Shadowrun

Shadowrun General => Gear => Topic started by: Ener on <11-15-12/0749:12>

Title: Radars, Ultrawideband and regular
Post by: Ener on <11-15-12/0749:12>
So I was wondering, is there anything a "regular" radar does that an Ultrawideband does not ? other than go to rating 6 ?
Title: Re: Radars, Ultrawideband and regular
Post by: Reaver on <11-15-12/0808:56>
I am assuming you are talking about for a vehicle.....

the answer is basically "no". Radar is cheap, has a longer range, but bounces off objects easily. Ultrawideband is more limited in range but can penetrate solid objects to create a 3D map of the terrain/environment.

Basically, RADAR is good is you want to monitor a street, or park, or other open, visible place.
Ultrawideband is good if you want to learn the layout of a building, see if someone is augmented/carrying a weapon, PLUS what radar can do...
Title: Re: Radars, Ultrawideband and regular
Post by: Ener on <11-15-12/0949:53>
Exactly I meant for the purpose of upgrading the sensor package in vehicle.

Thanks for the answer.
Title: Re: Radars, Ultrawideband and regular
Post by: Triggvi on <11-17-12/1333:05>
the Radar sense implant from augmented is effectively ultrawideband radar.
Title: Re: Radars, Ultrawideband and regular
Post by: SunRunner on <11-17-12/1528:12>
Radar has alot more range then ultra wide band. Ultra is capped at signal strength 2 regardless of the system rating. This means it  can see a maximum of 100m in optimal conditions. While that is probably good enough for driving down the street in down down it would be a problem moving at high way speeds as by the time it could see something the reaction window to actually do anything about it would be almost gone. It would for example be pretty much impossible to stop in time to keep from hitting a wall if you did not know it was there until you were only 100m from it and you were doing 75mph. Now that being said its a great addition to any vehicle you think will ever see urban combat. Having a nice bubble of being able to see one or two rooms into the buildings around you depending on where you are is great for spotting the guy popping out a window with an AT weapon of some kind to drop your vehicle/drone.
Title: Re: Radars, Ultrawideband and regular
Post by: Ener on <11-17-12/1542:09>
It was for making a "hands on rigger" that used a (heavily) modified Daihatsu-caterpillar horseman as  light "mecha" of sorts, so I guess Ultrawideband is what I want for this.

Ofcourse I'm the resident gamemaster so it's more a thought experiment than anything else
Title: Re: Radars, Ultrawideband and regular
Post by: JustADude on <11-17-12/1542:32>
Radar has alot more range then ultra wide band. Ultra is capped at signal strength 2 regardless of the system rating.

Ah, good catch on that. I'd totally missed that in the write-up all this time.

That actually explains nicely why it's Capacity 2 vs Capacity 5 for the otherwise-less-awesome regular Radar.

It was for making a "hands on rigger" that used a (heavily) modified Daihatsu-caterpillar horseman as  light "mecha" of sorts, so I guess Ultrawideband is what I want for this.

Of course I'm the resident gamemaster so it's more a thought experiment than anything else

Nice idea.

And remember, as a GM you can invoke Handwavium to go over slot limits. Just don't throw anything at your players you don't want them to steal and use for themselves. ;)
Title: Re: Radars, Ultrawideband and regular
Post by: All4BigGuns on <11-17-12/1543:52>
It was for making a "hands on rigger" that used a (heavily) modified Daihatsu-caterpillar horseman as  light "mecha" of sorts, so I guess Ultrawideband is what I want for this.

Ofcourse I'm the resident gamemaster so it's more a thought experiment than anything else

You could always make the rigger and use it as an NPC that sticks with and helps the party on runs.
Title: Re: Radars, Ultrawideband and regular
Post by: Ener on <11-17-12/1631:55>
It was for making a "hands on rigger" that used a (heavily) modified Daihatsu-caterpillar horseman as  light "mecha" of sorts, so I guess Ultrawideband is what I want for this.

Of course I'm the resident gamemaster so it's more a thought experiment than anything else

Nice idea.

And remember, as a GM you can invoke Handwavium to go over slot limits. Just don't throw anything at your players you don't want them to steal and use for themselves. ;)
[/quote]

Thanks, the caterpillar seemed like a good starting point since it with an advanced cargo module already have arms (if "only" grapple by the errata)  and according to fluff is able to move around inside. (Well stairs will properly be an issue, but still.)

The teams current rigger is a latina troll, it's unlikely she will fit inside of it :-p

You could always make the rigger and use it as an NPC that sticks with and helps the party on runs.

True that is also an option.
Title: Re: Radars, Ultrawideband and regular
Post by: JustADude on <11-17-12/1647:28>
For a Troll rigger, just let her convert a Hyundai Shin-Hyung into a "heavy" walker. ;)
Title: Re: Radars, Ultrawideband and regular
Post by: SunRunner on <11-17-12/2309:28>
Well they dont give clear rules and how far normal radar can see but normal radar can see for along way. Now how far radar can see depends on its strength but we figured that we would give it a signal strength at least equal to its rating so that R6 radar has a 10km range which seems reasonable for aircraft based radar. We also figured that you can use directional antennas to and such to boost strength as thats basically what ground based radar at air ports and such do that have a couple hundred miles of range.