Difference between revisions of "Rulings/Rigging"

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*Chameleon Coating (SS 184, 194). We only use the R5 version on ShadowHaven.
*Chameleon Coating (SS 184, 194). We only use the R5 version on ShadowHaven.
*Official Emergency Vehicle attribute modifier (SS 187, 197)
*Official Emergency Vehicle attribute modifier (SS 187, 197)
*Smuggling Compartment (Dwarf, Human, Elf or Ork) (SS 186). We only use the Rigger 5 smuggling compartments on ShadowHaven.
*Smuggling Compartment (Dwarf, Human, Elf or Ork) (SS 186). We only use the R5 smuggling compartments on ShadowHaven.
*Smuggling Compartment (Troll) (SS 186). We only use the R5 smuggling compartments on ShadowHaven)
*Smuggling Compartment (Troll) (SS 186). We only use the R5 smuggling compartments on ShadowHaven).
*The Stoner-Ares M-22A1 Vehicle Mounted Heavy Machine Gun (SL 130) is banned from all use, including by GMs.
*The Stoner-Ares M-22A1 Vehicle Mounted Heavy Machine Gun (SL 130) is banned from all use, including by GMs.
*Weapon Mounts (CRB 461). We only use the R5 weapon mount rules on ShadowHaven.
*Weapon Mounts (CRB 461). We only use the R5 weapon mount rules on ShadowHaven.
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==Altered Rigging Content and Rulings==
==Altered Rigging Content and Rulings==
*Melee attacks while jumped in: a rigger making melee attacks while jumped into a drone uses the relevant melee skill.
 
*A rigger uses full body average to determine their rigging Agility.
====Rigger Attributes====
*Control Rigs do not provide bonus dice to vehicle defense tests. Hotsim bonuses, control rig boosters and any other modifiers to "Vehicle Tests" but not "Vehicle Skill Tests" will apply. This includes penalties for, say, flat tires.
*One may utilize any of their choice of Intuition or Reaction for non-knowledge tests relating to vehicles and drones that call for either when in VR. Their choice of Logic or Agility for non-knowledge tests relating to vehicles and drones that call for either, when one is in VR. This includes surprise and initiative. In the case of Agility, the rigger's full-body Agility will be used.
*The Lockheed Optic-X2, when folded up, fits into a large smuggling compartment cyberware unit.
*The rigger houserule-permitted attribute choices apply in VR, even if not using a rigger interface. The houserule does not apply in AR or in the meat.
*Anthrodrones may wield metahuman weapons. They utilize the weapon targetting autosoft as normal when on autopilot and the weapon skill itself when controlled remotely or by being jumped in, rather than Gunnery.
*When using ERIC to determine an initiative tie breaker a rigger does not get to use int instead of react.
 
====Dice Pool, initiative and Limit Bonuses====
*Control rigs do not provide bonus dice to vehicle defense tests. Control rig boosters and any other modifiers to "vehicle tests" (but not "vehicle skill tests") apply. This includes penalties for, say, flat tires.
*The hotsim bonus of +1 for vehicle actions as well as the bonus from control rig booster or control rig optimization applies to all piloting, stunt, and other specifically called out vehicle actions as well as Gunnery.
*Hot-sim bonus dice never apply to defense tests but the bonus from control rig boosters or control rig optimization does apply.
*Threshold reductions do not apply to opposed tests unless specifically stated.
*Only weapons mounted on a drone or vehicle may benefit from active targeting and they can only benefit from active targeting done through their own vehicle.
*The limit increases from the vehicle modifier table only apply to handling.
*Autonomous drones do not benefit from a multidimensional coprocessor on either themselves or the RCC.
*Vehicle sneaking (including in drones) may be treated as a vehicle skill for the purposes of gaining benefits from control rigs, VR etc.
 
====Jumped-In Clarifications====
*A rigger making melee attacks while jumped into a drone uses the relevant melee skill.
*You cannot jump into medical gear.
*The combat sense and danger sense adept powers work when the adept is jumped into a vehicle or drone.
 
====Drone Full Defense====
*Drones may be given orders which would cause them to use full defense.
 
====Uncontrolled Vehicles====
*Ice Sheet/Ice Storm and not taking a Control Vehicle action during the combat turn both result in the Uncontrolled Modifier (-2 to all actions for everyone inside the vehicle). If a vehicle is already Uncontrolled and does not have an appropriate Control Vehicle action performed on it by the end of the combat turn, its autopilot takes over, if one is available. If an autopilot takes over, it does with Pilot x2 (or x3 if it drives defensively) and attempts to come to a complete stop - the driver is locked out of controlling the vehicle until such a stop occurs. If there is no autopilot to take over or the pilot fails to resist an Ice Sheet/Ice Storm while Uncontrolled, the vehicle crashes.
 
====Vehicle Crashes Houserule====
*The following does not apply to Ramming.
*Crashing into a stationary object such as a wall or tree: The vehicle suffers damage equal to the armor and structure rating of the barrier added together, while the barrier suffers damage as if it were rammed, taking only half damage due to the uncoordinated nature. Passengers must soak the soak hits of the barrier, AP -6.
**Rollover: a catch-all term for a vehicle flipping, the vehicle suffers speed*5 physical and is unusable if the GM rules it ends up on its roof or side until this can be righted. PCs suffer speed*3 stun, and speed*3 physical at speed 5 and higher, capping at 15.
**Spinout: all passengers receive 8 stun damage resisted with Body + Willpower, if the remaining damage is greater than their Willpower, they are nauseated for 10-Body minutes.
**Bike Crash: a PC is allowed a speed+2 threshold Gymnastics test to jump or roll-off, suffering speed*2 stun, otherwise they suffer speed*3 physical, AP-6. The test cannot be made if surprised. The bike itself suffers damage as another crash option.
*In all cases, the vehicle's speed is set to 0 and all vehicle mods which provide protection in some way still count in all cases.
 
====Repairing Vehicle Damage and Vehicle Destruction====
 
*Repairing vehicles and drones costs an amount based on the base price of the vehicle (before modifications), number of damaged boxes and number of total boxes. The exact formula per box is as follows:
 
<nowiki>(5% of the Cost of the Vehicle before modifications)*(Number of filled boxes on the vehicle's physical condition track) / (Total number of boxes on the vehicle's physical damage track)</nowiki>
 
*This means it costs 5% to rebuild your drone/car after filling all boxes and totaling your vehicle. Your vehicle may be rebuilt if you can recover it. In some cases, a GM can rule a vehicle unrecoverable (lava, explosives, sinking to the bottom of the sea) in which can you can burn edge to recover your unrecoverable vehicle.
*The price for repairs of vehicles keys off of the base price of the vehicle rather than the modified price.
 
====Small Unit Tactics Clarification====
*Drones can function as participants in Small Unit Tactics, however they do not gain the benefits themselves. They can acquire the Knowledge Soft, roll the software Rating and their Pilot Rating and teamwork as usual. They're also counted as a participant for the purposes of determining whether the maneuver has enough people to be pulled off. Actual numerical benefits aren't given to them.
 
====Ramming====
*Ramming attacks do not benefit from the bonuses of the Swarm program. Ramming with a drone in a swarm removes that drone from the swarm for the duration of the ramming attack.
*For determining the effects of speed, use [https://docs.google.com/spreadsheets/d/1EXAPlcYYFlrgxpAQAV3Q9kauvzlAxnQczOkzfYOCpxY/edit#gid=0 the Scrapyard speed conversions reference document]. Use the CRB damage and -6 AP in accordance with the damage bracket from it.
*Net hits on a ramming attack contribute to damage, including the damage soaked by the aggressor.
**Ram plates are avail 6R, 3000¥ and take 2 slots as a weapon mod.
 
====Confuse Pilot====
*Confuse Pilot (R5 30) uses the Data Processing limit rather than Attack.
 
====Sensor Actions====
*When a character takes a sensor action, such as a sensor attack, they choose between Perception and Electronic Warfare for the skill, then between Mental or Sensor for the limit, each choice being independent of the other. The linked attribute remains as-is. A drone or vehicle attempting to take a sensor action rolls Clearsight + Pilot [Sensor] no matter what, and it can only take this action if it is running the Clearsight autosoft or has access to it via sharing. Multiple targets can be locked simultaneously, but attempting to establish a new target lock on a subject that is already locked will override the existing one. Target locks are shared between all devices slaved to an RCC.
 
====Vehicle Speed====
*ShadowHaven is henceforth adopting a new vehicle Speed table with linear Speed scaling. You may find it [https://docs.google.com/spreadsheets/d/1UXvNlvh4yE9d26N3iw0Mr9LSLT3FSH8wcy7LF3soz0E/edit#gid=0 here]. It has its own checkbox for Gearhead, allowing you to make fast calculations. Many thanks to the Scrapyard LC for writing this spreadsheet!
 
====Anthrodrones, Drone Arms and Gear====
*Anthrodrones (and other drones with drone arms) may wield metahuman weapons. They utilize the weapon targeting autosoft as normal when on autopilot and the weapon skill itself when controlled remotely or by being jumped in, rather than Gunnery. Additionaly they may benefit from hot-sim and control rig bonuses.
*Anthrodrones may wear a single piece of base metahuman armor, such as an armor jacket or vest, but may not benefit from its armor score. They cannot use armor accessories, such as forearm guards or helmets, or armor mods adding armor, such as gel packs. However, they may benefit from secondary effects of the armor.
*Anthrodrones may wear a single piece of base metahuman armor, such as an armor jacket or vest, but may not benefit from its armor score. They cannot use armor accessories, such as forearm guards or helmets, or armor mods adding armor, such as gel packs. However, they may benefit from secondary effects of the armor.
*Increased seating may only be taken once per vehicle.  
*Drones and vehicles with cyberarms may carry hand-held armor accessories, but may not benefit from their armor score.
*Riggers in VR - whether jumped in or using remote control - make use of their choice of their Agility or Logic in tests that call for either and their choice of their Intuition or Reaction in tests that call for either.
 
*The Virtual Machine Program does not increase the number of autosofts that an RCC can run. The RCC can run any common or hacking program, though many of them will not be useful. The sole exception is that they cannot run programs that alter an attribute they do not possess already. This means they cannot run, for example, Smoke and Mirrors to gain a Sleaze score unless they somehow already have one.
===Modifications===
*You cannot put a commlink dongle on an RCC.
====Modifiers Gained====
The following is a list of modifiers available to riggers/drivers using VR or AR. This is not a complete list, but should include most bonuses provided to operating vehicles/drones in each mode:
 
*Coldsim
**+2 handling limit if jumped in
***+1 die to all vehicle actions
***+CR rating to limits/accuracy
***+CR rating in extra dice to vehicle tests (gunnery piloting stealth ect)
***+CR booster rating in extra dice to vehicle actions (Gunnery, piloting, stealth ect.) this includes defense tests; does not stack with CR optimization
***CR optimization, +1 dice to all vehicle tests (defense included); does not stack with CR boosters
***-CR rating on thresholds (Fixed only not opposed test thresholds)
*Hotsim
**Same as coldsim with an additional +2 dice pool to all "Matrix" actions; these actions extend to "vehicle actions" which the control rig boosts
*AR
**+1 handling limits
*Quality bonuses
**Chaser: +2 dice to "chase actions"
**Speed Demon: +1 piloting test when moving speed 3+ (4+ for aircraft) only if directly plugged into vehicle or physically driving
**Stunt Driver: +2 dice to stunts
**Steely Eyed Wheelman: -1 threshold
**Gearhead: +2 dice to stunts/maneuvers, +1 speed or handling for 1D6 minutes
 
====Drone and Vehicle Modifications Allowed====
*Unless otherwise noted, drones can only take drone mods and vehicles can only take vehicle mods (per R5). This does not supercede any mounts or other options drones may have by default, but does limit what you can add as a modification.
*Drones may take select vehicle enhancements, based on their type and size.
**Micro: Spoof Chips, Improved Economy, Extreme Environment Modification, Nanomaintenance System, Electromagnetic Shielding, Electronic Countermeasures, Signature Masking, Suncell, Touch Sensors, Vehicle Tag Eraser.
**Mini: Spoof Chips, Improved Economy, Extreme Environment Modification, Nanomaintenance System, Electromagnetic Shielding, Electronic Countermeasures, Signature Masking, Suncell, Touch Sensors, Vehicle Tag Eraser.
**Small: Spoof Chips, Improved Economy, Chameleon Coating, Extreme Environment Modification, Nanomaintenance System, Electromagnetic Shielding, Electronic Countermeasures, Signature Masking, Suncell, Touch Sensors, Vehicle Tag Eraser.
**Medium: Spoof Chips, Improved Economy, Oil Slick Sprayer (Groundcraft Only), Chameleon Coating Extreme Environment Modification, Nanomaintenance System, Electromagnetic Shielding, Electronic Countermeasures, Signature Masking, Suncell, Touch Sensors, Vehicle Tag Eraser.
**Large: Gliding System, Spoof Chips, Improved Economy, Oil Slick Sprayer (Groundcraft only), Ram Plate, Road Strip Ejector, Smoke Projector, Chameleon Coating, Extreme Environment Modification, Nanomaintenance System, Electromagnetic Shielding, Electronic Countermeasures, Signature Masking, Suncell, Touch Sensors, Vehicle Tag Eraser.
**Huge: Gliding System, Spoof Chips, Improved Economy, Oil Slick Sprayer (Groundcraft only), Ram Plate, Road Strip Ejector, Smoke Projector, Chameleon Coating, Extreme Environment Modification, Nanomaintenance System, Electromagnetic Shielding, Electronic Countermeasures, Signature Masking, Suncell, Touch Sensors, Vehicle Tag Eraser.
**Anthro: Spoof Chips, Improved Economy, Chameleon Coating, Extreme Environment Modification, Nanomaintenance System, Electromagnetic Shielding, Electronic Countermeasures, Signature Masking, Suncell, Touch Sensors, Vehicle Tag Eraser.
**Missile: Spoof Chips, Improved Economy, Chameleon Coating, Extreme Environment Modification, Nanomaintenance System, Electromagnetic Shielding, Electronic Countermeasures, Signature Masking, Suncell, Touch Sensors, Vehicle Tag Eraser.
*Built-in drone/vehicle modifications do not take slots. If you remove them, you do not receive any extra slots.
*Increased seating may only be taken once per vehicle.
*Vehicles or drones with built-in components may be upgraded via the normal upgrade rules. Simply pay the difference between the built-in version and the new version.
 
====Drone Mounts====
*A weapon is mounted when it is on a weapon mount. A tripod is not a weapon mount. A smart firing platform is a weapon mount, but it is only usable remotely. The only other source of weapon mounts by RAW are on vehicles and drones, though a GM is free to use manual mounts on fixed locations if they deem fit.
*A weapon is mounted when it is on a weapon mount. A tripod is not a weapon mount. A smart firing platform is a weapon mount, but it is only usable remotely. The only other source of weapon mounts by RAW are on vehicles and drones, though a GM is free to use manual mounts on fixed locations if they deem fit.
*Flamethrowers will fit on a "Heavy" weapon mount for drones.
*Flamethrowers fit on a "Heavy" weapon mount for drones.
*You can not jump into medical gear.
*Hunting rifles include all sporting rifles.
*RCC noise reduction and sharing are out of a pool of Device Rating. They also slots for cyberprograms equal to their device rating. Note that in order for a program to modify an attribute, the device must possess that attribute in the first place.
*Sporting rifles include all weapons using the Sporting Rifle specialization.
*The Acceleration of the Avibras-Nissan AN 822 from SFME is 3.
*The Ruger 905 counts as a sporting rifle.
*Confuse Pilot (R5 30) uses the Data Processing limit rather than Attack.
*Sniper rifles include all other non-shotguns utilizing the Longarms skill.
*The (Mechanics skill) + Logic extended test to install vehicle mods has a limit of [Mental] rather than [Logic].
*Shock pads may be treated as a modification to the housing of the weapon mount and thus apply to drones.
*Smoke projectors are assumed to be expended after one use. This use can be refilled with a combat turn's effort and a smoke grenade of the appropriate type, or is automatically filled at your next downtime for no cost. At GM's discretion, this downtime may occur mid-run, particularly if you have an opportunity to work on your car.
*Parashield dart pistols are treated as heavy pistols for the purposes of mounting them on drones and vehicles.
*The rigger houserule permitted attribute choices applies in VR, even if not using a rigger interface. It does not apply in AR or in the meat.
*Parashield dart rifles are treated as sniper rifles for the purposes of mounting them on drones and vehicles.
*The GMC Armadillo comes with a single ""pod"" of your choice. Purchasing a new ""pod"" has no availability and costs 6000¥. Removing a pod takes a single complex action, and causes it to slide gently off the back. Attaching a new ""pod"" takes approximately 1 hour if untrained, or 15 minutes with ranks in Automotive Mechanic. It is largely assisted and requires only normal exertion. Off-road transportation is assumed to be ""off-road suspension"", is not a pod option, and is already factored into the statline.
*The price for repairs of vehicles keys off of the base price of the vehicle rather than the modified price
*The Holo-Conference Drone uses Pilot Groundcraft skill and the Hovercraft specialization. It can move over land and water equally well, up to a foot off the ground.
*Vehicles or drones with built-in components may be upgraded via the normal upgrade rules. Simply pay the difference between the built-in version and the new version.
*Ramming attacks do not benefit from the bonuses of the Swarm program. Ramming with a drone in a swarm removes that drone from the swarm for the duration of the ramming attack.
*Where possible, use R5 rules for vehicle maneuvers, including ramming, however, if they are not available, the CRB rules are permissible.
*Net Hits on a ramming attack contribute to damage, including the damage soaked by the aggressor.
*Drones and vehicles with cyberarms may carry hand-held armor accessories, but may not benefit from their armor score.
*The micro drone weapon mount uses, in any given instance, either the statistics of a single cyberfinger pistol (CF 87) or a blowgun (RG 26). Only one may be mounted per drone.
*The micro drone weapon mount uses, in any given instance, either the statistics of a single cyberfinger pistol (CF 87) or a blowgun (RG 26). Only one may be mounted per drone.
*The Horizon Mini-Zep's "electrochromic coating" mod refers to chameleon coating (R5 163-164).
*Ram plates are avail 6R, 3000¥ and take 2 slots as a weapon mod.
*ShadowHaven is henceforth adopting a new vehicle Speed table with linear Speed scaling. You may find it [https://docs.google.com/spreadsheets/d/1UXvNlvh4yE9d26N3iw0Mr9LSLT3FSH8wcy7LF3soz0E/edit#gid=0 here]. It has its own checkbox for Gearhead, allowing you to make fast calculations. Many thanks to the Scrapyard LC for writing this spreadsheet!
*When a character takes a sensor action, such as a sensor attack, they choose between Perception and Electronic Warfare for the skill, then between Mental or Sensor for the limit, each choice being independent of the other. The linked attribute remains as-is. A drone or vehicle attempting to take a sensor action rolls Clearsight + Pilot [Sensor] no matter what, and it can only take this action if it is running the Clearsight autosoft or has access to it via sharing. Multiple targets can be locked simultaneously, but attempting to establish a new target lock on a subject that is already locked will override the existing one. Target locks are shared between all devices slaved to an RCC.
*For a drone to be considered part of a swarm and benefit from any of its benefits, it needs to be within line of sight and 3 meters of another drone that is part of the swarm, up to 18 drones per swarm. All drones in the swarm also must have the same propulsion type and be in the same size category. The effective Pilot rating cannot exceed 6. If a drone is unable to participate it does not contribute dice or limit. It remains idle in formation while it cannot participate.
*The Swarm program only benefits actions taken in the physical world. When moving in a awarm, the drones need to remain relatively close to one another. When using the Run for Your Life interrupt action, use the remaining movement on the drone with the least amount of movement left to determine how far the entire swarm can move. If a direct attack with an AoE weapon is made at a swarm and succeeds, none of the drones in the swarm may RFYL and are considered to be at distance 0 from the point of origin.
*The BMW Luxus has the availability of 14R.
*The Lone Star SecureSector Mk2 is considered a Small drone.
*Drones which come with realistic features by default may take any level of realistic features, provided the drone is purchased with the modification or the character making the modification has access to a shop or facility as required by R5.
*Vehicle sneaking (including in drones) may be treated as a vehicle skill for the purposes of gaining benefits from control rigs, VR etc.
*A reloading drone may reload another drone. This will take a complex action from each drone on their respective turns or the length of the reload from each, whichever is longer.
*The Electronic Warfare autosoft may not be used in place of the Clearsight autosoft for drones or vehicles. Electronic Warfare may only be used to observe through sensors by characters.
*Built-in drone/vehicle modifications do not take slots. If you remove them, you do not receive any extra slots.
*Drones may be given orders which would cause them to use full defense.
*Hot-sim bonus dice do not apply to defense tests.
*Micro weapon mounts after the first cost 1 mod point each. The first one remains 0 mod point cost.
*Micro weapon mounts after the first cost 1 mod point each. The first one remains 0 mod point cost.
*A large drone rack can hold one of the following drones:
*A large drone rack can hold one of the following drones:
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*Microdrone racks can still hold 10 microdrones, though the design is different enough that they aren't compatible with holding other types of drones (or having microdrones fit into bigger racks).
*Microdrone racks can still hold 10 microdrones, though the design is different enough that they aren't compatible with holding other types of drones (or having microdrones fit into bigger racks).
*When jumped into an anthrodrone, riggers are not forced to use the drone arm's Agility in order to determine their dice pools. The rigger may use their own Agility or Logic while in VR.
*When jumped into an anthrodrone, riggers are not forced to use the drone arm's Agility in order to determine their dice pools. The rigger may use their own Agility or Logic while in VR.
*Autonomous drones do not benefit from a multidimensional coprocessor on either themselves or the RCC.
*Carbines can be mounted in large weapon mounts.
*Carbines can be mounted in large weapon mounts.
*Drone weapon mounts contain as much ammo as the base weapon does. They can be modified with ammo bins.
*Drone weapon mounts contain as much ammo as the base weapon does. They can be modified with ammo bins.
*Light vehicle weapon mounts can hold as much ammo as the weapon. Standard ones can hold 250 rounds of ammunition. Heavy weapon mounts can hold 500 Belt-Fed rounds (only if the weapon can use belt-fed) or up to Body rockets.
*Light vehicle weapon mounts can hold as much ammo as the weapon. Standard ones can hold 250 rounds of ammunition. Heavy weapon mounts can hold 500 Belt-Fed rounds (only if the weapon can use belt-fed) or up to Body rockets.
*Drones may not use Small Unit Tactics.
*The limit increases from the Vehicle Modifier Table only apply to Handling.
*Ice Sheet/Ice Storm and not taking a Control Vehicle action during the combat turn both result in the Uncontrolled Modifier (-2 to all actions for everyone inside the vehicle). If a vehicle is already Uncontrolled and does not have an appropriate Control Vehicle action performed on it by the end of the combat turn, its autopilot takes over, if one is available. If an autopilot takes over, it does with Pilot x2 (or x3 if it drives defensively) and attempts to come to a complete stop - the driver is locked out of controlling the vehicle until such a stop occurs. If there is no autopilot to take over or the pilot fails to resist an Ice Sheet/Ice Storm while Uncontrolled, the vehicle crashes.


====Dice Pool Bonuses====
====Metahuman Adjustment on Vehicles====
*The hotsim bonus of +1 for Vehicle Actions and the control rig (booster/optimization) benefit applies to all Pilot, Stunt (and other specifically called out Vehicle Actions) and Gunnery. It does not apply to any other tests made through a vehicle.
*ShadowHaven assumes that PC vehicles are built for the PC's metatype upon purchase. This overrides any RAW statements about the default configuration of a vehicle.
*Threshold reductions do not apply to opposed tests unless specifically stated.
**In those rare cases where another PC has to take the wheel of someone else's car and make a driving test, if the second PC is a different metatype, they take penalties deemed appropriate by the GM. They also take these penalties when driving a car awarded in play which is unmodified by the reward giver. (For example, if a troll gang gives a dwarf a motorcycle without modifying, that player takes the penalties.)
*Only weapons mounted on a drone or vehicle may benefit from active targeting and they can only benefit from active targeting done through their own vehicle.
 
====Smoke Projectors====
*Smoke projectors are assumed to be expended after one use. This use can be refilled with a combat turn's effort and a smoke grenade of the appropriate type, or is automatically filled at your next downtime for no cost. At GM's discretion, this downtime may occur mid-run, particularly if you have an opportunity to work on your car.
 
====Realistic Features====
*Drones which come with realistic features by default may take any level of realistic features, provided the drone is purchased with the modification or the character making the modification has access to a shop or facility as required by R5.
<!-- https://www.reddit.com/r/ShadowHavenBBS/comments/z1sb0t/realistic_features_and_dronesvehicles/ -->
*Realistic Features may be used to make a drone or vehicle look like non-biological things, such as vending machines and groups of porta-potties, as appropriate.  These are only examples and not an exhaustive list.  Check with thematics if you are unsure.
 
===Gear===
 
====Autosofts and RCC Cyberprograms====
*RCCs may run rating cyberprograms and have rating slots which must be split between sharing rating and noise reduction. Sharing slots may only run autosofts and cyberprogram slots may only run cyberprograms. Note that in order for a program to modify an attribute, the device must possess that attribute in the first place.
*The Electronic Warfare autosoft may not be used in place of the Clearsight autosoft for drones or vehicles. Electronic Warfare may only be used to observe through sensors by characters.
*The Virtual Machine program does not increase the number of autosofts that an RCC can run. The RCC can run any common or hacking program, though many of them will not be useful. The sole exception is that they cannot run programs that alter an attribute they do not possess already. This means they cannot run, for example, Smoke and Mirrors to gain a Sleaze score unless they somehow already have one.
*The Swarm program only benefits actions taken in the physical world. When moving in a swarm, the drones need to remain relatively close to one another. When using the Run for Your Life interrupt action, use the remaining movement on the drone with the least amount of movement left to determine how far the entire swarm can move. If a direct attack with an AoE weapon is made at a swarm and succeeds, none of the drones in the swarm may RFYL and are considered to be at distance 0 from the point of origin.
**For a drone to be considered part of a swarm and benefit from any of its benefits, it needs to be within line of sight and 3 meters of another drone that is part of the swarm, up to 18 drones per swarm. All drones in the swarm also must have the same propulsion type and be in the same size category. The effective Pilot rating cannot exceed 6. If a drone is unable to participate it does not contribute dice or limit. It remains idle in formation while it cannot participate.
 
====Personal Drone Rack====
*You may mount 2 personal drone racks per CCOB. Mounted drones have no movement and do not have initiative and do not gain initiative until the pass after they're deployed from the rack. These do not take up capacity in the CCOB unit.
 
====Spinrad Global Skirmisher RCC====
*It provides a +2 dice pool modifier and +1 limit to Gunnery and Perception tests performed by drones slaved to it and operating under their own Pilots.
 
====Shiawase Cyber-6 RCC====
*Instead of its normal special rules, refer to the following: while a rigger's persona is running through this RCC in VR (whether jumped into a drone or not) any drones slaved to the RCC or jumped into by the rigger receive +2 initiative and +1 limit to all tasks. However, any dumpshock suffered by the rigger is increased by 4 damage before resistance.
 
====Commlink Dongles on RCCs====
You cannot put any commlink dongles on an RCC.
 
====Specific Vehicles and Drones====
*The Krime Barco De Pesca has a speed attribute of 4.
*The Aztechnology-Dassault Blood Hawk Mk 1 is for GM use only. In the event of a hijacking by a player, it will bring a great deal of heat, culminating in precision orbital fire moments after cessation of movement. You can steal it if you're tricky enough, but you can't keep it.
*The Lockheed Optic-X2, when folded up, fits into a large smuggling compartment cyberware unit.
*Acceleration of the Avibras-Nissan AN 822 from SFME is 3.
*The GMC Armadillo comes with a single ""pod"" of your choice. Purchasing a new ""pod"" has no availability and costs 6000¥. Removing a pod takes a single complex action, and causes it to slide gently off the back. Attaching a new ""pod"" takes approximately 1 hour if untrained or 15 minutes with ranks in Automotive Mechanic. It is largely assisted and requires only normal exertion. Off-road transportation is assumed to be ""off-road suspension"", is not a pod option and is already factored into the statline.
*The Holo-Conference Drone uses Pilot Groundcraft skill and the Hovercraft specialization. It can move over land and water equally well, up to a foot off the ground.
*The BMW Luxus has the availability of 14R.
*The Lone Star SecureSector Mk2 is considered a Small drone.
*A reloading drone may reload another drone. This will take a complex action from each drone on their respective turns or the length of the reload from each, whichever is longer.
*The Horizon Mini-Zep's "electrochromic coating" mod refers to chameleon coating (R5 163-164).


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[[Category:Player Rules]]
[[Category:Player Rules]]

Latest revision as of 14:55, 7 March 2024

Banned Rigging Content

Banned Items

Banned Drones

  • Horizon Little Buddy (R5 146)
  • Medusa Extensions (CA 147)
  • Horizon Noizquito (R5 128)

Banned Vehicles & Vehicle Mods

  • Chameleon Coating (SS 184, 194). We only use the R5 version on ShadowHaven.
  • Official Emergency Vehicle attribute modifier (SS 187, 197)
  • Smuggling Compartment (Dwarf, Human, Elf or Ork) (SS 186). We only use the R5 smuggling compartments on ShadowHaven.
  • Smuggling Compartment (Troll) (SS 186). We only use the R5 smuggling compartments on ShadowHaven).
  • The Stoner-Ares M-22A1 Vehicle Mounted Heavy Machine Gun (SL 130) is banned from all use, including by GMs.
  • Weapon Mounts (CRB 461). We only use the R5 weapon mount rules on ShadowHaven.
  • Yerz Kit (TCT 187). Use Yerzed Out (R5 171).


Altered Rigging Content and Rulings

Rigger Attributes

  • One may utilize any of their choice of Intuition or Reaction for non-knowledge tests relating to vehicles and drones that call for either when in VR. Their choice of Logic or Agility for non-knowledge tests relating to vehicles and drones that call for either, when one is in VR. This includes surprise and initiative. In the case of Agility, the rigger's full-body Agility will be used.
  • The rigger houserule-permitted attribute choices apply in VR, even if not using a rigger interface. The houserule does not apply in AR or in the meat.
  • When using ERIC to determine an initiative tie breaker a rigger does not get to use int instead of react.

Dice Pool, initiative and Limit Bonuses

  • Control rigs do not provide bonus dice to vehicle defense tests. Control rig boosters and any other modifiers to "vehicle tests" (but not "vehicle skill tests") apply. This includes penalties for, say, flat tires.
  • The hotsim bonus of +1 for vehicle actions as well as the bonus from control rig booster or control rig optimization applies to all piloting, stunt, and other specifically called out vehicle actions as well as Gunnery.
  • Hot-sim bonus dice never apply to defense tests but the bonus from control rig boosters or control rig optimization does apply.
  • Threshold reductions do not apply to opposed tests unless specifically stated.
  • Only weapons mounted on a drone or vehicle may benefit from active targeting and they can only benefit from active targeting done through their own vehicle.
  • The limit increases from the vehicle modifier table only apply to handling.
  • Autonomous drones do not benefit from a multidimensional coprocessor on either themselves or the RCC.
  • Vehicle sneaking (including in drones) may be treated as a vehicle skill for the purposes of gaining benefits from control rigs, VR etc.

Jumped-In Clarifications

  • A rigger making melee attacks while jumped into a drone uses the relevant melee skill.
  • You cannot jump into medical gear.
  • The combat sense and danger sense adept powers work when the adept is jumped into a vehicle or drone.

Drone Full Defense

  • Drones may be given orders which would cause them to use full defense.

Uncontrolled Vehicles

  • Ice Sheet/Ice Storm and not taking a Control Vehicle action during the combat turn both result in the Uncontrolled Modifier (-2 to all actions for everyone inside the vehicle). If a vehicle is already Uncontrolled and does not have an appropriate Control Vehicle action performed on it by the end of the combat turn, its autopilot takes over, if one is available. If an autopilot takes over, it does with Pilot x2 (or x3 if it drives defensively) and attempts to come to a complete stop - the driver is locked out of controlling the vehicle until such a stop occurs. If there is no autopilot to take over or the pilot fails to resist an Ice Sheet/Ice Storm while Uncontrolled, the vehicle crashes.

Vehicle Crashes Houserule

  • The following does not apply to Ramming.
  • Crashing into a stationary object such as a wall or tree: The vehicle suffers damage equal to the armor and structure rating of the barrier added together, while the barrier suffers damage as if it were rammed, taking only half damage due to the uncoordinated nature. Passengers must soak the soak hits of the barrier, AP -6.
    • Rollover: a catch-all term for a vehicle flipping, the vehicle suffers speed*5 physical and is unusable if the GM rules it ends up on its roof or side until this can be righted. PCs suffer speed*3 stun, and speed*3 physical at speed 5 and higher, capping at 15.
    • Spinout: all passengers receive 8 stun damage resisted with Body + Willpower, if the remaining damage is greater than their Willpower, they are nauseated for 10-Body minutes.
    • Bike Crash: a PC is allowed a speed+2 threshold Gymnastics test to jump or roll-off, suffering speed*2 stun, otherwise they suffer speed*3 physical, AP-6. The test cannot be made if surprised. The bike itself suffers damage as another crash option.
  • In all cases, the vehicle's speed is set to 0 and all vehicle mods which provide protection in some way still count in all cases.

Repairing Vehicle Damage and Vehicle Destruction

  • Repairing vehicles and drones costs an amount based on the base price of the vehicle (before modifications), number of damaged boxes and number of total boxes. The exact formula per box is as follows:
(5% of the Cost of the Vehicle before modifications)*(Number of filled boxes on the vehicle's physical condition track) / (Total number of boxes on the vehicle's physical damage track)
  • This means it costs 5% to rebuild your drone/car after filling all boxes and totaling your vehicle. Your vehicle may be rebuilt if you can recover it. In some cases, a GM can rule a vehicle unrecoverable (lava, explosives, sinking to the bottom of the sea) in which can you can burn edge to recover your unrecoverable vehicle.
  • The price for repairs of vehicles keys off of the base price of the vehicle rather than the modified price.

Small Unit Tactics Clarification

  • Drones can function as participants in Small Unit Tactics, however they do not gain the benefits themselves. They can acquire the Knowledge Soft, roll the software Rating and their Pilot Rating and teamwork as usual. They're also counted as a participant for the purposes of determining whether the maneuver has enough people to be pulled off. Actual numerical benefits aren't given to them.

Ramming

  • Ramming attacks do not benefit from the bonuses of the Swarm program. Ramming with a drone in a swarm removes that drone from the swarm for the duration of the ramming attack.
  • For determining the effects of speed, use the Scrapyard speed conversions reference document. Use the CRB damage and -6 AP in accordance with the damage bracket from it.
  • Net hits on a ramming attack contribute to damage, including the damage soaked by the aggressor.
    • Ram plates are avail 6R, 3000¥ and take 2 slots as a weapon mod.

Confuse Pilot

  • Confuse Pilot (R5 30) uses the Data Processing limit rather than Attack.

Sensor Actions

  • When a character takes a sensor action, such as a sensor attack, they choose between Perception and Electronic Warfare for the skill, then between Mental or Sensor for the limit, each choice being independent of the other. The linked attribute remains as-is. A drone or vehicle attempting to take a sensor action rolls Clearsight + Pilot [Sensor] no matter what, and it can only take this action if it is running the Clearsight autosoft or has access to it via sharing. Multiple targets can be locked simultaneously, but attempting to establish a new target lock on a subject that is already locked will override the existing one. Target locks are shared between all devices slaved to an RCC.

Vehicle Speed

  • ShadowHaven is henceforth adopting a new vehicle Speed table with linear Speed scaling. You may find it here. It has its own checkbox for Gearhead, allowing you to make fast calculations. Many thanks to the Scrapyard LC for writing this spreadsheet!

Anthrodrones, Drone Arms and Gear

  • Anthrodrones (and other drones with drone arms) may wield metahuman weapons. They utilize the weapon targeting autosoft as normal when on autopilot and the weapon skill itself when controlled remotely or by being jumped in, rather than Gunnery. Additionaly they may benefit from hot-sim and control rig bonuses.
  • Anthrodrones may wear a single piece of base metahuman armor, such as an armor jacket or vest, but may not benefit from its armor score. They cannot use armor accessories, such as forearm guards or helmets, or armor mods adding armor, such as gel packs. However, they may benefit from secondary effects of the armor.
  • Drones and vehicles with cyberarms may carry hand-held armor accessories, but may not benefit from their armor score.

Modifications

Modifiers Gained

The following is a list of modifiers available to riggers/drivers using VR or AR. This is not a complete list, but should include most bonuses provided to operating vehicles/drones in each mode:

  • Coldsim
    • +2 handling limit if jumped in
      • +1 die to all vehicle actions
      • +CR rating to limits/accuracy
      • +CR rating in extra dice to vehicle tests (gunnery piloting stealth ect)
      • +CR booster rating in extra dice to vehicle actions (Gunnery, piloting, stealth ect.) this includes defense tests; does not stack with CR optimization
      • CR optimization, +1 dice to all vehicle tests (defense included); does not stack with CR boosters
      • -CR rating on thresholds (Fixed only not opposed test thresholds)
  • Hotsim
    • Same as coldsim with an additional +2 dice pool to all "Matrix" actions; these actions extend to "vehicle actions" which the control rig boosts
  • AR
    • +1 handling limits
  • Quality bonuses
    • Chaser: +2 dice to "chase actions"
    • Speed Demon: +1 piloting test when moving speed 3+ (4+ for aircraft) only if directly plugged into vehicle or physically driving
    • Stunt Driver: +2 dice to stunts
    • Steely Eyed Wheelman: -1 threshold
    • Gearhead: +2 dice to stunts/maneuvers, +1 speed or handling for 1D6 minutes

Drone and Vehicle Modifications Allowed

  • Unless otherwise noted, drones can only take drone mods and vehicles can only take vehicle mods (per R5). This does not supercede any mounts or other options drones may have by default, but does limit what you can add as a modification.
  • Drones may take select vehicle enhancements, based on their type and size.
    • Micro: Spoof Chips, Improved Economy, Extreme Environment Modification, Nanomaintenance System, Electromagnetic Shielding, Electronic Countermeasures, Signature Masking, Suncell, Touch Sensors, Vehicle Tag Eraser.
    • Mini: Spoof Chips, Improved Economy, Extreme Environment Modification, Nanomaintenance System, Electromagnetic Shielding, Electronic Countermeasures, Signature Masking, Suncell, Touch Sensors, Vehicle Tag Eraser.
    • Small: Spoof Chips, Improved Economy, Chameleon Coating, Extreme Environment Modification, Nanomaintenance System, Electromagnetic Shielding, Electronic Countermeasures, Signature Masking, Suncell, Touch Sensors, Vehicle Tag Eraser.
    • Medium: Spoof Chips, Improved Economy, Oil Slick Sprayer (Groundcraft Only), Chameleon Coating Extreme Environment Modification, Nanomaintenance System, Electromagnetic Shielding, Electronic Countermeasures, Signature Masking, Suncell, Touch Sensors, Vehicle Tag Eraser.
    • Large: Gliding System, Spoof Chips, Improved Economy, Oil Slick Sprayer (Groundcraft only), Ram Plate, Road Strip Ejector, Smoke Projector, Chameleon Coating, Extreme Environment Modification, Nanomaintenance System, Electromagnetic Shielding, Electronic Countermeasures, Signature Masking, Suncell, Touch Sensors, Vehicle Tag Eraser.
    • Huge: Gliding System, Spoof Chips, Improved Economy, Oil Slick Sprayer (Groundcraft only), Ram Plate, Road Strip Ejector, Smoke Projector, Chameleon Coating, Extreme Environment Modification, Nanomaintenance System, Electromagnetic Shielding, Electronic Countermeasures, Signature Masking, Suncell, Touch Sensors, Vehicle Tag Eraser.
    • Anthro: Spoof Chips, Improved Economy, Chameleon Coating, Extreme Environment Modification, Nanomaintenance System, Electromagnetic Shielding, Electronic Countermeasures, Signature Masking, Suncell, Touch Sensors, Vehicle Tag Eraser.
    • Missile: Spoof Chips, Improved Economy, Chameleon Coating, Extreme Environment Modification, Nanomaintenance System, Electromagnetic Shielding, Electronic Countermeasures, Signature Masking, Suncell, Touch Sensors, Vehicle Tag Eraser.
  • Built-in drone/vehicle modifications do not take slots. If you remove them, you do not receive any extra slots.
  • Increased seating may only be taken once per vehicle.
  • Vehicles or drones with built-in components may be upgraded via the normal upgrade rules. Simply pay the difference between the built-in version and the new version.

Drone Mounts

  • A weapon is mounted when it is on a weapon mount. A tripod is not a weapon mount. A smart firing platform is a weapon mount, but it is only usable remotely. The only other source of weapon mounts by RAW are on vehicles and drones, though a GM is free to use manual mounts on fixed locations if they deem fit.
  • Flamethrowers fit on a "Heavy" weapon mount for drones.
  • Hunting rifles include all sporting rifles.
  • Sporting rifles include all weapons using the Sporting Rifle specialization.
  • The Ruger 905 counts as a sporting rifle.
  • Sniper rifles include all other non-shotguns utilizing the Longarms skill.
  • Shock pads may be treated as a modification to the housing of the weapon mount and thus apply to drones.
  • Parashield dart pistols are treated as heavy pistols for the purposes of mounting them on drones and vehicles.
  • Parashield dart rifles are treated as sniper rifles for the purposes of mounting them on drones and vehicles.
  • The micro drone weapon mount uses, in any given instance, either the statistics of a single cyberfinger pistol (CF 87) or a blowgun (RG 26). Only one may be mounted per drone.
  • Micro weapon mounts after the first cost 1 mod point each. The first one remains 0 mod point cost.
  • A large drone rack can hold one of the following drones:
    • 1 Large
    • 1 Medium
    • 2 Small
    • 4 Mini
  • A medium drone rack can hold one of these:
    • 1 Medium
    • 1 Small
    • 3 Mini
  • Microdrone racks can still hold 10 microdrones, though the design is different enough that they aren't compatible with holding other types of drones (or having microdrones fit into bigger racks).
  • When jumped into an anthrodrone, riggers are not forced to use the drone arm's Agility in order to determine their dice pools. The rigger may use their own Agility or Logic while in VR.
  • Carbines can be mounted in large weapon mounts.
  • Drone weapon mounts contain as much ammo as the base weapon does. They can be modified with ammo bins.
  • Light vehicle weapon mounts can hold as much ammo as the weapon. Standard ones can hold 250 rounds of ammunition. Heavy weapon mounts can hold 500 Belt-Fed rounds (only if the weapon can use belt-fed) or up to Body rockets.

Metahuman Adjustment on Vehicles

  • ShadowHaven assumes that PC vehicles are built for the PC's metatype upon purchase. This overrides any RAW statements about the default configuration of a vehicle.
    • In those rare cases where another PC has to take the wheel of someone else's car and make a driving test, if the second PC is a different metatype, they take penalties deemed appropriate by the GM. They also take these penalties when driving a car awarded in play which is unmodified by the reward giver. (For example, if a troll gang gives a dwarf a motorcycle without modifying, that player takes the penalties.)

Smoke Projectors

  • Smoke projectors are assumed to be expended after one use. This use can be refilled with a combat turn's effort and a smoke grenade of the appropriate type, or is automatically filled at your next downtime for no cost. At GM's discretion, this downtime may occur mid-run, particularly if you have an opportunity to work on your car.

Realistic Features

  • Drones which come with realistic features by default may take any level of realistic features, provided the drone is purchased with the modification or the character making the modification has access to a shop or facility as required by R5.
  • Realistic Features may be used to make a drone or vehicle look like non-biological things, such as vending machines and groups of porta-potties, as appropriate. These are only examples and not an exhaustive list. Check with thematics if you are unsure.

Gear

Autosofts and RCC Cyberprograms

  • RCCs may run rating cyberprograms and have rating slots which must be split between sharing rating and noise reduction. Sharing slots may only run autosofts and cyberprogram slots may only run cyberprograms. Note that in order for a program to modify an attribute, the device must possess that attribute in the first place.
  • The Electronic Warfare autosoft may not be used in place of the Clearsight autosoft for drones or vehicles. Electronic Warfare may only be used to observe through sensors by characters.
  • The Virtual Machine program does not increase the number of autosofts that an RCC can run. The RCC can run any common or hacking program, though many of them will not be useful. The sole exception is that they cannot run programs that alter an attribute they do not possess already. This means they cannot run, for example, Smoke and Mirrors to gain a Sleaze score unless they somehow already have one.
  • The Swarm program only benefits actions taken in the physical world. When moving in a swarm, the drones need to remain relatively close to one another. When using the Run for Your Life interrupt action, use the remaining movement on the drone with the least amount of movement left to determine how far the entire swarm can move. If a direct attack with an AoE weapon is made at a swarm and succeeds, none of the drones in the swarm may RFYL and are considered to be at distance 0 from the point of origin.
    • For a drone to be considered part of a swarm and benefit from any of its benefits, it needs to be within line of sight and 3 meters of another drone that is part of the swarm, up to 18 drones per swarm. All drones in the swarm also must have the same propulsion type and be in the same size category. The effective Pilot rating cannot exceed 6. If a drone is unable to participate it does not contribute dice or limit. It remains idle in formation while it cannot participate.

Personal Drone Rack

  • You may mount 2 personal drone racks per CCOB. Mounted drones have no movement and do not have initiative and do not gain initiative until the pass after they're deployed from the rack. These do not take up capacity in the CCOB unit.

Spinrad Global Skirmisher RCC

  • It provides a +2 dice pool modifier and +1 limit to Gunnery and Perception tests performed by drones slaved to it and operating under their own Pilots.

Shiawase Cyber-6 RCC

  • Instead of its normal special rules, refer to the following: while a rigger's persona is running through this RCC in VR (whether jumped into a drone or not) any drones slaved to the RCC or jumped into by the rigger receive +2 initiative and +1 limit to all tasks. However, any dumpshock suffered by the rigger is increased by 4 damage before resistance.

Commlink Dongles on RCCs

You cannot put any commlink dongles on an RCC.

Specific Vehicles and Drones

  • The Krime Barco De Pesca has a speed attribute of 4.
  • The Aztechnology-Dassault Blood Hawk Mk 1 is for GM use only. In the event of a hijacking by a player, it will bring a great deal of heat, culminating in precision orbital fire moments after cessation of movement. You can steal it if you're tricky enough, but you can't keep it.
  • The Lockheed Optic-X2, when folded up, fits into a large smuggling compartment cyberware unit.
  • Acceleration of the Avibras-Nissan AN 822 from SFME is 3.
  • The GMC Armadillo comes with a single ""pod"" of your choice. Purchasing a new ""pod"" has no availability and costs 6000¥. Removing a pod takes a single complex action, and causes it to slide gently off the back. Attaching a new ""pod"" takes approximately 1 hour if untrained or 15 minutes with ranks in Automotive Mechanic. It is largely assisted and requires only normal exertion. Off-road transportation is assumed to be ""off-road suspension"", is not a pod option and is already factored into the statline.
  • The Holo-Conference Drone uses Pilot Groundcraft skill and the Hovercraft specialization. It can move over land and water equally well, up to a foot off the ground.
  • The BMW Luxus has the availability of 14R.
  • The Lone Star SecureSector Mk2 is considered a Small drone.
  • A reloading drone may reload another drone. This will take a complex action from each drone on their respective turns or the length of the reload from each, whichever is longer.
  • The Horizon Mini-Zep's "electrochromic coating" mod refers to chameleon coating (R5 163-164).