home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
MAG.E 5
/
MAG.E 5 (Disk 1 of 2).adf
/
RPG
/
10
/
10
Wrap
Text File
|
1977-12-31
|
13KB
|
377 lines
@3SHADOWRUN IDEAS
===============
@1 ---------------------------------------------------------------------
RIGGER BLACK BOOK - Updating to Shadowrun second edition
-----------------------------------------------------
Upgrading vehicle armour
To upgrade vehicle armour under the second edition SHADOWRUN rules,
use the following details, rather than those in the Rigger Black Book.
Maximum: 3x body (3x original body for cycles and aircraft)
Speed: -1#/| /-5 per point (round fractions up, recalculate for total
armour when upgrading)
Economy: +3% per point
Handling: +1 per 6 points
Cost: 850Y per point, 1700Y per point above 3x original body, (600Y
per point for cycles and aircraft)
RIGGER ARCHETYPES
--------------
Here is a more detailed description of the vehicles and drones owned
by the standard rigger archetype.
Vehicles/Drones
Eurocar Westwind
Fittings: Remote control gear, Vehicle Control Rig, datajack system,
sensors 1, 2 firmpoints, an Ingram Valiant LMG and a rocket launcher
(the standard controls have been removed to free space for some of this
equipment). The ammunition for the weapons consists of 1,000 rounds of
belted regular ammo and 2 AVM's.
2 condor surveillance drones
Fittings: remote gear, vehicle control gear
one Dalmatian hunter-spotter drone
Fittings: remote gear, vehicle control gear, 2 Ingram Valiant LMG's.
one -Dobermano patrol vehicle
Fittings: remote gear, 2 Ingram Valiant LMG's.
DWARF RIGGER
---------
Priorities: Race A (Metahuman), Resources B (400,000Y), Attributes C (20),
Skills D (20), Magic E (none)
Attributes Skills
Body: 5 Bike: 2
Quickness: 4 Car: 4
Strength: 4 Computer: 1
Charisma: 1 Electronics: 2
Intelligence: 4 Etiquette (Corp): 1
Willpower: 5 Firearms: 2
Essence: 1.55 Gunnery: 4
Reaction: 4 (8)* Ground Vehicles (B/R): 4
Initiative: 4 (8)* + 1D6 (3D6)*
Dice Pools
Combat: 6
Control: 8
Cyberware
Datajack
Radio
Smartlink
Vehicle Control Rig: 2
Contacts
Choose (2) Contacts
Gear
Predator II (with 50 rounds regular ammo)
Armour Jacket (5/3)
DocWagon(TM) Contract (Platinum)
Middle Lifestyle (2 months pre-paid)
Remote Control Deck (with two slave ports)
Vehicles/Drones
Gaz-Willys Nomad
Fittings: remote gear, vehicle control gear, datajack system, sensors 1,
pop-up remote turret housing Vindicator minigun with 1000 rounds of
belted ammo
MCT-Nissan Rotodrone (Armed Varient)
Fittings: remote gear, vehicle control gear, 1 firmpoint housing Ingram
Valiant LMG with 1000 rounds of regular belted ammo, 1 firmpoint housing
grenade launcher with 10 mini-grenades
GM-Nissan -Dobermano Patrol V! V,tinum)
Mi
S Fnum)
Mi
S FRath -
Priaaea a busy with 'Aadmini-gRRF bee so/said.r wils /-5 e is d.
ELone -Dobermano patr vehicle
Fittings: remote gear, 2 Ingram Valiant LMG's.
DWARF RIGGER
---------
Priorities: Race A (Metahuman), Resources B (400,000Y), Attr3butes C (20),
Skills D 520), Magic E5(none)
Attributes5 1 Skills
Body: 5 2 Bik3: 2
Quickness: 4 1 Car: 4
Strengt6: 4 Computer: 12Charisma: 1 2 Electronics: 2
Intelli0.8 e: 4 Etiquet3e (Corp): 16 (12)*ssence: 1.55 6 (12)* Gunn4
Reaction: 4 (8)* Groun12 Vehicles (B/R): 4
I* + 1D6 (3D6)*
Dice P3ols
Combat: 6
Control: 8
Cyberware
Ber Ca 200STn(TM) C3tlink
Vehicle Control RForm ousing
, At ig: 2
C3nn4/1ose (2) Contacts
Gear
PreGold (with 50 rounds reg1lar amo)
Armour Jacket (5/3)
DocWagon(TM) Curreact (Platium)
Middle LifestyHonda-GM 3220 ZXingsbo-paid)
Remote Control Deck (with two slave ports)
Vehicles/Drones
Gaz-Will1o read.
(S1 firmpoinTM) Ctrol V! V,tinumcont firmpoinTM) Cnum)
Mi
S
FRath -
Priaaea a busy with 'Aadmini-531ee so/said.r wils /-5 e is d.
ORKne -Dobermano patr vehicle
Fittings: remote gear, 2 Ingram Valiant LMG's.
DWARF RIGGER
ioriti------
Priorities: Race A (Metahuman), Resources B (400,000Y), Attr6butes C (20),
Skills D 420), Magic E5(none)
Attributes Skills
Body: 5 Bik2: 2
Quickness: 4 1 Car: 4
Strengt3: 4 Computer: 1
C>>>(5/3)inu: 850Yrnk
V >c Curhdruse the following details,#5nS<agic E5(none)
-------------------------------------------------------------------------------
Willpower: 3 Firearms: 3
Essence: 1.55 Gunnery: 4
Reaction: 4 (8)* Ground Vehicle (B/R): 2
Initiative: 4 (8)* + 1D6 (3D6)*
Dice Pools
Combat: 5
Control: 8
Cyberware
Datajack
Radio
Smartlink
Vehicle Control Rig: 2
Contacts
Choose (2) Contacts
Gear
Heckler & Koch HK227-S SMG (with internal smartlink, 50 rounds regular ammo)
Concealable Holster
Armour Jacket (5/3)
DocWagon(TM) Contract (Platinum)
Low Lifestyle (6 months pre-paid) (Note: lives in vehicle)
Remote Control Deck (with two slave ports)
Vehicles/Drones
GMC Bulldog (Bonded-Courier Variant)
Fittings: remote gear, vehicle control gear, datajack system, sensors 1,
pop-up remote turret housing a FN-MAG-5 MMG with 2000 rounds of belted
ammo and a missile launcher with 2 AVM's, drone rack for rotodrone
MCT-Nissan Rotodrone (Armed Varient)
Fittings: remote gear, vehicle control gear, 2 firmpoints housing each
mounting 1 'ripple' of Genral products 7.62cm rockets (20 rockets in all)
Starting Cash: 9,925Y
* Applies only when rigged.
TROLL RIGGER
---------
Priorities: Race A (Metahuman), Resources B (400,000Y), Attributes C (20),
Skills D (20), Magic E (none)
Attributes Skills
Body: 7 Bike: 4
Quickness: 3 Car: 6
Strength: 6 Electronics: 1
Charisma: 2 Etiquette (Corp): 1
Intelligence: 5 Firearms: 2
Willpower: 3 Gunnery: 5
Essence: 1.55 Ground Vehicle (B/R): 3
Reaction: 3 (7)*
Initiative: 3 (7)* + 1D6 (3D6)*
Dice Pools
Combat: 4
Control: 7
Cyberware
Datajack
Radio
Smartlink
Vehicle Control Rig: 2
Contacts
Choose (2) Contacts
Gear
CMDT/SM Combat Gun (with 20 rounds regular ammo)
Armour Jacket (5/3)
DocWagon(TM) Contract (Platinum)
Low Lifestyle (6 months pre-paid) (Note: lives in vehicle)
Remote Control Deck (with two slave ports)
Vehicles/Drones
GMC 4201 Truck
Fittings: remote gear, vehicle control gear, datajack system, sensors 1,
2 pop-up remote turrets housing a Vanquisher minigun with 2000 rounds
of belted ammo and a missile launcher with 2 AVM's, drone rack for
dalmatian
Dalmatian recon drone (Armed Varient)
Fittings: remote gear, vehicle control gear, 2 firmpoints housing 2 Ingram
Valient LMG's with 1,000 rounds of belted explosive ammo
Starting Cash: 1,839Y
* Applies only when rigged.
STREET SAMURAI ARCHETYPES
----------------------
It is suggested that the meta-human street samurai archetypes
be modified as follows: [for one thing, "STREET" samurai's with
a mid-high lifestyle does seem to defy the whole point of being
a street samurai....]
DWARF STREET SAMURAI
Analysis: Race: Metahuman (A), Magic: none (E), Attributes: 17
points (D), Skills: 30 points (B), Resources: 90,000Y (C)?
Reduce contacts to 2, delete middle lifestyle
ELF STREET SAMURAI
Analysis: Race: Metahuman (A), Magic: none (E), Attributes: 17
points (D), Skills: 24 points (C), Resources: 400,000Y (B)?
Reduce contacts to 2, delete middle lifestyle, replace Predator
with Predator II
ORK STREET SAMURAI
Analysis: Race: Metahuman (A), Magic: none (E), Attributes: 24
points (B), Skills: 20 points (D), Resources: 90,000Y (C)?
Reduce contacts to 2, delete low lifestyle, add silencer to Predator
TROLL STREET SAMURAI
Analysis: Race: Metahuman (A), Magic: none (E), Attributes: 17 points
(D), Skills: 30 points (B), Resources: 90,000Y (C)?
Reduce contacts to 2, delete high lifestyle, reduce Muscle Replacement
to (3), reduce Quickness to 3 (6), reduce Strength to 6 (9), add
Smartlink, raise Essence to 0.5, reduce combat pool to 4, replace Harley
Scorpion with Honda Viking, delete Panther Assault Cannon and accessories.
STREET NINJA
Priorities: Race E (Human), Resources B (400,000Y), Attributes C (20),
Skills A (40),Magic D (none)
Attributes Skills
Body: 3 Bike: 2
Quickness: 5 (6) Armed Combat: 3
Strength: 3 (4) Unarmed Combat: 6
Charisma: 2 Throwing Weapons: 5
Intelligence: 5 Firearms: 5
Willpower: 2 Athletics: 4
Essence: 0.3 Stealth: 5
Reaction: 5 (9) Biotech (First Aid): 3
Initiative: 5 (9) + 1D6 (3D6) Ettiquette (Street): 4
Dice Pools Psychology: 3
Combat: 6
Cyberware
Cyberears with Damper and Hearing Amplification
Cybereyes with Flare Compensation, Low-Light, Termographic Imaging,
and Electronic Magnification: 3
Retractable Hand Razors
Retractable Spurs
Muscle Replacement: 1
Air Filter: 4
Wired Reflexes: 2
Finger Compartment
Contacts
Choose (2) Contacts
Gear
Sword
Mono whip
(10) Shuriken
narcojet pistol
Viper Slivergun (with 20 rounds of flechette ammo)
Ranger SM-3 sniper rifle (with 20 rounds each of APDS and regular amm0)
6 Flash grenades
2 concealed holsters
form-fitting armor: 3
earplug phone
Medkit
DocWagon(TM) Contract (Platinum)
Aurora racing bike
Starting Cash: 1,998Y
Things that should exist in shadowrun
One-way bullet-proof glass
-----------------------
In one direction count it as having a barrier rating of 6 or 7, in
the other count it as having a barrier rating of 2 or 3.
Starlight plastic
--------------
- unless some fairly major changes to spells and weapons are wanted,
this has not been invented in shadowrun
- if used on armour, the affected armour gains its impact defence rating
as a defence against fire attacks, and twice its ballistic defence rating
as defence against laser attacks (ie. an armour jacket 5/3 would have an
armour rating of 3 vs. fire attacks, and an armour rating of 10 vs.
lasers). If the armour completely covers the wearer's body, the protection
effect vs fire is equal to that against lasers)
- this assumes that fire attacks flow around partial armour
- it is cheap
-it can be dikoted
-dermal armour can be coated in it
Super-starlight plastics, combining bullet proof properties with improved
heat/laser resistance may exist.
Effects: the ares MP laser is less restricted, largly being sold to
(really) big game hunters
New Bullets
Tracers
these are visible in flight, but have less hitting power (reduce power
by 2), when used in BF or FA mode, reduce target numbers by 1 per tracer
in burst, (usually 1 per 2 or 1 per 3) but when calculating damage, reduce
the effective number of shots in the burst by the the number of tracers
in the burst. Tracers make the weapon user easier to spot, reduce target
numbers for spotting weapon user by one per tracer fired that round. In
bright conditions tracers are at half effectiveness, and are half as
easy to spot, while in dark conditions they are twice as effective and
twice as easy to spot.
cost is as for gel rounds
Thermotracers
these are only useful in darkness, and can only be seen using thermographic
vision.
cost is double that of regular ammo
Incendiaries
these have their power increased by +2 when used against fire-vulnerable
creatures, and can start fires.
cost is the same as for explosive rounds
Shaped Charge Explosive
These increase power of weapon by +2, and ballistic armour ratings are
considered to be 2 less.
cost is triple that of normal explosive ammo (Assault cannon ammo is
already shaped charge).
Gyrotech(TM) Gyrojet rocket bullets
miniature bullet-sized rockets
Treat as conventional round, but modify as follows:
Power - depends on range, as follows; short: -2, medium: -1, long-extreme: 0
Recoil - gyroc rounds have no recoil
accuracy: increase all target numbers by 1
Cost - 150% to double that of conventional rounds
Only regular, tracer, incendiary and explosive versions are available
Two types
type 1: for use in conventiional firearms: cannot be fired in either burst
fire or full auto modes, with the exception that miniguns can fire them
full auto
type 2: requires dedicated launcher, cost the same as equivalent
conventional firearm, unless BF or FA mode is supported, if BF
supported, increase cost by 50%, if FA is supported, double cost.
Guided rounds, these have ultra-miniaturised sensors and guidance
logic, they are only available in shotgun, mini-grenade, and assault
cannon sizes, and have details as follows:
The gyrotech mini-missile system includes a hand-held launcher the
size of a heavy pistol which launches 20 cm long miniature heat-
seeker missiles
Size Intelligence Damage Weight Availability Cost Street Index
'Smart' Bullet 2 10S - 10/14 days 400Y 4
Mini-missiles 3 as grenade - 12/20 days 600Y 4
Note: a typical human has a signature of 4.
Alternative Heavy weapon recoil rule
To avoid being knocked of ballence, the firer must succeed a strength
roll against a target number equal to half the power of the weapon,
recoil compensation reduces this target number, while autofire increases
it by 1 per shot fired. Normal heavy weapon recoil penalties still apply.
Charles Martin