Some ideas for ShadowRun

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Nightward
06/06/03 02:00 AM
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EXO ARMOUR

Exo Armour is a new kind of Vehicle for ShadowRun, Third Edition. Following are the Exo’s Statistics for ShadowRun, and the rules for using them. The idea was to sort of bring Battle Armour over to ShadowRun, and this was the only way I could figure out to do it. It didn’t turn out too badly. The next project will be brining Gears/Striders over, which I’ll probably do with the Extra-Large Walker Chassis.

EXO ARMOUR

Speed: 55 Signature: 5 Handling: 2 Fuel: 100 Economy: 1 Body: 3 Armour: 6 Seating: 1Person Entry: 1, Canopy Sensors: 4 Pilot: 1

Equipment

Ammunition Bay (.4 CF)
Datajack Port
1 Firmpoint
Life Support System with 10 Man-Hours of Use
2 Mechanical Arms, Strength 12
500 Mp Memory
Sensor Suite: Cameras, Low-Light, Thermographic and Ultrasound Vision; features Rangefinder.
Smartlink 2 Integration with Hand Transducers for Main Weapon and Smartlink Safeties.
Smart Materials
Spotlights
Winch (Load 575)
Storage Compartment: 4.1 CF
Remaining Load: 184.25
Design Points: 4,964
Cost: 80,000 (Note: This was calculated using a Cost Multiplier of just .4, since my character had it custom-built. Actual production models of an Exo may have a cost multiplier of 3.4 or more as it is a high-tech Military piece.)
Availability: 12
SI: 5

HISTORY

The Exo is a completely new concept in battlefield technology; combining the armoured protection of a Mechanised Military-Grade armoured suit with strength enhancements, high-quality sensors, and exceptional maneuverability, the Exo turns its wearer into a virtual tank. The basic model of the Exo features a single, chassis-mounted Firmpoint capable of accepting any weapon up to and including an Light Machine Gun, and the Exo’s fully manipulatable arms allow the user to carry another standard weapon as well.

RULES

The Exo Armour was built using the Large Anthroform Drone as its base chassis. As such, it has no Acceleration Rating and instead can Accelerate at whatever rate the pilot chooses.

Entering or exiting an Exo requires a Complex Action and takes one full minute.

Since the Exo is a completely new type of Vehicle, and as such, it requires the new Active Skill: Pilot/Exo to use. This is linked to Quickness. In order to use the Exo’s manipulator arms, the pilot/wearer must have the Mechanical Arms skill. The character’s Mechanical Arms Skill cannot exceed their Exo Piloting skill. However, Mechanical Arms skill is handled differently with an Exo to the standard rules; the Mechanical Arms Skill is the limit to Skill and Pool Dice that can be used whilst in the Exo. For example, if Bob the Pilot has a Mechanical Arms Skill of 2 and a Heavy Weapons Skill of 22 billion, Bob can only roll 2 dice when making a Heavy Weapons attack from within the Exo, and can only add 2 dice from his Combat pool. The Firmpoint Weapon is controlled via the Gunnery Skill as normal, however.

If the Exo’s user happens to be a Troll/Ork/Cyberzombie/Whatever else and has a Strength Rating in excess of 12, their Strength inside the Suit is limited to 12. However, in such a case, the GM may allow the player to Customise the Mechanical Arms for even greater Strength. Remember to reduce any Recoil from the weapon carried in the Arms to reflect its strength.

In order to pilot an Exo, the user must be fitted with the following Cyberware:

Datajack:- The unique nature of an Exo means that as long as its wearer/pilot can move, the Exo will scale that movement for itself and react accordingly. However, in order to use the Sensor equipment of the Exo, or control the Firmpoint weapon, the character must be fitted with a Datajack, though this can be of any model (Standard, Induction, Eye, etc). Remember to increase the player’s Reaction by 1 when in the Exo.

Image Link:- Due to the limited space inside the Exo, there are no display screens, view ports, etc. Users must be equipped with an Image Link routed to their Datajack per the Man and Machine Interconnectivity rules.

Smartlink:- In order to take advantage of the integral Smartlink II installed in the Exo, users must have a Smartlink II (or at the least, a Smartlink II Processor) routed to their Datajack.

The Onboard Memory of the Exo is intended for the user to download map programs to be displayed via the Image Link, as well as to record sensor data. Because I have the Orientation System and Internal GPS Cyberware, I did not include any GPS equipment on the Exo, so if you want to take advantage of such systems, you will have to add a GPS to the suit itself.

Due to the way an Exo suit operates, users cannot connect themselves to the Exo with a VCR. The VCR renders its user unconscious whilst in use; being unconscious in a fully articulated armoured suit, which moves its limbs according to the input it receives from its wearer/pilot is, at best, a dangerous proposition.

The unusual nature of the Exo means that any Reaction or Initiative-Enhancing (or Decreasing) Cyberware, Bioware, Character Edges or Flaws and so on still have their normal effects.

Skillwires :- Because Mechanical Arms is a fairly esoteric skill, many users won’t want to have to waste Build Points or Karma on it (Lord knows I didn’t). The only alternative is to install a Chipjack/Skillwire system with the Mechanical Arms skill. If you do this, your Skillwire system will have to be Routed to your Datajack.

As the Exo is custom-fitted to its wearer when it is built, the user cannot put on excessive amounts of weight, change their Body Rating, substantially increase their Strength (at the GM’s decision) or add any major Cybernetic modifications. If the character needs a Cyber limb, it must be built to the same specifications of the lost limb, and so certain options (at the GM’s decision) may not be included in the limb. The only exception to this is Bone Lacing, because this effects the skeleton of the character and not their physical size, certain other types of Cyberware (at the GM’s discretion), and Bioware, which affects the character’s normal physical size in no way. However, high ratings of Muscle Augmentation may, at the GM’s discretion, render the wearer/pilot too large to fit the Exo. If the character does break any of the above guidelines, at the GM’s discretion, they may become too large to fit into the Exo. In such a case, the character must have a new Exo custom-built.

The Exo’s User must reduce the remaining Load by their character’s own Mass. Any left-over Load can be occupied by other equipment.

Finally, since my character had the Commlink/Radio Headware, I did not need to install any comm gear. This suit does not include a radio or anything else, but since it has some Load and CF left over, you should be able to fit it yourself.

ESSENCE INDEX

It never really made sense to me that a huge Troll (Body 7+) and a scrawny, insipid Elf (Body 2) could accept the same amounts of Cyberware and Bioware. Or that the Essence impact of a Dwarf losing a hand and a Troll loosing a hand were the same. After all, expressed as a percentage, the loss for a Troll is much less than for the Dwarf. The GM agreed, and we came up with a new House Rule: Essence Index. Characters have an Essence Index equal to their unenhanced Body Rating (though this still includes racial modifiers) plus half their Willpower. So a massive, hulking Troll (Body 7, Willpower 4) comes in with an Essence Index of 9, and that skinny, insipid Elven Decker (Body 2, Willpower 2) has an Essence Index of 3. (Note, I’m intentionally exaggerating here-most of my characters are Elves, and I know that Deckers usually have a high Willpower to go head-to-head with Black ICE.)

The Bioware Index of an item is now its Essence Rating (ie, Muscle Toner 4 has an Essence Cost of 1.6, though this can be reduced to 1.2 if it is Cultured). All items of Cyberware have the same Essence costs as usual. The character can accept as many Essence Points of Cyberware or Bioware as they have Essence Index.

Magician characters DO NOT gain additional Magic Points (or loose them) based on their Essence Index. However, if a Mage gets Cyberware, the penalties are still the same (yes, chummer, that Datajack is still going to cost you 1 Magic Point)

Obviously, this change has a major impact on the game. Larger, stronger-willed characters are now at a major advantage in their quest for the chromed edge, whilst scrawny, weak-willed characters are at a major disadvantage. Still, my playing group believes in logic (and big, fiery explosions) over any rules system, so we were happy enough to go along with this. The SR rule of having an Essence Rating of 6 seemed a bit arbitrary, though when linked to the Magic attribute, it did have some effect. It’s just an idea.
Yea, verily. Let it be known far and wide that Nightward loathes MW: DA. Indeed, it is with the BURNING ANIMUS OF A THOUSAND SUNS that he doth rage against it with.
CrayModerator
06/06/03 03:31 AM
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In reply to:

It never really made sense to me that a huge Troll (Body 7+) and a scrawny, insipid Elf (Body 2) could accept the same amounts of Cyberware and Bioware



You didn't play Earthdawn, did you?

The background explanation for Essence comes out of ED's "patterns" for objects and people. People can only be altered so much before their pattern (the universe's blue prints for them) falls apart. Rather psychological, but at a fundamental level that doesn't give a rat's ass about someone's intelligence or willpower.

It has nothing to do with bulk or size of the body.
Mike Miller, Materials Engineer

Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.
Nightward
06/07/03 02:10 AM
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Actually, I have played Earthdawn (which is why most of my characters *HATE* Aztechnology with a vengeance). Using the idea of a "soul" as the justification for setting a limit for the amount of Cyberware/Bioware makes no sense considering the actual scientific and biological basis and significance of such cybernetic or bioware additions to the body.

In SR, Cyberware includes nanotechnology pathways that effectively link the item to the user's nerve networks, along with minor Skillsoft-type programming to control the implant. So, yes, although you have to learn to use the item, it probably won't be any more difficult to learn to use the implant than it is to take up a new sport. Bioware works by altering hormonal and other cellular factors that don't require any learning to use, but do alter the way the body works, which is why they have a Bio rating.

Giving characters an "Essence" rating was just an arbitrary amount designed to limit the impact Cyberware could have on the game. It was just a balance concern, but as I said, it doesn't really take into account the science behind the gear.

The Essence Index was what we came up to replace it, because it made more sense to our group (Which includes a mechatronicist, an IT specialist, me- a Biochemist, a doctor, and a chemical engineer). Since it made very little difference to what most of us could use (I have a lot of cyberware that doesn't make much dfference except in roleplaying terms, and only came up with an Essence Index of 7, which is less than the 9 points Joe Average gets for Cyberware and Bioware) and everyone else came in with 6 or less. In any case, it would be the rare event for anyone to generate an Essence Index greater than 9. Like I said, it made more sense for our group, so we use it. It was only an idea.
Yea, verily. Let it be known far and wide that Nightward loathes MW: DA. Indeed, it is with the BURNING ANIMUS OF A THOUSAND SUNS that he doth rage against it with.
CrayModerator
06/07/03 07:12 AM
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In reply to:

Using the idea of a "soul" as the justification for setting a limit for the amount of Cyberware/Bioware makes no sense considering the actual scientific and biological basis and significance of such cybernetic or bioware additions to the body.



And yet, those scientific additions to the body interfere with the ability to work magic. Clearly, implants muck with the soul, or the pattern, or whatever you want to call it. The effect is very similar to the Blood Magic charms of ED.

Perhaps you should take this idea to the Shadowrun forums of:
http://forums.dumpshock.com/default/

Where it's been hammered over ad nauseum.

Perhaps saying implants interfere with the "soul" is the wrong term. Stick to the "pattern" emphasis, which is described at length in ED. Just as blood charms can damage true patterns of individuals, so can cyberware and bioware.

Why else do you think magic (cybermancy) is needed to keep someone alive below 0 essence? Contrary to your preferences, SR has established a connection between cyberware and the "soul" or pattern, and there are even bits of shadowtalk between runners (in Cybertechnology or Shadowtech) discussing exactly your opening question and noting that, yes, tiny elves and big trolls all can only handle the same amount of cyberware.
Mike Miller, Materials Engineer

Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.


Edited by Cray (06/07/03 07:16 AM)
Nightward
06/07/03 09:40 PM
210.50.62.61

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I've read the original Cyberware sourcebooks and those conversations as well. Like I say, the "essence rating" is really only in place for game balance. It becomes especially important when tied in to magic- for example, a massively cybered up Troll capable of flinging magic around at insane forces (and this is compounded even further by rules for items such as spell foci, and everyone's favourite gamebreaker- Initiation), so obviously, for the sake of game balance, there has to be a limit to the amount of stuff a character can have added to themselves. Essence is the offical SR rule for dealing with that problem.

As with every RPG, though, different groups like different styles of play and use differing House Rules, different amounts of "Official" ShadowRun rules from published sourcebooks, and conflictinng timelines (for example, some of the events from SR storylines- particularly the Dragon's Heart series, and the various flow-ons) and so on and so forth. As long as everyone knows what's happening and understands why, though, it all works.

Because of the skills, knowledges, and preference of my group (I also forgot to mention that one of the players is a Laser physicist, and came up with horribly convoluted rules for just about everything, and argues extensively with the GM whenever a game result differs from physical reality- urg) we have a different style of play. We decided that linkning the amount of additions someone can have should be linked to their physical size (bigger people have more "room") and Willpower (Willpower represented the closest attribute for expressing the way that a player would have to learn and integrate their Cyberware). This was a change that we felt worked better for our style of play.

At its most extreme limit, there is no biological or physical limit to what can be done with cyberware or bioware. If certain conditions are met (nutrition, oxygenation, etc etc etc) are met, there is no real reason that you couldn't take someone's brain out of their head and jam it into a robot. Obviously this wouldn't be ideal (it carries a very real risk of brain damage and or psychosis), which is why limits still have to be set. At this extreme edge, the GM would be those sole discretionary power- it would be up to them to decide what players could have and what the effects could be. Some other groups I've heard of impose even more extreme limits on cyberware than the official rules- such as cost (both in Nuyen and Essence) and inflict what I see as excessively harsh penalties on the equipment as well (such as having to have batteries, maintenance, people are predjudiced against them, they have to get therapyetc etc etc), but that is their style of play as well. Other groups feel that only having an Essence of 6 is too great a handycap, so they set a new Essence Limit of 10.

Like I say, it's just an idea.

The problem, at least as I see it, is that the people at SR have linked a tool for game balance (Essence and Bio Indexes) to a concept that touches on so many social, cultural, religious, ethical, etc etc etc values- the idea of a Soul (or "pattern", if you prefer). So as long as game balance is preserved and the players are happy, anything could work just as well. I mean, look at what can be accomplished in BT or Heavy Gear, or any other game with Cyberware-like equipment. Every game has a system of checks and balances.

As for magic, well...that's another thing entirely. The current campaign my group is starting is SR without magic, because of the religious convictions of some of our players. As with Essence and everything else, some groups come up with their own rules for magic. as long as the players are happy and game balance is maintained, anything works.
Yea, verily. Let it be known far and wide that Nightward loathes MW: DA. Indeed, it is with the BURNING ANIMUS OF A THOUSAND SUNS that he doth rage against it with.
CrayModerator
06/08/03 05:38 AM
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In reply to:

Because of the skills, knowledges, and preference of my group (I also forgot to mention that one of the players is a Laser physicist, and came up with horribly convoluted rules for just about everything, and argues extensively with the GM whenever a game result differs from physical reality- urg) we have a different style of play.



Indeed. I've got a rocket scientist (space systems engineer; masters) and computer scientist (masters) in my group, and we've always been happy with the canonical Essence system. Some of the recent rule changes in Man and Machine have been annoying, but the basic premise has been fine. The canonical essence system certainly addresses issues like:
In reply to:

We decided that linkning the amount of additions someone can have should be linked to their physical size (bigger people have more "room")



Many of the high essence implants, like wired reflexes and tactical computers, use negligible amounts of "room." A couple of postage stamp-sized chips line the skull, some microscopically fine fibers lace the brain and body - probably a micro-liter to a milli-liter of volume all told. The canon Essence system neatly explains the impact of this system on the body - the systems have radical impacts on how the body works, thus altering its pattern extensively, thus having a high essence impact. By making available essence dependent on space (and willpower), it becomes possible (for no clear reason) for a troll to have more of these high essence cost, low volume systems...unless you also changed the essence cost of implants to link them to their volume.
In reply to:

At its most extreme limit, there is no biological or physical limit to what can be done with cyberware or bioware. If certain conditions are met (nutrition, oxygenation, etc etc etc) are met, there is no real reason that you couldn't take someone's brain out of their head and jam it into a robot.



Except Shadowrun's not real. It has additional laws of physics and biology that reality lacks. One notes that magic-free Cyberpunk 2020 has a fairly similar means of controlling implants, based on a less consistent but equally insubstantial means of gauging the 'damage' implants does to people. Brain transfer was medically possible, but likely to drive many people with average...Empathy was it?...insane.

But, as you said, each to his own.
Mike Miller, Materials Engineer

Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.
Nightward
06/08/03 11:21 PM
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HOLDEN AUSTRALIA

In late 2059, when Ares Macrotechnology made its bid for the car manufacturing giant General Motors, the company decided that the Australian marketplace was beneath their notice and did not include its Australian manufacturing arm, Holden Australia, in the takeover bid. The Australian Government and several major Australian multimillionaires collaborated to buy Holden Australia, along with its racing team and specialist manufacturer, HRT and HSV. For over a century, Holden has been the major brand in Australia, defeating the foreign-owned Ford and Japanese-import brands such as Mitsubishi and Nissan. With ownership of the manufacturer returned to Australian hands, the brand’s popularity grew even further.

In 2060, Holden unveiled a new series of vehicles, starting with the Holden Commodore VX2 Sedan, and culminating in the impressive Holden Monaro HSV GTS 2060, released to celebrate the 100th birthday of the Monaro. All models in this new series feature cleverly designed panels which fold out from a variety of places to provide footrests adjustable to every individual passenger’s needs for comfort, be they Dwarf, Human, Elven, Ork, or Troll.

Although all of Holden’s vehicles are known for their reliability and ruggedness, Holden stunned Australia by releasing Metahuman-modified versions of all of its cars at the same time the standard models were built. The metahuman marketplace, tired of having to have their vehicles converted (which typically decreased their performance and reduced cargo space, whilst at the same time doing relatively little to improve the comfort of the vehicles), voted with their credit cards, and Holden experienced a massive boom. Metahuman tourists carried news of the Holden vehicles back to their home countries, and some even began to have Holdens shipped back with them. With the increased revenue, Holden began to export its vehicles overseas, establishing factories in America, England, and Indonesia to help meet the demand.

Troll-modified vehicles are easily recognisable; up to 30% larger overall, these vehicles feature increased head-and-foot room to accommodate larger metahumans, along with more powerful engines capable of handling the extra mass. Dwarf-modified vehicles typically include ladders that fold down from beneath the vehicle’s doors and cargo access places to aid Dwarves in getting in and out of their vehicles and getting to the gear they carry around. All Holdens ship with spare tyre and jack.

Ares Macrotechnology immediately realised its mistake, and attempted to buy out Holden Australia; in 2062, the Australian Government passed legislation that prevented Ares (or any other foreign multinational) from owning a controlling interest in the company. Ares and Ford were forced to play catch-up; Ares released the Pontiac Firebird series, and Ford responded with the Falcon XR2.

However, in their rush to get the cars onto the streets, both companies cut corners, and the vehicles were still sub-par. And since the American Dollar remained slightly stronger than the Australian Dollar, it remained slightly cheaper to buy the imported vehicles- which had better performance, safety, and comfort levels. Also, the metahuman target audience throughout America and England realised that the two megacorps were only providing the new ranges to attempt to cash in on the expanding market, rather than any interest in meeting the requirements of their metahuman customers, and most elected to buy Holden vehicles in protest at this racism.

Ironically, the only market in which either company had success was the Human market in Australia- which started to buy Falcon XR2s when the local V8 Supercar racing teams swapped over to the new model.

HSV

HSV (Holden Special Vehicles) is the manufacturing arm of Holden Australia which provides customised vehicle packages. HSV variants of standard Holden Commodore VX2s, Holden Astras, and Holden Thunderstorm SS Utes are all available; these package deals include engine supercharging for additional speed and acceleration, and/or the engine customisation required for hauling larger loads for the Troll-customised vehicle packages.

Because these Customised Engines are installed and rigorously tested by Holden’s elite mechanics and technicians, the costs for these alterations are already factored in, and result in no Stress Points being added to the design from these alterations.

HRT

HRT (Holden Racing Team) is the factory-supported racing team present in the Australian V8 Supercar competition. HRT races 10 Holden Commodore VX2s, with two cars in each division (Dwarf, Human, Elf, Ork, Troll). Although this is a logistical nightmare for the Open division because all ten drivers usually qualify and HRT is still limited to a single pit complex, HRT has an extremely strong following because they compete in all divisions, win regularly, and do not discriminate against metahumans in either their racing, pit, or design and development crews.

The local V8 Supercar Racing competition in Australia consists of up to 36 vehicles in each category, run by a variety of teams and sponsors. Each category races its individual event (the order of the races rotates) and then the top 36 drivers from each division on the day compete in the Open championship, which carries bonus points for their respective racial divisions as well as points for the Open championship. Currently, Dougall Skaife (a Troll, and the great-grandson of the legendary Mark Skaife) leads both the Troll Racial Division and the Open Championship.

Because Holdens perform better than the Ford XR2, and Holden manufactures vehicles altered for metahumans, the majority of teams in the V8 Supercar Series run in Holdens. A few teams run Eurocar Westwinds or Nissan 200SX2s, but the traditional Holden/Ford rivalry dominates the racing scene.

HOLDEN VX2 COMMODORE

The Commodore VX2 is the flagship line of the new Holden series. In an unusual step, Holden did not release V4, V6, and V8 Engine packages for the new version; instead, Holden engineers built the V8-powered Petrol version first, then engineered an Electric Fuel Cell powered version that matched its capabilities.

In Australia, the average driver regards Autonav as something as a tool for sissy people who cannot drive properly; few VX2’s are sold with the GridGuide option in Australia, except for busy corporate workers, who use the feature to get some extra eating, sleeping, or working time, or users of the EFC version who enjoy the extra economy of the GridLink power system. Also, some foreign nations (such as the UCAS) require the addition of such systems to vehicles if they are to be legally driven on their roads.

All Holdens feature Dual gearboxes, with gears 1 through 6, Reverse, Neutral, and a “Drive” setting which switches the vehicle over to Automatic transmission. Radios, CD Players, Air Conditioning, and Anti-Lock Braking Systems are standard equipment. A driver’s wheel which locks as soon as the keys are removed, Central Locking, and an Engine Immobiliser, and remote-control anti-theft system protect all Holdens from theft, and the control systems can be changed from left to right hand drive at the buyer’s request.

The only minor flaw that has manifested in the Holden Commodore VX2 lies in its Troll upgrade package; due to engine size and horsepower requirements for the car, the Bench Seat in the back of the car cannot be upgraded to a Reinforced model for larger metahumans. However, the fact that Holden has publicly stated that the reason for this is that such an upgrade would compromise the safety elements in the car, placing metahumans at risk, has won over Troll families worldwide, because they appreciate the fact that Holden would rather provide the same level of protection to every passenger than risk any single race. The VX2 Troll Upgrade package also cannot accommodate the massive Norse Giant Troll Subrace (though the Holden Jackaroo 4WD can), nor the Mediterranean Minotaur Troll Subrace, because of the size of their horns (though the Holden Jackaroo and Holden Astra Convertible can)

The Holden VX2 Commodore is the most common car on Australian roads, and metahuman-modified VX2s are common overseas. The standard-model VX2 is relatively rare overseas due to racial prejudice, although Orks commonly purchase the VX2 to protest against the racism of other car-manufacturing megacorps.

The VX2 is available in a number of upgrade packages; Holden provides upgrades for the VX2 that do not alter the vehicle’s capabilities in terms of Load or CF reductions. Although such modification can still be performed, they must be done according to the Vehicle Customisation rules in Rigger 3 and may decrease the vehicle’s available Load or CF ratings. The costs for these packages are cumulative- ie, a Troll-Modified, GridGuided, Rigger-Adapted, HSV modified Holden Commodore VX2 with a Petrol Engine will cost 72,400 (53,400+1,000+10,250+4,000+2,000) but does not reduce the vehicle’s available Load or CF for these modifications.

HOLDEN COMMODORE VX2

Handling: 3/8 Speed: 140 Acceleration: 12 Body: 3 Armour: 0
Signature: 5 (EFC), 2 (Petrol) Autonav: 0 Pilot: 0 Sensors: 0 Cargo: 5CF, 100 Load Seating: 2+1b Entry: 4d+1t Fuel: 150PF/100L Econ: 1km/PF or 8km/L S/B:- L/T:- Chassis: Sedan SI: 2 Cost: 54,750 for EFC or 53,400 for Petrol Avail: 3/3

The Holden VX2 Commodore features APPS for the two front seats, a Crash Cage, and Anti-Theft equipment, Rating 6. It is available in either Electric Fuel Cell or Unleaded Petrol Engine types.

Holden manufactures a version compatible with GridGuide. This adds Rating 2 Autonav equipment, and, for the Electric Fuel Cell version, a GridLink Power Link. This costs 1,200 for the Electric Fuel Cell vehicle, or 1,000 for the petrol-powered version.

Holden also produces a Dwarf-modified version for an additional 2,000 on both types, and a Troll version for 21,000 extra on the Electric Fuel Cell version or 10,250 for the petrol-powered version. The Troll version adds two Reinforced Bucket Seats at the expense of the two Standard Bucket Seats, and in the case of the Petrol-powered model, reduces its Load rating to 65.

Holden produces a Rigger-modified Commodore VX2 for an additional 4,000.

Finally, a HSV model featuring Engine Turbocharging can be purchased. The HSV model adds 2 to the Acceleration Rating on both vehicles; the Electric Fuel Cell version gains a 35-point increase to its Speed, reduces its Signature to 3, and drops to an Economy Rating of .9km/PF. It costs 2,000. The HSV model for the petrol-powered vehicle costs 3,750 and provides a 60-point increase to the vehicle’s Speed Rating, lowers the vehicle’s Signature to 0, and drops the economy of the vehicle to 7.22km/L.

HOLDEN THUNDERSTORM SS UTE

The Holden Thunderstorm SS is a V8-powered cab chassis workman’s utility vehicle. With 4WD modified handling, an Engine and Water seal, Winch, and flatbed cargo space for up to one ton of work gear, the Thunderstom is as much at home in the city as it is in the outback. The Troll-modified version is a favourite amongst construction workers, where the massive cab and cargo space allow the biggest of worksmen to do their job; the Dwarf-modified version is a favourite amongst electricians with the extendable ladders to aid in entering the cab and getting to the flatbed cargo area.

Holden also produces Dual-Cab models, which add a second Bench Seat, which is popular amongst larger companies as they can transport twice the amount of workers and all their gear. However, even the increased size of the Holden Thunderstorm SS Ute’s Troll Cab Chassis cannot accommodate Nordic Giants (because of their size) or Mediterranean Minotaurs (because of their horns).

The costs for any factory kits are cumulative; however the equipment installed at the factory does not reduce the vehicle’s available CF or Load as these alterations include the necessary engine modifications and increase the size of the cab as necessary. However, if the user later wants the alterations made, they follow the usual Customisation rules from Rigger 3.

HOLDEN THUNDERSTORM SS UTE

Handling: 4/4 Speed: 120 Acceleration: 8 Body: 4 Armour: 2
Signature: 2 Autonav: 0 Pilot: 0 Sensors: 0
Cargo: 44CF, 1000 Load Seating: 1b Entry: 2d+Flatbed Fuel: 95L Econ: 4.25km/L S/B:- L/T:-
Chassis: Van SI: 2 Cost: 106,200 Avail: 5/5

The Holden Thunderstorm SS Ute is equipped with “Concealed Armour” (the rigid cab chassis’s rugged design and the Bullbar installed as standard provide the vehicle with 2 points of armour). It features Rating 6 Anti-Theft equipment, a Winch, an Engine and Water Seal, APPS for the two passengers, and a Crash Cage.

A Dual Cab Chassis with an additional Bench Seat with APPS for two and a Crash Cage extension is available for an extra 9,000.

A Dwarf-modified version is available for 2,500 extra and includes extensible ladders. If the buyer wants the Dual-Cab option, it can be installed with Dwarf modifications at no extra cost, but this must be specified at the time of purchase.

The Troll version replaces the Bench seat with a Reinforced model and costs 5,400 extra; a Troll-modified Dual Cab Chassis model is also available for an extra 18,500. It includes APPS for two and the Crash Cage extension as standard.

HSV produces a Thunderstorm which includes Turbocharging Level 1. This increases the Speed by 30, increases the Acceleration Rating by 2, reduces the Signature by 1, and lowers the Economy Rating to 4.03km/L.

HOLDEN ASTRA

The Holden Astra is a sleek sports coupe based on the highly successful Holden VX2 Commodore. The Astra was designed to be a low-cost, high-quality alternative to foreign sports cars, and is available in a variety of different modifications packages, including a Convertible form. Astras feature the same dual gearbox and anti-theft devices as the VX, along with air conditioning and a CD player/radio.

The Holden Astra Convertible in is Troll-modified form is capable of seating Nordic Giants (though it’s still a bit of a squeeze and also looks silly) and Mediterranean Minotaurs as long as the roof is down. However, this leaves the passengers open to the weather; though of little import in the moderate clines of the Mediterranean, leaving a car open to the howling winter winds of the Far North is rarely a good idea, so most Giants opt for the Jackaroo.

All design options are cumulative, but they include the price of any necessary engine modification for additional Load and chassis increases for extra CF. Although these options could then be added later, they would follow the Rigger 3 rules for Customisation and may reduce the amount of CF or Load the vehicle has available.

HOLDEN ASTRA

Handling: 3/8 Speed: 200 Acceleration: 15 Body: 3 Armour: 0
Signature: 2 Autonav: 0 Pilot: 0 Sensors: 0
Cargo: 5CF, 100 Load Seating: 2+1b Entry: 2d+1t Fuel: 60L Econ: 6km/L S/B:- L/T:-
Chassis: Sports Car SI: 2 Cost: 61,200 Avail: 3/3

The Holden Astra features APPS for the front seats, a Crash Cage, and anti-Theft equipment, Rating 6.

A Rigger-Adapted version is available for a further 4,000.

A Dwarf-adapted version is available for a further 2,500.

A Troll-Adapted Version is available for a further 9,000. It changes the Bucket Seats over to Reinforced models. However, due to the limited power of the Astra’s engine, this forces the removal of the Bench Seat, though all other statistics remain unchanged.

The Convertible model is available for 4,250; it adds Convertible to the design’s notation, adds “Top” to the entry profile, and requires the removal of the Crash Cage; Roll Bars are added for customer protection.

A GridGuide model which adds Autonav 2 is available for another 1,000.

Finally, HSV produces a turbocharged Astra. It adds 60 to the design’s Speed Rating, 2 to the design’s Acceleration, lowers the Signature to 0, and reduces the Economy to 5.41km/L. It costs a further 3,500.

HOLDEN JACKAROO 4WD

The Holden Jackaroo is marketed as the most cost-effective 4WD in existence. With exceptional handling, a Water and Engine Seal for true off-road performance, a Winch in case the Jackaroo gets mired, and the usual Holden safety features and design extras, the Jackaroo lets its driver tame any jungle- be it concrete or actual vegetable.

The Holden Jackaroo in its Troll variant was designed after Holden began exporting to the Mediterranean and icy North, and is the first vehicle in the world designed to seat Giants and Minotaurs.

HOLDEN JACKAROO 4WD

Handling: 4/4 Speed: 120 Acceleration: 10 Body: 4 Armour: 3
Signature: 2 Autonav: 0 Pilot: 0 Sensors: 0
Cargo: 20CF, 1000 Load Seating: 2+2fb Entry: 4d+1t Fuel: 150L Econ: 5.1km/L S/B:- L/T:-
Chassis: SUV SI: 2 Cost: 117,500 Avail: 6/6

Holden Jackaroos come with APPS for the front seats, a Crash Cage, Rating 6 Anti-Theft equipment, a Water and Engine Seal, and a Winch. The standard Bullbar, rigid chassis design, and protection systems provide the Jackaroo with 3 points of “Concealed” armour. The Bench Seats can be folded down for an extra 12 CF when not in use.

A Dwarf-modified Jackaroo is produced for an extra 2,500; it features extending ladders beneath each door to aid in entry, and modified seating for smaller metahuman drivers. The Bench Seats can still be folded down for an extra 12 CF of cargo space.

The Troll-Modified Jackaroo changes the two standard Bucket Seats over for Reinforced Models, and the two Bench Seats are replaced with Reinforced models. Unfortunately, the chassis modifications and anchorage points required for these Reinforced models means that the seats cannot be folded down for extra cargo space. It costs an extra 16,500.

Finally, Holden produces a Rigger-adapted model for an extra 4,000.

HOLDEN MONARO HSV GTS 2060

The Holden Monaro HSV GTS is, without a doubt, the most powerful vehicle on today’s roads. The Monaro made another triumphant return to the Bathurst Endurance 24 Hour race two years ago; the competitors at the race (which included expensive imported Eurocars, Saabs, Ferraris, and Lamborghinis) demanded that the Monaro be fitted with a governor that limited the design’s speed and acceleration profiles; HRT complied, but the Monaro still won the race by an incredible 78 laps.

The Monaro is produced only by HSV, and features a highly customised V12 engine, which is further turbocharged to within microns of its stress tolerances. Monaro HSV GTS 2060s are capable of speeds far in excess of 500kph, and the incredible acceleration profile of the Monaro subjects its drivers to G-Forces usually reserved for fighter pilots. Rigger adaptation and Autonav are standard features, along with padded seats ergonomically designed to cushion passengers at high speeds. Anti theft devices protect the Monaro, which is equipped with a Dual Gearbox, CD Player/Radio and Air Conditioning.

Most foreign governments force Monaro HSV GTS 2060 owners to fit their cars with engine governors to limit their speed and acceleration profiles if they want to drive them on the road; otherwise, it remains an illegal vehicle and must only be kept for display.

The Monaro’s critics point out that the vehicle still lacks the style, sophistication, and instant recognisability of a Ferrari 770; Monaro lovers are just as quick to point out that the Monaro also lacks the Ferrari’s price tag- and is still twice as fast as the Ferrari.

In an era when most companies are turning to “Smart” construction materials and nanotechnology manufacturing techniques to gain speed and acceleration increases, Holden has thrown down the gauntlet by proving once and for all that the only limit to design capability is metahuman ingenuity.

Due to the unique nature of the Monaro, Dwarf and Troll modifications can only be made at the factory. Holden has just released versions of the Monaro outfitted for Giants and Minotaurs.

HOLDEN MONARO HSV GTS

Handling: 2/8 Speed: 455 Acceleration: 30 Body: 3 Armour: 0
Signature: 0 Autonav: 2 Pilot: 0 Sensors: 0
Cargo: 5CF, 100 Load Seating: 2 Entry: 2d+1t Fuel: 100L Econ: 4.64km/L S/B:- L/T:-
Chassis: Sports Car SI: 2 Cost: 185,000 Avail: 9/9

The Monaro HSV GTS 2060 includes a highly customised Engine with Level 5 Turbocharging (factored in), APPS for both passengers, a Crash Cage, Roll Bars, and Rigger Adaptation. It is protected by Rating 10 Anti-Theft equipment. It has the Custom Built, Level 3 Master Worksmanship, and Safety Certified Quality Factors (see p.76, R3).

A Dwarf-modified version is available for a further 3,000.

A Troll package is available for a further 16,800, or 20,000 for the Giant/Minotaur variant. These versions feature Reinforced Bucket Seats and increased internal space to accommodate the Giant’s massive size and the Minotaur’s horns.
Yea, verily. Let it be known far and wide that Nightward loathes MW: DA. Indeed, it is with the BURNING ANIMUS OF A THOUSAND SUNS that he doth rage against it with.
Nightward
06/08/03 11:28 PM
210.50.57.143

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Indeed. Also, the M&M rules also had stuff for implanting options in cyberlimbs, syberskulls, cybertorsos and so on for free if they didn't exceed a certain size, like the CF rules for Rigger. That also made a lot of sense- I'm getting a bloody machine strapped of instead of flesh, give me a break already

The idea with linking the Essence Index to Body was that Trolls (and others with high Body ratings) heal more quickly, and as a result, recover from the implant surgery "better", which means they can handle implant surgery more often than people who are weak or scrawny. Also, these big people have a stronger skeleton, which means that their skeletal system can handle more anchorage points for things like cyberarms. The net result of this is that people with high Body ratings can accept sugery more often and more invasively, which gives them more "points" to play around with.

The idea of linking Bioware in the same way is that people with high Body ratings are tougher, so the actual surgery, along with the subsequent medical treatment, has a lessened impact on them, as their recovery time is lowered and the drug treatments are either smaller, or more infrequent, or have fewer side effects.

Linking Willpower to the new statistic was meant to show that a person with high willpower can learn to use their cyber and bio ware more quickly and effectively than someone with low Willpower can, in the same way that someone with a high Willpower gains the advantage of "extra" training time in the SR2 companion. It also represents the fact that people with high Willpower rating will remember to take their drug treatment courses, and adapt to the new implant better than someone with low Willpower. For example, a more strong-willed person will probably experience less pain, phantom sensations, and adjust psychologically better to the loss of the limb or invasiveness of the procedure. All told, someone with high Willpower just adjusts to having bioware or cyberware better than someone with low Willpower.

"Except Shadowrun's not real. It has additional laws of physics and biology that reality lacks. One notes that magic-free Cyberpunk 2020 has a fairly similar means of controlling implants, based on a less consistent but equally insubstantial means of gauging the 'damage' implants does to people. Brain transfer was medically possible, but likely to drive many people with average...Empathy was it?...insane."

Yep. As well as taking into account the way that implants can effect game balance, this is, after all, an RPG. No matter how much you want your characters to be mindless automatons who mindlessly slay, steal, and accumulate XP (or the equivalent), they're supposed to be real people as well. I know I wouldn't take well to having a leg lopped off and replaced with a 100kg metal replacment- I have enough trouble trying to stay on my frigging Coeliac diet and remembering to take my drugs for Asthma and Crohn's disease, plus remembering to wear my reading glasses.

An interesting debate all told, my friend. I hope you enjoy the Holden vehicles.
Yea, verily. Let it be known far and wide that Nightward loathes MW: DA. Indeed, it is with the BURNING ANIMUS OF A THOUSAND SUNS that he doth rage against it with.
CrayModerator
06/09/03 03:33 AM
65.32.253.120

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If you want a broader SR audience:

http://forums.dumpshock.com/default/
Mike Miller, Materials Engineer

Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.
Nightward
06/10/03 04:14 AM
210.50.57.32

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Thanks. I'll do that. Still, what did you think?
Yea, verily. Let it be known far and wide that Nightward loathes MW: DA. Indeed, it is with the BURNING ANIMUS OF A THOUSAND SUNS that he doth rage against it with.
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