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Expanded Grunts

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Cantor

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« on: <09-16-11/1056:42> »
Here is a taste of what I've been working on.

Triad Driver (Professional Rating 4)
This is the grunt who will be piloting the car full of Triad Posse members. He’s a better driver than any of them, but he’s not a tough as the Triad Posse Lieutenant. He will usually focus on driving the vehicle, but can contribute some machine pistol attacks when needed. The Triad’s disdain for cyberware and tendency to use their adepts in other pursuits puts their drivers at a significant disadvantage. To make up for this, the Triad Driver is equipped with some external electronics to make his job easier. He always drives his vehicles with AR, which is factored into his dice pools. When driving a Bulldog, the Driver can switch between driving the vehicle and firing his mounted White Knight to aid his posse.
B A R S C I L W Ess Init IP CM
3 5  4 3 3 4 3 4    6     8    1   10
Skills: Blades 3, Dodge 3, Firearms group 3, Pilot Ground Craft (Wheeled) 4 (6), Automotive Mechanic 3, Gunnery 3, Perception 3
Gear: Ceska Black Scorpion (Gas Vent 2), Armor Vest, Knife or Sword, Commlink (Device Rating 3), Mercury Comet, Bulldog Step-Van (Remote Flexible Internal Mounted Ingram White Knight [Smartgun]), Goggles (Image Link, Flare Compensation, Vision Magnification, Smartlink, Vision Enhancement 2)

Common Dice Pools:      
Pilot Mercury Comet          [11 dice]
Pilot Bulldog Step-Van      [11 dice]
Ceska Black Scorpion          [8 dice] 4P — SA/BF (3) 35(c)
Ingram White Knight         [10 dice] 6P –1 BF/FA 5 (5) 100(belt)
Damage Soak                    9/7
Perception                          [9 dice]
« Last Edit: <09-16-11/1059:43> by Cantor »

Mason

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« Reply #1 on: <09-19-11/0327:13> »
Looks like a good wheelman. I see no problems.

ARC

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« Reply #2 on: <09-21-11/0428:38> »
That is some impressive work.  I like that a lot.  Think I might use that in my own campaign?
Living the Electronic Dream

Mason

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« Reply #3 on: <09-21-11/1950:32> »
I also like the "common dice pools" section. I think I will use that in my own planning.

Cantor

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« Reply #4 on: <09-22-11/1037:40> »
I also like the "common dice pools" section. I think I will use that in my own planning.

That was a big part of my decision to undergo this. I felt that when things took a strange turn in a game and I was forced to go to the Grunts pages in the book for some stats, I was spending all my time adding up modifiers, looking to see if the gun they have has a smartlink or not, can they use the smartlink, etc. It wasn't very convenient. I'm hoping that these solve that problem, and also present some reasonable challenges to parties of Shadowrunners.

Mason

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« Reply #5 on: <09-22-11/1513:59> »
Eh, I tend to come up with stats on the fly when things get hectic so everything moves along, rather than look up stats. As for modifiers, i am a bit of a rules lawyer-I have memorized all the common modifiers and their usage in our group, if not in RAW, so I rarely need to look them up.

Cantor

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« Reply #6 on: <11-10-11/1116:19> »
I've done a couple more of these, but my own Shadowrun campaign has been shelved. Is there anything that you guys would like to see? I've got a CorpSec WageMage, Mafia Enforcer, and Experienced CorpSec Unit.

wraithdrit

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« Reply #7 on: <11-10-11/1138:58> »
I do common dice pools for all my write ups as well. I find it streamlines running when the lead starts flying.

- Wraith