essence cost comes from the fact that the Tactical Computer has
to be tied into the "active" nervous system (probably through the
spinal cord) in order to bestow the combat bonuses.

The monetary cost is obvious. It's new technology that does give you
a fairly good edge...



A slight mod to the Orientation System:

The map is totally optional. The system builds a temporary map of
anywhere you enter automatically (and keeps the last few in memory).
Building the map takes one turn. This simply helps you keep track of
where you are in relation to everything else (like the exit) and
everyone else (like the guy waiting for you with the Uzi III). What
this does, is subtract 1 from the modifier for firing at 2 target in
a phase (making it -1 per target instead of -2). This only applies
when the targets are in your field of vision or doing something else
to be easily trackable (like making a LOUD noise or such).



And a slight mod to Bone Lacing:

Change the Essence for Titanium to 2.0 (a little over the 5/3 of
Aluminum as somebody else on the list suggested). After all, it's
only +1 Body and +1 Balistic Armor over Aluminum.





Still to come (hopefully later this week):
The "Elite" cyberware/bioware package... Your player's too familiar
with the usual corporate soldiers/security people, well throw this at
them...


Twilight

The Crystal Wind is the Storm, and the Storm is Data, and the Data is Life.
-- The Player's Litany

Further Reading

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These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.