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Resources / RiggingCheatSheet

Rigging Cheat Sheet

Introduction

This is a compilation of rules for one of the three more mechanically complex roles in Shadowrun: Rigging. Riggers are the quintessential "pet" class and as such not only have to worry about their own movement, actions, etc. but also those of their drones.

This page is based on Hardcore Mode's Rigging Rules Summary, with changes made to reflect RunnerHub's House Rules.

Rigging 101

Control Rigs

A cybernetic implant connected to the brain. Has a built in sim module that can have Direct Neural Interface connections to other devices. Also includes a datajack and 1 meter of Universal Data Cable.

Control Types

In order of priority, the top of the list overriding those below it:

  1. Rigger control (Jumped in)
  2. Remote control (AR)
  3. Manual Control
  4. Autopilot

Receiving contradicting commands from the same control source before an action is resolved results in no action

Noise

Wireless connections to drones are subject to Noise Penalty as on page 230 of the Core rulebook. Direct, wired connections have no noise. This means that area or directional jammers can negatively affect riggers!

Rigger Command Console (RCC)

Similar to a cyberdeck, the RCC is used primarily as the master device for slaved drones. The RCC's Data Processing attribute is used for VR initiative and is the Command test Limit on the RCC. RCCs can be used to reduce Noise and/or improve Sharing. The two attributes - Noise Reduction and Sharing - are set when the device is booted, and in total cannot exceed the RCC Device Rating. Also like cyberdecks, RCCs can be upgraded.

Noise Reduction is a direct reduction in the Noise Penalty. Sharing is the number of autosofts that can be simultaneously run on slaved drones. The autosofts run on all slaved drones at once, except where:

  • The drone is running autosofts itself
  • The autosoft cannot affect the drone, EG, a Mini-Zep receives no benefit from an autosoft intended for Roto-Drones

RCCs can also compensate for Noise on the fly. Take a Complex action and roll an Electronic Warfare + Logic[Data Processing] test. The hits from this test act as additional, cumulative Noise Reduction for the rest of the combat turn.

As with cyberdecks, the attributes of an RCC can be changed using the Change Device Mode action, and the Firewall attribute is used to protect against wireless Matrix attacks on any slaved drone. An RCC's Firewall is helpless to defend a drone that has been directly connected to! The Full Matrix Defense and Reboot Device actions can bolster your digital defenses and cut off an enemy hack before it goes too far, respectively. In the case of the latter, the drone will not come back online until the end of the next combat turn.

Users of an RCC can give a command to one, some, or all slaved drones with a Simple action. However, these commands are acted on the drone's turn!

When Jumped In, RCC users can jump between slaved drones without jumping out. Drones must be slaved to the RCC to benefit from this feature.

An RCC can slave up to (Device Rating x3) drones. When slaved to a PAN, drones can use either their Matrix defense rating (Drone Device Rating * 2) or the Matrix defense rating of the RCC (Willpower + RCC Firewall). If an attacker gets a mark on a drone, they also gain a mark on the RCC.

Jumping In

Anything that has a Rigger Interface installed can be jumped into. Drones come with one stock, vehicles do not. Jumping In requires the user to be in VR, so jumping in to a drone from VR is a Simple action, while going from AR is a Complex action. Directly connecting to a vehicle or drone and jumping in is a Simple action.

To jump out, use the Switch Interface Mode (Simple) action to go back to AR or VR.

Vehicle actions are effectively Matrix actions when jumped in, and so gain Matrix bonuses as below:

Cold-Sim VR
  • + Control Rig rating to all vehicle limits
  • Additional +2 to vehicle handling limit
  • + Control Rig rating in extra dice to vehicle skill tests
  • - Control Rig rating on vehicle test thresholds
  • Initiative is (RCC Data Processing + Intuition + 3d6)
Hot-Sim VR
  • + Control Rig rating to all vehicle limits
  • Additional +2 to vehicle handling limit
  • + Control Rig rating in extra dice to vehicle skill tests
  • +2 dice on all Matrix actions, and treat vehicle actions as Matrix actions
  • +1 die on all tests
  • - Control Rig rating on vehicle test thresholds
  • Initiative is (RCC Data Processing + Intuition + 4d6)

Being jumped in protects the drone from direct Matrix attacks - hostile deckers must see and attack the rigger's persona instead - but carries some risks, as well, since any physical damage to the drone causes the rigger to resist half of the damage taken by the drone. This damage is Biofeedback, is taken on the Stun track in Cold-Sim or as Physical in Hot-Sim, and is resisted using (Willpower + RCC Firewall).

Remote Control

Actions take as long in AR as they would physically, IE, Simple actions are still Simple actions. All actions use either the normal limit for the action (EG: Accuracy) or the RCC Data Processing rating, whichever is lower. A command given when in this control type that does not have a similar Matrix action is an Electronic Warefare + Intuition[Sleaze] test against Intuition + Firewall.

Remember that anytime Sleaze is used as a limit, it counts as a Sleaze action so Overwatch and reverse marks on failure can also come into play.

If you are trying to control a device you don't own, you must have a minimum number of marks to command it to perform an action as below:

  • Free requires 1 mark
  • Simple requires 2 marks
  • Standard/Complex requires 3 marks.

Drones

A drone's Device rating is equal to its Pilot rating. Drones use their Pilot rating on tests where they would need to use a Mental attribute.

Drones are considered devices by the Matrix, and can run a number of cyberprograms or autosofts equal to (Device rating / 2).

They have both Physical and Matrix damage tracks, and filling up either one renders the drone inoperable. However, drones ignore stun damage, ignore wound modifiers, and take only cosmetic damage if the DV of an attack before soak is less than the drone's Armor rating (after AP).

If a drone is rendered inoperable, it can be repaired using the Hub's rules for Repairing Gear and Items if it can be physically recovered. If a drone takes damage in excess of its Physical or Matrix tracks - EG, is destroyed or bricked - it can be repaired, for twice the cost as normal.

When issued a novel, unexpected, or complicated command (and nobody is jumped in), the drone rolls (Device Rating * 2). One hit means that it performs the command, otherwise, it does nothing.

Drones must have a Targeting autosoft for their wielded weapon in order to attack.

Special Drone Pools
  • Perception: Pilot + Clearsight[Sensor].
  • Infiltration: Pilot + Stealth[Handling] vs. Perception + Intuition[Mental]. Replace Pilot with Intuition when jumped in.
  • Initiative: (Pilot * 2) + 4d6). When jumped in, use the Rigger's VR initiative.
  • Attacking
    • Autonomous: Pilot + Weapon Targeting Autosoft[Weapon Accuracy]
    • Jumped in: Gunnery + Logic[Weapon Accuracy + Control Rig rating])
  • Defending
    • Standard: Pilot + Maneuvering Autosoft[Handling]
    • Full: Pilot + Maneuvering Autosoft + (Pilot or RCC Rating)
  • Resisting: Body + Armor - AP
  • Recoil Compensation: Drone Body + Weapon RC

Page last modified on May 25, 2019, at 10:44 PM