Shadowrun

Shadowrun Play => Rules and such => Topic started by: Mistwalker on <10-21-19/2104:10>

Title: 6e Technomancers and rigging
Post by: Mistwalker on <10-21-19/2104:10>
In the CRB, p197, in rigging, it states that you must have an implanted vehicle control rig or the appropriate technomancer complex form.

Which complex form are they referring to?
Or should it be the appropriate technomancer Echo of Machine Mind?
Title: Re: 6e Technomancers and rigging
Post by: Stainless Steel Devil Rat on <10-21-19/2110:44>
In the CRB, p197, in rigging, it states that you must have an implanted vehicle control rig or the appropriate technomancer complex form.

Which complex form are they referring to?
Or should it be the appropriate technomancer Echo of Machine Mind?

Probably referring to Machine Mind and erroneously calling it a Complex Form.
Title: Re: 6e Technomancers and rigging
Post by: Ajax on <10-21-19/2113:00>
As written, it would be the Echo. I strongly suspect different people were writing those two sections. It appears that some of the Echoes were Complex Forms in an earlier draft of the rules, as several other places in the book (e.g., the Technomancer Archetype) refer to certain Echoes as if they were Complex Forms.
Title: Re: 6e Technomancers and rigging
Post by: Banshee on <10-21-19/2122:09>
As written, it would be the Echo. I strongly suspect different people were writing those two sections. It appears that some of the Echoes were Complex Forms in an earlier draft of the rules, as several other places in the book (e.g., the Technomancer Archetype) refer to certain Echoes as if they were Complex Forms.

You are correct, some of those echoes were originally complex forms ... not sure at what point they got changed but there are several places that should have for changed with it. I wrote them that way because I wanted TM's to have some flexibility in choosing whether they were more decker like or rigger like at the start. Now they basically start as deckers but can advance into riggers and do both
Title: Re: 6e Technomancers and rigging
Post by: Ajax on <10-21-19/2127:48>
I absolutely love the way Sixth Edition plays, but it has to be the most poorly edited and badly laid-out of any of the core rulebooks in my thirty-odd years with the game.
Title: Re: 6e Technomancers and rigging
Post by: Mistwalker on <10-21-19/2330:48>
So a technomancer who has the Puppeteer Complex Form and Machine Mind Echo, once they have done their control device test, could jump in, as long as the maintained the Puppeteer Complex Form?

In other words, "steal" a drone that was coming after them and turn it on their enemies? (provided that someone took care of their body while they were jumped in)

Edited to add in the Machine Mind Echo.
Title: Re: 6e Technomancers and rigging
Post by: Michael Chandra on <10-22-19/0047:42>
I absolutely love the way Sixth Edition plays, but it has to be the most poorly edited and badly laid-out of any of the core rulebooks in my thirty-odd years with the game.
At least here it's obvious what was actually meant. We spent literal years never getting full errata for the direct conflict in several SR5 rules. My wife literally quit Shadowrun out of frustration about the Rigger problems.
Title: Re: 6e Technomancers and rigging
Post by: Stainless Steel Devil Rat on <10-23-19/1057:05>
So a technomancer who has the Puppeteer Complex Form and Machine Mind Echo, once they have done their control device test, could jump in, as long as the maintained the Puppeteer Complex Form?

In other words, "steal" a drone that was coming after them and turn it on their enemies? (provided that someone took care of their body while they were jumped in)

Edited to add in the Machine Mind Echo.

They replaced 5e's Control Hierarchy with a simple rule.  It's Rigging Basics Rule #2 (pg. 196):

Quote
2. Vehicles and drones can only have one driver/
controller at a time, regardless of method.
You can’t be both jumped into a drone and
controlling it remotely.

So, unfortunately, there's no hijacking drones in 6we.  I presume Rigger 6 will introduce ways to usurp control of someone else's vehicle/drone while they're using it... but for right now that's flatly impossible: if A has control of a vehicle/drone, then B can never assume control of it from A.
Title: Re: 6e Technomancers and rigging
Post by: Mistwalker on <10-23-19/1712:03>
So, unfortunately, there's no hijacking drones in 6we.  I presume Rigger 6 will introduce ways to usurp control of someone else's vehicle/drone while they're using it... but for right now that's flatly impossible: if A has control of a vehicle/drone, then B can never assume control of it from A.

As long as there is no one jumped in, then the Machine Sprite should be able to assume command of the drone.
I wasn't proposing that the Sprite could kick out a jumped in rigger.
Title: Re: 6e Technomancers and rigging
Post by: Stainless Steel Devil Rat on <10-23-19/1814:46>
So, unfortunately, there's no hijacking drones in 6we.  I presume Rigger 6 will introduce ways to usurp control of someone else's vehicle/drone while they're using it... but for right now that's flatly impossible: if A has control of a vehicle/drone, then B can never assume control of it from A.

As long as there is no one jumped in, then the Machine Sprite should be able to assume command of the drone.
I wasn't proposing that the Sprite could kick out a jumped in rigger.

That's how it was in 5e, yes.

Now: there's no allowance for "kicking out" someone exercising what used to be called Remote, Manual, or even Local control.  Now it's just "there can only be one driver".  If there already is one, then you can't take it because there already is a driver.  You can't be the driver when someone else is the driver.
Title: Re: 6e Technomancers and rigging
Post by: Mistwalker on <10-23-19/1830:18>
I agree.

With the number of drones around, some are surely operating out of the onboard pilot and not by rigger.
Title: Re: 6e Technomancers and rigging
Post by: Ajax on <10-24-19/0203:45>
So, unfortunately, there's no hijacking drones in 6we.  I presume Rigger 6 will introduce ways to usurp control of someone else's vehicle/drone while they're using it... but for right now that's flatly impossible: if A has control of a vehicle/drone, then B can never assume control of it from A.

As long as there is no one jumped in, then the Machine Sprite should be able to assume command of the drone.
I wasn't proposing that the Sprite could kick out a jumped in rigger.

That's how it was in 5e, yes.

Now: there's no allowance for "kicking out" someone exercising what used to be called Remote, Manual, or even Local control.  Now it's just "there can only be one driver".  If there already is one, then you can't take it because there already is a driver.  You can't be the driver when someone else is the driver.

But does a Drone that is operating only via its default Pilot (it’s “dog brain”) count as having a “driver”?

I can see a case for both “yes” and “no.” That’s a problem.
Title: Re: 6e Technomancers and rigging
Post by: DigitalZombie on <10-24-19/0240:06>
Well, the override sprite power works specifically on autopiloted drones. So they can atleast "kick" that guy out.
Title: Re: 6e Technomancers and rigging
Post by: Xenon on <10-24-19/0244:15>
As I read it;

If you have user or admin access to the network the drone is connected to then you can override its autopilot, but in this edition it does not seem as if you can override a manual, remote or jumped in 'driver'. A sprite using Override can override the autopilot without having admin control.