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Help with a Dwarf Rigger, Please?

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Deadborder

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« Reply #15 on: <04-07-18/0811:48> »
Just for clarification; what wepaons are on the drones?

Marcus

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« Reply #16 on: <04-07-18/1215:45> »
Did anyone talk with you about availability rating and legality limits?
Cause it looks a lot like your way over 12 on several items.

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Avatarbf

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« Reply #17 on: <04-07-18/1304:42> »
No, they didn't. GM told us not to worry too much about it as long as background as to how it was obtained makes sense

Stainless Steel Devil Rat

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« Reply #18 on: <04-07-18/1354:03> »
Well even if availability isn't an issue, I'm not sure the Krime Cannon is working as is.  Since it can't lay down burst fire to achieve dodge dice penalties, that means you need to make sure you just flat out score more hits than the defender can. 

That in turn means one of two strategies: Rolling a ton of dice yourself... that involves paying =Y= to upgrade the pilot and autosofts.  That in turn drives your Steel Lynx's (already substantial) cost up, which means it's more expensive in turn to repair those inevitable boxes of damage it'll suffer.   The other option is to jack the sensor suite up, and go for sensor-assisted targeting (SR5 pg 184).  You can then ignore the low accuracy of the Kannon, and even score dodge dice penalties by achieving active-lock ons.  I'd suggest this route... increasing accuracy and simultaneously getting the option to decrease dodge dice is pretty much how to "correctly" use a SS weapon like an assault cannon.

Barring either option, just replace the assault cannon with a machine gun.  Since you're apparently not limited by availability, go with the HPK HMG out of the core rulebook.  Damage value is less but still in the same ballpark, but it has two crucial advantages.  One: it can use burst fire/FA, and inflict dodge dice penalties without having to further upgrade your drone.  Two: You can load APDS ammo into a machine gun, and further diminish the raw damage disparity.    A third advantage is the flexibility inherent in being able to lay down suppressive fire.   Just keep in mind the recoil problems of machine guns: the Steel Lynx's body will give you some substantial Recoil Compensation for free, but don't forget that penalties for any uncompensated recoil are doubled (SR5 pg 430)

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Avatarbf

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« Reply #19 on: <04-07-18/1405:25> »
Well even if availability isn't an issue, I'm not sure the Krime Cannon is working as is.  Since it can't lay down burst fire to achieve dodge dice penalties, that means you need to make sure you just flat out score more hits than the defender can. 

That in turn means one of two strategies: Rolling a ton of dice yourself... that involves paying =Y= to upgrade the pilot and autosofts.  That in turn drives your Steel Lynx's (already substantial) cost up, which means it's more expensive in turn to repair those inevitable boxes of damage it'll suffer.   The other option is to jack the sensor suite up, and go for sensor-assisted targeting (SR5 pg 184).  You can then ignore the low accuracy of the Kannon, and even score dodge dice penalties by achieving active-lock ons.  I'd suggest this route... increasing accuracy and simultaneously getting the option to decrease dodge dice is pretty much how to "correctly" use a SS weapon like an assault cannon.

Barring either option, just replace the assault cannon with a machine gun.  Since you're apparently not limited by availability, go with the HPK HMG out of the core rulebook.  Damage value is less but still in the same ballpark, but it has two crucial advantages.  One: it can use burst fire/FA, and inflict dodge dice penalties without having to further upgrade your drone.  Two: You can load APDS ammo into a machine gun, and further diminish the raw damage disparity.    A third advantage is the flexibility inherent in being able to lay down suppressive fire.   Just keep in mind the recoil problems of machine guns: the Steel Lynx's body will give you some substantial Recoil Compensation for free, but don't forget that penalties for any uncompensated recoil are doubled (SR5 pg 430)

Yeah, I'll probably change out the Krime Cannon and save some money to buy more ammo. The more I think about it the more it screams trouble, which is not what this character is about.

Avatarbf

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« Reply #20 on: <04-07-18/1447:47> »
Just for clarification; what wepaons are on the drones?

They're listed under the drones in my notes, so that I could keep track while modding the drones

Avatarbf

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« Reply #21 on: <04-09-18/0256:09> »
Here is my updated character for review after I removed the Krime Cannon and moved around some stuff.

SR Dwarf Rigger Build Notes
Priority Selection
Metatype: C ( Dwarf, 1 Point)
Attributes: D (Attribute Points: 14)
Magic: E (Mundane)
Skills: B (Skill Points: 36/5)
Resources: A  (450,000 Y)
Dwarf Attributes Racial Traits: Thermographic Vision, + 2 dice for Pathogen & Toxin Resistance, + 20% increased Lifestyle Cost
BOD: 3 (8)/ AGI: 1 (6)/ REA: 1 (5)/ STR: 3 (8)/ WIL: 2 (7)/ LOG: 1 (6)/ INT: 1 (6)/ CHA: 1 (6)/ EDG: 1 (6)/ ESS: 6
Character's Attributes
BOD: 3/8, AGI: 3 (5)/6, REA: 4/5, STR: 3/8, WIL: 4/7, LOG: 4 (5)/6, INT: 4/6, CHA: 2/6, EDG: 2/6, ESS: 3.5
Movement: Walk: 10/ Run: 20/Sprint: + 1m per hit
Derived Attributes: Composure: 6/ Judge Intentions: 6/ Lift Carry: 6/ Memory: 9
Qualities   
Allergy (Shellfish, Moderate) (- 4 to dice pool modifiers for all physical tests made when character experiences symptoms.) N
Codeslinger (Control Device) (+ 2 to dice pool vs Control Device Matrix Actions.) P
Consummate Professional (+ 2 dice pool when dealing with employers.) N
Emotional Attachment (Van) (If chosen item is lost or irreparably damaged, suffer a -1 penalty on all tests that use that gear for a six month period.) N
Gearhead (Increase speed of vehicle or drone by 20% or handling by 1.) P
Solid Rep (Local Smugglers) (+ 1 to Reputation score with local smugglers) P

Skills (Priority B: 36/5)
Active Skills:  Armorer 1, Automatics 3, Electronic Warfare 5 (Jamming + 2), Electronics skill group 2, Engineering skill group 3, Etiquitte 3, Gunnery 5 (Ballistic + 2), Perception 3 (Visual + 2), Pilot Aircraft 6, Pilot Groundcraft 6, Pilot Watercraft 5
Knowledge Skills: Automotive Mechanics 5, Music 4 (Dwarven Metal + 2), Smuggling Routes 4, Smugglers 2
Languages: English (N), Russian 3

Gear (Priority A: 450,000 Y)
Augmentations  (160,500)
Cerebral Booster 1  (Ess: 0.2/ 31,500Y), Control Rig 2  (Ess: 2/ 97,000Y)/ Muscle Toner 2  (Ess: 0.4/ 32,000Y)
Rigger Control Console (RCC, 16,000)
Essy Motors DroneMaster     DR: 3    Data Processing: 4/ Firewall: 4  (16,000Y)
Autosofts/ Programs
FlySpy Clearsight (4)
FlySpy Stealth (4)
Navigation (6)
Nissan Rotodrone Clearsight (6)
Steel Lynx Krime Cannon Targeting (6)
Vehicles
GMC Bulldog  H: 3/3, SPD: 3, ACCEL: 1, BOD: `16, ARM: 12, P: 1, SEN: 2, SEAT: 6
Mods: Rigger Interface/ Metahuman Adjustment (both Cosmetic)
Speed Enhancement 1/ Imp Economy/ Manual Control Override (All PT)
Anti Theft System 2 (Protection)
Drone Racks (2 Medium/ 1 Large/ 2 Mini) (All Weapon Mods)
2 Large Internal Fixed Pop Out Weapon Mounts (Directly Under Headlights) (Both Weapon Mods)
2x AK 97s  (ACC: 5/ DV: 10P/ AP:- 2/ MODE: SA/BF/FA/ AMMO: 38 (c)
1 Smuggling Compartment (Body Mod)
Gridlink Override (ECM Mod)
Installed Equipment
Morphing License Plate/ Roll Flat Tires/ Spoof Chip
Drones
2x MCT FlySpy  H: 4/SPD: 3/ AC: 2/ BOD: 1/ ARM: 0/ P: 3/ SEN: 3
Base Mods: Realistic Features 2 (No weaponry)
2x MCT Nissan Rotodrone  H: 4/ SPD: 4/ AC: 2/ BOD: 4/ ARM: 4/ P: 3/ SEN: 4
Base Mods: + 3 extra Weapon Mod slots
Installed Mods: 1 Large Pop Up Weapon Mod each, 1 Standard Weapon Mod
1x each ArmTech-MGL12 (ACC: 4/DV: Grenade/ MODE: SA/ AMMO: 12 (c)
 1x each Colt Cobra TZ-120 (ACC: 4 (5)/ DV: 7P/ MODE: SA/BF/FA/ RC: 2 (3)/ AMMO: 32 (c)
1x Steel Lynx H: 5/SP: 4/ AC: 2/ BOD: 6/ ARM: 12/ P: 3/ SEN: 4
Base Mods: Heavy Weapon Mounts (External, Turret, Remote)
Installed Mods: 1 x Stoner-Ares M202 machine gun (ACC: 5/DV: 10P/ AP: - 3/ MODE: FA/ Ammo: 50 (c) or 100 belt)
Lifestyle (50,400)
Middle Lifestyle (11 Months)/ Low Lifestyle (7 Months)
Fake SINs/ Licenses
1 Rating 4 Fake SIN w/Licenses  (10,000Y)/ 1 Rating 3 Fake SIN w/Licenses (7,500Y)
Weapons & Armor
Weapons
Ultimax 70  ACC: 5 (6)/ DV: 6P/ AP: --/MODE: BF/FA/ RC: 2/ Ammo: 15 (c)/ ST Mods: GV2, LS.
Ares Crusader II ACC: 5 (7)/ DV: 7P/ AP: --/ MODE: SA/BF/ RC: 2/ Ammo: 40 (c)/ ST Mods: GV2, SGS
Ammunition
x100 APDS
x50 Gel Rounds
x 200 Regular Ammo
x50 Stick N' Shock
Grenades
x10 Flash Bang
x10 Fragmentation
x10 Smoke
x5/x5 Gas Grenades (5 CS/5 Seven-7)
x 2 Thermal Smoke
Armor
Armor Jacket  Arm: 12/  Mods: Chemical Protection 2/ Fire Protection 2/ Nonconductivity 2
Armored Clothing   Arm: 6/  Mods: Electrochromic
Ballistic Mask  Arm: + 2
Commlinks and General Equipment
Renraku Sensei   DR: 3    Mods: Sim Module w/ Hot Sim
General Equipment
Tool Kits
Automotive Toolkit/ Aircraft Toolkit/ Nautical Toolkit
Communications Equipment
Bug Scanner 6
Data Tap
Microtransceiver
Jammer, Area 6
Jammer, Directional 6
Stealth Tags x10
Tag Eraser
White Noise Generator 6
General Equipment
Gold Credstick  (Max Funds up to: 100,000)
Platinu Credstick (Max Funds up to 500,000)
DocWagon Basic Contract, 1 Year

Final Calculations
Physical Initiative: 8 + 1d6
Matrix AR Initiative: 8 + 1d6
Matrix VR Initiative (Cold Sim): 8 + 3d6 (Hot Sim: 8 + 4d6)
Limits
Mental: 6/    Physical: 4/  Social: 4
Condition Monitor Boxes:
Physical: 10
Mental: 10
Overflow: 8