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[Creative] New Hacking Programs.

Discussion in 'Access Guide to the Human Sphere' started by Ogid, Jul 6, 2019.

  1. Savnock

    Savnock Nerfherder

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    Yeah I was saying maybe apply it to all HI,, not just Hackable... but on second thought that's neither thematic nor does it fitngame mechanics. Strike that suggestion. :)

    But granting Blackjacks and Ratniks these benefits would be cool! Interesting corner cases for sure.
     
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  2. WiT?

    WiT? Well-Known Member

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    I think we've spoken past each other here a little. I'm not arguing that hacker support is too strong - in fact I'm in favour of increasing HI power to help mitigate all the camo, warbands and general spam in the game (as well as the fact that the non-HI Tarik/Sheskin are 10x the HI that any of the real HI are with none of the downsides...)

    Its more that buffs are boring, particularly to the opponent, so adding that risk and counterplay element to the buffs is way more interesting. And having the hacker be vulnerable through its host gives justification to letting some of the support programs be quite strong.

    Achilles and maybe the Su Jian are the only HI I'd be worried about. Typically its only when something is fast *and* strong it becomes a problem. If someone takes a Charontid and buffs it up, it was already killing everything in its ideal rangebands anyway.
     
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  3. Savnock

    Savnock Nerfherder

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    There's an elegant, already-existing way to do this: the Gadget programs for HI should require the HI to be in Hacking Area, ie repeater support. This allows KHDs to be used against the Hacker. And it doesn't require a new vulnerable state that travels with the beneficiary HI or anything. Repeater nets can lead to pretty deep hacking games, when used extensively and fully. They also create a mitigating factor for the Rambo troops you mention later (Au Jian and Golden Boy): having to keep a Repeater on them is a pain in the ass and eats orders that make up for the benefit, unless skillfully coordinated. And Blackout could still shut it down.

    Although another interesting idea, which is missing in the design space, would be a program that lets you cancel Supportware states, maybe with a decent bonus to offset the risk of doing so.

    Good point about the Charontid!

    So, take a look at the cut-down set of programs I posted at the end of the last page.[Creative] New Hacking Programs..

    Do those programs seem fairly balanced on Achilles or the Su-Jian? Only the Specialist one has me questioning, really.
     
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  4. Ogid

    Ogid Well-Known Member

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    First of all, ty for the useful feedback. I've working in the version 2.0 with your suggestions.

    Yep, that limitation is included in this version, most of them requires Hacking area (HIs can leave but they should return in the next turn if they want the buff again), so you have to expose your hackers by extending your repeaters. Also I've created an interesting choice with the new 2 EVO programs, Do you push your supportware to the limit or play safe and protect your Hackers? (Booster vs Virtual Machine)

    These 3 are a pretty annyoing, any defensive buff can get out of hand easily and the marker states could give them a huge advantage.

    After considering it, these 2 have been removed/adjusted

    I have tweaked a bit this one, however I feel that only with sensor at -3 it would be pretty useless, so I've adding some extra spice.


    General changes of this new version
    I’ve eliminated the most problematic and some redundant programs, more vulnerabilities and restrictions and a more Hacking area bounded play.

    The Defensive programs have been reduced to 2, and both of them have big disadvantages to the Hacker maintaining It. Hot Link could let a Rambo defend himself from a Hacking attack and a shoot at the same time, but it expose a lot the Hacking defending him.

    The utility/Defensive programs have minor changes, more disadvantages for Trauma Override (Clear!), Remote assistance and Enlighten to compensate the extra utility they give. Remote assistance can now be used by AHD.

    From the utility/Ofensive the marker states have been removed as they seem too powerful in some high end HI. Enhanced Sensor have been changed; the Repeater is kept as it also create a vulnerability that may be exploited by enemy Hackers. An extra program have been added for ARO.

    From the utility/Order efficiency only 2 program are left and extra disadvantages are added. Now if the HI benefice from the extra orders or the Free agent rule, they cannot benefice from any other supportware that turn. The AHD cannot access these programs anymore.

    Booster have reworked, now it let the player be very flexible with his supportware as it effectively remove the order cost of it, but it no longer allow stack effects. Virtual Machine have been also reworded, but the idea is the same (protection program just for Hackers). Personally I like the Virtual Machine as it could enable some expensive HI hackers that aren’t used for fear to the KHDs.

    I'm going to post that bellow, let me know what do you think about this new version!
     
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  5. Ogid

    Ogid Well-Known Member

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    EDIT: some rewords and a few examples added

    New programs V2.0
    :
    Note: "Hacking area" means the program needs the target in Hacking area to activate the program, but once activated it cover the program's range cover the entire table unless otherwise stated (like Private Commlink)

    Defensive (GADGET-DEF included in HD+/EVO/WHD/DHD // GADGET-DEF can be activated with a command token when playing second as EVO-GADGET programs)

    (GADGET-DEF) Overlooker (optional): Entire order, Target HI/REM, 2 turns, Hacking area. Activate HI also activate Hacker (Hacker idle). HI gains 360 vision. When engaged and attacked by any BS attack, the trooper may dodge ignoring the LoF requisite. During ARO if this supportware is used, the Hacker cannot declare any ARO. While this supportware is active, Hacker suffers a -3 MOD to all rolls.

    (GADGET-DEF) Hot Link: Entire order, Target HI/REM, 2 turns, Hacking area.
    • During the reactive turn, each time target HI/REM is affected by a Hacking attack or an attack that may be defended with Reset, Hacker may ARO to protect the target HI/REM as if the attack were targeting him.
    • During the active turn, Hacker can use Reset if the target or himself are targeted by an enemy program or attack that may be defended with reset.
    • If both the target HI/REM and the Hacker are affected by one of the attacks described above in the same order, Hacker's Reset will get an addicional -3 MOD and will defend both.
    • If target HI/REM enter inside the enemy Hacking area, enemy Hackers may target the HI/REM or the Hacker (as if he would be inside the enemy Hacking area)
    • To use this supportware, the hacker cannot be activated in the same order (or ARO).
    Note: Used bullet points because this one is a bit complex.


    Utility/Defensive

    (GADGET-1) Private Commlink: Entire order, Target HI/REM/TAG/Hacker, Hacking area, 2 turns. While in (allied) Hacking Area, gain Veteran L1. The Hacking area (and whether the trooper have Veteran L1) is checked at the start and the end of each order.

    (UPGRADE // HD/HD+/AHD/WHD/DHD) Remote assistance: Short skill, This program requires an Engineer or a Doctor (any level) in a non-null state in Hacking area. This Hacker may use the Engineer (requires non-null Eng) or Doctor (requires non-null Doctor) abilities with an extra mod of -3.

    (UPGRADE // HD/HD+/WHD/DHD) Enlighten: Entire order, Activate Target HI/REM in Hacking Area, during this order the activated trooper is considered Operative Specialist. Target trooper gets an extra MOD of -3 to any objective roll.

    (GADGET-1) Trauma Override: Entire order, Target HI/REM unconscious state, 2 turns, Hacking area. Target gain V:NWI. Activate HI/REM also activate Hacker (Hacker idle). HI/REM suffers an extra -3 MOD to all rolls and its movement is reduced to 4-2. Activate target HI/REM also activate Hacker (Hacker idle). While this supportware is active, Hacker cannot ARO. If the target HI/REM has been activated during a turn thanks to this supportware, he must perform a PH+3 normal roll at the end of the turn. If he fails this roll, he enters in the Dead state immediately.


    Utility/Order efficiency (GADGET-PLUS for HD+, EVO // GADGET-PLUS can be activated with a command token as EVO-GADGET programs, but GADGET-PLUS can also be activated using command tokens when playing the first turn)

    (GADGET- PLUS) Command Link (CL): Entire order, Target HI, 2 turns + 1 turn, Hacking area. HI gain the Supportware CL1 during 2 turns, then it downgrades to CL2 during 1 turn. CL1 grants target Free Agent and NCO. CL2 grants Free Agent. If the HI uses the Free Agent or NCO abilities, that HI cannot benefice from any other supportware during that turn (he can still be targeted by them, but he just can’t benefice from it; if he benefices for any supportware before that turn, he cannot use NCO rule) Limit: 1 Command Link active per player.

    (GADGET- PLUS): Power Up: Entire order, Target HI/REM, 3 turns, Hacking Area. HI/REM generates an irregular order in addition to the order he normally generates for his own use. This irregular order cannot be converted into a regular order. If the irregular order is generated, that HI/REM cannot benefice from any other supportware that turn (he can still be targeted by them, but he just can’t benefice from it). Limit: 2 Power Up active per player.


    Ofensive (GADGET-AHD and UPGRADES only for AHD // GADGET-ADH can be activated with a command token when playing second as EVO-GADGET programs)

    (GADGET-AHD) Enhanced Sensors: Entire order, Target HI/REM, Hacking area, 2 turns. HI/REM gain Repeater, Sensor and Biometric Visor L1 while not isolated. Sensor doesn’t grant the ability Sensor:Triangulated Fire. A HI/REM targeted with this Supportware cannot benefit from any other supportware until Enhanced Sensors have ended.

    (GADGET-AHD) Red Line: Entire order, Target HI/REM, Hacking area, 2 turns. HI gain movement 6-4 and Climbing Plus.

    (GADGET-AHD) Spotter: Entire order, Target HI/REM, Hacking area, 2 turns. Gain BS+1 and Fatality L1.

    (GADGET-AHD) Wired Reflexes: Entire order, Target HI, Hacking area, 2 turns. Gain B 2 in ARO, this bonus doesn’t stack with any other rule.


    New EVO programs:

    (GADGET-EVO): Booster: Entire order, All Hackers, Table. Any Hacker that activates a GADGET program that target a HI/REM return the order to the order pool during the conclusion of the order. This EVO-Hacker can maintain this EVO-GADGET and other GADGET program at the same time. Up to 2 GADGET programs that may target 1 allied HI/REM, can now target 1 extra HI/REM; if Booster ends, GADGET programs stop working in the extra targets.

    (GADGET-EVO): Virtual Machine: Entire order, All Hackers, Table. Enemy Hacker’s CLAW, SWORD and UPGRADE programs B are limited to 2 when they target an allied Hacker (B1 versus the EVO Hacker). In addition, any negative MOD imposed to the Hacker by the enemy program is ignored. Allied Hackers gain Shock Immunity versus Hacking attacks and cannot be targeted with Hacking attacks while in a Null state. These special rules are not applied when the Hacker could be targeted by the program without being a Hacker (for example a HI hacker attacked with Icebreaker)




    Extra: Checking synergies, clarifications and examples

    For a diving Rambo:

    Virtual Machine + Hot Link (EVO needed): During the active turn Hot Link may help him to pass through Jammers and Hackers, however this would also expose the Hacker to enemy Hackers. In both the active and the reactive turn Virtual Machine is an extra defense layer for the Hacker left out of position by the diving Rambo. This seems good but also have good weaknesses (if the Rambo dives too carelessly, the Hacker may get targeted by the enemy KHD and HD at the same time)

    Full Extra Orders:

    Needed: EVO HD+ 3 command tokens, 4 different non linked HI/REMs, going second. During the deployment Phase use the 3 command tokens to activate Booster and 2 Power Up; during the first turn 4 different HI/REM may have 1 extra irregular order. The command token expenditure is too expensive for the first turn (which is good to avoid too much alpha strike set up), but for 1 order you can set that up for the second turn; 4 extra orders are good, however you will need 4 different non linked models, and is rare that the 4 of them could have good things to do with the actions. Also any of them could use any other supportware during that turn (which include the specialist or the NWI one). This one also seems reasonable but if it is too much a good nerf would be limiting only to HIs.


    Trauma Override: It pack some heavy disadvantages now with the -3 MOD and the reduced movement, it can still be used to try retreat the HI but the risk of losing it is high; it also have the roll at the end of the turn that trigger even when healed, so when you uses it you can lose your HI. Also the hacker cannot ARO, so if you want to use the trooper, you will have to expose your Hacker.


    Some Supportware have this kind of text: If the irregular order is generated, that HI/REM cannot benefice from any other supportware that turn (he can still be targeted by them, but he just can’t benefice from it).
    That means that even if the supportware is cancelled or other supportware targets him, he cannot benefice from them. For example, If the supportware Power Up was used to give him an extra order, during that turn he cannot use any other supportware, however Power Up can be cancelled by the Hacker, and other supportware like Wired Reflexes can be used on him as it would become legal to use in the next turn (reactive turn).


    Hot Link examples:
    Example 1:
    Achilles with Hot Link active (supported by a Danavas Hacker) enters in the range of an enemy Jammer using the short skill move and beneficing from stealth, but a TO sniper reveals and ARO. Achilles decide to Dodge as his second short skill. This break stealth, being also attacked by the enemy Jammer. Fortunatelly thanks to Hot Link Danavas Hacker may declare Reset and try to counter the Jammer attack.

    Example 2:
    A few actions later Achilles enters in the ZoC of an enemy repeater while breaking stealth to use BS attack. This let the enemy KHD and HD declare Oblivion versus Achilles and Redrum versus Danavas. Now Danavas can declare Reset (with a -3 MOD) to protect Achilles from Oblivion and himself from Redrum (Reset can defend both Achilles and Danavas at the same time).

    Example 3:
    Miraculously, both survive the example 2. Before the active turn ends, the Aleph player have a tough decision. In the reactive turn and still in the enemy Hacking area the enemy KHD may target Danavas through the Hot Link, so cancel the supportware would be safer. However if he cancels the Hot Link, Achilles will become more vulnerable to enemy Jammers and HDs; in addition he will need to go back to his repeaters to activate Hot Link again (or use a pitcher; which is also risky versus a KHD)

    Virtual Machine example:

    Achilles is inside of the enemy Hacking area, fortunatelly for him a Danavas Hacker have Hot Link supportware active. An enemy KHD decide to take advantage of this to target the Danavas Hacker through that supportware. The enemy KHD used trinity, however a Provos EVO Hacker was also using Virtual Machine, reducing the B to 2 and making the Danavas immune to Shock; the KHD still wins the roll, Danvas suffers 1 W and fall unconscious. Hot Links ends but at least Danvas is alive to fight another day. Later that turn the enemy KHD enter in the range of one of the Aleph repeaters with the intention of finish the Danavas Hacker, unfortunatelly for him Virtual Machine is still active and prevent him to try to finish the unconscious Hacker. He will have to try and kill the EVO hacker first to end Virtual Machine; however with that EVO-GADGET active, he is a hard nut to crack.

    Remote assistance example:

    A nomad Szali is hitted by a E/M grenade and is in IMM-2 and Isolated states near of the center of the table. A clockmaker and his zondbot are too far from it, fortunatelly a Zero AHD is in a marker state nearby. Our brave Zero get to b2b with the Szali and uses Remote assistance (the clockmaker is in the hacking area thanks to a Transductor Zond). Our zero with WIP13 will have to roll against WIP-3 (10), after 2 tries he finally removes the states from the Szalli (fortunatelly he wasn't trying to repair it).
     
    #25 Ogid, Jul 7, 2019
    Last edited: Jul 8, 2019
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  6. toadchild

    toadchild EI Aspect
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    I understand what people are saying about top-tier HI being an important benchmarking point, and don't disagree. But I do want to remind you that a Charontid with WIP 16 and HD+ does already exist, and has access to things like Cybermask as a result.
     
  7. Ogid

    Ogid Well-Known Member

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    Those top tier unit really limit the potential new programs;
    I really liked the idea of a marker state for HIs; but then you could end with a (non Hacker) Charontid with a Sepsistor Plus AND a marker state thanks to other hackers or an Achilles in Marker state doing Move + Move (or with extra dodge bonus/dices and advancing a lot thanks to Kinematica...), those are too scary to give them those tools to close the gap; that's the reason why I've removed them in this second iteration.
     
  8. toadchild

    toadchild EI Aspect
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    Reading through, I like what you're doing overall, but I have some thoughts/comments on a few of them. In general, the theme is that I think a number of these are more complex than they need to be.

    Can you explain your design concept for Overlooker? What is it you're trying to protect the HI from? Is it an enemy intentionally setting up the HI to be engaged, and then shooting it when it's defenseless (triangulated fire, etc)? Or do you see the 360 vision as being a key element? I think it would be much less rules-heavy to just grant sixth sense level 2, rather than creating a new state that allows dodging without LoF.

    Private Commlink - How do you imagine this working? Do you use it as a preventative measure, or after the model has already been hit by a jammer? Does it expire at the end of any order in which the model exits friendly hacking area? That's a much more stringent check than any other supportware. I think the way this interacts with LoL will also be a little confusing.

    Remote Assistance / Enlighten - I think these are a cool idea, but the -3 penalty is very harsh for models that don't start with an exceptional WIP value. Making one doctor/engineer/objective roll at WIP 10 doesn't seem like a great use of 2 orders.

    I understand you're trying to be careful about how much you boost the order pool, but these skills have weird durations and timing issues. For example, as written, despite the 3 turn duration, Power Up only generates one bonus order, since it has to be used after the order count phase of your turn. Command Link doesn't want you both using the NCO order and benefiting from other supportware, even though flipping the supportware costs an order (presumably from another group, but still; an order's an order).

    As an aside, the Power Up name threw me off for a moment, because that's the name of the marker that Protheion gives you to indicate that you've increased your wounds beyond the starting value.

    Enhanced Sensors has complex supportware limitations again. I assume you're trying to prevent granting a model a Repeater so that it can then benefit from the supportwares that require repeaters? I think you should just drop repeater from the list of granted abilities.

    Booster is way too strong and I think it should be dropped entirely.
     
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  9. Ogid

    Ogid Well-Known Member

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    Ty for the feedback!
    With this one I was trying to boost the defensive abilities of a HI without going full Sixth Sense level 2. With 360 vision flanking is harder (and great if placed in supressive fire) and the dodge while engaging could let that HI both defend versus those kind of attacks (engage plus triangulated) or use the HI to engage a dangerous model (like a TAG) and make harder for the enemy to remove it. These give the model some very good defensive options but there are still vectors to attack him.

    I see this working better to fix the Isolation. You throw a pitcher / move a repeater REM near of the isolated model and use the program to activate it again.
    I haven't worked in the timmings, but they would be like the perimeter ones (checking at the start/end of the order). I guess: Check if its within "coherency" or in our case hacking area, if it's then the Veteran L1 is active the whole order and you can spend the order to activate it (or maybe declare you want to activate it and if you aren't in hacking area you lose the order, that would probably be the most "official" way to do it). During that order you can leave the hacking area, but if you end your action outside of a repeater then you lose Veteran L1. The LoL interaction would be funny, if the model end any order outside the hacking area then he enter in retreat! state (and if while retreating it ends within the hacking area then the Retreat! state is canceled)

    I'd like it more without the -3 MOD, this was more for not making it too good; if they are too niche then we can remove the -3 or reduce it to -1 and call it a day.

    I know the 3 turns duration is a bit weird, but it's the only way to make those programs active in the Tactical/Order phase the following turn. I didn't want to give order to the player outside the order count phase.
    The idea of Power Up is using it with a Hacker in other control group to "transfer" the order to that HI in the next turn; so it's a program that you use one turn to get an advantage in the following turn; however if used during the start of the game (using a command token), then that program would give you 2 orders.
    Power Up is really designed to be used with Booster, because it would give you back the order expended by the Hacker and would duplicate the gains (but you have to target 2 HI/REM outside a fireteam and you will have those orders in your second turn so it would be fine I guess).

    Command Link have like 2 parts, during the turn you use it you can use the NCO skill; and in your next active turn you may use the free agent. However if you use any of them, they'll block any other supportware. For this, If you want to use the NCO twice with the same model, you will have to not use free agent, cancel the supportware and activate it again (to get the SC1). The idea of this is again trade an order from one group to other (but again Booster would give higher benefices), with the extra of the free agent.
    I initially thought this as 2 separate programs with more fluff, but I didn't want to overcomplicate and as both fits together thematically I ended with this one.
    I guess the Free agent part could be removed to get the standard 2 turns duration add something else in return...

    Lol very true, I forgot about Protheion, any suggestion about how to change that name?

    Suggestions are very welcome with this one as I'm not 100% sure yet.
    The limitations are because Sensor and Repeater may affect the performance of enemy models (CAMO that can't enter in the state again) or enemy Hacker trying to hack using the repeater. I didn't want to allow a player with 2 supporware that could affect that model to say ("no, I'm using this turn that other supportware so you can't hack through my repeater" or having to say which supportware use at the start of every enemy model action for the potential Sensor interactions); because of that I was adamant with this one, if it is active, it override any other supportware (this would also need some extra lines to examplain how it interact with the other with similar clauses).
    This one was intended for being utility focused, that's why I eliminated the triangulated fire (that ability could become too good with some of the HI weapons)

    I do like the repeater tho, this program have the hacking area limitation so you would have to initiate it in Hacking area (it's not like you can have a repeater at will in any point of the table); after that you could move up your repeater only for that turn (and the reactive); but in the next one you will need to go back to your repeater net to activate it again.

    Booster have an oportunity cost, you could have overclock active and have a ton of remotes with B2, TeamPro and your links well protected, or even no EVO at all and 3 cheap regular orders plus a Warcor.
    Why do you think this is too good? Which changes would you make to make it balanced?

    Some ideas about how to nerf it:
    Limit: 1 refund per turn (each Hacker),
    The extra GADGET that may be used for the EVO cannot benefice from Booster (so you now would need 3 hackers to make full use of it)... this could be too much.
     
    #29 Ogid, Jul 7, 2019
    Last edited: Jul 7, 2019
  10. WiT?

    WiT? Well-Known Member

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    Honestly, that does sound better than my idea. It goes a long way to stopping the "power up one dude and let him loose" element which is constraining the design of these programs. It is also very simple, which is a huge plus.
     
  11. Section9

    Section9 Well-Known Member

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    Just a reminder that not many people have DHDs/WHDs. Just Wardrivers and Tohaa, IIRC.

    So I'd rather see HI supportware on the standard HD/HD+ and EVO, alongside the REM supportware. Might even cut the quantity of HI supportware down to 2-4 programs, maybe with an EVO 'better version' like Enhanced Reaction (one REM) versus Overclock (all REMs with repeaters).

    I also really think that in terms of supportware range, it should be just like the REM supportware: the HI getting buffed needs to start within Hacking Area, but doesn't need to stay within hacking area (I'm looking at TRbots, most of them do not have a repeater built-in). Maximum consistency within the ruleset!
     
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  12. Ogid

    Ogid Well-Known Member

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    Realistically I agree, I don't think more than 4-6 programs would get added...
    About the range, I also agree, the more consistency, the better (in fact mine are supossed to work like that; only Private Commlink is the exception; that not states for being sketches tho)
     
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  13. toadchild

    toadchild EI Aspect
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    I guess I just don't like the LoF thing. Do you intend it to be "you would have LoF if you weren't engaged"? Because as you wrote it, you could dodge as an ARO to any enemy anywhere on the table. I just figured that SSL2 was a skill that already exists in the game that has the overall effects that you want (i.e. can shoot back if flanked or attacked from outside engagement).

    With timing, I was thinking about things like when it happens relative to the order count, and/or what actually happens in the game rules if you're already isolated and then gain veteran. Normally that isn't possible, so I want to know what you think it does. Do you retain the Isolated marker, but ignore its effects? Does the isolated state just get cleared?

    Please don't add modifiers that aren't multiples of 3 :-)

    I read these before I read booster. As mentioned, I don't really like booster, but I'll discuss that in the other section. I think these need to be designed to stand on their own, rather than as part of a complex combo. I don't like how long the setup is, as your opponent has both their ARO phase and their next active turn to kill the model before you even get to spend the NCO order. I think the bits you added to prevent stacking an additional supportware after they use NCO is a little weird. (Why can't they receive another support after spending the Lieutenant order, anyway?) The Free Agent case is basically the same as saying in advance "I'm going to use a command token to swap this model on my next turn", except that you 1) don't have to spend a command token and 2) by committing to it, you're giving your opponent time to decide if they want to do anything about it during their turn. It just seems tactically awkward at best.
    My main issue is that you had to give all the special restrictions to avoid unintended combos. I appreciate that you want to keep the power in check, but the end result is a complicated rule with lots of exceptions. I think the focus should be on clean and simple effects.
    I fundamentally don't like the way it's playing with the order pool. I don't think you should be able to execute orders "for free". I also feel like it's contributing to overcomplication of other skills, as you're adding in a combo effect here, and then having to write exceptions to keep it from scaling too far elsewhere.
     
  14. Ogid

    Ogid Well-Known Member

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    Giving SS2 would be easier, but it would be stronger. With SS2 he would be immune to any kind of surprise attack, smoke or white noise couldn't be used to force a -6 roll... I just didn't wanted to give so much defense.
    The dodge part is true, these are sketches so the wording is sloppy. That part need a "when being attacked" so it can only triggers when it should. Good one!

    Veteran let you ignore the isolate effect but AFAIK a veteran can still have the isolated marker. In this case when you gain the Veteran skill you just ignore all effects of that state (so you can activate it again, your comms equipment would work again...). In this case the trooper with the supportware would retain the isolated marker, but i'd just ignore their effect while in hacking area and with the supportware active.
    About the order count, that trooper had already generated its order so there is no interaction with that phase.

    Yep maybe I have to think about how to handle Booster and Power up to make it more useful without an EVO.
    The long set up of power up was part of the dissadvantages of these programs, with the right set up you will be gaining orders with Power Up and that should come with a price.
    About the NCO. The NCO ability could be used as soon as in the next order after you cast the program; NCO let you use the Lt order, so as long as that is still avaliable the trooper could use it right away.
    The Free agent is also telegraphed to the rival, but you are doing an action that normally requires a command token for 1 order (or for free if you have Booster active), so again the delay and the potential counterplay in the active turn of the enemy is a fair price.

    I have to think more about this one... the actual iteration is not that complicated tho.
    • You have this supportware? Then you cannot benefice from any other.
    • Have you any restriction about the use of supportware (for the use of Power Up for example)? Then you cannot benefice from it/activate it (this should be defined)

    I tend to overcomplicate things in the initial iteractions and it's true this one could get messy with some programs (GADGET-DEF and Trauma override in particular)... However the refund mechanic is safe in the sense that it's not generating orders but "recicling" the one used; so you cannot break the game with it (it's also the reason why I avoided create orders outside the orders phase). But I'll consider other possibilities.

    However a supportware heavy style would need something like this to compensate the orders they are losing for including the HIs and the Hackers, plus the order expended in activate the supportware. With the cost of an EVO hacker you could add 3 cheap troopers to generate orders for example; this supportware give some extra tools, but it'd need some help to compete with the other playstyles.
     
    #34 Ogid, Jul 8, 2019
    Last edited: Jul 8, 2019
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  15. Savnock

    Savnock Nerfherder

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    That's a lot of really good points.

    You're right about seeing them on EVOs for sure, HDs and HD+ probably, and DHD/WHD to boot.

    Regarding duration of Supportware, keeping consistency is definitely more important than adding new gubbins, true.

    Maybe staying in Repeater range isn't really needed. I mean, putting Vet L1 on one guy isn't really game-breaking, even if it's on a TAG (because Jammers are overpowered and a single unit being immune to them isn't an auto-win by any stretch). The Specialist one... yeah, if it's Achilles that's a problem. Hmmm. But all the others seem not too powerful if the persist once out of Repeater range.
     
  16. daszul

    daszul Well-Known Member

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    I think a possible way to restrict those programs to the 'inferior HIs' would be to involve their BTS:
    - all the 'good ones' as far as I can tell have BTS 6 (or even 9 if you include TAGs).

    So either make the Hacker roll vs his WIP with the targets BTS (or double BTS) as negative mod,
    or make it like this: BTS 0: no roll, BTS 3: WIP roll, BTS 6 and above: not possible.


    The reason can be that the hacker has to fiddle with the HIs programing,
    and the really secure ones might revert any changes made immediately...

    Or you can reduce its duration based on the BTS (how long does it take the OS to revert any changes?),
    or make a roll (with BTS as negative mod) to keep the buff every round...

    (GADGET-DEF) Overlooker
    Why this new hacker mechanics?
    Why get LoF regardless of smoke etc...?
    Make it Supportware, allow TAGs as well, and the effect simply is 360°visor for 2 rounds.

    (GADGET-DEF) Hot Link
    Why, we already have Fairy Dust and Kaleidoscope?
    I think this is way too complex to be 'good'.

    (GADGET-1) Private Commlink
    Just drop the hacking area. Must be in it to gain it, but that's it.

    (UPGRADE // HD/HD+/AHD/WHD/DHD) Remote assistance
    I don't like it, I'd drop it.
    Bring the right tool for the job, not just a weak tool and a HI.

    (UPGRADE // HD/HD+/WHD/DHD) Enlighten
    Again, as above.

    (GADGET-1) Trauma Override
    Too complicated (and maybe too strong).

    (GADGET- PLUS) Command Link (CL)
    Too complicated and too strong.

    (GADGET- PLUS): Power Up
    Too (complicated and too) strong.

    (GADGET-AHD) Enhanced Sensors
    I like the idea, but make them seperate programs.

    (GADGET-AHD) Red Line
    I like the idea, but like this it is too strong.
    And while you can argue for the Speed, it is hard to explain Climbing Plus as that one needs special gear imho.
    But what about 'gain +2/-2 MOV'? Or '+2/+0 MOV'?

    (GADGET-AHD) Spotter: Entire order, Target HI/REM, Hacking area, 2 turns. Gain BS+1 and Fatality L1.
    Too strong.
    Rather something like X-Visor, or maybe MSV1.

    (GADGET-AHD) Wired Reflexes
    We already have Enhanced Reaction, so just allow it to be used by HIs(/TAGs) as well.

    (GADGET-EVO): Booster
    Too complicated and too strong.

    (GADGET-EVO): Virtual Machine
    Too complicated and too 'uneven' - some programs rely on burst, some on mods - those will suffer, the one with mods the most, but a B2 program without mods (but maybe high damage) does not suffer at all.
     
    #36 daszul, Jul 8, 2019
    Last edited: Jul 8, 2019
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  17. RedeemedRyan

    RedeemedRyan Member

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    I agree with @Section9 that the list should probably be restricted to 2-4 additional programs, on widely accessible hacking devices like HD, HD+, and EVO. I would also suggest not messing around with turning HI into specialist operatives, or turning them into effective Doctors/Engineers. That seems pretty warping in terms of the role of HI, and would turn most lists that were inclusive of these elements into a one-size(unit)-fits-all style of gameplay, which seems in opposition to the style of gameplay that Infinity promulgates.

    Here are a few programs I've come up with under this rubric, that I think are balanced, yet useful:

    ---

    (GADGET-EVO) Rapture (1 Turn): Entire Order, HI in an Unconscious state, Hacking Area. By passing a normal WIP roll, all targets gain the V2: Dogged state. This modifies the current Unconscious state. Replace the Unconscious marker with a V2: Dogged marker on the affected models. They are now considered in the Dogged state.

    Note: Rapture seems powerful, but not only it is roll-dependent (must pass a normal WIP roll), it is also a net-loss in order count. It's power lies in its ability to recreate powerful positioning scenarios, where you pushed a ramboing HI up the field, he died, and now you can re-utilize that model. It is also only available to EVO hacking device, which decreases its power level as well.

    (Gadget-2) MJOLNIR (SUPPORTWARE, 1 Turn): Entire Order, Target HI with Hackable Trait, Hacking Area/Table. Gains Nanoscreen automatic equipment.

    (GADGET-1) Private Commlink (SUPPORTWARE, 2 Turns): Entire Order, Target HI with Hackable Trait, Table. Gains Veteran L1. If target is already in an isolated state, including Loss of Lieutenant, cancel the isolated state, and make regular any irregular orders consequent of the isolated state.

    (GADGET-1) Overwatch (SUPPORTWARE, 2 Turns): Entire Order, Target HI with Hackable Trait, Table. Gains Sixth Sense L1. If the target already has SSL1, gains SSL2.

    (GADGET-1) Broadside (SUPPORTWARE, 2 Turns): Entire Order, Target HI with Hackable Trait, Hacking Area/Table. Gains Full Auto L1. If the target already has Full Auto L1, gains Full Auto L2.

    (Gadget-1) Deadeye (SUPPORTWARE, 2 Turns): Entire Order, HI with Hackable Trait, Table. Gains Marksmanship LX.

    ---
     
    #37 RedeemedRyan, Jul 8, 2019
    Last edited: Jul 8, 2019
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  18. Ogid

    Ogid Well-Known Member

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    Again ty for the feedback guys. I'm working in a new version and cleaning the mechanics up a bit more.

    I also considered some approach like these for the most powerful programs, but there could always be some oultier that cause problems (and kind of break the immersion); so in the end I opted for programs for everybody.

    The idea of this thread is explore and expand the possibilities of Hackers, the new mechanic are there to make Hackers more vulnerable when using some programs. However as said above, I'm cleaning the mechanics up a bit more for the next version, right now it sounds more complicated than it really is.
    The visor for TAGs could be too strong and I like something a bit different than just slap another ability into them.
    Hot Link have some overlap with these programs, but these are more passive. The idea of this one is much more protection at the cost of exposing the Hacker. However I'm working in a new version that I like more than this one.

    Remote assistance is for the Hacker not for the HIs (for the HIs it would be too good), in this version it'd let mid field hacker act like Doctors and Engineers in a pinch (but with severe negative MODs and without the ability to use any G:Servant). In the new version I drop the Doctor ability and the engineer can only be used for clearing states but without negative MODs (the idea is being able to use a mid field hacker as a state removal in a pinch, not making the other specialist useless)

    Why do you think this one is too much? It needs to be in Hacking area so you will need some orders to extend the repeater net if the HI is too far, plus the risk of dying for the roll at the end of the turn and the all the negative MODs. This one is closer to be too weak than too strong.

    These 3 can only be activated with an AHD. That's the reason for Wired Reflexes, if you want the B2 in the HIs, you will need to buy the more expensive (and not avaliable in the line trooper) AHD and expose it.
    The problem with extra movement is the benefice that some models like Achilles would get; 6-4 is a standard value for "fast" HI that would fit well. The climbing plus could be explained easily, from powered magnetic climbing aids in the armor to "abiliadapters". It's a high tech world and the HI are cutting edge.
    Spotter is true that could be powerful... I focused in giving the HIs more choices but without giving them extra punch and this one is the exception. I'd consider other choices, X-Visor could be a good idea; I'm not 100% sold in this one

    I'm revising the 2 EVOs. Virtual Machine have some programs that works better versus it, but that's intended; it specifically counters the most dangerous ones like Lightning or Trinity... but I could check this one to see if there are other ways.
    Booster would be necessary to enable a viable Hacker heavy style which is the other idea for this thread (but I think that limiting the refunds to 1 per hacker and turn would be good). That style would need a bit of help with the order intensive supportware play; the key is not making it too good (or abusable for a low hacking army). I'm thinking about Booster and the 2 GADGET-PLUS.
    In general It seems to me that you are a bit negative, either because you don't like the Hacking or because you like the actual status quo too much. However I've seen some good pieces of feedback so ty for that

    Probably not as a pure GADGET-EVO because it'd mess with the other EVO programs but the Dodged approach seems popular so i'd consider it.

    Mjolnir is good but I rather the HIs look for their own cover and give them other kind of advantages.
    That version of private commlink would be too strong; basically with an HD in the table the Isolate effect would have no effect versus your army.
    Overwatch is not bad but the SSL1 is situational and the SSL2 quite strong imo.

    I've tried to avoid giving HI too much extra stopping power because they are in general better shooters and more tough than REMs, so these buffs could get out of hand easily. I do like Deadeye tho, Marksmanship LX is situational and have some heavy dissadvantages on its own; i'll consider it. Ty!
     
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  19. Ogid

    Ogid Well-Known Member

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    As always thanks for the feedback to everyone <3. I’ve been tweaking this a bit more:


    Changes of this version:

    New labels, states and order types added to clean up the format.

    The 2 new order types are created to aid hacking heavy lists (and are more relevant the more HDs, HIs and REMs you include). The most offensive of these orders (Cyber orders) behave like irregular orders, so they have low synergy with links. I was trying to avoid creating orders outside the order count phase but at the end I had to give that up to avoid the weird 3 turn programs.

    The 2 new states are there for supportware management. Buffer Loaded is placed at the same time that any supportware as a “placeholder” to remember that model had already used a supportware this turn (this is only relevant if the player is planning to use Cyber orders, otherwise this state can be ignored). Overloaded is used to mark troopers that cannot be affected by supportware that turn. Both effects end at the end of the turn.

    The new labels help to clarify the new mechanic and interactions: Surveillance represent a supportware that require high unkeep by the hacker (he is monitoring the surroundings or balancing potent drugs being injected in the trooper); those programs are usually a bit more potent but expose the hacker (force its activation, making him vulnerable to AROs), cannot benefice from Booster and prevent the hacker to be in a coordinated order with that model or in a Link (surveillance activation would kick him out of the link). Priority is used in programs whose effect cannot be stopped (for fluff or potential rules interactions), a trooper cannot be the target of 2 Priority programs. Linger is used for programs that represent powerful drugs being injected in the trooper, some effects would persist even if the supportware ends before the end of the turn.


    Changes in the programs:

    New GADGET-DEF “Martial Chip”. The role is both defense/offense in close combat, useful to the average HI but useless for CC specialists.

    Hot link reworked, is still quite complicated but it would add some interesting offensive/defensive tradeoffs.

    Remote assistance now only works with states and it’s an entire order skill to make it less efficient. Enlighten is more versatile now, being able to help also specialists in hacking area. Trauma Override has been reworded into Dodged as you guys seems to like it more than NWI. Only 1 order related program left Precise Data (renamed Power Up), this one have high synergy with having extra HDs in the list and is now a Gadget-1 program.

    Enhanced Sensors now have surveillance, Red Line have traded Climbing Plus for Multiterrain. New program “Stimulants” that grants extra mobility and CC damage in exange for cover mods. Spotter reworked to avoid making the HIs better in his optimal rangebands, surveillance added.

    New "drug related" effect added with Trauma Override, Stimulants and the label Linger.

    Booster mechanic changed, now have limited number of supportware activations per turn and the double target is only limited to HIs (the double supportware for REMs could be too much). Minor changes to Virtual Machine.

    I kind of like this new version, it may enable multi hacker lists, empower solo or duos (which could give a reason to use them instead of the Haris/Cores), give some niche to the hacker even when not pitted versus good matches; and also some potential too powerful programs had been eliminated. This is just theorycrafting, it’s not tested; so I’m sure it’s not 100% balanced, but I’d love something like this in the game.

    Note: As always feel free to give your feedback, but I’m going to have less time from now on; I’ll try to answer but I won’t be as active as before.


    Disclaimer: I know this is too much. I’m just having fun with the mechanics of Infinity.

    In general I think most of these could be added to the game, but realistically if I’d have to choose 6 to introduce they would be: Martial Chip, Private Commlink, Remote assistance, Red Line, Wired Reflexes and Booster.
     
  20. Ogid

    Ogid Well-Known Member

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    New programs V3:
    See notes in the post above

    Ranges:
    • "Hacking area" means the program needs the target in Hacking area to be a legal target; but once it’s activated, program's range cover the entire table unless otherwise stated (like Private Commlink).
    • “Table” means “this program's range covers the entire game table.”

    New labels:
    • Priority Program’s target cannot choose to not benefice from the program in one order. A model cannot be the target of a Priority program if he already is benefiting from a supportware with this label (for example, an HI with Trauma Override in the same army where a EVO hacker is using Reboot cannot choose to apply the later when using Reset after being attacked by a Comms attack and cannot be the target of Hot Link)
    • Optional: Program’s target may choose to not benefice from the program in one order.
    • Surveillance: If this supportware is used during an order: In the active turn, the Hacker (who is maintaining the supportware) activates and performs an “Iddle” (unless otherwise stated in the program). In the reactive turn, the Hacker cannot ARO. This supportware cannot target the same Hacker.
    • Linger: The effects of this supportware continues until it ends even if the hacker stop maintaining. A hacker not maintaining a Linger supportware with Surveillance doesn’t activate in Surveillance.

    New states:
    Buffer Loaded:
    Activation: Troopers that are affected by any Supportware that specifically targets them get this state
    Effect: Indicate this trooper has been affected by a supportware this turn.
    Cancelation: Buffer Loaded state is automatically cancelled at the end of the turn.

    Overloaded:
    Activation: Troopers with a supportware active enters in this state when some conditions are met (depends on the program)
    Effects: Trooper cannot benefice from any other supportware (even those with the Priority or Obligatory labels). The trooper can still be the target of supportware programs, but he cannot benefice from any of its effects.
    Cancelation: Overloaded state is automatically cancelled at the end of the turn.


    New orders:
    Cyber order:
    • These are generated by the program GADGET-1 Precise Data. Each player can only generate them once per turn.
    • When Cyber orders are generated, they are placed on the table. Cyber orders doesn’t belong to any combat group.
    • Rules wise, A Cyber order behave exactly like an Irregular order with the following exceptions:
      • A Cyber order cannot be converted in a regular order using Command Tokens.
      • A Cyber order can only be used to activate hackable HI or Rems without the Buffer Loaded or Overloaded state.
      • The trooper activated by the Cyber order gains the Overloaded state.

    Support order:
    • These are generated by the GADGET-EVO program Booster. Each player can only generate them once per turn.
    • When Support orders are generated, they are placed on the table. Support orders doesn’t belong to any combat group.
    • Rules wise, a Support order behave exactly like a Regular order with the following exceptions:
      • It doesn’t belong to any combat group and may activate models of any combat group.
      • A Support order can only be used to activate a Hacker.
      • The only skills that Support orders allow to declare are: Any Hacking program without the Attack or Comms Attack labels, Idle, Dodge and Reset.

    New programs:

    Defensive (GADGET-DEF included in HD+/EVO/WHD/DHD // GADGET-DEF can be activated with a command token when playing second as EVO-GADGET programs)

    (GADGET-DEF) Overlooker (Surveillance, Optional): Entire order, Target Hackable HI/REM, 2 turns, Hacking area. HI gains 360 vision. When engaged and attacked by any BS attack, the trooper may dodge ignoring the LoF requisite.

    (GADGET-DEF) Martial Chip: Entire order, Target Hackable HI, 2 turns, Hacking area. Target HI replace his CC value for 18 and all his CC special skills for Natural Born Warrior. Natural Born Warrior from Martial Chip doesn’t grant the user Stealth.

    (GADGET-DEF) Hot Link (Priority, Surveillance): Entire order, Target Hackable HI/REM, 2 turns, Hacking area. Target HI/REM become Non-Hackable and cannot be targeted by Comm attacks while this program is active. Instead, the Hacker becomes a legal target for Hacking attacks and Comm attacks that could target him as if he were the Target HI/REM. The Hacker performs the action “Reset” instead of Idle in surveillance (ignoring “Reset” requirements).


    Utility/Defensive

    (GADGET-1) Private Commlink (Surveillance, Optional): Entire order, Target Hackable HI/REM/TAG/Hacker, Hacking area, 2 turns. While in (allied) Hacking Area, gain Veteran L1. The Hacking area (and whether the trooper has Veteran L1) is checked at the start and the end of each order.

    (UPGRADE // HD/HD+/AHD/WHD/DHD) Remote assistance: Entire Order. This program requires an Engineer in a non-null state in Hacking area. This Hacker may make a normal WIP roll to cancel states susceptible to being repaired by an engineer.

    (UPGRADE // HD+/AHD/WHD/DHD/EVO) Enlighten: Entire order, Hacking Area. Activate Target Hackable HI or Target Specialist and perform short or entire order skills with it as usual. During this order the activated trooper is considered Operative Specialist. Target trooper gets an extra MOD of -3 to any objective roll. If the target trooper was already a specialist, then the MOD is +3 instead. This ability cannot target the same hacker that performs it.

    (GADGET-1) Trauma Override (Priority, Surveillance, Linger): Entire order, Target Hackable HI/REM, roll required, 1 turn, Hacking area. Target gain V2:Dogged and Immunity (Stun); If target is already unconscious, he enters in the Dogged state. When the trooper enters in the Dogged state he also gains Impetuous, Religious troop, WIP-1, PH+1, Super-Jump and Fatality L1. If while target model is dogged the Hacker cannot perform the surveillance “idle”, target HI/REM enters in the Dead state.


    Utility/Order efficiency

    (GADGET- 1): Precise Data: Entire order, Targetless. Requisite: This hacker cannot be maintaining any Supportware. Generate 1 Cyber order per each non-null hacker in the table with the following exceptions: EVO hackers generate 2 cyber orders, the first KHD generate 1 Cyber order, after that you get 1 Cyberorder for each 2 KHDs. This hacker cannot use any Supportware program the rest of the turn.


    Ofensive (GADGET-AHD and UPGRADES only for AHD // GADGET-ADH can be activated with a command token when playing second as EVO-GADGET programs)

    (GADGET-AHD) Enhanced Sensors (Priority, Surveillance): Entire order, Target Hackable HI/REM, Hacking area, 2 turns. HI/REM gain Repeater, Sensor and Biometric Visor L1 while not isolated. Sensor doesn’t grant the ability Sensor:Triangulated Fire.

    (GADGET-AHD) Red Line: Entire order, Target Hackable HI/REM, Hacking area, 2 turns. HI gain movement 6-4 and Multiterrain. The first time this program is activated choose one type of terrain for Multiterrain and write it. Red Line’s Multiterrain will use that type of terrain for the rest of the game.

    (GADGET-AHD) Stimulants (Priority, Surveillance, Linger): Entire order, Target Hackable HI, Hacking area, 1 turn. HI gains impetuous, Religious troop, WIP-1, PH+1, Immunity (Stun) and Climbing Plus. If the Hacker cannot perform the surveillance “Idle”, Stimulants only grants Impetuous and WIP-1.

    (GADGET-AHD) Spotter (Surveillance): Entire order, Target Hackable HI/REM, Hacking area, 2 turns. Gain Visor-X and Markmanship LX.

    (GADGET-AHD) Wired Reflexes: Entire order, Target Hackable HI, Hacking area, 2 turns. Gain B 2 in ARO but reduces his BS in 1, this bonus doesn’t stack with the B of any other rule.


    New EVO programs:

    (GADGET-EVO): Booster (Priority): Entire order, All Hackers, Table, 2 turns. Generate 1 Support Order per each non-null hacker in the table. This EVO-Hacker can maintain this EVO-GADGET and other GADGET program at the same time. Up to 2 GADGET programs that may target HIs, can now choose an extra target who must be an HI (even if the primary target isn’t an HI); if Booster ends, GADGET programs stop working in the extra targets. GADGET programs with the surveillance label cannot benefice from booster extra target rule.

    (GADGET-EVO): Virtual Machine: Entire order, All Hackers, Table, 2 turns. Enemy Hackers cannot assign more than 2 dices of the B of his CLAW, SWORD and UPGRADE programs to allied Hackers, this limit is 1 versus this EVO Hacker (non-distributed B is lost). In addition, allied Hackers that lose the FTF roll doesn’t apply the effect of any special ammunition in the BTS roll when rolling for damage. These special rules are not applied when the Hacker could be targeted by the program without being a Hacker (for example a HI hacker attacked with Icebreaker)


    Examples:

    Hot Link Example 1:
    Achilles with Hot Link active (supported by a Danavas Hacker) enters in the range of an enemy Jammer using the short skill move and benefiting from stealth; the surveillance label also activate Danavas Hacker in this order who must declare Idle + Reset. A TO sniper reveals and ARO Achilles. Achilles decide to Dodge as his second short skill but this break stealth, being also in range of the enemy Jammer. Fortunatelly thanks to Hot Link Achilles is not a legal target for the Jammer, but Danavas is. Now the Danvas Hacker must declare Reset and try to counter the Jammer attack.

    Hot Link Example 2:
    A few actions later Achilles enters in the ZoC of an enemy repeater and breaks stealth to use BS attack. Achilles is an illegal target for the any hacking attack, but Danavas is. This let the enemy KHD and HD declare Oblivion and Redrum versus Danavas. Danavas will face his Reset versus both attacks.

    Hot Link Example 3:
    Miraculously, both survive the example 2. Before the active turn ends, the Aleph player have a tough decision. In the reactive turn and still in the enemy Hacking area the enemy KHD may target Danavas through the Hot Link, so canceling the supportware would be safer. However if he cancels the Hot Link, Achilles will become more vulnerable to enemy Jammers and HDs; in addition he will need to go back to his repeaters to activate Hot Link again (or use a pitcher; which is also risky versus a KHD)

    Remote assistance example:
    A nomad Szali is hitted by a E/M grenade and is in IMM-2 and Isolated states near of the center of the table. A clockmaker and his zondbot are too far from it, fortunatelly a Zero AHD is in a marker state nearby. Our brave Zero gets to b2b with the Szali and declares and Idle, in his next order he uses the entire order Skill Remote assistance (the clockmaker is in the hacking area thanks to a Transductor Zond). Our zero with WIP13 will have to roll against 13, at the second order he finally removes the states from the Szalli; that was a bit expensive in actions but at least the TAG is operative again.

    Private Commlink Example 1:
    A Mobile brigade had been hitted by an enemy hacker Oblivion in ARO, he is now outside the enemy Hacking area but Isolated state. Fortunately for him he is just next to an ally repeater, being in Hacking area of the Nomad player. An interventor targets him with the Private Commlink Supportware. In the next order, thanks to the Veteran L1 skill granted by the supportware he may activate, advance for cover and shoot (which also activates the interventor who idles).

    Private Commlink Example 2:
    The nomad player wants to activate the isolated Mobile brigade with Private Commlink again. This time, however, he is not sure whether the model is inside the Hacking area; the nomad players go ahead and declares that is going to activate the Mobile brigade, expend the order and check the hacking area. Unfortunately he misjudged and the Mobile brigade is just barely outside the Nomad player hacking area, the order is lost, neither the Mobile brigade nor the Interventor activates (nor generate any ARO).

    Enlighten Example 1:
    An Asawira regiment Haris managed to push past the half of the table, securing the area around a now unguarded enemy Antenna; but the Hassassin Bahram player lost the Doctor Plus in the process. One AHD Barid have LoF with the rest of the Haris, he uses his Pitcher to place a repeater near of said Antenna. Now said Barid may activate and declare Enlighten in one of the Assawiras; this activates the Asawira (breaking the Haris) who declares Move as the first skill of the order (provoking AROs), then as the second skill he can try to connect the Antenna with a -3 MOD, rolling versus 11.

    Trauma Override Example 1:
    A Military Orders player really want to alpha strike during his first turn with his Montesa Knight. He deploy his knight inside his Hacking Area. During his first turn he uses an Order Sergeant Hacker to activate Trauma Override in the Montesa (after rolling a 8). A few orders later the Montesa have already paid by himself but a FtF roll makes him reach 0 W; he isn’t in the Hacking Area anymore but as Trauma Override is already active, he can enters in the Dogged state. In addition to that, he gains the extra bonuses from the program (Impetuous, Religious troop, WIP-1(12), PH+1 (14), Super-Jump and Fatality L1). As trauma Override is a Surveillance program, the order sergeant activated and performed an Iddle in each activation of the knight (which forced him to leave the Sergeants Core)

    Red Line, Wired Reflexes and Booser Example 1:
    A Morat Agression Force player has choosen a Sogarat Duo as his Spearhead duo, but a dense table full of Jungle and Acuatic Terrain is hindering him. Fortunately this list includes a Zerat AHD and a E-Drone (EVO). The E-Drone activates Booster for 1 order, which gives the Morat player 2 Support Orders. He immediately uses one of said orders to activate the Zerat AHD and declares the use of Red Line in both Soragaths thanks to the Booser EVO program, this gives both Sogarats a movement attribute of 6-4 and Multiterrain, the Morat player chooses Jungle for the Multiterrain ability (he write down that choice because he must use it in any Future Red Line activation). Before the end of the turn the Zerat AHD cancels the Red Line and use the second Support order to activate the GADGET-AHD program Wired Reflexes in both Soragaths, giving both B2 during the reactive Phase.

    During the Reactive turn an AD trooper manage to put the E-Drone in a Null-state, this ends Booster and force the Morat Player to end the Wired Reflexes supportware effect from one of the 2 Soragaths.

    Martial Chip and Booster Example 1:

    An Invincible Army player playing a Yan Huo Haris is a bit worried about some warbands trying to snipe their heavy weapons in the opponent next turn. Fortunatelly he included a Pangguling EVO hacker. He activates Booster, which gives him one Support Order, which is used in the next order to activate Martial Chip in his two Yan Huos; now both Yan Huos will have a CC value of 18 and the ability Natural Born Warrior. Enemy warbands would still have the edge, but now the Yan Huos could try to stand a fight in CC.


    Virtual Machine and Hot Link example:

    Achilles is inside of the enemy Hacking area during his reactive turn, fortunately for him a Danavas Hacker has Hot Link supportware active. An enemy KHD decides to take advantage of this to target the Danavas Hacker through that supportware. The enemy KHD used trinity, however our Danavas has his back covered by a Provos EVO Hacker who is using Virtual Machine, reducing the B to 2 and making the Danavas immune to Shock. The KHD rolls a critical tho, Danvas suffers 1 W and fall unconscious. Hot Links ends but at least Danvas is alive to fight another day.

    Later that turn the enemy KHD enter in the range of one of the Aleph repeaters with the intention of finishing the Danavas Hacker, unfortunatelly for him Virtual Machine is still active and will prevent him to try to finish the unconscious Hacker. He will have to kill, isolate or disable the EVO hacker first to end Virtual Machine. However with that EVO-GADGET active, he is a hard nut to crack in cybercombat as he can only assign 1 die of the B of his programs to him. However if more enemy hackers were avaliable, the KHD would be able to distribute the B following the limits stated in Virtual Machine. Maybe sending a TO, an AD or use some speculatives to “disable” the EVO hacker would be better.


    Precise Data, Booster, Buffer Loaded and Cyber orders Example 1:

    A Neoterran Panoceania player wants to take advantage of their cutting edge array of REMs and good HI shooters thanks to the new supportware. For this he included 1 Mulebot EVO hacker, 1 Bolt AHD and a Bolt KHD (70 points 1 SWC, 3 regular orders). This will let him generate 3 Support Orders thanks to Booster and 4 Cyber Orders thanks to Precise Data for a strong HI and REM play.

    Support orders let him activate Supportware and other non-offensive hacking programs; Cyber orders can only activate hackable HI and REMs but are incompatible with the use of Supportware and will break links as they are considered irregular orders. Any model that uses a Cyber order would enter in the Overloaded state, being unable to use benefice from supportware this turn.

    Our Neoterran player has to balance well the use of these orders and supportware. The Buffer Loaded state won’t let the use of a Cyber Order in a model that is using or had already used a Supportware this turn. This forces the player to choose between the use of the powerful Assisted Fire in his REMs, or an extra order for them. Similarly, the Aquila guard has to choose between an extra shoot thanks to a Cyber order or gaining the Visor-X and Markmanship LX thanks to Spotter. However the Overloaded state won’t stop the activation of further supportware, so the player may still set up useful supportware in ARO in these models.
     
    #40 Ogid, Jul 9, 2019
    Last edited: Jul 9, 2019