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DrVecctor

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  1. I have several questions regarding the Network Encounter rules: 1. On page 132 (SotB) it says "Typically, runners know that ice is protecting a portion of the system, but they do not know what that ice is [...]." I am assuming that runners also know how many pieces of ice are protecting the system (just as in Andoid: Netrunner) but it is not really clear from the text quoted above... 2. On page 133 (SotB) it says about the "Great Wall" that "Up to three sub-systems may be protected by this ice." I wonder if the Great Wall has to be the only piece of ice protecting these subsystems (does the term "subsystem" actually include the pieces of ice protecting it?), or could there be, say, another piece of ice, then the Great Wall, then 3 subsystems, or alternatively, a Great Wall, followed by three "parallel" pieces of ice and three subsystems? 3. On page 107 it says that a Spinal Modem "[...] provides all the benefits of a BMI [...]" While a Spinal Modem is a very powerful cybernetic, it does not have as much storage space as a Big Rig (or even a Portable Rig). So I wonder, if I have access to a Big Rig, could I also perform a run using the Big Rig (of course not using the storage space of my Spinal Modem), but still use my Spinal Modem to "go deep/go shallow"? Or does it only provide the benefits of a BMI when I am using it to make the run? Many thanks in advance!
  2. Seems you are right. While the escape velocity from earth's surface is 11.2 km/s, at 70000 km from the earth's center it's something around 3.4 km/s according to my calculation.
  3. What you describe sounds very much like the original Android board game. Some of the plots in this game (especially for Flint and Blaine) have a noir touch to them. I was thinking of playing SotB in this original, investigative style, too. One of the adversary decks contains most of the original characters (Beckmann, Flint, Floyd, Nisei) so maybe that's a good point to start. Edit: Also, in SotB they stress the importance of social encounters especially in this setting, so they seem to have considered this playing style as a viable option.
  4. On page 127 it says [if you break the ice] it is deactivated until the end of your character's next turn. It does not say "it is deactivated at least until the end of your character's next turn". This is the passage that made me think it could auto-reactivate (plus the fact that it does in Android Netrunner).
  5. Has anybody asked FFG yet if successfully broken ice automatically re-activates after the runners next turn, or if it has to be re-activated by the sysop?
  6. I guess this is how the rules are meant. You are right that I am not my own ally (even though I am a member of "team ally", so to speak). In the rules it says "Sometimes, characters may want to attack a target engaged with another character...", which supports your interpretation. On the other hand, shooting yourself because the engaged enemy bends your arm would also make some sense (cinematically).
  7. Let's assume I want to use a one-handed ranged weapon to attack an opponent with whom I'm engaged. As far as I understand, the base difficulty is 1 (TABLE I.6–1: RANGED ATTACK DIFFICULTIES) and the modifier is +1 difficulty (TABLE I.6–4: RANGED MODIFIERS) because I am engaged with an opponent while armed with a one-handed ranged weapon. My question is: do I also have to upgrade the difficulty (Making Ranged Attacks at Engaged Targets), because I have to consider my own PC as an ally engaged with the target, or does my own PC not count as an ally? Do I use 2 difficulty dice or 1 difficulty, 1 challenge? Do I shoot myself if a despair appears?
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