All Netrunners have at least a little cyberware. To even use a Cyberdeck, you need to plug Interface Plugs into it, which also requires you have a Neural Link.
Cyberdeck
Cyberdecks are the modular platforms that Programs and Hardware are installed on for the purpose of Netrunning. Both Programs and Hardware take up the same limited slots in your Cyberdeck. What distinguishes a powerful Cyberdeck from a cheaper one is the number of slots it has for Programs and Hardware.
Net actions/Meat actions:
Net actions:
List of Net Actions
Jack In/Out
Enter or safely leave a NET Architecture when within 6 m/yds of an access point. Typically, a wall between you and the access point will block this Action. If you leave a NET Architecture without Jacking Out first, you'll be in a world of pain.
Use Interface Ability
All but one Interface Ability requires the use of at least one NET Action. See full rules on pg. 199.
Interface Abilities
Scanner
Use a Meat Action to find out the Meatspace location of access points to any NET Architectures in an area. The higher the Check, the more you spot from further away. It is up to the GM's discretion to determine how much you find.
Backdoor
Allows a Netrunner to attempt to break through Passwords in a NET Architecture using a NET Action. Of course, if you knew the password already, you automatically pass through the obstruction.
Cloak
Allows you to hide traces of your presence and any Virus you left in the Architecture using a NET Action. The Pathfinder DV for another Netrunner to overcome your Cloak and discover your Actions is equal to the Cloak Check you made to create the Cloak. If you do not use the Cloak Ability before Jacking Out, another Netrunner can automatically discover what actions you took in the Architecture upon using the Pathfinder Ability.
Control
Allows you to control things attached to the NET Architectures like cameras, drones, turrets, laser grids, elevators, sprinklers, etc., using a Control Node. Each Node has a DV required to take control of it as a NET Action. Operating each individual thing attached to the node requires a separate NET Action once you have taken hold of the Control Node, and can be done from anywhere in the Architecture as long as you are still in control of the Control Node. Each Control Node can only be activated once per Turn. The DV to wrest a Control Node currently held by another Netrunner or a Demon is equal to the Control Check they made to take control of it. You lose control of any Control Nodes you hold in an Architecture when you Jack Out.
Eye-Dee
Allows you to know what a found piece of data (like a File) is and its value using a NET Action. Some Files have a DV that must be beaten to learn anything from them.
Pathfinder
Uses a NET Action to partially reveal the "map" of the NET Architecture. The higher your roll, the more you learn. This tells you generally what is in the NET Architecture you have just broken into, but not the DV of anything. You can see into the Architecture a number of floors equal to your Check or up to the first obstruction (usually a Password) with a DV higher than your Pathfinder Check, whichever happens first.
Slide
Attempt to flee combat with a single Non-Demon Black ICE Program as a NET Action. If you are able to roll a successful Slide Check against the Program's Perception + 1d10 you can escape the Black ICE to an adjacent floor of the elevator, but not past a Password or other NET obstruction. A Black ICE Program that has been successfully slid away from stops following the Netrunner and becomes a Black ICE laying in wait right where it was slid away from. You can only attempt to Slide once per Turn. You can't Slide preemptively.
Virus
Once you have reached the lowest level of the NET Architecture you can leave your own Virus in the Architecture to perform up to 2 actions or changes, within reason. Using this ability is the only way a Netrunner can make a change to a NET Architecture that persists after they Jack Out. Describe to the GM what you want the virus to do, and they will assign a DV. A more powerful Virus will require a higher DV to leave in the Architecture, as determined by the GM. Depending what you want to do, this can require as many NET Actions as the GM determines. Roll a Virus Check. The DV to destroy a Virus is equal to the Virus Check made to create it.
Zap
Allows you to make an attack as a NET Action against a Program or enemy Netrunner. If you are able to roll a successful Zap Check against the
Program's Defense Value + 1d10 or the Netrunner's Interface + 1d10,
You deal 1d6 damage to the Program's REZ or directly to the Netrunner's brain.
Activate/Deactivate Program
Activate or deactivate one of your Programs.
Miscellaneous
Very rarely, something you want to do in the NET won't fall into these categories. This is rare because the Virus Interface Ability lets you do almost anything you can dream to a NET Architecture provided you are at the Architecture's lowest floor. If your GM allows you to do it, it will probably take a NET Action.
What Isn't a NET Action? Doing anything in a NET Architecture requires the use of a NET Action, except for moving and saving copies of Files.
Moving in a NET Architecture
You can move as much as you want in a NET Architecture on your Turn. You can't move past a NET obstruction blocking you, like a Password. Pushing your luck will get you killed if you aren't careful.
Saving a Copy of a File
When you find a File in an Architecture, saving a copy into your Cyberdeck isn't a NET Action.
Jacking In or Out
Using a NET Action, you can Jack In to a NET Architecture while within range (within 6 m/yds/3 Squares, blocked by walls) of one of its access points. Being jacked in is a prerequisite for doing anything in an Architecture. Moving out of the access point's range while jacked in to the Architecture jacks you out of the NET Architecture automatically, but leaves you vulnerable: You suffer the effect of all remaining enemy Black ICE you've encountered, but not Derezzed, in the NET Architecture before you get "out." but you don't want this to happen to you.
It is much safer to use a NET Action to Jack Out from within the access point's range. Jacking Out "resets" the defenses of a NET Architecture, meaning you'll have to start your run over from the very beginning, which can only be done by jacking back in to the same location you originally entered and giving it another shot. All your Programs leave the Architecture with you when you Jack Out. If you want to have a permanent effect on the Architecture, you'll have to reach the bottom to leave a Virus.
Combat in the NET:
Your Interface + Program ATK + 1d10 or Black ICE ATK + 1d10
vs.
Target's Interface + 1d10 or Program DEF/Black ICE DEF + 1d10 On a Hit, the Target suffers the Effect of the Program
Make sure to use the right Program vs the right type of target Anti personal-for net runners and anti-program for other Programs
A Program is Derezzed when it is lowered to 0 REZ (Hit Points), but this doesn't remove it from your deck or the NET Architecture. The Program is still considered to be "running," it has just been hobbled to the point of uselessness. In order to get it back to full REZ and operating condition, you'll have to spend 2 NET Actions: one to deactivate it, and one to activate it again.Unless of course the Program was Destroyed, in which case it is 100% erased (and is no longer Rezzed). You will need to buy a new one. You don't need to hold a funeral, but you could.
Programs are the tools a Netrunner uses to fight, protect, and explore the electronic realm. 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 Activate again until it is Deactivated. You can run multiple copies of the same Program on your Cyberdeck if you wish to get around this limitation and their effects will stack if they are run simultaneously, unless mentioned otherwise.
Installing or Uninstalling a Program takes an hour.
Programs are broken down into four types:
Booster: Improves your abilities in the NET Architecture while Rezzed.
Defender: Stops or otherwise reduces the attacks of Programs or other Netrunners while Rezzed.
Attacker: Programs designed to damage or disable Netrunners or Programs, which Deactivate automatically after they are Activated.
Black Ice
Black ICE are deadly Programs that, once triggered, hunt down other Programs or Netrunners across an Architecture. You can choose to load your deck with your own Non-Demon Black ICE, but these Program are much larger and will use 2 slots in your deck. Activating or Deactivating a Program is a NET Action.
Installing or Uninstalling a Black ICE Program takes an hour.
When you encounter enemy Black ICE lying in wait in an Architecture,
you roll your Interface + any SPEED bonus you have active + 1d10 vs. the Black ICE's SPEED + 1d10.
If it beats your Check, you (or one of your active Programs at random in the case of Anti-Program Black ICE) suffer its effect immediately. It is then placed into the Initiative Queue at the top, one number above the entity with the previously highest Initiative. On each of its Turns, it will attack the Netrunner (or one of their active Programs at random in the case of Anti-Program Black ICE) once, rolling
its ATK + 1d10 vs the Netrunner's Interface + 1d10 (or Program's DEF + 1d10 if it's an Anti-Program Black ICE),
doing its Effect should it succeed.
Black ICE will chase its target through the entire Architecture until it is Derezzed or is eluded by a Netrunner who successfully used the Slide Interface Ability. Anti-Program Black ICE will continue to follow an enemy Netrunner until they are Derezzed or Slid away from even if they currently have no Programs Rezzed, as they are coded to view enemy Netrunners as a Program source. Black ICE that are eluded by a Netrunner's Slide Ability stop following their target and become a Black ICE "lying in wait" in the Architecture exactly where their pursuit ended, as described above.
When a Netrunner Activates a Black ICE of their own using a NET Action, they can do so in one of two ways. The first is to activate their Black ICE to lie in wait at their current "floor" in the Architecture to act as described above. This can't be done in combat. The second is to activate their Black ICE during combat targeting a valid target. In this case, the Black ICE is placed into the Initiative Queue at the top, one number above the entity with the previously highest Initiative. It attacks its target once every Turn, until it is Derezzed, Destroyed, or Slid away from successfully. To assign a new target to their Black ICE, the Netrunner needs to spend a NET Action to Deactivate it, and a NET Action to Activate it again, re-entering it into the top of the Initiative Queue and sending it at a valid target. Your Black ICE is just as single-minded as the Black ICE you encounter. Black ICE is not a digital pet; it cannot do anything except the one thing it was coded to do.
Programs:
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