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Boosting sensor

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Redmercury

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« on: <10-28-12/2156:09> »
Hi all. I'm making a drone rigger and was wondering what I can do to boost the sensor rating on my vehicles. I'm going for a boost to my jumped in gunnery pool.

JustADude

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« Reply #1 on: <10-29-12/0148:33> »
Buy individual sensors.

Your actual Sensor Rating is equal to the average of your Rated sensors, so replace the "stock" sensors (an example for a car is listed in Arsenal) with Rating 6 versions of themselves... talk to your GM about smaller stuff... and you'll boost it up to Sensor 6.

I've yet to find a way to get above Sensor 6, though, so for maximum pew-pew goodness, you're better off with Command Rigging.
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Redmercury

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« Reply #2 on: <10-29-12/0838:37> »
Drat, that's kind of a shame. Doesn't that defeat the purpose of jumping in? Thanks though, at least I know I can jack up my sensor rating pretty easily. I have two more questions though. Is your jumped in initiative your matrix initiative? Do technomancers need the mind over machine echo (i think that's what it's called) to jump into a drone?

JustADude

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« Reply #3 on: <10-29-12/1320:12> »
The big advantage of Jumping In is that Simple Actions are still Simple Actions when you Jump In, compared to everything being a Complex Action via Command. Plus, your Drone can't be hacked unless they dump you first.

And More Than Metahuman is a Quality... all it does is make Jump In/Out a Free Action. You might be thinking of AIs and "Piloting Origin".
« Last Edit: <10-29-12/1323:07> by JustADude »
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WellsIDidIt

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« Reply #4 on: <10-30-12/0143:24> »
Don't forget that you get a +2 from your control rig to all vehicle skills (Gunnery is a Vehicle Skill). This means you're really only going to be loosing 2 dice from what you'd be rolling with a Command 10 program, but you have all the other advantages of being jumped in the balance that out. Also remember your bonus to matrix actions for Hot Sim (assuming you jumped in using Hot Sim). Piloting and controlling a drone is always considered a matrix action, so that's a +2 again (Command riggers can get this one too if they VR command, it's just rarer than AR Command riggers). You initiative is equal to your matrix initiative.

As for Sensors, just a dude pretty much got it all. There is one other option though. When using Sensors, you can use this tidbit "the character may elect to use only one sensor for a particular job" and use the rating of a single sensor. This means that for the price of one Rating 6 Camera, you can use gunnery with a sensor score of 6 by only targeting using the camera.

Of course, GMs are also free to use this part "a gamemaster may decide that certain sensors in a package may not apply, or that only one specific type of sensor is relevant to the situation at hand". So if you're targeting in Ultrawideband Radar to see an invisible target, expect to be shooting with a Sensor rating of 4 (max UWR rating). Likewise, if you can't see a target and are blindfiring at where you heard him, expect to be using your microphone ratings. It's a very fluid setup.

I generally recommend this for normal shooting starting out.(Rating 6 Camera [Smartlink, Low-Light, Flare Compensation, Vision Magnification, Image Link]) Smartlink let's you snag another +2 bonus (meaning we're up to Sensor+Gunnery+6 now), Low-Light and Flare Comp help negate visual penalties, and Vision Mag will let you take aim to eliminate range penalties if you need it. Once you get money after creation, you can pick up a camera with Vision Enhancement 3 in it as well (Availability would put it over a character creation 12). The reason I would suggest Low-Light over thermal is simply because of Thermal Damping. You don't want it to kill your ability to notice and shoot the target. Likewise Thermal Smoke is havoc on thermal sensors.

 In addition to this, I recommend studying up on the Sensor Targeting rules on page 171. Passive Targeting is what has been described so far (simply using the sensors to aim at the target). It's important to note at this point that while I've been pointing out bonuses all the way, normal penalties apply to sensor targeting as well. Now, this is any time you are using sensor's to target (so they should hit command riggers too), but you always take a penalty/bonus equal to the target's signature rating. The table on page 171 shows general signature ratings, a metahuman is a -3 typically (putting as at Sensor+Gunnery+3 effectively).

You also have the option of using Active Sensor Targeting. In this case you spend a Simple Action to Use Sensors (pg.169) and roll a Sensor+Perception test (don't forget bonuses for Vision Enhancement if you've got it or matrix actions since you are using a drone's sensors. Similarly, Attention Coprocessor and the Perceptive quality also may apply), but suffer a penalty equal to the target's signature rating (-3 for metahumans). This test is opposed by the target's Infiltration+Agility or Infiltration+Reaction+/-Handling (Metahumans and Vehicles respectively) if it's trying to evade detection.

Once you've made this test, add up all your net hits (assuming you won the sensor test). These are now added to you Gunnery tests against the target until it breaks sensor contact. For this reason, I recommend heavily investing in Perception for a rigger. A Sensor 6 +Perception 4 + Coprocessor 3 + Vision Enhancement 3 can net you a whopping average of 5 hits on a Sensor test. Your average corporate sec guard is going to be rolling 3,4, or 5 dice against it meaning it's going to be an extra 3 or 4 dice to pop him each shot.

Nothing states that you are only allowed to have one lock at a time, so you can sit back and lock on to multiple targets before staging an ambush (I personally set a house rule maxing the number of lock ons to the Sensor's rating). Likewise, you could set up an Agent with Clearsight to lock on to hostile target's for you leaving your simple actions to toss beautiful amounts of lead at the corporate heathens.

Redmercury

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« Reply #5 on: <10-30-12/1135:57> »
Thanks Wells. This is hugely helpful. What's a coprocessor though? From what I can gather it's ware.
« Last Edit: <10-30-12/1138:09> by Redmercury »

WellsIDidIt

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« Reply #6 on: <10-30-12/1346:26> »
Yes, it's a piece of cyberware from Augmentation under Headware(pg. 36). It gives a bonus equal to it's rating for perception checks. It doesn't apply to Astral or Matrix Perception tests, but using sensor's via the matrix isn't actually matrix perception so it still applies (Matrix Perception is defined on page 228 of SR4A, it's basically the use of Computer+Analyze to gather information about users/nodes). It's got the benefit of being pretty cheap both in essence and nuyen (9,000¥ and .3 essence to slot one in at rating 3 which is the max)and a whopping 8 availability means it's very easy to get a hold of.

Most mundanes I build wind up with one (although I usually take it second hand which equates to 4,500 and .36 essence) because it's such a cheap boost to perception. Between that and Vision Enhancement, you can completely negate a chameleon coating and still have a bonus to perception.

I got a chance to look at old riggers and this is usually what I wind up with for their sensor suites:
Ultrawideband Radar 4 [2 Capacity]
Microphone 6 [1 Capacity]
-Audio Enhancement 3, Spatial Recognizer
Camera 6 [1 Capacity] -- Forward Mount
-Low-Light, Flare Compensation, Image Link, Smartlink, Vision Magnification
Motion Detector [1 Capacity]

If cash is low starting out, the one camera is the main concern for targeting and the rest comes later. As you get money from missions, slapping Vision Enhancement 3 into the targeting camera is good (more perception to get lock ons). Also keep in mind the different electronic options available in Unwired. Hardening is a good option once you start getting the money to look into it.

For your Commlink, Customized Interface will help you go a bit faster and Simsense Accelerator is worth it once you get the cash (with the right cyberware it can get you up to 5 IP jumped in  ;D ).

Another decent option for riggers (with all your extra IPs you can rake it) involves Leadership (if you have War!) for Command, Direct Fire, and Rally the Troops orders (which give bonuses to Initiative, attack, or composure/mental resistance reroll respectively).

The last tip I've got is all about TacNets. Drones work weird with TacNets in that they can either A) provide their sensor rating as channels to a member, or B) Act as a member of the Tactical network. Getting enough channels is just a matter of slapping enough sensors into the drone. The Sensor Suite above provides 8 channels, enough for a TacNet at max rating.

You can either form up with a TacNet comprising of your Team Mates and you, or you can create several Sensor Drones to act as the other team members, feeding you data to coordinate with. The end result is the same, a bonus to your relevant checks (gunnery being one of them).

After some leveling, you can end up with a whopping Sensor 6 + Perception 6 + Sensor Specialization 2* + Hot Sim 2 + Visual Enhancement 3 + Attention Coprocessor 3  - 3 Signature = 19 DP for Use Sensors tests. This would put gunnery in the Sensor 6 + Gunnery 6 +Remote Control specilization* 2 + Hot Sim 2 + Remote Control 2 + TacNet 4 + Smartlink 2 = 24 DP range before sensor locks. Assuming an average DP of 9 dice to oppose sensors, you can easily end up rolling around 27 dice for Gunnery if you put work into it.  ;D

Of course, this get's even higher if you wind up edging a sensor test to get a really tight lock on  ::) .

As a sidenote, those Sensor Drones you might look into getting can easily be turned into more combat oriented Tactical Members. Even with only a pilot rating of 3, a Pilot of 3 + Targeting of 3 + Smartlink 2 + TacNet 4 is 12 dice that they get to toss to toss lead around. When you get the money to upgrade them, you can slap a pilot 6 and targeting of 4 in to get them up to 16 dice.

This is why Tactical Riggers are an Army of One.

JustADude

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« Reply #7 on: <10-30-12/1816:07> »
Most mundanes I build wind up with one (although I usually take it second hand which equates to 4,500 and .36 essence) because it's such a cheap boost to perception. Between that and Vision Enhancement, you can completely negate a chameleon coating and still have a bonus to perception.

And don't forget the "MSOS Mk 1," which is a drone sensor from Spy Games that includes 16 "optical sensors," with both UV and IR vision, as well as enhanced focus across the entire depth-of-field... which gives you +3 versus light distortion camouflage, including both CC/RPC and Improved Invisibility.

There's no capacity listed... specifically "n/a"... so I don't know how, exactly, that would interact with a normal Sensor Package, but if it can be combined with other Sensors then it's a steal at 1500¥ and Avail 8.
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WellsIDidIt

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« Reply #8 on: <10-31-12/0007:39> »
That part is describing the Shrimp. It goes into the drone sensor's details in the next sentence. It's still nice (Ultraviolet, Infrared, Anti-Chameleon, and normal sight for a total of four channels), but I have no idea how to put it in a drone because it either A)takes up no capacity or B) takes up too much capacity. Reading through, I almost think that it is only available as an individual sensor, not part of a package.

JustADude

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« Reply #9 on: <10-31-12/0154:34> »
Personally, I put it down to sloppy editing... like how some other sensors from Spy Games list a +X availability, but no capacity.

In a House Game I'd just treat it as a non-rated 1 Capacity sensor, since I doubt it's much bigger than a Rating 6 Camera. By RAW, however, it seems to totally replace the Drone's normal sensor package.

Rather silly on a Vehicle, but makes sense on a Flying Eye.
« Last Edit: <10-31-12/0157:30> by JustADude »
“What is right is not always popular and what is popular is not always right.”
― Albert Einstein

"Being average just means that half of everyone you meet is better than you."
― Me

Redmercury

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« Reply #10 on: <11-08-12/1822:37> »
I probably should have mentioned this before, but said rigger is a technomancer made with karmagen. He has a pretty number of echoes, but one thing that has me confused is the immersion echo(pg146 UW). It gives a bonus on tasks to jumped in techno's, but I can't find anything on techno's being able to jump in without a control rig or the echo "mind over machine", that above echo is a prerequisite for. Now it seems pretty odd that a techno would need a piece of ware to access one of their echos, so I'm pretty sure I'm missing something.

JustADude

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« Reply #11 on: <11-08-12/1911:15> »
I probably should have mentioned this before, but said rigger is a technomancer made with karmagen. He has a pretty number of echoes, but one thing that has me confused is the immersion echo(pg146 UW). It gives a bonus on tasks to jumped in techno's, but I can't find anything on techno's being able to jump in without a control rig or the echo "mind over machine", that above echo is a prerequisite for. Now it seems pretty odd that a techno would need a piece of ware to access one of their echos, so I'm pretty sure I'm missing something.

Their brains are considered to be Commlinks with a built-in Hot-Sim modified Sim Module.

I think it was different in older editions but, in SR4A, if you have a Commlink with a Sim Module you can jump in. The Control Rig just gives a +2 bonus... which is what the Immersion echo simulates, since it can be taken twice to match the +2.
« Last Edit: <11-08-12/1912:58> by JustADude »
“What is right is not always popular and what is popular is not always right.”
― Albert Einstein

"Being average just means that half of everyone you meet is better than you."
― Me

Redmercury

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« Reply #12 on: <11-08-12/2201:08> »
I see. Cheap +2 control rig bonus, you will be missed.

Another thing I noticed was the pluscode option for biowire CF's. What I got out of it was that the character can potentially double the rating of their biowire CF's. Me= :o   I'm going to have to check the errata. This sounds too good, or horrible, depending on how you view it.

Quote
He can now either sustain
the program as a normal threaded complex form of the same rating
or memorize the skillsoft as a complex form by paying an amount of
Karma equal to the rating (+1 for any program option or program
option rating
).
I'm assuming they mean you pay karma equal to the rating, and not 1 karma for a rating.
« Last Edit: <11-08-12/2211:57> by Redmercury »

JustADude

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« Reply #13 on: <11-09-12/0001:32> »
I see. Cheap +2 control rig bonus, you will be missed.

Another thing I noticed was the pluscode option for biowire CF's. What I got out of it was that the character can potentially double the rating of their biowire CF's. Me= :o   I'm going to have to check the errata. This sounds too good, or horrible, depending on how you view it.

Quote
He can now either sustain
the program as a normal threaded complex form of the same rating
or memorize the skillsoft as a complex form by paying an amount of
Karma equal to the rating (+1 for any program option or program
option rating
).
I'm assuming they mean you pay karma equal to the rating, and not 1 karma for a rating.

Well, technically, nothing prevents Control Rig and Immersion from stacking if you want to use both. ;D

Also... no, it is indeed 1 karma per Program option, and 1 karma per point of Option Rating for rated options.
“What is right is not always popular and what is popular is not always right.”
― Albert Einstein

"Being average just means that half of everyone you meet is better than you."
― Me