From: | Ashlocke <woneal@*******.NET> |
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Subject: | Rigger 2 Questions & Problems |
Date: | Sun, 15 Mar 1998 10:33:28 -0005 |
process I've run into several things I have questions about. Since I've
not been able to find the answers in R2 itself I thought I'd post them to
the list and see if anyone else had the answers (would love for Jon Szeto
to explain it)
The vehicle combat rules are okay. A big improvement over the old ones.
I don't know if I agree with the damage rules for collisions... I just
can't quite picture a mo-ped doing 2M damage to a pedestrian (the
minimum damage for any vehicle). I still wish FASA would do mini's rules
at least for vehicle combat. We used to use Car Wars whenever vehicles
were involved, adapting damage from one system to the other. Anyway, for
an abstract vehicle combat system it's not bad.
However, the rules for riggers taking damage when a vehicle takes severe
damage or is destroyed don't work. First, anytime a vehicle takes damage
the passengers may take damage as well. That's fine, makes perfect sense.
But, it also says that if the vehicle takes severe damage the rigger has
to resist 6M Physical damage for being jacked in. That is in addition to
any damage for being a passenger. My first question is, why does the
rigger take physical damage? Shouldn't it be stun damage instead. If
it's physical, then doing severe damage to a vehicle could kill the rigger
because they get hit with damage twice! And then if the vehicle crashes
(because said rigger looses control) and is destroyed... not only do the
passengers, including the rigger, take more damage for the crash, the
rigger now takes 6S physical damage (because the vehicle was destroyed
while the rigger was jacked in). If the rigger wasn't dead before, he
probably is now. So two things, was this a misprint? Should the damage
to the rigger be stun instead of physical? And second, is it really such
a good idea having them get hit with damage twice like this? Assuming
they don't stage it down, that's a total of 9 boxes of damage.
In reading the drone rules, it seems the above mentioned damage rules
apply when drones take severe or deadly damage. I was left with several
questions here. Again... physical damage makes no sense to me. Second,
do riggers face this for every drone they control. If so, operating 3-4
scout drones (which have low body ratings and generally no armor) would be
nearly suicidal! Step on a couple of those arachnoids and you could kill
the security rigger... forget trying to deck the system, it'd be easier to
just splash a few drones. If they do take damage every time a drone is
destroyed I'd like to know why. I could see taking stun damage when a
drone they have "jumped into" is destroyed, call it system shock. But
when in captain's chair mode I just can't see it. They aren't getting any
direct sensory feed from the drones, just general info, so why would they
get that same "system shock"?
Dealing with the security rigger rules left me very frustrated. First
off encryption. Under the current rules there's practically no way to
beat encryption. Here's why. Joe Shmuck decides to go into business for
himself as a security rigger.. he gets a loan and buys a rating 6 deck for
30k, a rating 6 encryption module for another 30k, and a uses the rest of
his small business loan for a few second rate drones. Mr Shmuck gets a
job doing security at local apartment building for mid level corpers.
Later that week a bunch a scruffy shadowrunners need to kidnap... er
extract a corporate type from that apartment building. They've been
fairly successful as runners and have pretty good gear. The team rigger
has a rating 6 deck (30k), a rating 6 decryption module (45k) a level 4
encephalon (115k before street index) and some nice ECM, ECCM, etc. The
team rigger decided to try an take over Mr Shmuck's drones. Despite the
fact that the team's rigger is fairly well equipped he's doomed before he
even tries. Here's why. Assuming the team rigger took a concentration in
Electronic Warfare he probably has a skill rating of 7 or 8 (assuming he
spent 6 points on the skill during character creation and allowing for
some improvement, this is a successful runner after all). The encephalon
gives him a task pool of 3. He figures out which channel Shmuck is
operating on and then tries to crack his encryption. The base target is
4, but since Shmuck has a rating 6 encryption module (only 30k,
availability 6, not hard to get) that TN is now 10. And since Shmuck has
a rating 6 deck (also 30k, availability 4 and not hard to get) the team's
rigger will need a minimum of 3 success. I tried this with a dice roller
(PS 98 woot!) out of 10 tries rolling 17 dice (8 for skill, 3 for task
pool, 6 for the decryption module) only three attempts were successful.
The point... 60k worth of gear beats 190+k worth of gear 70% of the time.
The insurance companies gotta love that! And skill makes little
difference. It doesn't matter that Shmuck is an idiot with no skill
higher than a 2, that 60k deck makes him god. Now if some amatuer can
setup like that... imagine what a corp security rigger would be like and
things start looking very grim fast. Forget the rules for MIJI and so
forth... you'll never see them used. My question is, did I miss
something... have I interpreted things incorrectly? As written I could
play a mage with a data jack and a 60k remote deck and no rigger, no
matter how good would, have much of a chance of taking over any drones
said mage might use. Comforting thought to my mage, but it doesn't seem
right somehow. As I said above.. the way the damage rules are written the
easiest way to dump the rigger from the system would be to just blow up
two or three drones, which would probably *kill* the security rigger.
Also with CCSS systems. How does this fit with the rules for computer
controlled devices (Slave systems, p68, VR2)? That is lets say a decker
sleezes into a system and wants to take control of a security camera for a
quick look see. Under the VR2 rules or even VR1, this is pretty clear.
But what happens when there is a Security Rigger present? Does the decker
have to slug it out with the rigger first? If so, why, if the decker
sleezed in without tripping alarms how would the rigger know anything was
up? Does the decker have to deal with the encryption problems I listed
above? In short... how do these two separate sets of rules work together?
There seems to be no synergy between them. Must the decker enter the
CCSS system to control a security cam or can they do it from the host CPU?
If so, then why would a decker ever enter a CCSS system where they get
royally fragged. I still don't understand why they suffer the penalties
they do. For example No matrix programs can be used, fine, can the decker
write an attack utility that does affect a security rigger (surely you can
induce lethal feedback on a RC deck same as you can against a decker)?
Why the +2 target to all tests, what is it about the CCSS system that is
so alien to a decker to cause this? Why does the decker not get the
response increase from their deck? From what gather reading VR2,
response increase boosts the deck's speed, presumably a faster processor
or such. What is it about a CCSS system that would lag the deck that
much? I would have thought the response increase wouldn't have been
affected. A fast CPU is a fast CPU, doesn't matter what I'm hooked into.
So the only thing I could see is that the CCSS system is that slow. But
if that's the case, then why does the Rigger get so much speed? On the
other hand, it says a decker going up against a security rigger has a
control pool equal to half the rating of their emulation utility. Yet the
rules for rigger vs rigger combat in a CCSS system state that they don't
get access to any dice (except for Karma Pool). This seems a
contradiction to my mind. Any help with these questions would be very
much appreciated.
Also on the topic of cracking rigged security... what happens if a rigger
attempts to take over a system where no security rigger is present? Maybe
there just isn't a security rigger, or perhaps he jacked out for some
reason. Either way, how is this handled? In VR2 it doesn't matter if
there is a security decker or not, the intruding decker has to defeat the
system itself to get control. That doesn't seem to be the case with CCSS.
Frankly I admit, I'm just plain puzzled by this one. And for those
wondering why there would be no security rigger present in a CCSS system,
I can think of a couple of reasons. First, somebody blew up a couple of
drones, and the rigger died from the damage. Or... less cheesy... a mage
buddy slips into the building astrally and watches the security rigger.
Nature calls and the rigger jacks out for a quick potty break. The mage
zips back to his meat body and tells his rigger buddy to hit the system
now while the security rigger is in the bathroom! So what happens when
the intruding rigger attempts to get into the system? Is it automatic?
Surely not, that would be way to easy. On the other hand, if the rigger
has to go up against encryption... well... I've already discussed how
pointless that can be to try. So what happens?
On the topic of drones. What makes a robot a robot? That is,
under drone construction... what option makes a drone into a robot?
Apparently (unless I've missed it) there is a vague option for increasing
the learning pool, but no design option that creates it in the first
place. I like the idea of robots but the rules as presented are extremely
vague. The only listed maximums and cost for improving the learning pool
are listed as "game master's discretion" I don't need to spend $18 on a
book to come up with that.
Anthroforms and walkers sounded like a really neat idea (and the concept
is), but they way they are presented has some flaws, mainly in the lack of
CF. At first I didn't have a problem with them, most options you would
want to add, if added as design options rather than customizations,
require no CF. However, Sensors, ECM, ECCM, ED, & ECD all take up CF, and
together, they can eat up a lot of it! What this means is that any
anthroform or walker drone will likely be stuck with standard sensors
(easy to fool) and succeptible to ECM and ED because there isn't room on
their frames for the appropriate counter measures. The solution I would
think would be to change the CF requirments of the listed electronics.
Especially for sensors. Most electronics can be mirconized to extremely
small sizes *if* you can afford the price tag. Which means the limiting
factor should be cost and availability, not CF. As written, these rules
will make most drones vulnerable to electronic attack. Again, forget
MIJI, just hit them with ECM. Drones are useless lumps of metal if the
owning rigger can't get any commands through the interference.
Lastly, why was the economy for the LAVs (Banshee, Lobo, etc) in the
vehicle section left so low? As has been pointed out at the listed rate
the range of these craft is too short too be of use, flight time will be
about 20 min, and the fuel cost would prohibit them from being used for
anything (other than wasting fuel). The idea of aerial refueling is
laughable. First, what smuggler has the resourced to operate a fleet of
tankers and all the associate flight crews, ground personnel, fuel dumps,
etc.? Second, how long does it take to fill a 7,500 liter tank? With a
flight time of only 20 min I'm guessing you'll crash and burn before you
can finish refueling. And the fix to all this is simple. Up the economy
to it's maximum. It'll cost 375k to do it, which for a 8.44 mil Banshee
is pocket change. At the maximum economy (0.3) you're range jumps from a
a short 375km to a much more reasonable 2,250km. I'm hope the economy
ratings of the rest of the vehicles isn't as bad.
That's it for now, and hopefully I won't run into any other problems. As
I said, maybe I've just missed something in reading the rules, though I
think I've read pretty carefully. Any help or useful suggestions would be
appreciated. Have a good one.
--
@>->,-`---
Ashelock
o=<======-
GM's Theme: "I am the eye in the sky, looking at you, I can see your lies.
I am the maker of rules, dealing in fools, I can cheat you blind."