There are onlt two Tactical Network Boards what happens when playing 3 or more factions. Does this mean we are limited to two factions +AI and the AI does not use the Boards.
Locked doors can only be opened by a character in control of the corresponding Terminal
Shouldn't this read by a characters on the tactical network by a character in control of the corresponding Terminal.
A security Terminal controls the cameras in all adjacent rooms and hallways, including those adjacent diagonally.
Examining the maps for missions it seems that this should read :-
A security Terminal controls the cameras in all adjacent rooms , hallways and rooms adjacent to those hallways, including those adjacent diagonally.
If this is not the case then some rooms will not be controllable.
Page 8 states
Character cards start on their “healthy” side for standalone missions and are turned over to the crippled side when the number of wounds received is equal to or greater than the number of wounds marked on the card.
Page 17/18 states
Once the number of + wounds exceeds the Wound value on the character’s card, flip ALARM TOKENS the card to its crippled side.
Which is correct?
5. Alarm Tokens
The Alarm tokens are generated just once for each type of action (ignore any subsequent actions of the same type).
Is this per character or per round . If two charcaters carry out the same action does the above apply?
6. Cyberwarfare Procedure
....o, lay the cards face down on the Tactical Network card in the spare programme slots).
shouldn't this read (for clarity)
....o, lay any new cards face down on the Tactical Network card in the spare programme slots).
The Players may keep a maximum of five cards in their hand and must discard any CW cards in excess of this.
shouldn't this read : to be consistant with initil paragraph of Section -
The Players may keep a maximum of five cards in their hand and on their Tactical network (excluding other factions programmes) and must discard any CW cards in excess of this.
Plan and decide on card usage (returning to the players hand any CW cards on the Tactical Network that the Player wishes to) lay new programme cards face down on the Tactical Network card in the spare programme slots. The Players may keep a maximum of five cards in their hand and must discard any CW cards in excess of this.
Note;- Brackets should be replaced by commas.
Note:- It is not clear if rival factions Virus/Worms on a Players Tactical Network count against a players hand limit or not
7. Cyberwarfare Procedure continued
In the Example Chapter 9 page 38 it states:-
After laying the cards down the Players turn them face up at the same time and 38 HUMAN INTERFACE NAKAMURA TOWER RULES pay their SR costs with SR tokens.
This is at odds with the rules on Page 24
Attacker reveals their first offensive CW card and any supporting Booster programme being played and pays their SR costs.
Defender reveals their first defensive CW card played on their Tactical Network and pays their SR costs.
also shouldn't they read
Attacker reveals their first offensive CW card and any supporting Booster programme being played and pays the SR install costs of any newly revealed cards and the running costs of existing cards.
Defender reveals their first defensive CW card played on their Tactical Network and pays their SR install costs of any newly revealed cards and the running costs of existing cards.
8. Cyberwarfare Procedure continued
Conduct Cyberwarfare battle (draw CanDo cards, add programme strength and use SRs (a maximum of 2) to boost the total programme strengths, use special rules and abilities and also subtract 3 if attacking remotely).
Question :- do you spend upto 2 SR after CanDo cards are drawn and revealed or after you draw yours but before the opposition reveals theirs or before they are revealed. This can make a big difference.
9. Cyberwarfare Procedure continued
The cost of additional attacks is equal to the “running programme” costs of the programme cards used in the previous attempt.
Shouldn't this read
The cost of additional attacks is equal to the “running programme” costs of the programme already installed or install of any newly revealed cards.
Note: It is not clear if you can keep a number of the same type of "attack" programmes running simultaneously or have to discard to run a new type.
You could have face down programmes of different costs and use sniffer to aid in choice or try with lower SR cost attack first and if it breaks defence (lucky CanDo) then use higher attack if you have SR's
It is not clear what happens if a CW attack by faction fails but has unrevealed offensive programme and SR to play them.
It is also not clear when different CW cards special actions occur is it when costs paid or when succesful .
Algorithm - Immediatly and discard (no running cost)
SNIFFING - Immediatly and discard (no running cost)
ICE - When Running/Install costs paid - coninuously
Bastion - When Running/Install costs paid
Worm /Virus - When Installed on enemy Tactical Network ?
do some special abilities come into play when installed and running and others when infecting a Tactical Network.
Example - Ubermensch Gang MIND WORM
It has +1 strength against any Tactical Network defensive programmes (not vs AI?) and -2 to speed skill of enemy character
Does the second ability only apply when on enemy faction Tactical Network board or do both only apply when on enemy faction Tactical Network Board.
Procedure - When Running/Install costs paid - booster linked programme and discarded if attack fails/defence defeated.
IDS - When Running/Install costs paid or when defeats an attack?
I am assuming the order is :-
Initative player decides order that Each faction's Hacker attacks.
Plan and decide Card usage
Use SR Booster Cards
Use sniffrer cards
In faction order determined by Initiative player .
Resolve Cyberwarfare battle in one location
First attatck vs defence -
Attacker uses running programmes , paying costs and /or reveals CW cards and pays install costs
Defender uses running programmes , paying costs and /or reveals CW cards and pays install costs
Resolve all programme special abilities.
Succeed - repeat attack if location has more than one defence card
- attack another location
fail - repeat atatck if programme available or attack another location
10. Real World Phase
Action Points can be spent on the following action options: Move, Ranged Attack, Close Combat Attack, Special Action or use of Gear. In general one Action Point is used for each Action, though some Special Actions (e.g. opening a door) and Gear use do not require the expenditure of Action Points
for Gear does it cost a action point or does its use not require expenditure of action points ?
11. Close Combat Attack (CC)
The Reactive Player applies an additional -3 modifier if using the Fast Attack reaction (the character had less time to react to the attack), alternatively he/she can use the Dodge reflex reaction. Everything else works the same as the Ranged Attack.
Does this meen a Fast Attack reaction to CC is -3 and an additional -3
Note: the chart on page 42 implies its only -3. Also this and the chart on Page 18 (alarm token Generators) should have been on a Play aid card or cards. as well as the action list on page 30.
Other ranged weapons can be used in Close Combat but with
Also is the penalty for using a ranged weapon in a Fast Attack vs CC an additional -3 e.g. -6. If only equipped with a ranged weapon and decides to use bare/cyber arms is the rnaged weapon turned over (unequipped)?
12. Example page 29
States:- Greater then than effective range but less than maximum range. - it should be but within maximum range - otherwise maximum range is reduced by 1.
13. Clean Up Phase.
Page 33 Close all doors that can be closed. - Does this include doors whose security terminal is under the control of a Faction.
14. Clean Up Phase.
Remove own Cyberware cards -
Any cards still face down are turned face-up. If there are not enough SR tokens on a card to support it the card is immediately discarded.
This has already been carried out at the end of the Cyberwarfare phase page 25.
At the end of the CW Phase all players declare any face down cards and remove there are insufficient SRs for their initial costs. If SRs any card that did not have sufficient SRs is discarded.
15. Clean up Phase.
Discard any number of non-blank CW cards from the Player’s hand of CW cards.
add see Advanced rules for use of blank CW cards.
3. RANGED ATTACK VS. TAKE COVER EXAMPLE
Perform an opposed test based on the Speed Skill values plus any “Dodge” bonuses of the Target...
this is the only mention of adding Dodge bonuses to a take cover attack , it makes sense but is this a typo?
Shoko uses a Move Action to get Line of Sight on Tetsuo and then decides to make a Ranged Attack. Tetsuo is next to an open door and decides to react by using the Take Cover reaction to move out of Line of Sight. Tetsuo’s Speed Skill is 4 and has no bonuses for Dodge, whilst Shoko has a Physical Skill of 8. Tetsuo would need a CanDo card 5 higher than Shoko in order to get his Take Cover reaction in and prevent Shoko from making a Ranged Attack.
I thought the take cover had to beat the Ranged Attack in which case Tetsuo will need a CanDo card equal to 4 + any Ranged attack bonuses Shoko has.
This needs clear and consistant wording see 17. Either you need to equal or exceed the Attack - As n attack needs to exceed then a defence only needs to equal.
17. Tests in General
Tests page 15 states.
If the result is higher than the listed basic value then the test is successful. If the result is equal to or less than the basic value then the test has failed.
It probably should state in opposed tests the attacker's Ranged or Close Combat must exceed the Defender 's Fast attack,Take Cover or Dodge.
18. Advanced rule Hit Location
For a left-handed person just reverse the allocation of left and right
Should comment rhat this is significant for Legs as the odds for 1and 3 are different from 2 and 4.
The Oneda sister player Boards have the wrong names but correct pictures ,
I think Yuko's is 7 physical and 3 mental correct picture and Shinsu's is the other one with Gunslinger again correct picture wrong Name or the rule books are all wrong.
We have :-cards #20 Isetani Nihonto, #21 Isetani Ichigeki, #22 Isetani Ichigeki but it should have been 2 x Nihonto and 2 x Ichigeki to correctly equip base characters.
thanks for your questions. I've added them the the FAQ thread I've already started a while ago.
User Rules Faq can be found here:-