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Rigger2: A Shadowrun Sourcebook

Rigger2: A Shadowrun Sourcebook

List Price: $20.00
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Product Info Reviews

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Rating: 5 stars
Summary: An excellent sourcebook for any high tech game
Review: Although the rules presented in the book are pretty complex if you don't like them DON'T USE THEM! The book has some of the best mechanics for electronic warfare I have ever seen in an RPG and they are easily adapted to other games (I'm working on a CP2020 adaption).

The lack of pictures is a big downer but that's FASAs new direction <shrug>. The new vehicles and drones are lame but the new cyber and modification rules are excellent. Amusing how the drones in 2060 are less advanced in many areas then even todays UAVs heheh

Even if you don't play Shadowrun get this book and steal..err...borrow the rules you like. It's worth it just for the ECM/ECCM rules and gear.

Rating: 3 stars
Summary: Nice, if that's what you're into
Review: I bought this book thinking that it would simplify the rules presnted in the Shadowrun 2nd ed. rules. It didn't. To be fair, it realistically represented what the cars and riggers would do. However, the action is slowed down because there is an entirely new set of rules to learn (to add on to the combat, the decking, the magic and the adpet rules). The maneuver point system is very confusing, and the new rules for sensors and all that other gadgetry is horrendous if you are trying to have a quick game. It comes down to your likes. If you like a lot of detail, and want to run a bunch of car scenes (a la Knight Rider), you'll LOVE this book. It just didn't do it for me. I did like the customization rules however, which are in the back of the book. If you ignore all the rules in the front, just use the creation system, then use the new stats in this system, it is very workable. I, however, feel that the customization rules doesn't justify the cost of buying a new supplement. If you want the basics of the new system, but don't want the expensive rulebook, they're in the shadowrun 3rd ed rules. The customization rules are not there, though, so you may want to buy this book just for them (you can also let the riggers player use this book so he won't sit there looking at your main rulebook all night! :-)

Rating: 5 stars
Summary: Excellent
Review: I found the Rigger 2 to be an excellent reference book for Shadowrun. I found alot of the rules concerning riggers in the Shadowrun wnd edition master book to be very vague. The Rigger 2 allowed me to really expand upon my rigger character.

Rating: 4 stars
Summary: A very well written reference for vehicle enthusiasts
Review: I reccommend this book on the basis of its originality and thoroughness. I think that it updated several parts of the game. I'll never forget the "gremlins" flaw--I find it highly realistic and highly amusing.

Thanks FASA! (For another good sourcebook)

Rating: 5 stars
Summary: This book is a must have for anyone interested in Riggers.
Review: If you like Riggers, or are even REMOTELY interested in them, you MUST get this book. From new rules to new toys, this book has it all. GMs, this is a must-have for you. It'll help you make your runs much more entertaining for your Rigger, and for the other runners as well. Rules for CCSS will enhance your runs beyond your wildest dreams... if you liked RBB, you'll LOVE this book. Its a 10, except for the lack of vehicle artwork. If it had artwork for all the vehicles, I'd give it an 11. The way it is... 9.7.

Rating: 1 stars
Summary: Making Matters Worse
Review: If you want to make the game overly complex, as if it isn't already, then you need to buy this book. On paper the rules make sense and seem playable, but when implemented in the game they bring the role-playing to a standstill. Supplements like this simply take the role out of role-playing.

Rating: 4 stars
Summary: great book, just ignore the editorial mistakes
Review: Ignoring a few glaring problems, Rigger 2 is one of the best Shadowrun supplements to date. It has taken the rigger character from a rather substandard runner to a integral and necessary part of a Shadowrunning team. The new vehicle combat rules are a bit more involved than the old ones, but give a more clear cut sense of exactly what is going on, and what a driver can and can not accomplish. They also make the driver's role more important; if the driver isn't doing do well, the rest of the team suffers the loss of actions - this part of the new rules also eliminates that pesky problem of characters with wired reflexes being as good with vehicles as those with VCRs. Rules for drones have been expanded, and finally, drones are useful as opposed to nifty, CF-hogging gadgets. Another addition in this tome is the concept of electronic warfare. This brings an additional level of depth to the rigger's repitoire, as well as adding another hassle to the poor chummer's life. It is also one of the most confusing and worst edited parts of the book. It may take a few read throughs of this section before you figure everything out. The most glaring typos occur during the vehicle design section, where several cost tables have numerous mistypings among them. Other than those, this section of the book is perhaps the most pleasing, allowing the player to design his own vehicle from the ground up. As usual, FASA has also added some new gadgets - one such: the cranial remote control deck. (I thought you might smile at that.) I would have given this book a 10 except that there are several obvious typos, and it lacks descriptive artwork that I feel was much needed for the vehicle design section, and the vehicle listing (which gives stats on all the vehilcles and drones printed to date.) Also, the CF storage requirement for drones was left out of the vehicle listing. I guess they didn't want those old copies of the Rigger Black Book taking up space in landfills. I definately recommend it as a good addition to any Shadowrun campaign, I just wish FASA had made us wait a month longer for it and fixed all those problems.

Rating: 5 stars
Summary: Gives Riggers Meaning...
Review: Riggers have always been the red-headed step children in the SR universe, that is until Jon Szeto came roaring onto the scene with Rigger2. Now, instead of, drive the get away van and fly the spotter drone, riggers have options that will blow you away. How about rules for how many drones can be controlled at once, or rules on taking over the remote defenses of a site? The rules are there. Customizing vehicles, making your own design, pretty much everything you could want is right in here. Only thing missing are rules and gear for some of the heavier mil-spec stuff. But, hey, as a runner do you want your GM to have the rules for making a main-battle-tank?

Rating: 3 stars
Summary: More Gear -- Good! / More Rules -- Bad!
Review: The danger of expansion-type supplements to any RPG system is the tendancy to over-burden the system with too many new rules; rules that slow down play and can mire a session in number-crunching and extra dice-rolling. Unfortunately, the RBB2 does exactly that...

Don't get me wrong, the book is packed with some really good ideas and long-needed rules clarifications from RBB1, but in some areas the development team clearly missed the mark (for anyone who has already purchased the book, the new "flux ratings" in Sensors/ECM/ECCM rules are a prime example of this). Also, the modifications to the vehicle armor and body rules have really changed rigger combat, and I don't believe in a good way; we had two experienced riggers get their banshees turned into scrap-metal by one missile shot -- hardly a result conducive to enjoyable gameplay.

The new drones and vehicles are nice, and the vehicle creation rules are a long-overdue addition (though again, seemingly a bit over-complex). My advice: get it for the new gear, ignore the majority of the rules, and run off of rigger combat info from the SR3 hardcover...

Rating: 5 stars
Summary: Nice book.
Review: This book I like, Riggers Rul


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