From: | Gurth <gurth@******.NL> |
---|---|
Subject: | Re: Rigger questions |
Date: | Sat, 9 Sep 1995 13:13:44 +0200 |
>>
>> New name/account, Jani? :)
>
> No, that's my name, I am Janis brother :)
Ah. Say hi to Jani from me :)
> Than, what about a riggers with a VCR #2 and reaction of 4, giving him an
>initiative of 3d6+8. Assuming that the average roll is a 4, he will have an
>average initiative of 20, just barelly enough to move both his vehicle and the
>remote turret.
The rigger will likely roll 11 or higher for initiative, so he gets 2
actions. One to control the vehicle and one to control the turret. If he
gets over 20, it's control the vehicle once and the turret twice. I don't
really see any problems with this...
>> 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.
>
> Yes, but most of these weapons, used on vehicles, haven't got any.
That would be the problem you would face. I do like the idea of spending CF
to make the weapon concealable, as proposed by <insert the name I forgot
here>, which might be a good solution to this...
>> 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.
>
> In the prime runners excists a rigger mechanic that owns a Nissan Rotodrone
>and in page 32 sez that the drone has been modified to have a Remote Gear,
>how can that be ? I can't imagine drones without a remote control gear. Are
>drones designed just to follow simple orders ? And if that's true how can a
>rigger install a remote control gear, since most of the drones haven't got
>enough CF space.
Well, I don't own Prime Runners (I don't think I ever will unless someone
buys it for me :) but I still say that drones have RCG installed. They make
very little sense otherwise, IMHO.
>> 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...
>>
> I think the best way to do it is to devide the new engines body rating by the
>vehicles original body rating and multiply the result with the new engines
>speed.
After a bit more thinking about this, I think I'll go ahead with this engine
ratings table, and post it here to see what the rest of you think. I am
already playing with some ideas for turbochargers and things...
--
Gurth@******.nl - Gurth@***.nl - http://www.xs4all.nl/~gurth/index.html
He has you all fooled
-> Unofficial Shadowrun Guru & NERPS Project Leader <-
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