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Hacking Actions (Dice Pool System rules)

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.

>>>>>> Hacking Actions (Dice Pool System)

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:

For example:


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:

Target System Defense Levels example:

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:

-------- 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:


Special Effects and Consequences:

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.

Hacking Actions (Dice Pool System rules)

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