Difference between revisions of "Elite Attack Decker"

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|Metatype=Grunt Metatype
|Metatype=Grunt Metatype
|Threat Level= 6
|Threat Level= 6
|Faction=NPC faction if any
|Faction=Generic Unit
|Resource Link=link to resource, if any
|Resource Link=link to resource, if any
|Has Thematics Approval=No
|Has Thematics Approval=Yes
|Has Mechanics Approval=No
|Has Mechanics Approval=Yes <!-- Discussed in mech ticket 0135 -->
}}
}}
==Description==
==Description==
A short blurb describing the NPC grunt, what they do, and goals.
[https://docs.google.com/spreadsheets/d/1jXZXwa-XrKYDFVYph6_gCpyVpeORtlAwXXkIfA8S4y0/edit?usp=sharing Matrix Sheet]. This elite combatant defends Rating 5 and 6 hosts


==Standard Operating Procedure/Rules of Engagement==
==Standard Operating Procedure/Rules of Engagement==
This decker remains on standby in augmented reality during their shift. When a player is detected by a local host, they will take a dose of Psyche and then switch to hot-sim. Their job is to to data spike and link-lock the intruders. From there, they'll establish snoop before formatting the enemy's deck and set the condition that it will broadcast the user's position to the corp and GOD when they next connect to the matrix. After that, they will begin intermixing Cat's Paw Data spikes and Tantrum Data Spikes to prevent the enemy from breaking the connection. In the event that the connection is broken, the decker will begin tracing devices that the enemy received communications from as well as any that they sent messages to.
This decker remains on standby in augmented reality during their shift. When a player is detected by a local host, they will take a dose of Psyche and then switch to hot-sim. Their job is to to data spike and link-lock the intruders. From there, they'll establish snoop before formatting the enemy's deck and set the condition that it will broadcast the user's position to the corp and GOD when they next connect to the matrix. After that, they will begin intermixing Cat's Paw Data spikes and Tantrum Data Spikes to prevent the enemy from breaking the connection. In the event that the connection is broken, the decker will begin tracing devices that the enemy received communications from as well as any that they sent messages to.


Their DR 5 deck will start with the attributes  A:8(9) S:5(10) DP: 6 FW: 7(8)
Their DR 5 deck will start with the attributes  A:8(9) S:5(9) DP: 6 FW: 7(8)


The decker will start combat with their Phase 1 loadout
The decker will start combat with their Phase 1 loadout
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Their different loadouts will look like:
Their different loadouts will look like:


     Phase 1: A:8(9) S:5(10) DP: 6 FW: 7(8) Lockdown, Hammer, Decryption, Smoke and Mirrors, Agent R6, Agent R6, Agent R6, Configurator(Phase 2), and PC(Encryption)  
     Phase 1: A:8(9) S:5(10) DP: 6(7) FW: 7(8) Lockdown, Hammer, Decryption, Smoke and Mirrors, Toolbox, Signal Scrub, Agent R6, Configurator(Phase 2), and PC(Encryption)  
     Phase 2: A:5 S:8(14) DP: 6 FW: 7(8) Lockdown, Bootstrap, Stealth, Smoke and Mirrors, Agent R6, Agent R6, Agent R6, and Configurator(Phase 3), and PC(Encryption)  
     Phase 2: A:5 S:8(14) DP: 6(7) FW: 7(8) Lockdown, Bootstrap, Stealth, Smoke and Mirrors, Toolbox, Signal Scrub, Agent R6, and Configurator(Phase 3), and PC(Encryption)  
     Phase 3: A:8(9) S:5(10) DP: 6 FW: 7(8) Lockdown, Cat's Paw/Tantrum, Decryption, Smoke and Mirrors, Agent R6, Agent R6, Agent R6, Configurator(Phase 2), and PC(Encryption)
     Phase 3: A:8(9) S:5(10) DP: 6(7) FW: 7(8) Lockdown, Cat's Paw/Tantrum, Decryption, Smoke and Mirrors, Toolbox, Signal Scrub, Agent R6, Configurator(Phase 2), and PC(Encryption)


==Stat Block==
==Stat Block==
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|Intuition=6(8)
|Intuition=6(8)
|Charisma=6
|Charisma=6
|Essence=
|Essence=3.95
|Special Att=
|Special Att=
|Condition Monitor=
|Condition Monitor=P:11 S:11
|Physical Limit=
|Physical Limit=5
|Mental Limit=
|Mental Limit=11
|Social Limit=
|Social Limit=7
|Qualities=
|Qualities=
|Initiative=*AR:  
|Initiative=*AR: 12 +1d6
*Cold-Sim VR:  
*Cold-Sim VR: 8+DP+4d6
*Hot-Sim VR:  
*Hot-Sim VR: 8+DP+5d6
|Skills= Cracking 10, Electronics 10, Negotiation 6, Con 6, Ettiquette 6
|Skills= Cracking 10, Electronics 10, Negotiation 6, Con 6, Ettiquette 6
|Knowledge Skills=
|Knowledge Skills=

Latest revision as of 02:03, 15 November 2024


Elite Attack Decker
Placeholder.png
Base MetatypeGrunt Metatype
Threat Level6
Typical FactionGeneric Unit
Thematics ApprovalYes
Mechanics ApprovalYes

Description

Matrix Sheet. This elite combatant defends Rating 5 and 6 hosts

Standard Operating Procedure/Rules of Engagement

This decker remains on standby in augmented reality during their shift. When a player is detected by a local host, they will take a dose of Psyche and then switch to hot-sim. Their job is to to data spike and link-lock the intruders. From there, they'll establish snoop before formatting the enemy's deck and set the condition that it will broadcast the user's position to the corp and GOD when they next connect to the matrix. After that, they will begin intermixing Cat's Paw Data spikes and Tantrum Data Spikes to prevent the enemy from breaking the connection. In the event that the connection is broken, the decker will begin tracing devices that the enemy received communications from as well as any that they sent messages to.

Their DR 5 deck will start with the attributes A:8(9) S:5(9) DP: 6 FW: 7(8)

The decker will start combat with their Phase 1 loadout After establishing a link-lock they will use configurator to swap to their Phase 2 loadout

After formatting the enemy device, or failing to format a technomancer, they will switch to their Phase 3 loadout.

From there, they will attempt to trace the enemy until successful, and then begin alternating between Cat's Paw data spikes and Tantrum data spikes

Their different loadouts will look like:

   Phase 1: A:8(9) S:5(10) DP: 6(7) FW: 7(8) Lockdown, Hammer, Decryption, Smoke and Mirrors, Toolbox, Signal Scrub, Agent R6, Configurator(Phase 2), and PC(Encryption) 
   Phase 2: A:5 S:8(14) DP: 6(7) FW: 7(8) Lockdown, Bootstrap, Stealth, Smoke and Mirrors, Toolbox, Signal Scrub, Agent R6, and Configurator(Phase 3), and PC(Encryption) 
   Phase 3: A:8(9) S:5(10) DP: 6(7) FW: 7(8) Lockdown, Cat's Paw/Tantrum, Decryption, Smoke and Mirrors, Toolbox, Signal Scrub, Agent R6, Configurator(Phase 2), and PC(Encryption)

Stat Block

Stat Block

B A R S W L I C Ess Special Att
5 3 4 3 6 6(9)"(9)" can not be assigned to a declared number type with value 6. 6(8)"(8)" can not be assigned to a declared number type with value 6. 6 3.95
Condition Monitor P:11 S:11"P:" can not be assigned to a declared number type with value 11.
Limits Physical 5, Mental 11, Social 7
Initiative
  • AR: 12 +1d6
  • Cold-Sim VR: 8+DP+4d6
  • Hot-Sim VR: 8+DP+5d6
Qualities
Skills Cracking 10, Electronics 10, Negotiation 6, Con 6, Ettiquette 6
Knowledge Skills
Augmentations
  • Cyberears R1 - Antennae x3, Select sound filter
  • Datajack Plus R3
  • Nanohive, Soft (Neural Amp (Limbic))
  • Nanohive, Soft (Neural Amplifiers(Neocortical))
  • Cerebellum Booster R2
  • Cerebral Booster R3
  • Double Elastin
  • PuSHed
Spells
Adept Powers N/A
Gear 50900 nuyen left
  • All Programs except Cry Wolf
  • Shiawase Cyber-5 Add Module: Program Carrier (Encryption), Multidimensional Coprocessor
  • 10 Booster Cloud (Brute Force)
  • 10 Booster Cloud (Data Spike)
  • 10 Psyche
Weapons
Vehicles N/A