Riggers
Driving a car remotely can be great. A virtual control
panel opens before you in AR or VR, the car’s built-in
sensors appear as a display, and your every command
is relayed to your car and obeyed as though you were
physically at the wheel. You could make the car drive
with a gesture or a thought and keep most of your attention
on something else, like watching Neil the Ork Barbarian
split the heads of his enemies like so many ripe
melons. That’s how most denizens of 2075 drive their
vehicles, when they drive at all.
But what if you could be the car? What if you could
tap the same unconscious impulses you use to move
your limbs, flick your eyes to focus on different objects,
and instinctively keep your balance and avoid obstacles,
and use them for your car? What if you could not just
make the car drive, but dance? If you did that, you’d be
a rigger.
Free as a Bird
Being a rigger isn’t like being any ordinary wheelman.
You have the ability to become your vehicles and
drones, at least virtually, making you more than just the
sum of flesh and metal. Movement uses a lot of different
parts of your brain, as do your senses, and the control rig
connects to every one of them. That makes it easily the
most invasive piece of headware you can buy, and that’s
saying something about the people who buy them.
When you jump into a vehicle or drone, your control
rig feeds information to your brain to make you feel like
the machine you’re jumping into. There’s a bit of a virtual
transformation process that takes a second or two, helping
ensure that the change doesn’t hit you like a brick
to the noggin. After that, your control rig uses signals
from your brain to control the machine, so it moves the
way you want it to, so seamlessly that you might as well
be one being. Acceleration, braking, maneuvering, all
as easy wiggling your big toe or shifting your weight in
your meat body.
There’s more to a control rig than just movement.
It also interprets input from the vehicle and feeds it to
your brain as sight, sound, feeling, scents, and other sensations.
An empty gas tank feels like hunger. A sensor
package becomes your eyes and ears. The rigger interface
package comes with an accelerometer so you can
feel balance. And of course, damage feels like pain.
The Game is Rigged
Riggers serve in a lot of roles in the Sixth World. They
most often serve as drivers (obviously), although
only a small percentage of professional drivers—bus
and taxi drivers, chauffeurs, delivery drivers, and so
on—actually spring for a control rig. Drivers who need
to be very precise or very efficient, like high-speed
couriers, race drivers, emergency service drivers, etc.,
have a much higher chance of being riggers.
Riggers can perform a large number of services using
drones, controlled remotely from a central location.
Traffic monitoring and police beats are often covered by
drones, usually flying ones. Riggers use drones for hazardous
jobs, like reactor maintenance, firefighting, mining,
and demolitions. Drones are often the first forces to
arrive at a violent crime scene, partly because they’re
faster, but mostly because it’s safer for law enforcement.
Riggers don’t have to stick to vehicles and drones.
Other devices can be adapted for rigger control, too.
Mounted turrets, especially water cannons on firefighting
trucks and anti-aircraft batteries on naval vessels, are
often rigged. There’s a specialized rigger interface for
musical instruments that only partly overrides the user’s
motor function so he can still play to an audience on
stage. There are a lot of large and/or secure facilities that
have a rigger running and monitoring the entire building.
Riggers in the Shadows
But that’s all just in regular life. You want to hear about
riggers in the shadows.
Riggers are great in a fight. A single rigger can put
several combat drones into a fight at once and use them
as a mobile strike force or for suppressive fire. In larger
spaces or on the run, a rigger in a tricked-out vehicle can
be as effective as a tank. Even in smaller spaces, don’t
underestimate the maneuverability and firepower (and
attitude) of a rigger on an armed motorcycle.
Riggers are also good for recon. Microdrones and
minidrones can sneak into secure areas and collect information
for you. Larger drones can patrol a perimeter
If you’re clever, a rigged car innocently parked in a strategic
location can feed information on the entire area.
Of course, you can drive the team around, too. It
is, after all, your main thing. Especially when “around”
means “at a hundred and fifty kilometers per hour up
I-5 while they hang out the windows firing at a go gang/
police squad/corporate gunship/enraged dragon.”
Being the Machine
Rigging starts with the important first step of having a
control rig augmentation (p. 452) for your character.
That’s only a starting point, though—there’s a lot more
to being a rigger than just having a rig. Like everything
on the street, it’s also about your skills. And then, the
most SOTA rig and the best skills still won’t mean squat
without something to take control of, and that means
a vehicle or a drone. Or several drones, in which case
you’re going to want a rigger command console, or RCC.
No one ever said being this cool was gonna be cheap.
More Than Metahuman
A control rig is the place to start, but it’s not the only
thing you’ll need as a rigger. Just as every rigger needs
a vehicle, every control rig needs a rigger interface. The
rigger interface is specialized gear that is fitted to a vehicle
and allows you to jump in, rigger-style. Drones are
designed for use by riggers, and have been designed
with the rigger interface built in. Nearly all vehicles
need to have the interface added as an after-factory
option, however, except for military and law-enforcement
vehicles.
The Control Rig
The control rig implant connects to a lot of different areas
of your brain. It uses your motor cortex, of course,
along with parts of your cerebrum, brain stem, and the
sensorium, with a few tendrils snaking around your
pre-frontal and frontal cortices. It has a built-in sim module,
so you can use it for DNI with other devices. It also
comes with a universal data connector and about a meter
of retractable cable (it’s like getting a free datajack).
Complete Control
Vehicles and other devices (like doors, trid-sets, and
so on) can be controlled in four ways. Manual control
requires actual physical controls, like a steering wheel,
throttle, buttons, an AR display, or anything else a person
can manipulate to control the device. Remote control
is the result of the Control Device action (p. 238),
and rigger control is the result of jumping into the device.
Autopilot requires that the device have a pilot program,
which most vehicles and drones do.
Control Override
A device can only be controlled one way at a time. You
can’t, for example, have a person manually firing a turret
at the same time you’re firing the same turret to get
extra shots. Some control methods can be overridden
by other methods, and the highest in this order controls
the device. At the top of the order is rigger control, followed
by remote control, then manual control, and lastly
autopilot. You can override someone else’s control on a
device by using a method that comes in higher on that
list, so if you issue a command through a control rig, attempts
to maneuver at the same time using a remote
control or manual control will be overridden. Once a device’s
control is overridden, it cannot be controlled by
a method equal to or lower than it in the order until the
Initiative Pass after the current controller relinquishes
control (voluntarily ... or not).
Rigging Skills
The skills you mainly want to look at as a rigger are the Vehicle
Active skills. Those are all of the skills that begin with
the word “Pilot,” plus the Gunnery skill so you can shoot
from your vehicles. Typically, you’ll use Pilot Ground Craft
most often, since you’re something of a ground-dwelling
creature yourself. If you get drones that are not ground
craft (probably flying ones), you might want the Pilot
skill(s) for the drones, too.
Vehicle Active skills are on p. 146.
Rigging and You
Riggers have a special set of rules when they’re jumped
in. This makes them more powerful, but also exposes
them to more risks. Here’s the skinny on all of the specialness
you’ll have as a rigger in the Sixth World.
Taking the Jump
If you want to jump into a vehicle (or drone, or turret, or
articulated six-axis arc welder), there are some prerequisites.
You need an implanted control rig (if you don’t
have that, you’re in the wrong chapter), you need to be
the owner of or have three marks on the vehicle or drone
you’re jumping into, and of course you need the vehicle
to have rigger interface gear.
Jumping into a vehicle is a Complex Action if you’re
in AR, or a Simple Action if you’re already in VR when
you make the jump. If you’re using a direct connection
and already plugged into the vehicle or RCC, you can
jump into a vehicle directly from your meat body by taking
a Simple Action.
From the Matrix, your icon and the device icon
merge into a single icon. Usually, it’s just your icon there,
but you can make it look like something else if you want
separate icons indicating “you” and “you jumped into a
rigged death machine.”
VR and Rigging
When you’re jumped into a vehicle or other device, you’re
in Virtual Reality mode. The control rig allows you to treat
Vehicle actions the same way you treat Matrix actions, so
any bonus you get to Matrix actions also apply to Vehicle
actions when you’re jumped in; this includes Vehicle Control
Tests, Gunnery Tests, and Sensor Tests.
Just like in the Matrix, you have the option of using
cold-sim or hot-sim while rigging. If you’re using coldsim,
you get +2D6 to your Initiative (3D6 total), and any
biofeedback damage you take is Stun. If you’re using
hot-sim, you get +3D6 (4D6 total) Initiative dice, and
a +1 dice pool bonus that applies to all Matrix test (including
Vehicle actions), but all biofeedback damage is
Physical damage.
Rigging and Limits
When you’re jumped into a vehicle, drone, or other device,
the limits of that device are increased by the rating
of your control rig. This includes vehicle and drone Sensor,
Speed, and Handling, and the Accuracy of mounted
weapons when used by the rigger. The control rig also
connects more smoothly through an RCC when operating
in VR.
Noise and Rigging
If you’re rigging via wireless, all of your actions suffer
from a Noise penalty (see p. 230). If you’re using a direct
connection, you don’t have to worry about Noise
at all. A rigger’s data cable gets a lot of use for this reason.
Physical Damage
Whenever the vehicle or other device you’re jumped
into takes Physical damage, the feedback can hurt you.
Whenever the vehicle or drone you’re jumped into takes
boxes of damage, you must resist half (rounded up) of
that damage as Biofeedback damage (p. 229).
Matrix Damage
When you take Matrix damage, it goes to the first device
you’re using for your persona, not the device you’re
jumped into. If you used your commlink or rigger command
console to enter VR before jumping in, your commlink
or RCC (respectively) is the target of Matrix damage
to your persona. If you’re directly connected to the vehicle
you’re jumped into, the vehicle takes the Matrix damage.
Jumping Out
When you want to jump out of a vehicle, drone, or other
device, you use the Switch Interface Mode action
(see Switch Interface Action Mode, p. 243) to go to VR
or AR. If you’re using a rigger command console, you
can instead use the Jump into Rigged Device action to
jump directly to another device on your PAN.
If the vehicle, drone, or device you’re jumped into
is destroyed while you’re jumped in, you suffer dumpshock
(6 DV biofeedback damage, p. 229).
Riggers and Deckers
As you’ve probably already guessed from all this talk
about Matrix damage, the hacker is the rigger’s natural
enemy. While riggers and deckers do have a lot of
similarities—sharing a few programs, using gear in the
Matrix, lots of time in VR—don’t get the two confused.
Deckers and technomancers may rule the Matrix, but
riggers have great power in the meat world. So respect
the hackers, but don’t fear them. Their software can
mess with your hardware, but your headware can mess
with their wetware, usually in the form of cranial trauma
by gunshot wound. Or tire tracks in sensitive places.
Rigger Command Console (RCC)
A rigger command console, or RCC, is like a deck for controlling
drones (or other vehicles and devices). It’s about
the size of a briefcase. It can act like a commlink and
has all the features of a commlink in addition to the cool
drone stuff. The main purpose of the RCC is to create
a PAN with your drones. This gives the standard master-
slave benefits (see PANs and WANs, p. 233), but the
RCC comes with some extra features.
Noise Reduction & Sharing
Along with all the standard features of a commlink, rigger
command consoles have Noise Reduction and Sharing
ratings that you set when you boot the console. The
Noise reduction rating is straight-up Noise Reduction (p.
230), which is cumulative with other forms of Noise Reduction.
The Sharing rating is the number of autosofts
you can run on the RCC that simultaneously run on all
slaved drones at the same time. One caveat: if a drone is
running any of its own autosofts, it cannot benefit from
the RCC’s autosofts.
The total of both ratings cannot exceed the device
rating of the RCC. You can adjust the values of these two
special ratings with a Change Device Mode action (p. 163).
Yeah, that means if your RCC has a Device Rating of 1 it can
only have one or the other feature running at a time.
Data Processing & Firewall
Rigger command consoles have the familiar Data Processing
and Firewall ratings from both commlinks and
cyberdecks, but they lean toward commlinks in their
functionality since they are not designed for versatility
and cannot be readjusted on the fly. Data Processing
is used to determine Initiative when running in VR and
acts as the Limit for all Command tests performed on
the RCC. Firewall is used to defend against unwanted
wireless intrusion onto the entire slaved drone network.
Group Command and Jumping Around
Your RCC manages several parallel connections at
once, so you can give a command to one, all, or some
of your slaved drones with the same Simple Action. This
multi-connection also lets you jump from one slaved
drone to another without first jumping out of the drone
you’re leaving. Commands issued from your RCC are
acted on during the drone’s Action Phase, not yours.
Drones receiving multiple contradicting commands
on the same control levels (see Control Override, p.
265) before they have a chance to enact those commands
on their Action Phase fail to perform any of them
and instead send an error message back to the users attempting
to issue the commands.
PANs & WANs (Rigger Style)
If you want extra protection for your drones and the ability
to command them all at once, you can slave them to
your RCC. Your RCC can handle up to (Device Rating x 3)
slaved drones, becoming the master device on that network.
The group of your slaved drones plus your master
RCC is called a personal area network, or PAN.
Whenever a slaved device is called on to make a defense
test, it uses either its own or its master’s Rating
for each Rating in the test. For example, if your slaved
rotodrone is the target of a hacker’s Brute Force action,
it could use your Willpower in place of its Device Rating,
and your RCC’s Firewall in place of its own Rating, assuming
that either or both of these Ratings improve on
what it already has..
The same rules for marks on slaved devices apply in
the RCC-drone relationship as in other Matrix couplings.
Most important to you are that if you get a mark on a
slave, you also get a mark on the master, and that if an
attacker has a direct connection, your drone can’t use you
for help. For more details, see PANs and WANs, p. 233.
There are also wide area networks, or WANs, with
multiple devices slaved to a host. This is the world of
that special kind of rigger, the security spider. They slave
their RCC to the building’s host and connect to the entire
security system, including all of its slaved drones. When
you’re inside a host, your effective “physical distance” to
drones slaved to that host becomes zero, even if you’re
on the other side of the world. The spider-rigger is often
teamed up with a spider-decker to help against hacking
intrusions on the security system.
Electronic Warfare for Riggers
No one likes getting jammed out of controlling their
own stuff. Yeah, the dog-brain pilot takes over, but who
wants that thing running the show?
If you’re using an RCC, you can compensate for noise
on the fly. Take a Complex Action and make an Electronic
Warfare + Logic [Data Processing] test. The hits from
this test act as Noise reduction (cumulative with all other
Noise reduction) for the rest of the current Combat Turn.
You can turn the tables on an enemy rigger or hacker
by using a jammer (p. 441). Some rigging purists say that
using jamming in a rigger duel is dirty pool, but sometimes
it’s just what you need to save your keister.
Getting Hacked
Rigger command consoles and vehicles, including
drones, are frequent targets of enemy deckers trying
to get the upper hand on an opponent. Riggers aren’t
deckers, but they aren’t completely inept in the world
of electronic warfare. Here are a few important Matrix
Actions riggers need to know about.
When you know there’s a Matrix attack coming, you
can use the Full Matrix Defense action to bolster your
cyberdefenses. This option slows you down a bit, but it’s
often better than losing control of your RCC or a precious
drone.
Sometimes it’s better to lose a drone for a few seconds
than to have it turned against you or sent careening
into the nearest dense object. You can use the Reboot
Device action to cut off an enemy hack before it
gets too far. This take a little time, as your drone won’t
come back online until the end of the following Combat
Turn, so be aware of the drone’s environment when you
perform this trick. A hard reboot won’t automatically result
in drone wreckage if you’re careful. An aerial drone
that can glide on its wings or on autorotation for a few
seconds will be fine when it comes back up, and surface
drones should be okay as long as they’re not going too
fast. If you’re flying a vectored thrust drone, you should
probably land it before you do this trick.
Getting Dumped
No, we don’t mean the “let’s be friends” conversation—
we’ve all been there, chummer—we mean getting
booted out of something you’ve jumped into. Riggers
can be forcefully ejected from their jumped-in vehicles
in three nasty ways. First, if the vehicle is destroyed or
bricked, you’re dumped. Second, if you’re using a commlink
or RCC and it gets destroyed or bricked, dump
city. Third, if you’re plugged into something with a universal
connector and your cable gets yanked from either
end (ouch), you get dumped.
In all three cases, a dumped rigger suffers dumpshock
(p. 229) and loses control of the vehicle (natch). Vehicles
with a Pilot Rating will return to autopilot control at the
beginning of the next Combat Turn. Vehicles are uncontrolled
(see Control Vehicle, p. 203) until someone else
takes control.
Drones
Drones are unmanned vehicles intended to be used remotely
by riggers or run autonomously. Of course, any
vehicle or other machine with a rigger interface can be
run remotely by riggers or autonomously, but drones
tend to be cheaper, more specialized to their function,
and don’t need to pay for parking. Still, the rules for
drones apply to any remotely controlled or rigged device,
but between us chummers let’s just say “drone”
because it’s shorter.
Drones in the Matrix
Drones are devices, so they show up in the Matrix. This
can make them a target for enemy hackers, but it also
means you can reach your drone from anywhere on the
planet. If you’re jumped into a drone, the drone’s Matrix
icon and your device’s icon merge. When jumped
into a drone (or any vehicle for that matter) the attacker
can only target you (your persona and the device it’s
on) and not your drone. When you’re not jumped in,
your drone becomes a valid target once again.
The Device Rating of a drone is the same as its Pilot
Rating, meaning all of its Matrix attributes are equal to
the Pilot Rating.
Pilot Programs
Pilots (the programs, not the people) are not bright.
They’re called “dog-brains” by those who have to work
with them, much the same way a particularly thick person
might be called a “drone-head” by those who work
with him.
A pilot program is specific to the device it’s in. You
can’t just copy a program from one device and move it
into a different one. After a week or so, the pilot is so
adapted to the specific vehicle, drone, or other device
that it’s useless in anything else, even other devices of
the same model.
Pilots have a Rating indicated by the Device Rating
of the vehicle, drone, or other piece of gear they’re
in. This rating is used in place of any Mental attribute
needed for a test, but it hardly makes up for a metahuman
brain. When faced with something novel or unexpected,
or a complicated command, a Pilot program
must make a Device Rating x 2 Test against a threshold
set by the gamemaster based on how confusing
the situation is. If it fails this test, it blithely continues
doing what it was doing before, or simply stops entirely
and asks for instructions.
Autosofts
Autosofts are specialized programs designed to increase
the effectiveness of a drone’s performance. In
other words, people have skills, drones have autosofts.
An autosoft is rated between 1 and 6. A drone has a
number of slots to use for autosofts and cyberprograms
equal to half its Device Rating, rounded up. Swapping
autosofts and programs is a Complex Matrix Action.
Here’s a short list of autosoft programs. An autosoft
with the term [Model] in it means that each copy is for a
specific model of drone or vehicle; for example, a Steel
Lynx Maneuvering autosoft only works for Steel Lynx
drones and is useless in a Nissan Jackrabbit or a Doberman
drone.
-
Clearsight: This acts as the drone’s Perception skill.
-
Electronic Warfare: Exactly like the Electronic Warfare
skill.
-
[Model] Evasion: This autosoft teaches the drones
autopilot how to avoid being locked onto by Sensors.
-
[Model] Maneuvering: This is like a Pilot [Vehicle
type] skill, except that it only applies to one specific
drone model.
-
[Model] Stealth: This autosoft helps a drone of a
specific model operate with as much stealth as possible
and acts as the Infiltration skill for the drone.
-
[Weapon] Targeting: This is the Gunnery skill, but for
a weapon of a specific model. If you mount an Ingram
Smartgun, you’ll need an Ingram Smartgun Targeting
autosoft for it.
If a drone is slaved to a rigger command console and
isn’t running any of its own programs, it uses the programs
running on the RCC. This can exceed its normal
program limit.
Drone Combat
Rules for drone combat are the same as those for regular
flesh-and-blood characters and can be found in the Combat
chapter (p. 158). Specific rules for using Gunnery and
Sensors in combat can be found there as well (p. 202).
Drone Perception
A drone observes its surroundings with a Pilot + Clearsight
[Sensor] Test. If you’re jumped into the drone,
you make a Perception + Intuition [Sensor] Test. Either
way, you get to use the drone’s entire sensor suite, if
it has one.
Drone Infiltration
Drones sometimes need to be sneaky. When this
occurs, a few things need to be taken into consideration.
When operating independently, drones roll
Pilot + Stealth [Handling] vs. Perception + Intuition
[Mental]. You might want to put your drone into
silent running mode, or its Matrix icon would be a
dead giveaway of their presence to anyone scanning
the scene in the Matrix. When jumped in, the test is
Stealth + Intuition [Handling] vs. Perception + Intuition
[Mental]; you probably want your persona operating
under silent running while you’re at it.
Drone Initiative
Drones acting autonomously have an Initiative attribute
of Pilot Rating x 2, and get 3D6 additional Initiative
Dice (for a total of 4D6). When jumped in, the
drone uses the VR initiative of the rigger.
Repairing Drones
Drones have two damage tracks, Physical and Matrix.
Fill up either one and it’s bye-bye birdie as the drone is
either irreparably destroyed and joins the spare parts
collections, or it gets bricked and it’s time to completely
rewire its guts. But up until that final box is filled, damage
done to a drone can be repaired.
Repairing Physical damage follows the rules for
building and repair on p. 145. To repair Matrix damage,
check out Repairing Matrix Damage, p. 228.
If the chassis and the electronics of your drone get
trashed, it will probably cost you more to fix it than buy a
new one. But if it has sentimental value, ain’t it worth it?