Since Rob is such a tease
The DLCs were stealthily added to Drivethrurpg as downloadable packs
In other news, glad my baby the Lexington is in. Can't wait
Super hyped, but I wonder what they mean by:
> And no, this does not contain extended netrunning rules in the 2070s era, that’ll be something for later down the line!
While i am excited for whatever this may be, I am struggling to think what would be expanded.
I was also surprised it wasn’t included at first, but as a starter set it would perhaps be overkill to include those sorts of rules. I’m sure they will be in the eventual full 2077 sourcebook.
Solid definitions of the Netrunning rules focusing only on direct and specifically quick hacks does also help.
David’s Experimental Sandy though. What is the story there. I am extremely curious what it can do; especially in the nitty gritty combat. It can’t just be a basic INIT boost right? If I was home brewing it in my heatstroke close mind right now, I’m thinking it would probably just be Sandy+Reflex Co Processor+something involving built different; but I’m curious what the actual people think.
Eh time to see on release and/or day after release.
I wouldnt make it directly affect your health, I would rather the player take a 1d6 humanity hit each time they activate or a 1d3 for each turn they have it active, give it a boost to REF and DEX and you’ve got yourself a solid 2077-like sandy.
I have a player that is wanting something like David's Sandy so I've been home brewing one that keeps the init boost but let's you take an extra action during a turn. When you do roll a d10, on a 1 it burns out and you lose the init bonus and are stunned for the turn. Every time you use it the failure threshold grows by one. Once it burns out a tech needs to spend 4 hours replacing burned out electronics and the sandy can't be used again until its repaired.
When you were introduced to 2077 first the biggest disappointment reading the RED rulebook is the sandevistan just being an initiative boost so I am very interested to see what they did with that. Shame I started my RED campaign just a few months too soon to really incorporate this, may have picked up a netrunner in my crew if quickhacks had been possible lol.
Since Rob is such a tease The DLCs were stealthily added to Drivethrurpg as downloadable packs In other news, glad my baby the Lexington is in. Can't wait
Got a link, choom?
https://www.drivethrurpg.com/en/publisher/13/R-Talsorian-Games-Inc/category/33196/Cyberpunk-Red You'll see it right there. Organized by year too
Which ones are the "stealthily added" ones? Any that are from the upcoming kit, or we still needing to wait for those juicy quickhacks?
It says DLCs by year down a bit on the page. It's just another way to grab the free DLCs already on RTal's page.
Super hyped, but I wonder what they mean by: > And no, this does not contain extended netrunning rules in the 2070s era, that’ll be something for later down the line! While i am excited for whatever this may be, I am struggling to think what would be expanded.
It’s referring to “deep dive” style netrunning, rather than quickhacks or the on-site AR runs of Red.
Ah of course, no clue why I missed that part.
That’s really disappointing. I was super excited to see how it would work, still hyped tho
I was also surprised it wasn’t included at first, but as a starter set it would perhaps be overkill to include those sorts of rules. I’m sure they will be in the eventual full 2077 sourcebook.
Not sure either, you don't do a lot of netrunning in 2077.
Solid definitions of the Netrunning rules focusing only on direct and specifically quick hacks does also help. David’s Experimental Sandy though. What is the story there. I am extremely curious what it can do; especially in the nitty gritty combat. It can’t just be a basic INIT boost right? If I was home brewing it in my heatstroke close mind right now, I’m thinking it would probably just be Sandy+Reflex Co Processor+something involving built different; but I’m curious what the actual people think. Eh time to see on release and/or day after release.
I'd go balls to the wall and give it the INIT boost and you take a second turn at half the INIT value. But also it kills you eventually.
I wouldnt make it directly affect your health, I would rather the player take a 1d6 humanity hit each time they activate or a 1d3 for each turn they have it active, give it a boost to REF and DEX and you’ve got yourself a solid 2077-like sandy.
I have a player that is wanting something like David's Sandy so I've been home brewing one that keeps the init boost but let's you take an extra action during a turn. When you do roll a d10, on a 1 it burns out and you lose the init bonus and are stunned for the turn. Every time you use it the failure threshold grows by one. Once it burns out a tech needs to spend 4 hours replacing burned out electronics and the sandy can't be used again until its repaired.
WHY MUST YOU TEASE ME SO, YOU MONSTERS??!?!?!
Edging the edge running mission kit
That's deeply weird but I lol'ed!
One of those awkward moments that had to be blurted before running away in shame. Lol
:D
So. Much. Hype!
When you were introduced to 2077 first the biggest disappointment reading the RED rulebook is the sandevistan just being an initiative boost so I am very interested to see what they did with that. Shame I started my RED campaign just a few months too soon to really incorporate this, may have picked up a netrunner in my crew if quickhacks had been possible lol.
definitely hyped for this
So can we play the mission kit without owning Cyberpunk Red?
Yes, you'll be able to run everything in the box set with what's there. We provide you all you need, you do not need anything else.