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===The Megacorps=== ====Jinteki==== Your classic cyberpunk zaibatsu, Jinteki makes half of the setting's eponymous Androids - artificial humans - in Jinteki's case, they make clones. Perhaps the most sterotypical cyberpunk megacorp, they have decent agendas, potentially deadly ice and sneaky traps - perhaps why FFG recomends you start with them (you shouldn't, HB plays much better out of core). Masters of all things biotech, Jinteki's divisions also specialize in medicine, gene modding, agriculture, and exploring the capabilities of the [[Psion|human brain.]] (TBC) Jinteki's most recognizable card is, without a doubt, Snare! Recognizable, painful, and costly to encounter, Snare! has ended many a game for a careless runner by inflicting 3 immediate damage and ending a tag. The OTHER reason you don't run on last click, a runner that survives a Snare! has no chance to remove the tag or draw any more cards (usually), which is quite bad news for them. On the other hand, 4 credits is not cheap for a one-off ambush, which is especially bad for the notoriously poorest faction- and a savvy runner knows what 3 credits or less means. While not quite ubiquitous in every Jinteki build, it's emblematic enough of all of Jinteki's little traps and tricks: costly and awkward at times, but satisfying to pull off. ---- {| class="wikitable" style="float:right; margin-left: 10px;" | [[File:Biotic_Labor.png|200px|thumb|left|Biotic Labor]] |} ====Haas-Bioroid==== The other megacorp that makes androids, Haas-Bioroid's product is in the name: they make Bioroids, entirely inorganic humanoid robots with electronic AI brains based on human brain-maps. How they make these maps, and who they make them from (usually they find someone who was good at whatever the bioroid is for, like being a cop, or an investment manager) is HB's secret, but they're expensive as fuck apparently . [[PROMOTIONS|Yes, this includes sex robots.]] Other products include flying cars, cybernetics, AI software (oftentimes it's actually a bioroid, often without a body, and they tend to be less than stable as a result) and industrial machinery. In many ways they are the Shaper to Weyland's Criminal; they rez cards for less, pull cards from Archives, and usually rely on XBOX HUEG servers to score agendas behind. They have an exclusive ICE type - Bioroid - which represent the robot brains hooked into their network. Bioroids have much better stats than other comparable ICE, but their instability means that a Runner can just "wait it out" by spending clicks to break their subroutines. Being all about efficiency, they have quite a few click-saving cards that do multiple things at once. When it comes to "iconic cards" though, their best bet is both their main product and their way of closing out so many games: Biotic Labor. This is a very simple, powerful operation, and in conjunction with their agendas can make for some very strong scoring. ---- ====NBN==== You know how /pol/ always complains that the entire media colludes to spy on people and hide The Truth™? That's NBN. They created the Network that everyone uses for everything, own all forms of media and news, and collect marketing data on every man, woman, child, and android in the Android Universe. As such they specialize in tagging people and then using those tags to fuck with the runner or buff themselves; Weyland often gets splashed here to turn all those tags into a massive wall of murderrape. Also the kings of Corporate aggro, with cards like [https://netrunnerdb.com/en/card/01092 SanSan City Grid] and [https://netrunnerdb.com/en/card/01085 Psychographics] to score agendas in one turn, denying the runner a chance to react. ---- {| class="wikitable" style="float:right; margin-left: 10px;" | [[File:Scorched_Earth.png|200px|thumb|left|Scorched Earth]] |} ====The Weyland Consortium==== Builders, bankers and businessmen extraordinaire, the Weyland Consortium is not one business, but an alliance of large corporations working together; though known for constructing Earth's space elevator - nicknamed the "Beanstalk" after the consortium's founder, Jack Weyland - what Weyland does is buy, sell and invest in other companies and corporations, leveraging their huge wealth to pursue their goals. Uniquely, most Weyland IDs are not divisions of the Megacorp, but corps in their own right - a transnational bank, a fusion power company, a space exploration company etc. - a lore reflection of part of the early design process, where several factions were folded into one. As a faction, Weyland specializes in barriers, tutoring, and making money - in fact, they have a card of every type that makes money, even ICE! Weyland is also strongly associated with meat damage - almost all the corp cards that do meat damage are Weyland, even if Weyland isn't always the best at employing them. Speaking of things Weyland isn't the best at, like HB, a fair bit of Weyland ICE has a unique feature (no extra subtype though) - it can be advanced like an asset or agenda, to change it: some ICE gets stronger, some gain subroutines, etc. Unfortunately, a lot of this ice is over-costed, especially when the additional cost in clicks and credits is included - the investment is not often worth it. When this is combined with Weyland's other weaknesses - limited code gates and noticeably few and poor upgrades it becomes a bit clearer why Weyland struggles to score agendas or protect what it's got. Weyland is also famously unsubtle, having almost no ability to disguise agendas. However, when scored, their agendas can often recoup their cost - if they can actually score an agenda Weyland will rarely slow down, though often this money comes at a cost in Bad Publicity - an example of Weyland's willingness to get things done at any cost, also seen by their tendency to trash their own cards for money or other advantage. Much like Criminal, Weyland's signature card is easy to identify - the often game-ending Scorched Earth. While Weyland often has to import the card that will give the tag, and often the card is splashed by tag-happy NBN, the kill is unmistakably Weyland, and has the influence cost to prove it. Scorched Earth is the most infamous tag punishment in the game, its use being partly responsible for the maxim: "don't run last click" - the risk of getting a tag and being unable to clear it making such a run an often fatal mistake. Scorched Earth also has something of a psychological effect - playing against Weyland often makes runners a lot more circumspect about running without enough money or protection, which can be exploited to score out agendas.
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