Having played a rigger in a campaign for a while, I find that I am seeing a lot of potential issues with the rules for drones.
WARNING:This is not a short post, though I've tried to make it concise, and it contains numerous references to numbers and analyses performed by myself. The feedback I'm looking for is constructive criticism on the proposed changes, not discussions about other potential houserules; there are numerous other threads for this. I'd very much appreciate it if this thread could be dedicated to discussing the merits of the proposed changes only. Thank you for your cooperation.With the above in mind, I have proposed several houserules to try to make drones a little more viable. Houserules 1 and 2 are supported by an in-depth analysis I performed of the survivability of the Renraku Manservant-3 drone after upgrading it with armor as per the Arsenal book for SR4A vehicle modifications, where I also looked at the maximum armor value restriction in that book of BOD * 3. These findings are summarized below. Calculations are done with mathematical averages (1 hit per 3 dice), and note that green boxes on the charts indicate no damage (automatic success as the modified DV does not exceed the modified AV as per current vehicle rules), while red boxes indicate outright killshots (DV after soak exceeds condition monitor):
Analysis of BOD3 drone with modified armor values vs common weapon types, standard condition monitorsAnalysis of BOD3 drone with modified armor values vs common weapon types, modified condition monitorsHouserule 1: Armor Modifications for drones and vehiclesThe first thing that struck me is that drones are horribly underarmored considering the damage values of most weapons. As the first of the above charts shows, a drone with BOD 3 stands almost no chance against every single weapon out there under the current rules, even if upgraded to AV 9. Combine this with the fact that drones have limited defense dice pools, and the chances of opponents scoring multiple hits against drones become statistically significant in most cases.
However, current vehicle rules state that if the modified DV does not exceed the modified AV of a vehicle, the attack simply does no damage. I considered simply making Armor Values for vehicles count as Hardened Armor, but decided against it as I didn't want to take away a unique feature of spirits, and focused on coming up with something of my own. I have two suggestions, as follows.
Proposed change 1: (Preferred)Vehicle Armor counts as Hardened Armor
Normal Armor has a maximum rating of 20
Concealed Armor has a maximum rating of 10
Drones can be modified up to the lower of BOD * 3 or armor type maximum
Vehicles can be modified up to the lower of BOD * 2 or armor type maximum
The cost from Arsenal changes to 1000¥ per rating for visible armor or 2000¥ per rating for concealed armor.
Supporting analysis of Hardened Armor valuesProposed change 2: (Alternate)Drone and Vehicle armor can be upgraded per the Arsenal rules, using the following guidelines:
Normal armor has a maximum rating of 25
Concealed armor has a maximum rating of 15
Drones can be modified up to the lower of BOD * 5 or armor type maximum
Vehicles can be modified up to the lower of BOD * 4 or armor type maximum
The cost from Arsenal changes to 1000¥ per rating for visible armor or 2000¥ per rating for concealed armor. Smart armor is not available, and note that visible Armor Values of 18+ will be the equivalent of a character wearing mil-spec armor in terms of legality.
Using the modification rules from Arsenal as a base, I expanded upon the options available to SR4A riggers. Armor values were generally much lower in SR4A, as were DV values, so I decided to analyze what would happen if I allowed drones to have armor upgraded to 4, 5, and even 6 times their BOD instead of the usual 3.
The first chart shows the results of this analysis. I'll try to summarize:
A drone at BOD 3 and upgraded to AV 9 will be destroyed by nearly every weapon in the game with as few as 2 or 3 hits.
Allowing an upgrade to BOD * 5 (AV15, which would cost 1500¥ for normal armor and 15,000¥ for concealed armor) significantly increases a drones survivability, meaning most small arms fire (anything with DV less than 9+) would either need to use Called Shots, APDS, Eplosive ammo, or a combination of the previous to have a statistically significant chance of inflicting damage on such a drone.
Allowing BOD * 6 (AV18, in this case), however, became too much in my opinion, as a BOD 3 drone would at this point be nearly immune to the effects of anything less than sniper rifle and dedicate AV weapons.
EDITI crunched some more numbers using a Steel Lynx as a baseline (BOD 6, usually AV 12 upgraded to 18, 24, and 30, at which point it became glaringly obvious that this is too much. As a result, I've included the normal Arsenal maximum of AV 20 as a maximum.
As the numbers below will show, an AV 20 BOD 6 vehicle stands a reasonable chance of surviving even a blast from HE rockets, and it takes a direct hit from an AV rocket to take it out in one hit. High end sniper rifles loaded with APDS and/or using Called Shots can also do it with 5+ hits, and most weapons in the 10+ range stand a decent chance of hurting it, though it will take at least 2 shots to take it out.
Analysis of BOD 6 drone with upgraded armor values vs common weapon types, standard condition monitorsAnalysis of BOD 6 drone with upgraded armor values vs common weapon types, modified condition monitorsAs the two tables clearly show, anything more than AV20 is going to be damned hard to dent. At AV24, it takes dedicated anti-materiel sniper rifles with APDS ammo and Called Shots for more DV to even damage the damned thing, and with AV30 even Anti-Vehicle rockets will be hard pressed to take it out in a single hit.
However, the problem remained that there was no middle grounds in terms of damage; as I settled on BOD * 5 as a maximum reasonable armor value, it still meant that if a drone was hit by a weapon that could penetrate the drones armor, the damage would be catastrophic. So, I took a look at condition monitors.
Houserule 2: Survivability of drones (does not apply to vehicles)Under core rules, drones have a Condition Monitor of 6 + (BOD/2). Combined with low BOD and armor values of most drones, even the combat models (Steel Lynx has BOD 6 (meaning a CM of 9 and an unmodified soak pool of 18 with no AP), this means Heavy Pistols and Assault Rifles has a significant statistical chance of completely taking out many drones in a single hit.
Proposed change:Drone Condition Monitors are the same as those of vehicles; 12 + (BOD/2)All drones and vehicles have a condition monitor of 12 + (BOD/2) + (RG2 Size Modifier * 2)
To represent the more fragile nature of smaller drones, however, any negative size modifiers introduced in the optional rule RG2 apply as a modifier to Condition Monitor at double the RG2 value. The results are as follows:
Microdrones (size modifier -3): 12 + (BOD/2) - 6 = 6 in most cases
Minidrones (size modifier -2): 12 + (BOD/2) - 4 = 9 in most cases
Small drones (size modifier -1): 12 + (BOD/2) - 2 = between 11 and 12
Medium drones: 12 + (BOD/2) + 0 = between 14 and 15
Large drones and vehicles: 12 + (BOD/2) + 2 = between 17 and 20
Large vehicles (BOD11+): 12 + (BOD/2) + 4 = between 22 and 25
The second table shows the dramatic change in survivability this change introduces. A BOD 3 drone with armor upgraded to AV15 now suddenly is not only able to ignore most small arms fire (light pistols, machine pistols), but will survive one or maybe even two hits from assault rifles and similar weapons. Assault Rifles using APDS or Explosive ammo, almost all sniper rifles, and dedicated anti-vehicle heavy weaponry (as well as tasers, apprpriately enough) are still capable of taking out the sample drone in a single hit.
I believe the combined proposals of HR1 and HR2 is a fair one, as it puts the survivability of a drone in the hands of the rigger. Obviously armored drones (1500¥ upgrade for my example) have much higher survivability at the cost of being very visibly modified, while drones with concealed armor (15,000¥ upgrade in this case) are no different from the base model but much more expensive. A rigger can therefore choose to have an army of small, unarmed and difficult to spot drones (recon operator), or he can focus on a few heavily armed combat models that can withstand a significant amount of damage at a fairly high investment cost. I believe this is further balanced by the fact that once a drone's condition monitor is filled, there is no going back. A drone cannot be stabilized and brought back into the fight; it has to be hauled out of the engagement zone for repairs, a process which is highly costly under core rules (more on this later).
The one thing I have not looked at is what the maximum AV upgrade should be; I suspect that allowing a Steel Lynx to go all the way to BOD 6 * 5 = 30AV might be overdoing it, as it would take an Anti-Vehicle rocket, precision Sniper Rifle fire (Called Shot and/or APDS), or Assault Cannon fire to take these down. I don't necessarily think this is a bad idea per se, but it would warrant further investigation. I'll perform a more in-depth analysis of this later.
EDIT2:The results of my second round of calculations confirm that the condition monitor proposal makes sense, as there are a lot of weapons that can hurt a BOD 6 AV 20 drone, but not many that can take one out in a single hit. To be fair, this is a piece of tech costing at the very least 20k + 25k for the drone, or 45k total, probably more once you add in weapons and the like. It should be difficult to take down, and it should be difficult to spot. The same drone can be bought for only 27k with obvious armor, but it's also going to be the equivalent of one of the heavier armored Iron Man suits, so it'll be about as subtle as mil-spec armor.
Armor values of more than 20, however, dramatically shift the power balance and so would not be recommended.
Houserule 3: Repair Costs of drones and vehiclesYou all knew this was coming. 10% per box as per the R&G rules is ludicrously expensive for an archetype already heavily dependent on resources. I don't think I need to say more that this needs to be changed, and I see two ways of doing this (thanks to poindexter for the idea for the second proposal).
Proposed change 1:Repairs cost 1% of the modified value (i.e. including upgrades) per box of damage repaired
This means that the more you upgrade a drone or vehicle, the more expensive they become to repair. It still means that even expensive or heavily modified drones and vehicles are fairly inexpensive to repair, as a fully damaged Ares Roadmaster (21 boxes) would only cost 10,920¥ to repair. Still, it's the exact same rule as from SR4As Arsenal, and I think this is pretty viable. For GMs wanting a little more realism and/or who run a slightly more resource friendly game (i.e. high payouts), however, the below change is my second proposal.
Proposed change 2:1% of the
base value of the vehicle per box of damage for the first half of the condition monitor, and 10% of the
base value of the vehicle per bod of damage for the second half of the condition monitor
This change better reflects the difference between cosmetic damage and structural damage to my mind. To continue my example from above, repairing an Ares Roadmaster that's taken 11 boxes of damage (21/2 rounded up as usual) would only cost 5,720¥ to repair (new paint job after patching up bullet holes, replacing some glass and plastics, etc). To repair a fully damaged Ares Roadmaster (11 boxes at 1% and 10 boxes at 10%), however, would cost more than the vehicle itself at 57,720¥ total. This means that if the vehicle is unmodified, you're better off just getting a new one. However, since I'm using the base price of the vehicle in this case, any vehicle that has been extensively upgrade would be worth repairing. Chameleon Coating for a Roadmaster is 36,000¥ alone, and things like weapon mounts (especially if allowing the SR4A Arsenal mounts), smuggling compartments, armore (particularly with the above proposed rules) and so on add up really quickly.
I think both proposals have merit, and to me it depends on whether or not the GM and players want a grittier, more realistic game or a game where things like training time and repair costs take a back seat to the action.
Houserule 4: Various rigger-related clarificationsWhenever I play a rigger in a game, I have to ask the GM several questions to clarify what his understanding of the rigger rules are. I've collected all of these questions here for my own sanity, along with the suggestions I normally provide in these cases.
HR4.1: Drones/vehicles and smartlinks/smartgun systemsSuggestion: If a drone has a smartlink vision enhancement installed in an imaging device that is part of it's sensor array, the drone's Pilot program can benefit from the non-implanted benefits of the smarlink as long as it's mounted weapon also has a smartgun system.
HR4.2: Drones/vehicles and smartlinks/smartgun systems and jumped in riggersSuggestion: As above, but jumped-in riggers with implanted smartlinks gain the full benefits when jumped into a drone equipped with a weapon with a smartgun system.
HR4.3: Drones/vehicles and Progressive RecoilThis one is down to personal preference, and keep in mind that drones and vehicles receive Recoil Compensation equal to their BOD (so an Ares Roadmaster makes a very stable weapons platform...)
Suggestion 1: All Gunnery fire mode actions remain Complex Actions, but the base type of the fire mode applies. Firing a weapon as 6-round Full Auto, for instance, does not accumulate Progressive Recoil, but it still takes a Complex Action to do so.
Suggestion 2: Instead of all Gunnery fire mode actions being Complex Actions, the appropriate action type to the chosen Fire Mode applies. Firing a weapon on 6-round Full Auto is a Simple Action, and does not accumulate Progressive Recoil.
For those of you who do not like the Progressive Recoil errata, I have a separate option.
Suggestion 3: Instead of all Gunnery fire mode actions being Complex Actions, the appropriate action type to the chosen Fire Mode applies. Progressive Recoil accumulates whenever a weapon is fired in an Action Phase, and does not reset until a full Action Phase is spent not firing a weapon.
HR4.4: Weapon Mounts and ReloadingA weapon mount doesn't clearly specify whether or not the weapon installed in the mount is modified for belt feed mechanisms. As I see it, two options are available here.
1. The weapon mount holds up to 250 or (500 rounds and/ BOD rockets/missiles for heavy weapon mounts), but unless the weapon is belt-fed already (i.e. has the notation "(belt)" as part of it's Ammo attribute) the drone has to reload the weapon manually, taking the normal actions as a metahuman with AGI=BOD. Using the below attribute substitution rule, a jumped in Rigger can use his LOG attribute for this action.
2. The weapon installed in a mount is converted to belt-feed, and does not need to be reloaded. This is a much simpler approach, but I would also suggest that such a weapon cannot easily be removed from the weapon mount and re-used, and doing so would require an appropriate Armorer test to convert it back to "normal" metahuman use.
HR4.5: Rigger Command Consoles and Hot-SimAs per
Aaron's reading, the +1 Bonus to Matrix and Vehicle tests from an RCC stacks with the +2 Bonus from Hot-Sim. To paraphrase Aaron; being a rigger is awesome.
HR4.6: Pilot Program UpgradesSuggestion: Allow Pilot programs to be upgraded using the cost and availabilities of Agent programs (p246).
Usually means a Rating 6 Pilot can be bought once for 12k and copied across multiple drones (my own houserule, no copy protection in SR5 yet), or individual agents can be upgraded to Rating 6 for the difference (so 6k for a Rating 3 Pilot, as each Rating between 4 and 6 costs 2k each).
Houserule 5: Attribute SubstitutionThanks to Kincaid for this suggestionI find the disparate attributes used by riggers while jumped in to be more than a little strange; the updated SR5 core rulebook does away with Agility for Gunnery all together, so at least now Riggers are free to use Logic to fire their weapons even when not using sensor based targeting (and proving that Aaron might not always be right in his interpretations). This still leaves Reaction being used for Pilot tests, and Intuition for Sneaking tests.
Proposed change:Jumped-In riggers use the Astral Attributes Table on page 314 to determine which attribute is linked to specific skills.
Gunnery remains Logic, but Pilot X becomes linked to Intuition and Sneaking becomes linked to Logic. Piloting an Antromorph could allow Running, which would be linked to Charisma (ok, this one's a little odd, but stay with me), while BOD is purely used for biofeedback damage resistance (unless you regularly dive or free-fall with your drones, in which case best of luck with that!).
I think this suggestion provides an interesting alternative to the current rules, as it effectively allows for two "classes" of riggers; the full-VR immersion type rigger who mostly stays in the car and follows the team with drones and who relies on his mental attributes as well as a control rig and rigger command console, and the AR enhanced rigger who's got incredible reflexes and dexterity but who can also leave the car and join the team with his autonomous and/or remote controlled drones and still be a viable combatant.
To me, this option also makes Adept riggers much more of a distinct choice compared to augmented VR riggers, as they can compensate for the lack of a control rig with higher physical attributes without having to also rely on mental attributes. In general, I personally think this is a great houserule suggestion.