# Here's the first version of my net.sourcebook based on stuff grabbed off # of ShadowRN... I've tried to attribute the mods where possible, but # some of them were group efforts, so... # BTW - not all of the restrictions are in place, and they definitely haven't # been thoroughly debugged - beware. # Alfredo B Alves (dghost@juno.com) 3,1,"Rigger tank",1,1,0,"Armour","-1","Cost += 140 + 28 * Level; CFUsed += 12; LoadUsed += 150;" 3,1,"Rigger tank (reinforced)",1,1,0,"Armour","-1","Cost += 280 + 28 * Level; CFUsed += 15; LoadUsed += 350;" # Frank Pelletier (jeanpell@vega.ivic.qc.ca) # He called it "Increase Body", but I think that implies that more than # one level is available... 3,1,"Reinforced Body",1,1,0,"","Level == 0","LoadUsed += 10 * Body; Body += 1; Cost += 100 * Body; CFUsed += Body" # Mike Bobroff (airwisp@aol.com) # Basically an auto-repair system with nanites having Vehicle B/R equal to # their level (unless the Vehicle has taken a D wound, or the main control # unit is damaged). The damage modifier of the vehicle is applied to the # VBR roll. 3,1,"Nano-Mech",1,1,0,"Level","Level < 10","Cost += Level : 25 50 100 150 400 500 600 1400 1600 1800; CFUsed += 1 + Level / 3; LoadUsed += 25;" # This was the initial VGW post... There were many others. # At under half speed, handling is at +1, above half speed, aircraft gets # +10% speed 3,1,"Variable Geometry Wings",1,1,0,"","Level == 0","Cost += 500;" # When driving in restricted terrain, handling improves by 1. # When driving in tight terrain, handling improves by 2. # (Both on-road and off-road handling are affected) # I've arbitrarily decided that bikes can't have this. 3,1,"All Wheel Drive",1,1,0,"","Level == 0 && Chassis.ChassisType & 1 && Chassis.ChassisType & 17 != 17","Cost += Body * 100; CFUsed += 1; LoadUsed += 15;" # Basically an additional load-enhancer for electric engines - incompatible # with Engine Customization 3,1,"Electrical Engine Amplification",1,1,0,"Level","Level <= 10 && Engine.EngineName == 'Electric*' && Global.ECLevel == 0","Cost += Engine.Cost * Level; CFUsed += Level / 4; Load += Load * 0.05 * Level; LoadUsed += Level" # Gurth (gurth@xs4all.nl) # When activated, multiply Speed and Accel by (Level + 1), Economy is # divided by 100 (!) 3,1,"Afterburners",1,1,0,"Level","Engine.EngineName == 'Diesel*' || Engine.EngineName == 'Gasoline*' && Level <= 3 && Chassis.ChassisType & 200 == 8","Cost += Level * 1000;" 1,1,"Airboat",4,8,2,0,5,70,0,-1,0,"1b","o",0,"N","",50 2,"Airboat","Jet Propeller",50,125,5,15,200,2500,3,1,3,100,35 # Sam Thomas (sinbad@dfw.net) # I've allowed keeping your current handling if it's better than 4... 3,1,"Active Suspension",1,1,0,"","Level == 0 && Chassis.ChassisType & 1","Cost += Body * 25; Handling = 4 << Handling; OffRoad = 4 << OffRoad;" # Ereskanti (ereskanti@aol.com) 1,17,"Bike",3,3,1,0,0,1,0,-1,0,"1b","o",0,"N","",1 # He wrote Speed: Q x Gear # I'm assuming a Gear Multiplier of 3 min, 10 max # His load ratings are obscene, so I'll assume that he meant including # a standard 100 kg passenger (and tack on a bit for niceness) # He had no accels, I'll use Q to Q*2, no sig, I'm using 3 # Economy doesn't really apply - I'll say 10 for the sake of argument # For Fuel, I'll say Runner's Body (yes, this whole thing doesn't translate # too well... Tough. :-) 2,"Bike","Quickness 3",9,30,3,6,10,50,3,10,10,3,0 # Max Rible (slothman@amurgsval.org) # He's got a page of his R2 "fixes" at # http://www.amurgsval.org/shadowrun/rigging.html # which is where I snagged these from... # This is very high-powered. Affecting the Speed, Load, and Accel for such a low price may be unbalancing... 3,1,"High-Performance Engine",1,1,0,"","Level == 0","Speed *= 1.5; SpeedMax *= 1.5; Accel *= 1.5; AccelMax *= 1.5; Load *= 1.5; Sig -= 1; Economy *= 0.66; Local.ET := 'Nothing' 'Diesel' 'Gasoline' 'Methane' 'Electric'; Local.ECM = Local.ET : 0 1 1 1.5 2; Cost += Engine.Cost * Local.ECM;" # I think his sig improvement is a little too high-powered, but... 3,1,"Passive Aural Masking",1,1,0,"Level","Level <= 4","Sig += Level; Cost += 30 * Level; LoadUsed += Body * 5 * Level;" # He spelled it "Armor", but I'm Canadian, eh? 3,1,"Composite Armour",1,1,0,"Armour","Level <= 8","Armour += Level; Cost += Body * Body * 75 * Level;" # Rick J Federle (griffinhq@juno.com) # He didn't provide different engines for small and large Labors, so I just # duplicated them # They should probably have a higher cost (and I think the Large Labor should # also cost a little more, being a two-person machine) 1,1,"Labor, Small",4,4,5,0,20,100,0,-1,0,"1b","1h",0,"N","",300 1,1,"Labor, Large",5,5,6,0,30,200,0,-1,0,"2b","1h",0,"N","",350 2,"Labor, Small","Electric",10,30,2,5,150,450,8,0.5,2,150,50 2,"Labor, Small","Gasoline",30,80,5,10,250,1000,3,5,12,60,120 2,"Labor, Small","Diesel",60,150,8,20,500,2000,2,0.5,3,150,250 2,"Labor, Large","Electric",10,30,2,5,150,450,8,0.5,2,150,50 2,"Labor, Large","Gasoline",30,80,5,10,250,1000,3,5,12,60,120 2,"Labor, Large","Diesel",60,150,8,20,500,2000,2,0.5,3,150,250 # D. Ghost (dghost@juno.com) # Alternate Labor stats 1,1,"Labor, Anthroform",4,4,6,0,4,35,0,-1,1,"1b","1",0,"N","Mechanical Arms(2)",6850 1,1,"Labor, Walker",5,5,6,0,10,80,0,-1,1,"1b","1",0,"N","",2745 2,"Labor, Anthroform","Diesel",5,15,1,2,50,650,2,0.1,0.5,500,100 2,"Labor, Walker","Diesel",5,15,1,1,50,600,2,0.1,0.75,500,150