===== Azazel's Rigger Notes ===== This reflects the state of the game as of ** November 29, 2022 **. ==== The Good ==== TL;DR: rigging trivializes combat in the early through mid game - The GM-Nissan Doberman, which ties for the most heavily armored drone in the game, can be obtained while still in chargen. - Magic vs drone functionality doesn't exist (yet), meaning drones are immune to enemy spellcasting. - It takes ~20k nuyen of upgrades to make the doberman able to easily handle most enemies, even through missions that require 500+ rep. * With a dikote coating, the doberman is immune to any damage codes with power up through 15. * With a hardpoint, gas vent IV, and foregrip/underbarrel weight, the doberman suffers zero recoil penalties using an HMG firing full-auto 10. * With an ultrasound sensor module, the doberman spots enemies using improved invisibility ==== The Bad ==== TL;DR - rigging lacks convenience and lacks survivability in the late game. - Drones can only shoot at targets in the same room. - Drones with more than one weapon mounted will take multiweapon penalties, even when only one weapon is being fired. - Drones have no way to deal with doors and can't push elevator buttons. - Drones can only act while being controlled - they can't follow the rigger as the rigger does other things (like opening doors and using elevators) - The control pool is only being added to driving tests (so no dodging, and poor damage resistance against attacks with power high enough to get through the drone's armor) ==== The Tips ==== - Allocating combat pool dice to offense adds to drone gunnery tests. - So long as the rigger and mounted weapon have the cyber and accessory, the smartlink bonus applies. - A roto-drone can tow (i.e. lift) a doberman over any terrain. - Autonavs can be added to drones, and gridguide can be activated over remote control. - Drone movement ignores initiative, so it's possible to enter a room, shoot, and then immediately leave the room without being delayed until your next initiative pass.