Hello supporters,
First and foremost, thank you for your time and participation in the survey. The results give us great insights to help shape the game's future development. Most people are on board with the changes (almost 90%).
We believe the proposed solution for Cyberwarfare rules represents a big step forward in unifying the mechanics, enhancing the overall flow, and unlocking new possibilities. A Word document is attached for your review, along with the rules detailed below.
We welcome your feedback and constructive criticism.
Overview:
Hacking in Human Interface: Proxy War involves using a dice pool to represent the hacker’s skill and cybergear capabilities. The goal is to roll a number of successes equal to or greater than the target’s defense level to achieve the desired hacking outcome. It is an Opposed Rolls.
Building the Dice Pool:
Base Dice Pool: The number of dice a player rolls is based on the hacker’s Hacking Skill Level.
For example:
Script Kiddie (basic Hacker): 1 dice
Net Runner (skilled Hacker): 2 dice
Data Diver (elite Hacker): 3 dice
Modifiers:
Cybergear: High-quality cybergear (like a cyberdeck) can add extra dice to the pool or allow rerolls. Each cybergear item will indicate which modifiers are permitted.
Adrenaline Cards: The player can spend 2 Adrenaline Cards (random) to add 1 die to the pool.
System Resources: The player can spend 2 System Resources (up to 4) to reroll 1 die in the pool.
Environmental and Situational Factors: Situational modifiers (like hacking from a secure location or being under fire) can add, subtract dice or reroll.
Jamming Fields, Jamming programs, etc: When a character enters an area impacted by a jamming field, all electronic or hacking actions are penalized by a specific dice reduction or may prohibit rerolls or require rerolling successful outcomes.
A Player is limited to rolling a maximum of 5 dice.
Each die cannot be rerolled more than once during a test.
Rolling the Dice:
Rolling for Successes: The player rolls all the dice in their pool. A success is achieved when the result of the Opposed Test exceeds the target's result.
Counting Successes: The number of successes is subsequently measured against the defense level of the target system. For instance, a System Defense level of 2 necessitates that a player wins in two or more Opposed Tests to secure success.
Target System Defense Levels example:
Low-Security System: Requires 1 success.
Medium-Security System: Requires 2 successes.
High-Security System: Requires 3-4 successes.
Hacking Outcomes:
Success: If the number of successes are equal or exceeds the defense level, the hack is successful. The player gains access to the system, disables enemy defenses, or achieves the desired hacking effect.
Failure: If the player rolls fewer successes than required:
Hack Rejected: The attempt fails, and the player cannot try again on the same system until their next turn or next attempt against higher system defense level.
Countermeasures Activated: The system launches a counter-attack, such as forsing a player to make a Cybershock test, disabling their cybergear for a while or physically attacks a player.
-------- Optional Rule: Overclocking --------
After rolling, the player may choose to Overclock their cybergear/cyberdeck to reroll any number of dice in their pool, or modifying their results but at a cost:
Using Adrenaline Cards and System Resources: Adrenaline Cards and SRs can be spent to modify a single die result. Spend 1 Adrenaline Card and 2 SR to:
Increase or decrease the result by 1 point (e.g., turning a 6 into a 7). This modification can turn a near-miss into a success or prevent a roll of 1 from causing a Cybershock effect.
Risk of Cybershock: Each time a die is modified this way, there is a chance of suffering Cybershock. Perform a Cybershock test.
Special Effects and Consequences:
Critical Breach (Critical Success): If all Opposed Tests roll a success, the hack is a Critical Success. The player gains a bonus effect, such as disabling multiple systems at once or lowering the defense level of a future target.
Neural Link Crash (Critical Failure): If the player rolls multiple 1s, the hack catastrophically backfires. The character may take significant Cybershock damage, causing their system to crash and rendering their cybergear inoperable for a certain time.
Example of new Cybergears
Phantom Blade Cyberdeck
Description: Adds extra die to the hacking pool. Enables the player to reroll one die per test when hacking from outside the enemy's Line of Sight.
Special Ability: Ghost Mode – Once per game, the user can activate Ghost Mode to remain undetectable, nullifying any countermeasure triggered during that failed hack.
Overclock Booster Module
Description: Allows a player to reroll additional 1 die in a single hack, but increases the chance of triggering Cybershock. If the player rolls a 1 while using the Overclock Booster Module, the failure automatically triggers a Neural Link Crash. No need to test.
Neural Surge Adrenaline Patch
Description: The patch can store up to 2 Adrenaline Cards outside the player’s usual points limit (8). These stored cards can be accessed only for hacking actions. Once a stored card is used, the slot is emptied until refilled.