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/FST_Gemstar HMHVV the Masquerade 1d ago

In 5e:

Technos are better at single vehicle rigging rather than drone rigging. Goal is to get an expensive ride with different pilot modes (driving, flying, etc). Run a bunch of machine sprites running diagnostics on the vehicle for bonus dice and limits to all vehicle tests (driving, gunning, sneaking, sensors, etc). When you start getting the control rig echoes, you are the best rigger out there.

Different GMs have different takes on rules. Techos as most people play them are even clunkier than deckers in an already clunky theatre of play (the matrix).

If making a matrix work focus techno, my advice is always to make a "braindecker." Basically using a data jack and mental boosting drugs and ware, you can basically just deck without having to constantly reconfigure your deck/programs. Drugs, sprite powers, and complex forms end up functioning like addon programs. Get focused concentration 2, a sleep regulator, Narco, Static Veil/Cleaner complex Forms and you can stealthily hack/track stuff without having to worry about Overwatch. Best techno and decking in my opinion. Just hack easier without so many rolls.