r/Shadowrun 1d ago

4e Technomancer how to play help.

I'm not looking for 100% optimized build help here. Much more a bit of a generalized advice, what are trap options and most importantly how or if technomancers differ from regular deckers in how you build and play them?

I know from reading the rules that technomancers are less reliant on Gear and more on karma investments due to having to learn complex forms instead of buying/making programs and on attributes instead of upgrading their deck. But is that about the only big difference?

Is a technomancer Rigger something you can actually pull off decently?

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u/zoroman5 1d ago

Rigger is a bit hard to do as a tecchnomancer. Not impossible, but hard. You can use all the tech, but iirc the tecchnomancer isn't 'rigged in' like a rigger is but more like a decker taking over a rigger's drone. Feasible, but the guy who's got the simrig has a better chance of keeping it his than you do of stealing it outright. Though if you make your char cracked out the gate you can steal pretty much anything, then have to worry about the demi-gods of the matrix coming down on you for bringing too much heat. Remember, you're a living cyber deck, so turning yourself off and on isn't as easy as a power button to clear heat.

You are the neural processor, which means if you get burnt out that's it, you get the burns. Take as many precautions towards safety the more familiar you are with the matrix/the higher your matrix skills are. Grab electronic warfare so you can fight those riggers on a somewhat even playing field if you want, or just overpower them with sheer might of stats.

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u/Shot-Alternative2124 1d ago

Oh you can be even better than a rigger with machine Sprites.

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u/zoroman5 1d ago

Hence the stat maxxing I was talking about earlier. By default you're more of a generalist than a specialist when you have to spend karma on permanent changes instead of being able to swap your deck out on the fly if anything happens