Irish wrote: what's stopping me from buying a van ... and just sitting inside the back of the van outside any building the run is on, running everything from the back
This does work really well and it will be hard to mess with your character. Watch for WiFi inhibiting paint and Faraday cages, which your GM might use to force you out of the van. Your pile of drone consoles and the signal scrubber program are your best friend in both cases.
Irish wrote:What autosofts are absolutely required and I'd be a fool and a communist to do without them? Do any boost the capabilities of the drones they are loaded on, or do they just let the drone do things to begin with?
Autosofts give drones skills. Pilot programs can default on some skills but not others. Notably, a drone can't fire a gun it lacks an autosoft for, so be sure to buy autosofts for weapons. The order I'd buy them in after that is: clearsight, evasion, maneuver, stealth. Prioritise stealth over guns for unarmed spy drones.
Irish wrote:Any way to hide drones on said van without everyone going "wow, that guy has a tank and two helidrones sitting on top of his van, that's pretty fucking suspicious"?
Putting them inside the van is a common workaround for this. Previous editions have included drone rack modifications for vehicles, but I've always found them somewhat cagier about what actually fits inside than I would like. Your GM could houserule heavily here, so get the drone in van question squared away before the game starts.
The lack of splats is likely to hamper this discussion. If you can have a copy of Arsenal on hand when you talk to the GM then you'll have more of a leg to stand on.
Are skills necessary in large quantities and amounts? Am I the skill monkey or do all I need to know to be effective is a few core skills for piloting only as well as the ability to shoot a gun myself?
Are attributes, aside from body and strength, amazeballs or totally worthless, or somewhere in between?
I like having a wealth of skills because I feel like my character can do more stuff. This is especially important with a rigger, who often has to fill many skill shoes.
For riggers, I max out the engineering skill group (you get a relative discount there because there are four skills) and buy pilot aircraft, pilot groundcraft and gunnery to max. You can swing that with room to spare at priority B: 5 skill group points to engineering, 6x3 to pilots and gunnery, 18 points remain for making other interesting character choices (read: perception, etiquette, negotiation, con, shotguns).
Attribute-wise, you absolutely need intuition in order to prevent one-shot kills from hackers, reaction adds to your driving test, and gunnery is linked to logic. Definitely max intuition, and if you plan on jumping into drones then max the other two. Willpower is used to resist dumpshock damage and some matrix stuff, so it's good to have around. Agility and charisma are always nice, but pretty tertiary to this guy.
6. What's the best gun for someone who doesn't usually use one but might be forced to?
Buy a cyberforearm, hand, or arm and crank its agility to 6. Shoot anything gun you want using that hand because you can throw enough dice to keep up with the big boys. Check with the GM to see whether this will make him upset before doing it, it seems like a likely target for a spot ban if it upsets him.