Shadowrun

Shadowrun Play => Gamemasters' Lounge => Topic started by: Lighthouse on <02-23-15/1736:27>

Title: Rigging upgrades
Post by: Lighthouse on <02-23-15/1736:27>
Rather than just waiting for the rigger book I would like to come up with mods for the rigger in the game I am running. What would you suggest I do?
Title: Re: Rigging upgrades
Post by: PiXeL01 on <02-23-15/1747:26>
Get the 4e rigger book and convert or be inspired? Already many official products feature vehicles with upgrades so it would be a matte of figuring out how much such mods would cost. Initially you can simply use the same numbers as in Arsenal(?)
Title: Re: Rigging upgrades
Post by: Namikaze on <02-23-15/1833:12>
Bullets & Bandages has some options for modifications.  Additionally, I've got a pile of options that I am currently sitting on, rather than implementing as house rules.  The reasoning is simple: a lack of time.  I'm working hard on updating my wiki of NPCs, organizations, etc., running my business, raising my daughter, and doing Missions conventions.  So unfortunately, these are all just ideas that haven't been roughed out much yet.
Title: Re: Rigging upgrades
Post by: Lighthouse on <02-24-15/1154:01>
A player was saying that Arsenal shouldn't change that much converted to 5E. thoughts?
Title: Re: Rigging upgrades
Post by: Namikaze on <02-24-15/1648:48>
Yes and no.  I've worked on adapting the Arsenal rules to 5th edition, and they're not that hard to implement.  With that said, a few basic concepts need to be changed.  One of the things I noticed was the lack of modification slots.  And since current modifications are based (at least loosely) on the vehicle/drone's Body rating, I've used the vehicle's Body as the number of modification slots available.  Then made it so that current mods take up a certain number of modification slots.
Title: Re: Rigging upgrades
Post by: Adder on <02-25-15/0009:59>
Yes and no.  I've worked on adapting the Arsenal rules to 5th edition, and they're not that hard to implement.  With that said, a few basic concepts need to be changed.  One of the things I noticed was the lack of modification slots.  And since current modifications are based (at least loosely) on the vehicle/drone's Body rating, I've used the vehicle's Body as the number of modification slots available.  Then made it so that current mods take up a certain number of modification slots.
Both myself and my team's rigger would be very happy to see your progress :-)
Title: Re: Rigging upgrades
Post by: Rift_0f_Bladz on <02-25-15/1138:37>
I would not mind it either. The lack of rigger based mods is very sad, actually. Especially with how fragile drones are.
Title: Re: Rigging upgrades
Post by: Namikaze on <02-25-15/1216:49>
Unfortunately, the pile of ideas I have are just that right now: ideas.  I don't have any mechanics for them beyond some really rudimentary ones.  I'd really like to have them more solidified before I put them into being.  Given the rest that's on my plate right now, this is going to be a while.  :(
Title: Re: Rigging upgrades
Post by: Csjarrat on <02-27-15/0513:39>
there are a few of the better ones available in Stolen souls; such as smuggling compartments, morphing plates, spoof chips, chameleon coating and such.
They're the core ones you'd need for a rigger, but the rules are vague. i'd use the arsenal effects with the stolen souls pricing and you should be pretty near what you need