I have found a few things missing and unclear still after the release of Rigger5.0
- The rigger bonus for hot-sim! Does the hardware bonus of +1 for using a rig in hot-sim bonus stack with the +2 hot-sim status bonus? Replace it? Replace but miss print? Not sure why any decent rigger would risk possible death by getting physical damage for there drone being shot add destroyed for +1 dice pool when you figure they have about 15 in cold-sim because all there other bonus are still valid. Aaron posted on the rule FAK that they are cumulative but still most GMs would not take that as an answer with out official text.
- Basic rigger equation in one place?
AR gives skill dice + attribute dice - net noise[Limit +1 AR] for driving test
VR gives skill dice + rig rating + attribute dice +2 hot-sim + 1 hot-sim-rig - net noise [Limit +2VR + rig rating](threshold - rig rating)
- An interval listed for salvage tests?
- For Salvage tests Rigger 5.0 states that you state the "damage" you wish to inflict on vehicle/drone/gear in order to salvage. I make 3 assumption that are not stated any where and I would think they should be.
1. max limit is that of the whole condition monitor (should be obvious but I don't believe it is stated)
2. This "damage" is run against the condition monitor of a completely full condition monitor (destroyed) because you could just dismantle a full health drone for 100% of the parts -1 for every 2 points of damage it has? (because if it is 1 for 1 then you would get 0 from salvage instead of about 50%)
3. Choosing to do less damage does not exclude further searches only limit them to search with a total of damage chosen
(so you search a destroyed 8 health drone for 4 damage twice, it means you take twice as long to salvage parts but you are likely to get double the parts, you search the drone once for 8 apply edge you could get the same number of parts in half the time, or you do 1 pass without edge and just get the easy to find and remove parts but the damage you make searching make additional runs pointless)
4. Possible example for a pass: Mechanic skill + Logic +2 AR +1 working condition + 1 Superior tools [damage inflicted + 2 special work area]
- There is a vehicle upgrade interval listed for 1 hr. but this does not specify drones. It could be inferred but since all the rules for vehicle upgrades and drone upgrades are separated and different it seems counter intuitive. Also I wonder if the smaller size/weigh for upgrading a drone may take half as much time.
- Drone upgrade thresholds? The vehicle upgrade charts are awesome! but drones seem short on charts and lack thresholds listed like the ones vehicles have. There is no part or shop requirements listed either. It looks like you pay and the magically upgrade. Poof!
- Drone pilots are they protected, save-able, random chance of lose when a drone is destroyed? As the most expensive, possibly most internal and protected part, that is also not salvageable, how do you determine if your pilot programs is intact and reusable on the same drone if rebuilt? Matrix damage and electrical damage target the pilot program? Could a matrix attack wipe the pilot and force you to buy a new one or would it be repairable always via matrix damage repair? So rebuild the body then roll for matrix repair to restore the damaged pilot no matter what?
- Can you use salvaged parts to reduce vehicle upgrade costs (like turning a standard vehicle weapon mount into a vehicle turret for +5,000 newyen - part cost at rate of x per part?
- Parts recovered from vehicle = vehicle parts, parts from drones = drone parts, do they further need to be broken down by automotive (land craft), aeronautical, etc?
- Does repairing a drone from 0 health to full include upgrades? Do upgrades get destroyed? (similar to pilot question)
- Upgrade pilots still a repair test or a computer test, threshold, interval?
- drone surprise test pilot x2 [sensors](3) ?
- Drone / vehicle damage track modifiers only handling limit but at what damage to modifier rate? guessing -1 per 3 damage, also does the minim 1 apply before or after rigger/AR/VR limit modifiers?
- Drone avoid sensors evasion, everything else uses stealth. 2 autosofts to cover one skill? or why not meta-humans to avoid with a doge action to make them correspond again?
- Gunnery with a directly connected joystick = manual with agility? directly connected deck = remote with logic? because a manual joy stick vs a device to device remote? or both logic even though they are not actually wireless remote and the joystick is not really another device but an interface directly into the turret?
- Drone physical attack defense = pilot + autosoft (Maneuvering?) [handling] not just chase but always?
That's all I can think of out of hand. I may find more. Errata appreciated!
Edit: See I knew I would have more.... just needed a break.
- Also drone / vehicle character sheets
- Pictures of all of them
- Actual size estimates
- A speed relation table so you know if your 4 Speed, 4 handling roto drone is actually faster and capable of keeping up with your Mirage bike or Gopher Trunk even though it has lower stats because according to the information trail on vehicle speeds a 4 ground vehicle and a 4 roto drone are moving at completely different speed ratios. That would also need to include drone to foot relation ship for how far the move on a turn (walk, run, sprint) using those 2 stats.
Edit 2: additional equipment wishlist
- RCC options would be nice. (maybe 1 with some sleeze for defense, 1 that has been optimized for autosofts holding double its rating but can't run cyberware at all and also provides no noise reduction (possibly allowing a full stock of autosofts for more than 1 drone), or 1 that can only run cyberware but gets plus 1 cumulative biofeedback resistance.
- A ground pilot drone with no pre mounted weapons mounts and an increase mod slot volume like a roto-drone. Maybe there is one with a higher body but I know the roto-drone is very customizable to the point I prefer it most by far. Add that its reasonably priced... well before mod, and air born and its just too much fun to pick anything else.
Edit 3: Hopefully the last for a while
- Gunnary says weapons mounted on vehicles take a full action to fire no matter what the fire mode is. Does that include drones and jumped in operations? If so this would greatly weaken riggers by reducing there options.
Edit 4: Hands on Manual override electronic systems?
- Playing the other day we had a case where we needed to disable an enemy transport to prevent his escape. We managed to get on to his transport and wanted to take owner ship but that is a 24 hour test and would take too long. So plan B. Decker sleazed 3 marks to stop notifications and the rigger and decker did a hardware group test to disable electronic controls and the pilot. Since there is no rule for this the change ownership threshold of 24 was used, and an interval of 15 mins. Then we had to risk the wrath of G.O.D. and notification to the owner if we fail or failed to do it fast enough. We edged our way to success and were able to basically strip the transport to manual operation with not wired/remote control available. Then the rigger used nautical mechanic to lockup manual controls with a hidden release so the transport was not going anywhere but we could use it to escape in a pinch because we knew exactly how to re-enable manual controls. So the question, could there be an official hardware lock down of electronic signals test? This has a number of applications for riggers. You could setup a drone for example to be an auto response body guard while your jumped in and have no risk of it being hacked and killing you while helpless. It would also prevent the rigger from controlling his own drone so you are only allowing it to perform restated commands but it seems like turning of wireless and/or the pilot on vehicles/drones should be a listed test particularly since manual override is already in the game as hardware modification for vehicles. Some rules for that would be nice though.