Shadowrun

Shadowrun General => Gear => Topic started by: Barskor on <09-19-11/0042:17>

Title: Best walking armed vehical?
Post by: Barskor on <09-19-11/0042:17>
all from Arsenal
Hyundai Shin-Hyung page 109 17,000 14 slots
 Walker mode page 145/146 5,000 2 slots.
Mechanical Arm x2 page 138/139 8,000 4 slots
 Winch Ehanced page 145/146 5,000 2 slots
Rigger Cocoon Enhanced page 141/142 4,000 2 slots
Improved Sensor Array page 136/138 1,000 1 slot
Concealed Armor rating 6page 132/133 6,000 2 slots
Turbo Charger Rating 1 page 143/144 1,000 1 slot
Vehical stats
Handling +3 Accel 15/35 Speed 80 Pilot 1 Body 10 Sensors 1 "30 apacity signal 6" TOTAL COST 45,000

So that is the extent of my know how at the momentI would like some help improving it further pilot programs and firewalls maby give the vehical a sword weilding program or something.
I cosidered going with regulaer armor and geting chamelion coating for an neat effect and hiding.
Title: Re: Best walking armed vehical?
Post by: rasmusnicolaj on <09-19-11/0225:37>
Does it really need more than one arm? Would you ever use two weapon style, or is it just to have it look more human?

Rasmus
Title: Re: Best walking armed vehical?
Post by: PapaR on <09-19-11/0609:41>
This doesn't apply if you're Gm or just seeing what is possible, but you can't take anything higher than a rating of 6 at character creation so that armor wouldn't be possible.
Title: Re: Best walking armed vehical?
Post by: kirk on <09-19-11/0638:22>
Concealed armor maximum is 10. And while I'm at it, a reality check. You've got a car modified to be a (bipedal) walking device, with arms, and you think nobody's going to suspect you also added armor?

If you're planning weapons, your present design is limited to arm-carried weapons. Those will have recoil. (weapons mounts eliminate recoil).

If I'm your GM, the first time KE or LS or anybody else sees this walking down the street they're going to treat it just as though someone were driving a tank down the street. Of course, since I got involved in an amateur attempt to build a /real/ walking suit, I know a couple of additional problems you'd get.

Some examples:
ground pressure.  While walking you have the entire load on one (broad) point.
Clearance. Your legs raise the vehicle at least a meter and a half, probably two. Low bridges will be your bane.
Title: Re: Best walking armed vehical?
Post by: rasmusnicolaj on <09-19-11/0746:34>
Drive it to the insertion point in a truck then  ;D
But yes, big power armor style drones are probably not that often used by sneaky runners. Maybe use it as a defender for your secret lair.

Bridge meet mr. rocket launcher - walk through the ruble  :P

Regards
Rasmus
Title: Re: Best walking armed vehical?
Post by: Barskor on <09-19-11/0812:55>
Well walker mode says that the large size drones and vehicles get turned into bipedal classical representations of robots with a handling increased by +1 and I figuer the halving of speed and acceleration is the cost of being able to compensate for ground point pressure.
As far as publice visability go's thier are many picturs of Runners fighting walker vehicles and that it is a by the book add on that there has to be public normal use for walkers.

The guns i would use are ether internal cyberarm type gun with all the recoil comp i can build into it or a hand held weapon system tricked out.

The concealed armor is easy to explane as structural reefforcment pluse stilying they can suspect all they like if it is in the lisence as legal . Big assest real armor not so easy. 

With two arms i can at less atempt to crawl through tight spots and I like a ballanced look to my mechs another pluse is learning curve you get to do nearly everything you can normaly do without thinking about it thus better reaction time.
Need to fix armor again down to 6.
Title: Re: Best walking armed vehical?
Post by: rasmusnicolaj on <09-19-11/0824:48>
As far as publice visability go's thier are many picturs of Runners fighting walker vehicles
That just meen that the corp security has huge walker drones they use to squat runners that hasn't been sneaky enough.

and that it is a by the book add on that there has to be public normal use for walkers.
Or they are a possibility so that GM can make walkers as adversaries.

As a runner I have a hard time picturing any need for something so obvious a tank (hidden weapons and armor or not). For me running is about sneaking past the security and then run when the proverbial sh*t hits the fan (my character has a severe allergy to bullets).
As a GM tool they are great to scare the runners and for use in fun firefights.

Regards
Rasmus
Title: Re: Best walking armed vehical?
Post by: kirk on <09-19-11/1007:43>
(snip)With two arms i can at less atempt to crawl through tight spots and I like a ballanced look to my mechs another pluse is learning curve you get to do nearly everything you can normaly do without thinking about it thus better reaction time.

"Tight spots" being relative. You're not taking this into most buildings. Even "crawling" you're in a hi-riser sedan with both width and height factors in play. This assumes your mechanical arm strength is high enough it can be used to support/move your vehicle weight.

As to thinking about it and reaction time: it's a vehicle. You're piloting it, not wearing it. At "best" you're jumped in, in which case it's still vehicle sensor+ your gunnery to attack and vehicle response+ your pilot skill to maneuver. Its balance doesn't have a thing to do with your reaction time.
Title: Re: Best walking armed vehical?
Post by: Barskor on <09-19-11/1048:28>
Yes i think a strenth ten troll plus can lift a sedan minimum the front half of it.
The ballance and such are just my flavor text as thier is no stated improvment in the stat block.

Your being limited on how seating can be arranged in a vertical manner.
Title: Re: Best walking armed vehical?
Post by: Thermo on <09-19-11/1112:30>
I like the idea of making a 1-meter tall version of ED-209 from Robocop. Get about 5 of em and control them from an armored Citymaster parked down the street. Maybe combine them with a swarm of Dragonfly drones from a launch rack.
Title: Re: Best walking armed vehical?
Post by: kirk on <09-19-11/1123:47>
Yes i think a strenth ten troll plus can lift a sedan minimum the front half of it.
The ballance and such are just my flavor text as thier is no stated improvment in the stat block.

Your being limited on how seating can be arranged in a vertical manner.

A strength 10 troll has a base lift and carry of 100 kg. He can roll (str+body) and use additional hits at 10 per kg more lift and carry. So on an average day a body 8 str 10 troll is going to lift and carry 160 kg. That same troll can lift (deadlift, basically) 240 kg.

A vehicle's mechanical arms have a (base) strength equal to the body of the vehicle (AR 102). The maximum augmentation is +5 STR.

Your vehicle with augmented arms would have 19 str, 14 body. That's 190 lift and carry base, and 33 dice means an average expectation of another 110 for 300 kg. If you can turn it to a straight lift that goes to 450 kg. Your vehicle weighs between 1000 and 1500 kg - simplify it to 1200 kg.

With load balancing and locking the arms so they're basically crutches instead of limbs you could do this. I'd require a maneuver test, it'd be slow anyway, but it's within the realms of possibility.

Using the arms as crutches doesn't let you go down building hallways. It lets you pass under lower bridges.

The base lift and carry limits are 15kg per strength lift from ground, 10 kg lift and carry, 5 kg lift overhead, with hits from STR+Body adding additional increments. (SR4A 139) I would rule supporting the body for crawling equivalent to lift and carry.

At 19 (14 body +5 augmentation) STR that's 190 base kg. 19 dice is nominally 60 more kg, making your vehicle capable of supporting ~250 kg for crawling.  At a typical weight of 1000 to 1500 kg for a sedan, you're not using your mechanical arms for crawling.  Even allowing for mechanical load distribution (three limbs down at all times) you're still going to be short.
Title: Re: Best walking armed vehical?
Post by: Barskor on <09-19-11/1147:24>
Thermo wish granted

Thundercloud Contrail page 108 ten slots 5,000
Walker mode 2 slots 3,000
Rigger Adaptation 1 slot 2500
2 External Reniforced Size Flexible flexability 6 slots 12,000
Turbo charge rating 1 1 slot 240
 2 Guns whatever you like Panther cannons whee!

Handling +2 Acceleration 15/30 Speed 90 pilot 1 Body 6 Armor 4 Sensor 1 Total cost  22,740


Thanks Kirk for all the details.
Sorry to miss lead you if I did I had no intention of going into normal buildings with the Shin-Hyung
Title: Re: Best walking armed vehical?
Post by: squee_nabob on <09-19-11/1215:21>
Wuxing Hussar + Walker mode + Rigger Coccon
Title: Re: Best walking armed vehical?
Post by: KarmaInferno on <09-19-11/2256:49>
This is Shadowrun, not Combatrun.  :)



-k
Title: Re: Best walking armed vehical?
Post by: CanRay on <09-20-11/0119:24>
Why does everyone want to make everything a walker?

So much better to keep things on wheels for high speed chases!  Much more cinematic!!!  ;D
Title: Re: Best walking armed vehical?
Post by: Barskor on <09-20-11/0148:02>
You still have high speed chasses as you get run through parks uneven terain over cars (jumping or stomping not sure yet) use the winch to drop down to lower roadways use lamp posts as swing bars round corners repel off of carparks climb over dumpsters bloacking the allyway.
Well thats what I hope I get to try in game. it souds fun to me!!
Title: Re: Best walking armed vehical?
Post by: squee_nabob on <09-20-11/0934:11>
I find there are more stairs than high speed chases, and when I see a high speed chase, it is solved by firepower, spirits and sprites rather than speed.
Title: Re: Best walking armed vehical?
Post by: kirk on <09-20-11/1002:47>
1: too much anime.
2: not enough time facing SnS or other electricity damage.

Take the original poster's machine: 10 body 6 armor.

SnS from an automatic weapon fired Narrow Full Burst, assuming 15 dice for the attack (skill + attribs + mods) for 5 nominal hits. I think he's intending the Response to be 6 so we'll go with that for 2 nominal defense hits.

We get 3 (5-2 nominal) hits on the roll. Add 6 for the ammo. Vehicles don't get stunned so we can ignore that whole section, and get 5+6+9 (narrow full burst) for 17 attacks. The vehicle has to roll body + armor or 16 dice to beat the threshold of 20. Obviously not going to happen, so the vehicle shuts down for 17 combat turns.

If the OP adds 6 non-conductivity, he gets 22 dice to beat the threshold of 17.  The nominal requirement to beat a target of 17 is 42.

Oh, you don't think the +9 for NFB should be added? OK, the target is now 8. He still needs 24 dice nominal. (Actually, I'd change to wide full or long burst, neutralizing the attacker's defense. Target is 10.)
Title: Re: Best walking armed vehical?
Post by: squee_nabob on <09-20-11/1015:40>
Kirk, are you talking about the electricity damage effect of "don't tase me bro", where you roll Armor + Body vs. hits of the attack (so that's the number of hits the attacker got)? Narrow Bursts and 6S damage does not factor into that roll.

If you mean the 6S damage from SnS ammo, it bounces off because vehicles can't take stun damage.
Title: Re: Best walking armed vehical?
Post by: Barskor on <09-20-11/1022:14>
Cool  i can add that after first game or berore sounds like before would be better.
I did run on a bit with that dicription of what a chase sean might be like but i was enthoused for the challange.
Title: Re: Best walking armed vehical?
Post by: kirk on <09-20-11/1123:52>
Kirk, are you talking about the electricity damage effect of "don't tase me bro", where you roll Armor + Body vs. hits of the attack (so that's the number of hits the attacker got)? Narrow Bursts and 6S damage does not factor into that roll.
If you mean the 6S damage from SnS ammo, it bounces off because vehicles can't take stun damage.
I'm not at my books right now so I can't double-check.  I do recall being slightly confused, however, about it -- I seem to recall the target is "attacks" and nothing is called "attacks".

Would you mind pointing me at where this is clarified in the rules - say, definition of "attacks" or some such?
Title: Re: Best walking armed vehical?
Post by: squee_nabob on <09-20-11/1232:18>
Quote from: SR4A Page 164
Electronic equipment, vehicles, and drones can also be affected by Electricity damage.
They never suffer Stun damage, but they do roll Body + Armor (drones and vehicles) or Armor x 2 (other objects) to resist secondary effects. If they achieve equal or more hits than the attack, they are unaffected. Otherwise, they cease to function for a number of Combat Turns equal to 2 + net hits scored on the attack test (and may need to reboot after that).

It seems pretty straightforward. Roll Body + Armor to resist secondary effects, if they achieve equal or more hits than the attack, they are unaffected. Base damage and burst damage are not hits. I see no mention of the term “attacks”. There is “the attack” (and no, you aren’t going to get a definition of that), if you want more explanation of attacks, check out page 149 “the combat sequence”
Title: Re: Best walking armed vehical?
Post by: kirk on <09-20-11/1257:02>
Thank you, squee_nabob. I was reading "the attack" as the final DV. I'll reread when I get to the rule book, but have little doubt I was mistaken. For one thing, my interpretation was making SnS a huge no-brainer against drones.

That still gives Barskor's vehicle fits if any attacker uses wide long burst (to counter defense) with a nominal 20 attacker dice pool. Body 10, armor 6 = 16 dice to overcome an expected threshold of 7. Heck, adding 6 nonconductivity and it's still barely better than 50% getting 7 or more hits. SnS is still a major pain for mechanicals, just not so bad as to make everyone plan on walking.
Title: Re: Best walking armed vehical?
Post by: Socinus on <09-23-11/0530:49>
Find some brownies

http://www.youtube.com/watch?v=XkM8Vkptmho
Title: Re: Best walking armed vehical?
Post by: bigity on <09-23-11/0929:02>
I see posts like this and wonder if I wandered into the BattleTech forums somehow.