Wednesday, May 6, 2020

What EVERY Netrunner Should Know...

Steps in Cracking a Datafortress

The Typical Run

  1. Library Research to determine little facts about the corporation. May come in handy.
    • Load up a good selection of software. Necessary applications include one Decryption, one Intrusion, one Anti-ICE, one Protection, and a selection of utilities depending on the purpose of the intrusion, e.g. Viddy-Master for taking control of the computer controlled monitor system, Kneivel for controlling vehicles, etc. Reading and Copying files are functions of the Menu. Other programs like Demons, Daemons, Anti-Personnel and others are useful but the extremely lucky weefie-runner might survive a low-level datacrack without them.
    • Most programs require an activation and act once. Anti-ICE, Anti-Personnel, Decryption and Intrusion work once per activation. They may be activated again, but requires another action. Oter programs like Stealth and Protection and Demons are activated once and stay on until de-rezzed or deactivated.
  2. Decryption vs. Codegate (Decryption Program Str+1d10 vs. Codegate Str+1d10). If successful, proceed to step 4. If unsuccessful, continue to step 3.
  3. Intrusion vs. Datawall (Intrusion Program Str+1d10 vs. Datawall Str+1d10). If successful, proceed to step 4. If unsuccessful and unnoticed, try again. If unsuccessful and noticed, either a SysAdmin or an Anti-Personnel Program has been notified of your presence and will attempt to apprehend or discourage you, proceed to Combat!
  4. Stealth vs. Detection (Detection Str+1d10 vs. Stealth Str+1d10). If successful, proceed to step 5. If unsuccessful, the Detection Program has notified either a SysAdmin or an Anti-Personnel Program to apprehend or discourage you, proceed to Combat!
  5. Locate CPU and either run a Menu Command or operate a remote using the appropriate utility. Often, CPU's contain further defenses that may need to be averted and step 4 or Combat! may need to be repeated.

When the Shit Hits the Fan - Net Combat!

1. Initiative:
  • Human Intelligence + Deck Speed + 1D10
  • Computer Intelligence (CPUx3) + 1d10
1a. Winner declares first and takes one action, then each successive highest result acts in descending order.
1b. OPTIONAL RULE: Loser declares first, Winner acts first. Therefore, if an opponent is launches an Anti-Personnel Program towards the intruder, the intruder may either activate a suitable defense or take a chance and attack the opponent first.

2. Combat Options:
Intruder attacks ICE
Anti-ICE Program Str + Intelligence + Interface vs.
Program Str + Computer Intelligence (CPUx3).

Intruder attacks SysAdmin or SysAdmin attacks Intruder
Anti-Personnel Program Str + Intelligence + Interface vs.
Protection Program Str + Intelligence + Interface

Defending CPU attacks Intruder
Anti-Personnel Program Str + Computer Intelligence (CPUx3) vs.
Protection Program Str + Intelligence + Interface

Defending CPU attacks Intruder's Cyberdeck
Anti-System Program Str +Computer Intelligence (CPUx3) vs.
Cyberdeck's Datawall Str + Protection Program Str + 1d10

3. Damage:
Damage is allocated to affected systems or programs Strength (or Health in the case of Black ICE).

Reference

The Cyberdeck Menu

  • Log On/Off
  • Run Program
  • Read File
  • Copy File
  • Edit File
  • Erase File
  • LDL

Software

 Offense  Defense  Resolution
 Intrusion  DataWall Program Str+1d10 vs DataWall Str+1d10
 Anti-System  DataWall  Program Str+1d10 vs DataWall Str+1d10
 Decryption  CodeGate  Program Str+1d10 vs Codegate Str+1d10
 Detection  Stealth  Program Str+1d10 vs Program Str+1d10
 Anti-Personnel  Protection Program Str+Intelligence+Interface+1d10 vs. Program Str+Intelligence+Interface+1d10
Anti-ICE None     Program Str+Intelligence+Interface+1d10 vs. Program Str+Intelligence+Interface+1d10
 LDLNone  Roll under LDL Security Level
 Trace  None  Program Str+1d10 vs combined Trace Values
 UtilitiesNone  Roll under Utility Strength

Calculations

Computer Intelligence=
CPUx3
AI=
Computer Intelligence>12
Computer Memory=
CPUx40
Skills=
CPUx2.5@level 4
Base DataWall=
CPUx1 up to 10
Base CodeGate=
2 up to 10


File Types

  1. Inter-Office Memos
  2. Database
  3. Business Records
  4. Financial Transactions
  5. Grey Ops
  6. Black Ops

Cyberpunk 2020 Combat Basics, Step by Step


1. Beginning of Turn

Players may declare Haste (+3 to initiative, -3 to actions) to try to go first.

2. Initiative

Each Player roll 1d10 + Reflexes Plus or minus modifiers.
Haste +3
Combat Awareness +1-10 
Kerenzikov Booster +1-3
Sandevestian Booster +3

Turn proceeds in order from highest roll to lowest. Players may delay action until later in the turn.

3. Actions

A character may perform 1 action at no penalty. Each additional action incurs a penalty of -3 to any roll.

Actions include:

  • Move up to their MA x 3, or duck for cover, or lie prone, etc.
  • Take Aim +1 per round aimed up to 3 rounds. A character must be aiming to take advantage of bonuses from a Targeting Scope, Laser Sight, or Telescopic Sight.
  • ReloadChange, or Unjam a weapon.
  • Enter or exit a vehicle
  • Repair a piece of equipment or machinery
  • Stabilize a mortally wounded character
  • Perform a non-combat task

      Ability+Skill+1d10 vs. Difficulty of Task

      Task Diffiulties

      Easy10
      Average15
      Difficult20
      Very Difficult25
      Impossible30

      Ability+Skill+1d10 vs. Ability+Skill+1d10

      If a 1 is rolled, the attempt fails, consult the fumble tables

      1-4No fumble
      5-7Miserable Failure
      8-0Catastrophic Failure

      If a 0 is rolled, roll again and add to the total

  • Fire a weapon up to it's ROF, 3 round burst (+3), or full auto burst (+1 every 10 round fired, for each point of success, 1 round hits).

      Reflexes + Weapon Skill + 1d10 - Modifiers

      Difficulty based on range of weapon:

      RangeDifficultyHandgunSMGShotgunRifle
      Point Blank =100-1m0-1m0-1m0-1m
      Close (1/4) =151-12m1-35m1-12m1-100m
      Medium (1/2) =2012-25m35-75m12-25m100-200m
      Long (full) =2525-50m75-150m25-50m400m
      Extreme (2x) =30100m300m100m800m
       +/- modifiers
      Target immobile+4
      Moving Target-3
      Snapshot-3
      Specific Location-4
      Blinded-3
      Turning around-2
      Using Two Weapons-3 each
      Firing while running-3
      Large Target+4
      Small Target-4
      Tiny Target-6
      3 round burst+3
      Full Auto 10 rounds+1


      If a 1 is rolled, consult Fumble Table

      1-4No fumble, you just screw up
      5You Drop your weapon
      6Weapon hits something harmless
      7Weapon jams for 1 turn
      8Wound yourself, roll location and damage
      9-10Wound a member of your party

      If a 0 is rolled, roll again and add to the total.

  • Hand-to-Hand Attack

      Attacker's Reflex + skill + 1d10

      vs. Defenders Reflex + skill + 1d10

      (Martial Arts, Fencing, Melee, Athletics, Brawling)

      Attack with weapon
      Strike 1d6/2 +Damage Modifier
      Kick 1d6 +Damage Modifier
      Block/Parry Absorb Damage with weapon
      Dodge +2 to defense
      Disarm knock weapon out of hand
      Throw opponent knocked down, 1D6+2, Stun -2
      Hold opponent immobilized until escape is rolled
      Escape free from hold
      Choke after hold, 1d6 +Damage Modifier per turn
      Sweep/Trip +2 next attack, opponent -2
      Grapple precurser to choke, throw, or hold

    Body Type Damage Modifiers
    2-2
    3-4-1
    5-7+0
    8-9+1
    10+2

4. Roll Hit Location and Take Damage

If shot or hit, roll location and take damagesubtract any armor or cover from that location. Subtract your BTM (Body Type Modifier) from damage taken, doubling any resulting damage to the head.

Body Type Modifiers
2-0
3-4-1
5-7-2
8-9-3
10-4

Make a Stun Save by rolling under the character's Body Type on a ten sided die subtracting any modifiers from your current wound level. If failed, the character is stunned and can take no action until the player rolls a successful Stun Save.

Limb Loss occurs if a limb takes more than 8 points of damage from a single attack. The character must make an immediate Death Save at Mortal 0. Head hits that inflict 8 points of undoubled damage kill automatically.

At Serious Wound Level the character is at -2 to his REF.

At Critical Wound Level the character's REF, INT, and COOL are reduced to half rounded up.

At Mortal Wound Level the character's REF, INT, and COOL are reduced to one-third rounded up and must make a Death Save.

Make a Death Save, if the character has been mortally wounded, by rolling under the character's Body Type on a ten sided die subtracting the level of Mortality each round until they are stabilized with medical attention. Medical attention is defined as a successful First Aid skill check vs. the current damage taken. If the roll is successful, the character is stabilized and healing can commence. If the roll is failed, the character must make additional Death Saves every minute at an additional -1 penalty per minute.


What EVERY Netrunner Should Know...

Steps in Cracking a Datafortress The Typical Run Library Research to determine little facts about the corporation. May come in handy. Load u...