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Rigger 3
Shadowrun

Rigger 3

Reviewer: nick.gee@breathe.com from Southampton, England

An essential purchase for any Shadowrunning group.
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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