Shadowrun

Shadowrun General => Gear => Topic started by: Nightmaster on (08:24:55/01-26-17)

Title: A super car... a Batmobile? :P
Post by: Nightmaster on (08:24:55/01-26-17)
So I have this caracter that is almost a vigilante in the 4th edition. He have a car all tunned to be beautiful (Eurocar Westwind 3000), fast, resistant and deadly. I got inspired by the Knight Rider TV series and the vehicle have a laser weapon. Now the group is migrating to the 5th edition and I have somewhat problems adapting the vehicle to the new rules.

That aside, I got curious on how one would setup a car (not a van or truck) in a way that the vehicle could be called a super car. One fast, armored, and deadly vehicle that is not too small nor too large and its full of fun gadgets.

In fact, by the rules, how would you guys build a Batmobile? What would be the base vehicle? What mods?

Thanks in advance for any input.
Title: Re: A super car... a Batmobile? :P
Post by: Jack_Spade on (08:33:59/01-26-17)
Well I would start with a GMC Bulldog... stop laughing... because it has very decent armor and extra mod space.
After you are finished with it, it probably would resemble more the modern Bat-mobile from Dark Knight than the classic one.
Title: Re: A super car... a Batmobile? :P
Post by: Kincaid on (13:51:58/01-26-17)
If you want something closer to the "Tumbler" version of the Batmobile from the Dark Knight trilogy, I'd go with the BMW Teufelkatze.
Title: Re: A super car... a Batmobile? :P
Post by: Nightmaster on (14:27:14/01-26-17)
If you want something closer to the "Tumbler" version of the Batmobile from the Dark Knight trilogy, I'd go with the BMW Teufelkatze.
In what book I find this vehicle?
Title: Re: A super car... a Batmobile? :P
Post by: Kincaid on (14:34:56/01-26-17)
Rigger 5.  It's a pretty rugged SUV/MPUV (Body 16/Armor 16).  Not amazingly fast (5), but that's easy enough to fix.
Title: Re: A super car... a Batmobile? :P
Post by: Nightmaster on (14:57:26/01-26-17)
Isnt the I8 interceptor better? I mean, he have less body (12 instead of 16) but it comes with a speed stat way higher (8 instead of 5) and you can remove the external weapon mounts (I guess) to gain slots to install something more "concealed" right?
Title: Re: A super car... a Batmobile? :P
Post by: Xexanoth on (15:02:04/01-26-17)
It should be mentioned that the Teufelskatze is Forbidden, if you care about stuff like that. Pretty much the only thing balancing out the fact that it's OP.

The Interceptor also has a LOT less Armor(at 8 ), which is worth a lot on cars because of the whole "damage needs to exceed armor to deal damage" rule, but yeah if it's about speed the Interceptor is the best.
A lesser problem is that it is  significantly more expensive(76k vs 114k) and restricted, but licenses are cheap so, eh.

for overall good stats and legality take the S-K Concordat, Speed 5, Body/Armor 12 from the CoreRulebook.
Title: Re: A super car... a Batmobile? :P
Post by: Kincaid on (15:36:49/01-26-17)
In fairness, I'm pretty sure Batman's Tumbler was also Forbidden.
Title: Re: A super car... a Batmobile? :P
Post by: Nightmaster on (21:53:37/01-26-17)
It should be mentioned that the Teufelskatze is Forbidden, if you care about stuff like that. Pretty much the only thing balancing out the fact that it's OP.

The Interceptor also has a LOT less Armor(at 8 ), which is worth a lot on cars because of the whole "damage needs to exceed armor to deal damage" rule, but yeah if it's about speed the Interceptor is the best.
A lesser problem is that it is  significantly more expensive(76k vs 114k) and restricted, but licenses are cheap so, eh.

for overall good stats and legality take the S-K Concordat, Speed 5, Body/Armor 12 from the CoreRulebook.

Cant one raise armor with mods?
Title: Re: A super car... a Batmobile? :P
Post by: Xexanoth on (09:26:31/01-27-17)
yes, with a Body of 12, you can raise it by a maximum of 6 for obvious armor or 4 with hidden armor.
While 12 armor is not bad, it's no problem for assault rifles/machine guns/AP rounds or explosives.
It depends on what kind of opposition you're expecting with the car.

I also just noticed that we forgot one car that might be interesting:
"Hotspur" from Rigger 5, Speed 6, Body 16, Armor 12.
Downside: only 2 Seats and Pilot/Sensor only at 2.
Title: Re: A super car... a Batmobile? :P
Post by: Kincaid on (09:56:20/01-27-17)
Is there a budget involved or do you just get a cool car?
Title: Re: A super car... a Batmobile? :P
Post by: Nightmaster on (10:42:52/01-27-17)
Is there a budget involved or do you just get a cool car?

There's not really a budget. The group have somewhat around 950k in money but there are divergences as to were expend it. Besides the car is for my char.

Like I said in the original post we are migrating to 5E but converting the car to 5E is being problematic due to the change in rules
Title: Re: A super car... a Batmobile? :P
Post by: Nightmaster on (12:04:25/01-27-17)
Like I said the character is almost a vigilante and he need a car capable of engaging into and escaping pursuits. For that a high speed stat is recomended.
Title: Re: A super car... a Batmobile? :P
Post by: Kincaid on (12:18:56/01-27-17)
Like I said the character is almost a vigilante and he need a car capable of engaging into and escaping pursuits. For that a high speed stat is recomended.

Well, there are a few ways of approaching that.  You can go for the fast tank Tumbler approach.  Your car is super obvious, but can escape or eliminate most of the people following you.  Alternatively, you can go for a fast car loaded with escape-enabling things like spikes, smoke, spoof chips, chameleon coating and so forth.  Break visual contact and then alter your car's appearance.
Title: Re: A super car... a Batmobile? :P
Post by: Jack_Spade on (16:18:01/01-27-17)
I just noticed that the Dodge Charger is only restricted and has respectable speed and handling as well as a base 12 armor and body. 5 seats also are plenty.

So, here is my suggestion for the bad[sic!] - mobile

Dodge Charger                           
HANDL   4/3(7/4)
SPEED   5(6)
ACCEL   2
BODY   12
ARM   12(16)
PILOT   4
SENS   4   
SEATS   5   
AVAIL   16R
COST     183 750
                      

Speed Enhancement (R1)         12000
Handling Enhancement (R1)       10000
Rigger Cocoon                1500
Concealed Armor R4            12000
Chameleon Coating            12000
Life Support Level 2            24000
Smuggling Compartment          1500
Shielding (chemical)            3000
Shielding (thermal)            3000
Mechanical Arm Articulated      5000
Gridlink Override               1000
Touch Sensors               6000
Signature Masking (Rating 6)      12000
Amenities High               1000
Rigger Interface                1000
Vehicle Tag Eraser             750
Interior Cameras               2000
Manual Control Override          500
Racing tires                   1000
Spoof chip                   500
Morphing license plate          1000
2x concealed Turrets            8000

Equipment                           
Two standard weapon mounts (external, fixed, remote, concealed) front; two standard weapon mounts (External, fixed, remote) rear                           


Title: Re: A super car... a Batmobile? :P
Post by: Nightmaster on (08:55:45/01-28-17)
Cool one. That really give me ideas.

I just dont get why the devs made it so that now players have to choose the most large and slow vehicles to have room to make improvements since the cost in slots are so large. My character have a Bliztzen 2050 bike in the game that had the two engine modifications in the 4E rules and a add-on hovercraft system. Now in the 5E rules I cant have that because the total cost in slots is beyond the body value of the bike (and now you cant go beyond that value) and they didnt revised the body stat of several small to medium vehicles in the 5E that were imported from 4E.

Its like saying that shadowrunners (or anyone in that matter) need to use a van or truck to be able to really create a very cool car. Heck, even in the 4E I have wondered why there was no option to change the entire engine of a car for other more strong engine. They only have rules for "tweaking" or "tuning" engines.

I have see cars that had their engines replaced by truck engines. Of course they didnt have the greatest of acelerations, but they had high torque and a final speed way higher than what they had with their original engine (more powerful engine because truck engines are mean to pull a lot of weight).
Title: Re: A super car... a Batmobile? :P
Post by: Kincaid on (12:52:18/01-28-17)
You can have a Blitzkrieg (the 5e update to the Blitzen) with secondary propulsion: hovercraft.  The bike's Body is 10 and the propulsion takes 8 slots.
Title: Re: A super car... a Batmobile? :P
Post by: Nightmaster on (19:51:00/01-28-17)
You can have a Blitzkrieg (the 5e update to the Blitzen) with secondary propulsion: hovercraft.  The bike's Body is 10 and the propulsion takes 8 slots.

Yeah but not the speed upgrades. What is the profit?

The original Blitzen 2050 had a basic speed value on par with the Eurocar Westwind 3000 (220 vs 240) and now the diference in speed is 7 to 4 if you make the comparition between the 5E version of the Westwind and the Blitzkrieg bike.

With the 5E rules the westwind can reach speed 8 and the Blitzkrieg to even become a equal would need rating 3 in the same modification...

Something is really off in the mod costs im my opinion...
Title: Re: A super car... a Batmobile? :P
Post by: Kincaid on (22:08:20/01-28-17)
Well, we're comparing a top-end supercar and an armored, security-grade motorcycle.