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NET Architecture

Why Has the NET Changed?

Core NET infrastructure got wrecked during the War. That included both land lines and and sea cables, which were the main forms of communication links. The remaining NET was infested with all kinds of Black ICE from the War. The worst were the R.A.B.I.D.S., deadly AI constructs that hunted and killed anyone they encountered in the NET. Finally, Netwatch gave up and shut down the NET infrastructure. Computers remained linked only through dedicated land lines and laser lines. These days, they're more like a dedicated subnet or intranet. They can only be accessed by accessing physical access points on the network via a personal interface (usually for administrative purposes), or by using a Cyberdeck to break through the ICE at a weak access point with an open wireless port (or physical access point if you find one). This is referred to as Jacking In.  

NET Architecture Layouts

It's best if you think of an architecture as an elevator. They're made up of layers, or "floors". Larger Architectures can have more floors, but are much more expensive. A "floor" is a term that represents a link to a physical device on the network, or a software location on the network. For example, a floor can be a Control Node, that links to, and allows control over, a physical device on the network, such as cameras, or turrets. Or a floor could be configured to connect to a computer, or server, for file access and storage. Finally, a floor can be linked to a physical ICE device to encrypt all floors beneath it with a password, or in some situations, configured as software ICE, such as a firewall that must be breached, protecting lower floors. Finally, an administrator can access the Root Floor to install Black ICE or even a Dæmon on to any device or floor on the network, except for the Root Floor, or Floor 0

Root Floor, and Floor 0

Every NET Architecture includes Floor 0, or the Access Point, which represents where a user would "land" when Jacking In to a NETwork. Every NETwork also has a Root Floor, which is always at the deepest point of the network. This floor is used for Administrator access to your NETwork. While often left blank, or exclusive for a cleaner NET layout, they can still act as any other node, such as having Black ICE guard your root access, or as a nasty surprise on the access point. If a Netrunner is ever able to access this ROOT floor, they will be able to install a custom virus using their Interface ability, allowing them to wreak permanent effects (until fixed, as opposed to Volatile effects) on your network. These floors come with every architecture, you cannot have an architecture without them, though some specialized architectures may have different takes on them.  

Branches

Some architectures are have enough floors that they can branch off into multiple branches in the Architecture. upon reaching a Branch, a Netrunner can progress down any arm they wish, however, the Root Floor will always be located at the end of the Longest Branch on the NETwork. You might branch off a series of computers to one branch of the NETwork, but keep security devices on a separate branch, and say, smart home devices on yet another branch, if the Architecture is large enough to manage many systems all at once. Some administrators will name the floors in ways that can make it easier to navigate the different branches, but that is not a Night City standard, your mileage may vary.  

Example Architecture

This example NET Architecture is considered to be a 7 floor NETwork, with the root and access points left blank. This administrator installed a firewall, possibly a physical one, before branching the NETwork into the home branch, which consists of the coffee maker, and the office computer, and the branch that controls the security cameras, which then leads to the Root Floor.    

Buying a NET Architecture

Standard Architecture

A NET Architecture will set you back considerably. The more floors you want, the more expensive the price PER FLOOR becomes. Additionally, the amount of floors an Architecture has, determines the size of the physical server that houses it is, and whether or not it is portable. For example, a 6 Floor architecture can be built into the hardware of a bulky drone to allow a Dæmon to control it, or built into a bulky backpack to allow a dæmon to control a small, mobile recon drone.   Choose wisely, as you can only increase the number of floors within the same category it originally belonged to, with expensive hardware acquired from a fixer.
# of Floors Max Defence Control Nodes Portable? Cost per Floor
3 to 6 2 Yes 1,000eb
7 to 12 3 No 5,000eb
13 to 18 No Limit No 10,000eb

Specialized Architectures

NET Architectures are flexible things, and some models are better at certain things than others. Common specializations or configurations are   Data Forts: A Data Fort is a NET Architecture for keeping and protecting the control nodes and data of a physical location. This is the typical "mainframe" of a building that many netrunners are already accustomed to.  

Known Data Forts

Name Cost per Floor Floors Control Nodes Portable Data
Zahara SCU1D
Zahara KRACN 6,000eb 10-20 No Limit No Can only install Black ICE of <500eb, and no DV >10
Pyramid Labyrinth 11,000eb 16-25 No Limit No Unique, and confusing maze layout to slow down invaders
SGU Gateways Camelot 12,500eb 13-18 Mo Limit No Each Black ICE buffs other Black ICE while they remain active
Frametech Star Fort 15,000eb 35-45 No Limit No a 4 in 1 Arch that splits into 4 paths
Azume Pagoda 15,500eb 12-28 No Limit No a series of 3D stacked 2x2 mini archs, to advance, one must control an entire floor
  Drone Rigs: Drone Rigs are mini NET Architectures, all portable, all focused on control nodes, and rarely, if ever, are used to contain data. They allow for cheaper or better control over Drones on the go than the typical DIY NET Architecture your Fixer can prepare, or you can scrounge up on your own. There's still a cost per floor to these Architectures, as they can be left with nothing but control node floors, but spending the extra eddies can allow some Black Ice installation to help protect your Drone Rig from hostile Netrunners. Often, they have greater access ranges due to their networking protocols.  

Known Drone Rigs

 
Name Cost per Floor Floors Control Nodes Portable Data
Pyramid Icarus 750eb 4 2 Yes N/A
Kotaro Dronez-4-Kidz 250eb 2 1 Yes It just sucks, folks
Kotaro BattleRig 600eb 2-4 2 Yes Built in sidearm holster, Netrunners take damage if drones are destroyed
Condor Megacyb DCC v.3 3,000eb 3-6 4 Yes Range of 400m
Athena Combine Hoplite 1,100eb 4 2 Yes Integrated into a Heavy 15Sp body armour
Athena Combine Spartan 1,800eb 5 3 Yes Integrated into a Heavy 15Sp body and head armour
Azume Iwazaru 2,500eb 2 1 Yes As long as the wearer is within the Control Node, they can control the connected drone without a NET action
Zahara BRN4-CL 700eb 2 1 Yes Does not require interface plugs to interface with.
    Courier Vaults: Often in the Time of RED, there is the need to transport data or items securely, and in these cases, those who can afford it will invest in a Courier Vault. This NET Arch is always portable to some degree, and very rarely contain control nodes, and when they do, they control Vault functions. These are sold as complete packages, instead of priced by floor.  

Known Courier Vaults

Name Cost Floors Control Nodes Portable Data
Metatech Cryptex 1,000eb 15 0 Yes Can only install passwords and files. Built in alert system to your agent or phone
Korato Lockbox 100eb 2 0 Yes One floor must be a file
Pyramid DataArk 37,000eb 12 0 Yes* Requires a vehicle or BODY 12 to move
Giobujiv Matroyska 7,000eb 5 1 Yes Primed to explode within 9 seconds of being accessed
Kotaro Keep 5,000eb 4 1 Yes A physical safe protected with an Arch. interior is 0.5m cubed, and can be carried between two people, or one with BODY 10
 

Filling the floors

Once you've got a NET Architecture, you'll want to fill it up. Firewalls, Encryption, Control nodes, and File storage all can fill up a floor in your new NET, and are priced differently based upon how difficult you want to make it for a netrunner to break in. Simply hooking your NETwork up to a device, or file only requires you to own both of those devices, but if you wish to purchase passive ICE to encrypt that connection, or to add to the network to harden it, you will need some eddies.
Netrunner DV to Beat Feature Cost
DV6 500eb
DV8 1,000eb
DV10 5,000eb
DV12 10,000eb

Adding Dæmons and Black ICE

Now that you've got something to protect, you can fill your NET Architecture with ICE. You may have already added some Passive ICE earlier, but Active Black ICE is kicking it up a notch to installing active software defensive programs into your network to protect it from intruders, or adding intelligent programs to control and monitor the network in your absence. This software is covered more extensively on its own page . Black ICE costs the same as it is listed when purchased for Cyberdecks, however, if you want to install multiple Black ICE on the same floor in the NETwork, the cost is multiplicative rather than additive, so 2 Black ICE on one floor would DOUBLE cost of BOTH Black ICE, and adding 3 to the same floor would triple the cost of all 3. A Dæmon can be installed on any size network, however only one Dæmon may be installed per 6 floors of the NET Architecture.  

Adding Defences to Control Nodes

Control nodes can be linked to nearly any device on the same NETwork, such as coffee makers, elevators, or cameras, but most commonly, Control nodes will be used to control Defences. These defences are priced accordingly to the sophistication of the device, and are grouped by the DV Required to counter the device physically.
DV to Counter Cost
DV9 500eb
DV13 1,000eb
DV17 5,000eb
DV21 10,000eb

Drones/Active Defences

Drones can be linked to control nodes to allow control over them, or to allow a Dæmon control over them, either for the purposes of Automated Defence, or if used in a portable NET, to create a combat, or recon drone. If intended to be used as Active Defences, the NET must contain a Dæmon.  

Emplaced Defences

Emplaced Defences are systems that are immobile and restricted to a single space or area. They are considered "active" defences in as much as their programming requires a set of predetermined conditions that then trigger an attack. Each is connected to its own Control Node in a NET architecture. Unlike Drones/Active Defences, Emplaced Defences do not require a Dæmon or Netrunner to operate them. When acting on their own without being controlled by a netrunner or Dæmon, their use their Combat number instead
Type Description Default Trigger Data
Automated Blood Swarm Automated nanite weapon dispersed into the room as a red fog. The nanites, when inhaled, attack their victim from within by binding the hemoglobin in their blood into clots. Anything that filters gas attacks blocks the automated blood swarm. Everyone Meat within the Defended Area must succeed at a DV15 Resist Torture/Drugs Check. Anyone who fails is dealt 3d6 damage directly to their HP, Their armour isn't ablated. DC21 Electronics/Security Tech,, 5 min to counter. Target Enters room without wearing proper pass or badge. Single Attack on all targets. Perimeter of Defended Area
Automated Melee Weapon An automated Very Heavy Melee Weapon, typically attacking from one corner of a room.Often it takes the form of an industrial-grade water utter, or spinning monofilament wire. DV17 Electronics/Security Tech, 5 min to counter. Target enters room without wearing proper pass or badge. Melee weapon continues to attack until all targets are dead or no longer in range, or proper badge is presented. Combat Number 14 25HP Perimeter of Defended Area
Automated Turret This is an automated weapon, usually implanted in the ceiling of a room for best coverage. Most Ranged Weapons can be installed as Automated Turrets, although they will typically be equipped with 1 of the following.
  • Assault Rifle with 25 Basic Bullets
  • Flamethrower with 4 Incendiary Shotgun Shells
  • Dartgun with 8 Poison arrows
  • Very Heavy Pistol with 8 Armour Piercing Bullets
  • Heavy SMG with 40 Basic Bullets
  • DV17 Electronics/Security Tech, 5 min to counter.
Target enters room without wearing proper pass or badge. Turret continues to fire until target is dead, or no longer in range, or proper badge is presented. Combat number 14 25HP Perimeter of Defended Area

Environmental Defences

Type Description Default Trigger Data
Observation Cameras These cameras can see in Low Light, Infrared, and UB, and report images for a Demon or security Personnel to act on. DV Electronics/Security Tech, 1 min to counter Target enters room 5Hp Perception DV17 to spot Can see one entire room or corridor
Tanglefoot Flooring This is a network of nanowire concealed in a seemingly normal carpet. When triggered, the wires extend and wrap around the feet and legs of the target, reducing their MOVE by 1d6 until the carpet is destroyed, or they get off the carpet DV13 Electronics/Security Tech, 1 min to counter Target steps onto the carpet 20HP Perception DV17 to spot 1 ROF Perimeter of Defended Area
Electrical Flooring This is a grid wired into a standard floor, which,, when triggered, delivers a shocking 6d6 damage to the target's body, reduced by armour, though it does not ablate it. Target is shocked again at the end of their next Turn, and each of their additional Turns until they get off the flooring. DV Electronics/Security Tech, 1 min to counter Target steps onto the grid area 20HP Perception DV17 to spot Perimeter of Defended Area
Laser Grid Laser Grid projected from the walls and ceiling in a tight pattern, treat touching one of the lasers like getting hit in the body by a Very Heavy Melee Weapon. If perceived, the Laser Grid can be crossed safely with a DV17 contortionist check, touching the laser on a failure. DV17 Electronics/Security Tech, 5 min to counter Target steps into the defended area, or moves 2m/yds within the defended area Perception DV17 to spot Perimeter of Defended Area
Tip-Floor A section of this floor is counter-weighted to drop the target into a pit trap below the floor. Targets can attempt to save themselves from falling with a DV15 Athletics Check. No Check is required if the target has a Grapple Hand or Grapple gun easily accessible. The bottom of the pit may have a grid of nanowire or spikes delivering 6d6 to the targets body, which is reduced by armour. DV13 Electronics/Security Tech 1 min to counter Target steps onto the tip-floor Perception DV17 to spot Perimeter of Defended Area
Goop This is a series of sprayers that when triggered, project a thick goo around the feet and legs of the target, reducing their MOVE by 2d6 until the goop is destroyed or they otherwise escape the Defended Area DV13 Electronics/Security Tech, 1 min to counter. Target steps into the spray area 10HP Perception DV17 to spot 1 ROF Perimeter of Defended Area
Ceiling/Wall Punchers Steel rods that slam down in a grid from the ceiling, or out from the wall crushing targets beneath/between them with 6d6 damage to their body, which is reduced by armour. DV13 Electronics/Security Tech, 1 min to counter Target steps onto the grid area 10HP Perception DV17 to spot 1 ROF Perimeter of Defended Area
Slip Floor This is a series of sprayers that when triggered, projects a super slick liquid across the floor of the area. Anyone who takes a Movement Action in this area must succeed at a DV15 Athletics Check or fall Prone. DV13 Electronics/Security Tech, 1 min to counter Target steps onto the spray area 10HP Perception DV17 to spot Perimeter of Defended Area
Stun Panels These are panels embedded in the walls and designed to look like art or whiteboards. When triggered, they deliver a stunning blast of blinding light and sound. Anyone caught in their area of effect must succeed at a DV15 Resist Torture/Drugs Check, or suffer the Damaged Eye and Damaged Ear Critical Injuries for the next minute. They do not take the bonus damage from these critical injuries. DV13 Electronics/Security Tech, 1 min to counter Target steps within 2m/yds of a panel, Area of Effect 10m/yds square centered on the panel 5HP Perception DV17 to spot Perimeter of Defended Area
Sleep Gas Elevator When triggered, all openings in the space seal hermetically. Place the trap at the top of the initiative queue. On the traps turn, everyone in the space must attempt to beat a DV13 Resist Torture/Drugs Check. Anyone who fails is now Unconscious, but only until they are woken by taking damage, or by someone else using their Action to wake them. The trap can be defeated by reducing it's HP to 0 before everyone falls unconscious or by disarming it through other means. DV17 Electronics/Security Tech, 5 min to counter Target steps into the enclosed space or area
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