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Rigger 3 (Shadowrun)
 
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Rigger 3 (Shadowrun) [Paperback]


4.0 out of 5 stars  See all reviews (1 customer review)

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Product details

  • Paperback
  • Publisher: Fasa (April 2001)
  • Language English
  • ISBN-10: 1555604021
  • ISBN-13: 978-1555604028
  • Product Dimensions: 27.4 x 21.3 x 0.8 cm
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (1 customer review)
  • Amazon Bestsellers Rank: 192,954 in Books (See Top 100 in Books)

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John A. Schmidt
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Customer Reviews

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Most Helpful Customer Reviews
1 of 1 people found the following review helpful
Format:Paperback
Ignoring a few of the minor frustrations, Rigger 3 is definitely one of the best Shadowrun supplements to have been released. Combining all the aspects from every other previously published supplement which contained anything remotely related to vehicles and riggers, it has once again taken the rigger from being a lowly mechanic and useful getaway driver to being one of the most useful addition you can get for your Shadowrunning team. The vehicle combat rules have once again been tweaked to suit the needs of the 3rd edition rules and are a more involved than the ones supplied in your 3rd edition rule book, whilst managing to give a cleared view as to exactly what is going on. Including everything from standards car chases to mowing down malls full of pedestrians a rules is there for just about everything you could possibly think of. Once again the rules the rules have been expanded for all aspects of rigger life from the normal toying with drones right through to the custom modification of your trusted Ford Bison (if you like that type of thing). Full rules for electronic warfare have been included as well as Naval warfare should fell the urge for mass mayhem on the high seas... Aircraft carrier combat anyone??? Yes that's right they have even included rules to include aircraft carriers in your games, should you feel the need for one, only ¥9.0 billion and you to can have a deluxe aircraft carrier to call your own. A great setting for a run, trust me :o) These new rules brings an additional level of depth into the rigger's repertoire, as well as adding yet more hassles to the lives of your runners. By far my favourite section of the book still has to be the vehicle design and customisation sections. From here you are able to create all kinds of sick, sick toys for your rigger to play with (at your GM's discretion of course) included many different chassis' and power plants to create almost anything that your heart could possibly desire. You can do it all from 1 seater high speed scout vehicles right through to APC's with more armour than your average aircraft carrier. Unfortunately this has to be one of the most confusing and worst edited areas in the book. It will more than likely end up taking a couple of readings before you can fully grasp the concepts involved, as their is no real order or organisation to this section, well none that I can surmise. Despite this one rather disappointing flaw, this section is still definitely the most entertaining part of the book, then again I enjoy pitting my runners against the Mega Corps new R&D toys :o). As is the usual, FASA has also added some new toys, from the very useful to the down right sick - one such sick item being a vehicle mounted heavy rail gun capable of frying anything in one shot... and I mean anything. This book would have gained full marks if it weren't for the slight organisational problems FASA seem to have with any of their rule books/ supplements. The most annoying of which being the lack of a comprehensive vehicle listing, instead you have to trawl through pages of vehicle description just to find the stats for a quad bike. Despite these flaws I would still highly recommend this book as an absolute must purchase for any Shadowrunning campaign.
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Amazon.com:  4 reviews
9 of 9 people found the following review helpful
A long awaited overhaul 5 May 2001
By Methylbromide - Published on Amazon.com
Format:Paperback
I've played Shadowrun since 1990 and once tried to collaborate on a 'net project to overhaul the Rigger Blackbook. I once argued that GURPS Vehicles (1st ed.) by Steve Jackson Games was the _real_ Rigger Blackbook (only published by the wrong company *grin*).

With that on my resume, I confidently exclaim that Rigger 3 represents a long awaited overhaul and expansion for the neglected rigger. For years, anyone who wanted to play a rigger had to endure weak rules that made play impossible even for those "never say die" fans who struggled to make sense of the anemic and confusing construction rules.

With Rigger 3, the rigger not only becomes a viable player character, but he may very well be the most versitile and dangerous member of any shadowrun team! This book includes outstanding construction rules for anything mechanical and visible to the naked eye, and now your PCs can steal boats, cars or tanks and actually take off without stopping the game to invent rules.

For me the most exciting part of Rigger 3 was the volumes of material on drones - from bug-sized crawling drones, to aerial drones, to remote controlled vehicles. It's wonderful! I love the idea of a rigger and her army of drones (depicted on the cover). Orders can be issued to single or multiple drones or the rigger can "move into" an individual drone or vehicle and take control with a first-hand perspective. Drones rules.

And finally, I'm satisifed they resolved the "ghost-in-the-machine" debate, and that the vehicle is an extension of the rigger's body (heart-engine, oil-blood, wheels-legs) rather than the rigger losing her spirit in the machine (e.g. decker).

12 of 13 people found the following review helpful
Mostly just a reprint 4 July 2001
By Duncan Davidson - Published on Amazon.com
Format:Paperback
First, I'd like to clarify the 3 stars. If you do not have Rigger 2, then this book could get 4 stars. It has rather good information for rigger characters in Shadowrun. I don't recommend it as a general-purpose book, as the Cannon Companion and Man and Machine books are because it just doesn't do enough. From a non-rigger player perspective, it offers very little to be used in any campaign. From the rigger or GM perspective, though, it is a very valuable tool.

The biggest problem with the book, however, is that it differs very little from the Rigger 2 book. Pretty much the only change is the addition of ships and subs and the rules governing them. If you already own the Rigger 2 book, I urge you not to waste your money with this book. While the other 3rd edition books offer good consolidations, reorganizations and even large rewrites, this one really includes none of that.

2 of 6 people found the following review helpful
Excelent 16 April 2001
By "flaming_letter" - Published on Amazon.com
Format:Paperback
This book is a must for any rigger,street sam,merc,shaman......

add some flavor to your runs this book is great clarifies rules on vehicle combat building vehicles and customising vehicles A great buy

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