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From: Gurth <gurth@******.NL>
Subject: Re: Rigger questions
Date: Fri, 8 Sep 1995 22:26:02 +0200
> --Nick

New name/account, Jani? :)

>1) What is the initiative of drones that are being driven by their
>auto pilot?

I couldn't find it in the RBB or Black Book. Maybe Autopilot Rating + 1D6?

>2) How do twin weapons (i.e. weapons mounted on twin firmpoints) fire ?

By the rigger wanting them to fire.

>Does the rigger need to fire both ?

Yes.

> Does the target resist two separate attacks or just one bolstered one?

Two separate attacks.

>Does the second weapon +2 modifier apply when targeting optically ?

Unless both fire against the same target, I'd say it does.

>3) The RBB p122 "Remote Turrets" sez that "A remote turret may be
operated
by a separate gunner or by the rigger. In the latter case, however, each
counts as
>one drone against his control limit."
> What is this control limit ?

Probably (I couldn't find it again) a number of drones equal to the rigger's
Intelligence.

>Does this mean that the rigger has to spend
>one action per turn for the turret in order to keep it operable ?

Yes, I'd say.

>If yes
>then what is the logic behind this, after all gunners using the turret
>only have to spend one action to target and shoot.

The turret doesn't have an autopilot of its own, so it doesn't follow
commands like a drone would. (Hey, maybe build one into a turret and it will...)

>4) Are fixed arc weapons mounted on firmpoints/hardpoints conlealable/
>supposed to be concealed anyway ?

I take it that they are, at least on civilian vehicles and within reason. No
way to conceal that Ares Kinetic Rail Gun you fixed onto your Americar :)

>If yes what is their concealability rating ?

I don't know. Maybe the GM should assign it, based on the player's
explanations of how it is hidden. Or maybe you can say it's the base Conceal
of the weapon.

>5) What is the result of recoil on the handling of the vehicle ?

That's explained on page 122 of the RBB: make a Handling Test when you fire
the weapon, adding the recoil to the Handling. If you fail, you crash. If
the weapon fires to the side, add twice the recoil to the Handling.

>6) What are the penalties for going without tires ? When you blow the
>tires of another vehicle away with a called shot, the other vehicle is
>automatically subject to a handling test (maybe even a crash test), but
>what happens next ?

I think I cut 25% off the vehicle's speed per tire destroyed. I don't really
know, the only time this came into play in "my" game was when a bunch of
Chicago thugs tried to steal the PCs' car. They shot off its tires and it
conveniently crashed into a light post :)

>8) Which vehicles have VCR equipment installed and which dont. We
>assume that none have, but what about drones ? Drones cant only be
>driven remotely and most of them dont have enough space (CF) to install
>the VCR gear. Does that mean that drones are not operable, or does
>it mean that all vehicles have the nececery equipment (thus making it
>not worthy to mention)?

I rule that all drones have remote-control gear already installed (though
the text doesn't mention whether it is or not). I'd say you have to add VCRs
separately.

>9) The RBB makes it clear that an autopilot with a rating less than 3
>is incapable of driving a vehicle. So does that mean that all drones
>(as drones have autopilots of 1 or 2) canot operate on their own despite
>the fact that the RBB and SRII expressly say that a rigger can order them
>around ?

I never looked at it that way, but it sure looks like it. Internal
consistency is somewhat lacking in the vehicle department, I think.
(Stephanos, are you reading this? If you are I think you know what I'm
getting at :)

>10) Can a rigger that utilises full cybernetic control fire his weapons
>optically ? Or is opticall targeting just restricted to non-cybernetic
>drivers.

GM's call, IMHO.

>11) How does swapping engines work ? I mean the table tells you
>how much an engines that manages a particular speed for a particular
>kind of fuel/type of car/body rating cost, but it doesnt tell you
>how much it would improve your speed if you were to install a bigger
>engine in a smaller car.

That table is worth shit, IMnsHO. You can't even build most of the vehicles
using the engines on the table... Take a Saab Dynamit -- it's got a Body of
2 and an IC engine. From that table on page 109 it follows that the thing
should have a speed of 35/105, modified to 30/90 for its armor, and to
40/120 for the maximum turbocharging possible. Add a blueprinted engine and
that sort of stuff and you still won't reach 80/250 no matter what you try...
Maybe a solution would be something like the BattleTech engine business --
if you've got an 80-ton 'Mech that you want to give 3 Movement Points, you
need a rating 240 engine. Maybe it would work in SR as well -- give engines
ratings, and divide the rating by the Body to find the speed. It might be
worth thinking about...

--
Gurth@******.nl - Gurth@***.nl - http://www.xs4all.nl/~gurth/index.html
Let it all out
-> Unofficial Shadowrun Guru & NERPS Project Leader <-
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