Programs
Programs are the tools a Netrunner uses to fight, protect, and explore the electronic realm. Prewritten scripts and complex programs written by netrunners to be deployed later during their netruns. Due to their incredible complexity, they take a large amount of space on a cyberdeck, limiting the amount you can install. Higher quality decks have more storage. Activating or Deactivating a Program is a NET Action. Each Program loaded on your Cyberdeck can only be Activated once per Meatspace Round. A Program that is currently Activated (Rezzed) cannot be Activated again until it is Deactivated.
Boosters
Program | ATK | DEF | REZ | Effect | Cost |
---|---|---|---|---|---|
Eraser | 0 | 0 | 7 | Increases all Cloak Checks you make by +2 as long as this Program remains Rezzed | 20 eb |
See Ya | 0 | 0 | 7 | Increase all Pathfinder Checks you make by +2 as long as this Program remains Rezzed | 20 eb |
Speedy Gonzalvez | 0 | 0 | 7 | Increase your Speed as long as this Program remains Rezzed | 100 eb |
Worm | 0 | 0 | 7 | Increase all Backdoor Checks you make by +2 as long as this Program remains Rezzed | 50 eb |
Defenders
Defender | ATK | DEF | REZ | Effect | Cost |
---|---|---|---|---|---|
Armour | 0 | 0 | 7 | Lowers all brain damage you would receive by 4, as long as this Program remains Rezzed. Only 1 copy of this Program can be running at a time, and each copy of this program can only be used once per Netrun. | 50 eb |
Flak | 0 | 0 | 7 | Reduces the ATK of all Non-Black ICE Attacker Programs run against you to 0 as long as this Program remains Rezzed. Only 1 copy of this Program can be running at a time, and each copy of this program can only be used once per Netrun. | 50 eb |
Shield | 0 | 0 | 7 | Stops the first successful Non-Black ICE Attacker Program Effect from dealing brain damage. After stopping this damage, the Shield Derezzes itself. Only 1 copy of this Program can be running at a time, and each copy of this program can only be used once per Netrun. | 20 eb |
Attackers
Attacker | Class | ATK | DEF | REZ | Effect | Cost |
---|---|---|---|---|---|---|
Banhammer | Anti-Program | 1 | 0 | 0 | Does 3d6 REZ to a Non-Black ICE Program, or 2d6 REZ to a Black ICE Program | 50 eb |
Sword | Anti-Program | 1 | 0 | 0 | Does 3d6 REZ to a Black ICE Program, or 2d6 REZ to a Non-Black ICE Program | 50 eb |
DeckKRASH | Anti-Personnel | 0 | 0 | 0 | Enemy Netrunner is forcibly and unsafely Jacked Out of the NET Architecture, suffering the effect of all Rezzed enemy Black ICE they've encountered in the Architecture as they leave | 100 eb |
Hellbolt | Anti-Personnel | 2 | 0 | 0 | Does 2d6 Damage directly to the enemy Netrunners brain. Unless insulated, their Cyberdeck catches fire along with their clothing. Until they spend a Meat Action to pat themselves out, they take 2 damage to their HP whenever they end their turn. Multiple instances of this effect cannot stack | 100 eb |
Nervescrub | Anti-Personnel | 0 | 0 | 0 | Enemy Netrunner's INT, REF, and DEX are each lowered by 1d6 for the next hour (minimum 1). The effects are largely psychosomatic and leave no permanent effects | 100 eb |
Poison Flatline | Anti-Personnel | 0 | 0 | 0 | Destroys a single Non-Black ICE Program installed on the Netrunner target's Cyberdeck at random | 100 eb |
Superglue | Anti-Personnel | 2 | 0 | 0 | Enemy Netrunner cannot progress deeper into the Architecture or Jack Out safely for 1d6 Rounds (enemy netrunner can still perform an unsafe Jack Out though). Each copy of this Program can only be used once per Netrun. | 100 eb |
Vrizzbolt | Anti-Personnel | 1 | 0 | 0 | Does 1d6 Damage direct to a Netrunner's brain and lowers the amount of total NET Actions the Netrunner can accomplish on their next turn by 1 (minimum 2) | 50 eb |
ICE and Black ICE
Intrusion Countermeasures Electronics, refer to any electronic security measures installed upon a NET Architecture to prevent a netrunner from accessing data on it, the most dangerous of which are known as "Black ICE", which refers to ICE that is capable of killing the intruder if deemed necessary or appropriate. There are 3 types of Black ICE software, Anti-program, Anti-personnel, and worst of all, a Dæmon, an intelligent Black ICE pseudo-AI. Black ICE is more complex than standard programs, and as such, takes up two program slots rather than one, and can be used to install friendly Black ICE in a network to keep other netrunners off your tail. Dæmons are too complex to install on a cyberdeck at all, however Edgerunners may still find them useful in setting up their own NET Architectures, such as installing a home defence system including an automated turret, or a network that will deploy drones controlled by a dæmon if the dæmon detects intruders on the camera system. Purchasing your own NET Architecture will be covered on the NET page. Upon being encountered or discovered, Black ICE will attempt to deploy it's Effect immediately by rolling it's speed, contested against your Interface+ any SPEED bonus you have active, and if it beats your Check, it deploys its Effect. It then chases it's target through the architecture, and attacks every turn, until it is derezzed, or evaded, performing it's effect again if the attack is successfulBlack ICE Class | Description |
---|---|
Anti-Personnel Black ICE | Deadly single-minded programs that hunt down and kill Netrunners in their network |
Anti-Program Black ICE | Deadly single-minded programs that hunt down and kill a Netrunner's Rezzed programs |
Dæmon | Incredibly dangerous intelligent (and rumours exist of sentient or even sapient Dæmons) AI, capable of moving throughout the network at will, is always aware of all entities on it's NET, and even using control nodes to utilize the devices on the network to interact with the party in meatspace (such as emplaced defences, turrets, cameras etc) |
Black ICE
Black ICE | Class | PER | SPD | ATK | DEF | REZ | Effect | Cost |
---|---|---|---|---|---|---|---|---|
Asp | Anti-Personnel | 4 | 6 | 2 | 2 | 15 | Destroys a single Program installed on the enemy Netrunner's Cyberdeck at random. | 100 eb |
Giant | Anti-Personnel | 2 | 2 | 8 | 4 | 25 | Does 3d6 damage direct to an enemy Netrunner's brain. The Netrunner is forcibly and unsafely Jacked Out of their current Netrun. They suffer the effect of all Rezzed enemy Black ICE they've encountered in the Architecture as they leave, not including the Giant. | 1,000 eb |
Hellhound | Anti-Personnel | 6 | 6 | 6 | 2 | 20 | Does 2d6 damage direct to the Netrunner's brain. Unless insulated, their Cyberdeck catches fire along with their clothing. Until they spend a Meat Action to put themselves out, they take 2 damage to their HP whenever their end their Turn. Multiple instances of this effect cannot stack. | 500 eb |
Kraken | Anti-Personnel | 6 | 2 | 8 | 4 | 30 | Does 3d6 damage direct to an enemy Netrunner's brain. Until the end of Netrunner's next Turn, they cannot progress deeper into the Architecture, or Jack Out safely. (The Netrunner can still perform an Unsafe Jack Out) | 1,000 eb |
Liche | Anti-Personnel | 8 | 2 | 6 | 2 | 25 | Enemy Netrunner's INT, REF, and DEX are each lowered by 1d6 for the next hour (minimum 1). The effects are largely psychosomatic and leave no permanent effects. | 500 eb |
Raven | Anti-Personnel | 6 | 4 | 4 | 2 | 15 | Derezzes a single Defender Program the enemy Netrunner has Rezzed at random, then deals 1d6 damage direct to the Netrunner's brain. | 50eb |
Scorpion | Anti-Personnel | 2 | 6 | 2 | 2 | 15 | Enemy Netrunner's MOVE is lowered by 1d6 for the next hour (minimum 1) The effects are largely psychosomatic, and leave no permanent effects. | 100 eb |
Skunk | Anti-Personnel | 2 | 4 | 4 | 2 | 10 | Until this Program is Derezzed, an enemy Netrunner hit by this Effect makes all Slide Checks at a -2. Each Skunk Black ICE can only affect a single Netrunner at a time, but the effects of multiple Skunks can stack. | 100 eb |
Wisp | Anti-Personnel | 4 | 4 | 4 | 2 | 15 | Does 1d6 damage direct to the enemy Netrunner's brain, and lowers the amount of total NET Actions the Netrunner can accomplish o their next Turn by 1 (minimum 2). | 50 eb |
Dragon | Anti-Program | 6 | 4 | 6 | 6 | 30 | Does 6d6 damage to a Program. If this damage would be enough to Derezz the Program, it is instead Destroyed. | 1,000 eb |
Killer | Anti-Program | 4 | 8 | 6 | 2 | 20 | Does 4d6 damage to a Program. If this damage would be enough to Derezz the Program, it is instead Destroyed. | 500 eb |
Sabertooth | Anti-Program | 8 | 6 | 6 | 2 | 25 | Does 6d6 damage to a Program. If this damage would be enough to Derezz the Program, it is instead Destroyed. | 1,000 eb |
Dæmons
Dæmon | REZ | Interface | NET Actions | Combat Number | Cost |
---|---|---|---|---|---|
Imp | 15 | 3 | 2 | 14 | 1,000 eb |
Efreet | 25 | 4 | 3 | 14 | 5,000 eb |
Balron | 30 | 7 | 4 | 14 | 10,000 eb |
Quickhacks
Quickhacks are the weapons of choice of true combat Netrunners. Instead of being run against a NetARCH, a Quickhack can only be run against an enemy individual's Personal MicroNET. Using wireless vulerabilities in their implants, Quickhacksupload directly to the target's cyberware, and cause havoc. Quickhacks can only be uploaded to a target if they have Cyberware that is vulnerable to that particular quickhack. Targets with a Neurolink are vulnerable to ALL Quickhacks.Quickhack | Effect | Requirements | Check | Cost |
---|---|---|---|---|
Impair Movement | Target's MOVE is lowered by 1 for the next 60 seconds (20 rounds). If reduced to 0 MOVE, they cannot take a Move Action. | Cyberleg or 2 Cyberlimbs or a Neural Link | DV 6 | |
Sonic Shock | Target suffers the Damaged Ear Critical injury but not the bonus damage. This effect lasts 60 Seconds | Cyberaudio Suite | DV 6 | |
Overheat | Target is now Strongly on Fire. This damage bypasses armour but does not ablate it. Extinguising the fire requires an Action. | A reasonable piece of cyberware that could overheat. | DV 8 | |
Short Circuit | The GM chooses three pieces of cyberware other than a Cyberarm, Cyberleg, Cybereye, Cyberaudio Suite, Neuroport, Neural Link, or a Neuropory Cyberdeck. Options listed to the above cyberware can still be targeted. The selected Cyberware ceases to function for 60 seconds. | At least 1 piece of non-foundational cyberware. | DV 8 | |
Cyberware Malfunction | The User selects a piece of cyberware on the target other than a Neuroport, Neuroport Cyberdeck Port, or Neural Link. Cyberlimbs rendered inoperable act as if they have the Broken Arm/Leg critical injury, and hang loosely. Any options attached to the selected cyberware also ceases to function. | Any cyberware other than Foundational Neuralware. | DV 10 | |
Lure | At the start of the target's next Turn, they are forced to undertake a Move action as dictated by the User, as they feel compelled to investigate a halucination only they can percieve. Lure only works if the target is unaware of you, and that you have Jacked In to their Personal MicroNet. Lure doesn't alert the target that they've been hacked. You can't Lure someone off a cliff or into obvious physical danger, like into a spinning blade, or a building on fire. | Cyberaudio, Cyberoptics, or Neural Link. | DV 10 | |
Puppet | You control the target's Action and Move Action during their next Turn. You can make them attack themselves with their gun, pull a pin on their grenade, or shoot their choomba. All Checks are made using the target's STATS and Skills instead of those of the puppeting Netrunner. While using the full potential of this Quickhack requires Neuralware to target, Less sophisticated versions can be attempted, such as causing them to shoot their friend by jerking their cyberarm and twitching a finger, or causing the target's cyberleg to sieze and stumble up to 4 m in a direction. | Neural Link, though simpler commands can work on just the requisite cyberware. | DV 12 | |
Shard Ejection | Forcibly uninstall and eject one piece of a target's chipware (your choice if there are multiple installed), launching it up to 2m away from the target. This will not work if anything is obstructing the socket, such as a ChipLok or even a piece of tape over the slot. | Chipware Socket. | DV 12 | |
System Reset | Overload a target's neural link to render then Unconsious for 60 seconds, or until they are woken by taking damage. In addition, they fall prone. | Neural Link | DV 12 |
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