Ice Construction Guidelines

Release: Version 1.0h by Corporate Analyst, Robert G Flack

WARNING: These guidelines are considered Proprietary Information of this corporation. Unauthorized access of this document in either electronic or archaic hard copy format is grounds for physical or virtual electronic countermeasures. Proceed at your own risk.

This limited document is released as a teaching guideline for associated corporations in training of Ice developers. While the only benefits and restrictions covered are from the basic set and Proteus expansions of Netrunner, this shouldn't limit creativity. Use the costs below as a guideline for new benefits and restrictions.

We would appreciate feedback and (constructive) criticism of these guidelines. Our mailing address is flack-rg@salem.ge.coma or ArgiFlack@aol.com.

Operations are composed of several basic parts. All operations have a name, cost to play, keywords, effects, and a comment (or flavor text). This guideline will walk you through the creation of a new operation that will have each of these parts.

Overview

Ice has several components. All Ice have a name, rez cost, keyword(s), subroutines, strength, and a comment (or flavor text). Additionally, some Ice may have special effects that are not subroutines. This guideline will walk you through the creation of a new piece of Ice that will have each of these components.

Basics

The main function of Ice is to protect what we have stored in a data fort. There are many ways to go about protection, but hree fundamental ways are proven to be effective. These are covered in detail under specific costs.

When we design Ice, it is important to remember that we are creating protection for information. This protection need not be destructive, but must prohibit - or aid in prohibiting - the runners from accessing information in our data forts.

If we present new Ice to the board that doesn't affect the runner, they will reject our idea as a waste of effort. Repeated presentations of flawed designs can get us reasigned to a beta test site.

Construction Flow

There are seven basic steps to designing a new piece of Ice. A simple outline will not be enough to explain the details of Ice creation. Study the Specific Costs section carefully. Also, we've placed some examples at the conclusion to help any junior executives without programming experience.
  1. We select a name for our Ice.
  2. We add subroutines and/ or effects to the Ice. We don't limit ourselves to the subroutines and effects listed. We can use them as a reference to create new effects and subroutines.
  3. We select a strength for our Ice. The lowest value allowed is zero.
  4. We select keywords for the Ice, based on the selected effects and subroutines. We reference the Keyword section below.
  5. We determine the costs for our piece of Ice. We reference the Specific Costs section below. This is a complicated step. The end result will be the rez cost of the Ice.
  6. We add a flavor text to the Ice. We sometimes use a quote from a famous (or infamous) person working for us.
  7. We have a board review of our new piece of Ice. The details of our new Ice must appear in the standard format, or it will not be approved by the board. Paperwork is the lifeblood of an effective corporation.

Keywords

Each of our new pieces of Ice must have at least the keyword "Ice", and one that determine the basic technique the Ice uses to protect. The protection keyword must either "Code Gate", "Sentry" or "Wall". Additional keywords may be selected by us if they are appropriate.

A protection keyword imposes a base cost and limits the effects and subroutines available to a designed piece of Ice. Other keywords are based on our effects and subroutines.

Protection Keywords Description
Code Gate Requires a code to pass.
Wall Ends the run by not letting anything pass.
Sentry Affects the runner or his equipment/ programs.
Other Keywords Description
AP Affects intruders, usually by damaging them.
Black Ice Does permanent damage to an intruder or the intruder's hardware.
Bloodhound Tags intruder; name usually "dog" related.
Brainwipe Does simple brain damage to an intruder.
DecKrash Dumps an intruder from the system.
Firestarter Trashes a piece of the intruder's hardware, including cyberware.
Flatline Locks an intruder from cyberspace until resources are spent to remove the lock.
Hellbolt Sends net feedback to an intruder meant to terminate; scrambles intruder's deck, disabling codebreakers.
Hellhound "Hounds" an intruder by doing net/brain damage the next time they enter cyberspace; name usually "dog" related.
Killer Trashes a program installed in an intruders deck.
Knockout Disorients an intruder and dumps them from the system.
PitBull Holds a lock on an intruder, keeping them from entering cyberspace, until resources are spent to break the lock; name usually "dog" related.
Random Results are not determinate.
Stun Disorients an intruder and draws them into the next layer of Ice.
Sword Sends net feedback to an intruder; scrambles intruder's deck, disabling codebreakers; name usually related to archaic edged weapons.
Watchdog Warns interior Ice of intruder; name usually "dog" related.
Zombie Does brain damage to an intruder meant to terminate; name usually "death" related.

Specific Costs

The base cost of a piece of Ice depends on its protections.

We select a keyword indicating the basic function of a piece if Ice at creation time. It can be modified by effects. Of course, we must invest additional funds for this change.

Subroutines are the core of any piece of Ice. As more subroutines are added, the complexity of operation of the Ice increases. This increases the cost. Also, the effect of each subroutine may also alter the cost. Each subroutine must have an effect associated with it. Some subroutine effects can be combined with others resulting in one complex subroutine. These are indicated by a *.

Each general effect designed into a piece of Ice will modify it's rez cost. While not necessary, special effects can be worth the design effort if they aid in the protection of our data, even in an indirect manner. They function whenever the Runner encounters the Ice, regardless of whether the runner breaks any subroutines.

As we determine each component of a design, we keep a running total of the cost of our new Ice. Our final cost will be the cost in bits to rez our Ice. Note that we must end up with a final cost that is less than or equal to zero. That is because the final cost represents what we "owe" in bits to activate the protection in the Net.

[] represents bits. [3] means 3 bits.
* effect may be combined with others within a single subroutine

Cost Protection Type
-2 Code Gate
-1 Wall
+0 Sentry
+1 Each Subroutine
+1 Each point of strength above zero

Cost Code Gate Subroutine Effects
+1 End the Run
-2 For the remainder of the run, Runner must pay [2] when encountering a piece of Ice, in addition to any other costs, or end the run
+1 Runner can't run during his next 6 actions
+1 Do 2 Net damage
+0 For the remainder of the run, all Ice encountered has an additional subroutine, "*End the run," after all other subroutines
-2 End the run unless Runner pays [1]

Cost Code Gate General Effects
+1 has one "End the run" subroutine for every [2] you pay, above the rez cost, when you rez it
+2 Gain [3] when you rez
+0 [2]: has one "End the run" subroutine for the present encounter. Use this ability only when Runner encounters.
+2 When Runner encounters, roll a die. On a 6, derez, and Runner automatically passes it; otherwise, add the result to strength for that encounter.
+1 When you rez, you may pay [4] above rez cost to make it a sentry instead of a code gate.
+1 If Runner passes, you may choose to uninstall it, store it in HQ, and gain [1]
-1 If Runner passes, pay [1], or uninstall it and store it in HQ
+0 [2]: has one "End the run" subroutine for the present encounter. Use this ability only when Runner encounters.

Cost Wall Subroutine Effects
+1 End the Run
+0 Do 1 Net damage
+1 Do 2 Net damage
-2 End the run unless Runner pays [1]

Cost Wall General Effects
+2 Gain [3] when you rez
+1 When you rez, you may pay [1] above rez cost to make it a code gate instead of a wall
-1 If Runner passes, pay [1], or uninstall it and store it in HQ
+0 [2]: has one "End the run" subroutine for the present encounter. Use this ability only when Runner encounters.
+1 [1]: Move and insert it in a different position on this data fort. Use this ability only at the start of a run on this data fort. You may use this ability even if is unrezzed, in which case, you reveal it.
+1 has one "End the run" subroutine for every [2] you pay, above the rez cost, when you rez it
+1 If Runner passes, you may choose to uninstall it, store it in HQ, and gain [1]

Cost Sentry Subroutine Effects
+1 *End the Run
+1 Do 1 Brain damage
+0 Do 1 Net damage
+1 Do 2 Net damage
+2 Do 3 Net damage
+3 Do 4 Net damage
+1 Trash a program
+1 *Do 2 Meat damage. This damage may not be prevented.
-5 All further Ice encountered is at +2 strength for the remainder of the run
-6 All further Ice encountered is at +1 strength for the remainder of the run
-7 All further Ice encountered is at +1 strength for the remainder of the run unless Runner pays [2] while passing
-2 Cannot break any subroutines on next Ice
-3 Cannot break any subroutines of next Ice and can't jack out until after encounter
-3 Secretly spend [0], [1], or [2]; Runner does the same. Then you and Runner reveal how much each of you spent. End the run unless you spent as many bits as Runner spent.
+1 *Runner forgos his next action
-3 Roll a die. If you roll a 1, 2, or 3, Runner resumes the run from that many pieces of rezzed Ice back, or jacks out. If there are not that many pieces of Ice, Runner returns to the first piece of Ice
-3 For the remainder of the run, Runner must pay an additional [1] to break each subroutine
+1 Do 2 Net damage for each rezzed piece of Ice installed outside
-2 Trash a program unless Runner pays [1]
-4 The next time Runner encounters a piece of Ice during the run, do 3 Net damage unless Runner breaks all subroutines of that piece of Ice.
-7 *Trace-1 to...
-6 *Trace-2 to...
-5 *Trace-3 to...
-4 *Trace-4 to...
-3 *Trace-5 to...
-2 *Trace-6 to...
-1 *Trace-7 to...
+0 *Trace-8 to...
+3 Give runner a counter that does 2 net damage at the start of each run. Each counter can be removed by taking an action to spend [4].
+9 Give runner a counter that does 1 brain damage at the start of each run. Each counter can be removed by taking an action to spend [4].
+1 *Give runner a counter that gives him or her a tag at the start of each of his or her turns. Each counter can be removed by taking an action to pay [1].
+1 *Damage can not be prevented
+1 *Trash a piece of hardware
+1 *Give the Runner a tag
+0 Can't jack out for the rest of the run
+1 *Cannot run again until an action is taken to pay [1]
+3 Cannot run again until an action is taken to pay [2]
-2 For the remainder of the run, Runner must pay [1] to jack out, in addition to any other costs
+2 For the remainder of the run, Runner trashes an installed program after passing each piece of rezzed Ice, including this one, unless Runner jacks out
+0 Do 1 Net damage for each rezzed piece of Ice installed outside
+2 Do 1 brain damage for each rezzed piece of Ice installed outside

Cost Sentry General Effects
+1 When you rez, you may pay [1] above rez cost to make it a wall instead of a sentry
+1 If Runner passes, you may choose to uninstall it, store it in HQ, and gain [1]
+2 Pay [X], above the rez cost, when you rez. X is strength, and X cannot be greater than 6.
+1 has one "*End the run" subroutine for every [2] you pay, above the rez cost, when you rez it
-3 For each rezzed piece of Ice installed outside, has one subroutine as follows: "*Trace 5-If trace is successful, give Runner a tag."
-1 If Runner passes, pay [1], or uninstall it and store it in HQ
+2 For each rezzed code gate or wall installed outside, has one "*End the run" subroutine
+2 Gain [3] when you rez
+3 Gain [4]. Use these bits only to pay for the above traces. When the encounter ends, return to the bank any of the [4] you did not spend.
+2 has +1 strength for each rezzed piece of Ice installed outside
+0 Pay x, above the rez cost, when you rez. X is strength and trace limit, and X cannot be greater than 8
+1 Gain [2] when you rez

Some Examples

I developed this Ice for Militech, to halt intrusions into it's Bio-con(tm) research systems. It wasn't meant to terminate intruders, just keep them at bay until the files were re-encrypted and re-located to a different data fort.
  1. We select a name for our Ice.
    Neural Axe
  2. We add subroutines and/or effects to the Ice.
    Protection Type
    +0: Sentry
    Subroutines
    +0: Do 1 Net damage
    -2: Cannot break any subroutines on next Ice
    +1: Cannot run again until an action is taken to pay [1]
    +1: End the Run
    A total of +0, plus +4 for 4 subroutines is +4
  3. We select a strength for our Ice.
    +3: Strength is 3
  4. We select keywords for the Ice.
    Ice - required
    Sentry - protection type
    Sword - net damage with can't break subroutine, and name
    I could have used Flatline, but three keywords in plenty
  5. We determine the costs for our piece of Ice.
    +4 for subroutines and effects and +3 for strength gives us a rez cost of 7
  6. We add a flavor text to the Ice.
    "The frackin' thing tries to scramble you three different ways!" - Spider Murphy
  7. We have a board review of our new piece of Ice.
Name: Neural Axe
Rezzingcost: 7
Type: Ice - Sentry - Sword
Game Text: *Do 1 Net damage
*Cannot break any subroutines on next Ice
*Cannot run again until an action is taken to pay [1]
*End the Run
Flavour Text: "The frackin' thing tries to scramble you three different ways!" - Spider Murphy
Strength: 3

This Ice was developed to stall intruders using the breaker Skeleton Passkeys.

  1. We select a name for our Ice.
    Deadbolt
  2. We add subroutines and/or effects to the Ice.
    Protection Type
    -2: Code Gate
    Subroutines
    +1: End the Run
    General Effects
    +2: When Runner encounters, roll a die. On a 6, derez, and Runner automatically passes it; otherwise, add the result to strength for that encounter.
    A total of +1, plus +1 for the subroutine is +2
  3. We select a strength for our Ice.
    +5: Strength is 5
  4. We select keywords for the Ice.
    Ice - required
    Code Gate - protection type
    Random - never know the strength
  5. We determine the costs for our piece of Ice.
    +2 for subroutines and effects and +5 for strength gives us a rez cost of 7
  6. We add a flavor text to the Ice.
    "The Deadbolt's alloy is the world's toughest substance - until you realize it's virtual" - Argi Flack
  7. We have a board review of our new piece of Ice.
Name: Deadbolt
Rezzingcost: 7
Type: Ice - Code Gate - Random
Game Text: *End the Run
When Runner encounters, roll a die. On a 6, derez, and Runner automatically passes it; otherwise, add the result to strength for that encounter.
Flavour Text: "The Deadbolt's alloy is the world's toughest substance - until you realize it's virtual" - Argi Flack
Strength: 5

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