Post by RuneCaster_Aris on Jan 17, 2013 15:46:34 GMT -5
The Cyber Wars are now part of ancient history, in an era where all things were controlled by the most crude of "wireless technologies". This technology allowed the control and access of various devices over a limited distance. The military applications of this excelled in the espionage departments as breaking into a foe's data base to steal vital information became more and more common place. However "Hackers" as they became known began to find ways to reek physical destruction using lines of code and the enemy technology against them.
Now, Alpha Class hackers have joined the front-lines across the galaxy. An Alpha Class Hacker, or Alpha Hacker, is not a computer genius but in fact a step beyond. An Alpha Hacker is equiped with special electrodes in their hands and back, allowing them to enter a data stream via touch, or via a powerful backpack link called a Digital Interface Visualization/Emitter, or as it's know to the operatives, a "DIVE Drive".
The implanted electrodes and DIVE Drive make it impossible for an Alpha Hacker to hold or use most weapons. Instead Alpha Hackers can deal significant amounts of damage and sew chaos among enemy lines by breaking into neural and wireless networks. It is said that under the right conditions, an alpha hacker could cause an army to wipe itself out before it ever realized that it's orders were false
Rules for Alpha Hackers
Alpha Hackers follow the general rules for Specialists with the following additions and exceptions:
- May only take 1 Alpha Hacker per every 250 points in the army.
- Base cost +5 points
- Cannot take any range weapons.
- Must take the following weapon:
_______________________________________________________
DIVE Drive 5pts
Range: 18*"// STR 0// DAM 0// AP 0// AOE 0
To hit, roll 2d6 + skill against the enemies Soak. If hit, you have
hacked the enemies network for that unit. Place a 'Hax Counter'
next to that unit. The DIVE Drive gains a +1 to rolls against
enemy units with the “Automaton” perk, and gets -1
against units with the "Neural Dampening" perk.
This weapon has a maximum range of 18".
_______________________________________________________
Alpha Hacker Special Rules:
Unique Perk: Hacker
If an enemy unit has a Hax counter on them, you may use an action do one of the following:
Input/: New Way-point - The enemy unit will see an emergency "All Forces: Immediate Reposition" order as well as a new priority way-point appear on their HUD.
Force an enemy unit to move in a direction of your choice up to 1 action worth of that unit's maximum movement.
Sudo/: Binary Bullet - The enemy unit suddenly registers a shot fired and a member was wounded on their HUD, the squad leader tells everyone to get down believing the unit to
be under fire.
This squad is considered to have automatically taken a hit, a wound, and is suppressed, though no wound actually occurs. This ability has no effect if the enemy unit has a Medic attached to their squad before you activated this ability.
Override/: Heatsinks - The Alpha Hacker inputs a line of code into the enemy vehicle's core system telling it to shut down it's heat sinks and automatically ignore heat warnings, causing the unit to slowly burn up.
Do 2 points of damage to a Vehicle. If this causes a critical hit, the roll is at +1. Any unit shooting at this vehicle this turn gains a +1 to hit.
Relay/: Spynet - An execute order comes into the enemy squad leader's HUD informing them that a specific member of their unit is a member of a hostile spy-ring.
Choose one model in an enemy Infantry unit, or Specialist unit. That unit is fired upon by the other members of the unit. Each other model in the squad shoots at the chosen model. The chosen model may not fight back. Note: This only happens the turn the Hax Counter is removed. It does not continue on further turns unless another Hax Counter and Relay/: Spynet are used again on this unit.
After you have chosen your action, remove the Hax Counter from that unit.
___________________________________________________________
FAQ:
Do Hax Counters stay on a target permanently?
Hax Counters will remain active until you use your ability on that unit, after you use an ability they are then removed.
Does that mean I would have to use my DIVE Drive again?
If you want to hack that unit, yes.
What gives? If I wanna hack something it takes two actions!
Yes, if you wanna hack something right away. Try moving your Alpha Hacker around the field hacking the whole network then ruining your opponents strategy later.
Can a unit have multiple Hax Counters?
You can only have one counter at a time on a unit, but you can have multiple Hax Counters in play. So you could have a Hax Counter on a tank, commander, and infantry, but not three Hax Counters on just the commander
Why can't he use a ranged weapon?
Two design reasons behind that. First, because giving such power then the ability to possibly carry some heavy fire power would be overkill. Second, with those specialized implants, it would be like putting a metal spoon in a microwave.
So why should I use an Alpha Hacker when I could use a sniper
Good question, like any specialist, you need a reason to field it other than "it's cool". While a sniper is great both on the attack and on the defense, he has little utility. The Alpha Hacker is pure utility. Once you get a Hax Marker on a target, you can hack them from anywhere on the field. Nothing like turning an enemy ambush into a failed attempt, or making a squad leader think their last remaining anti-tank specialist is a spy.
Wait... You can hack them from anywhere?
You need to be within 18" to use your DIVE Drive. After he tunes in once, he can tune in anywhere until he inputs his code.
For Relay/Spynet, would the unit test for supression? Can it only cause one casualty, that specific model?
In this particular case, the unit does not test for suppression because it is not under enemy fire.
Is SOAK the best attribute to be testing? I suppose that makes sense, since that's a good indicator of the tech level.
This was my thought too, but if you find something that is more effective, let me know!
Would nueral dampening give bonuses to the soak of the defending unit?
Yes it would, and I'm surprised I forgot about that little rule when writing this. I'm amending the rules above to state that.
Now, Alpha Class hackers have joined the front-lines across the galaxy. An Alpha Class Hacker, or Alpha Hacker, is not a computer genius but in fact a step beyond. An Alpha Hacker is equiped with special electrodes in their hands and back, allowing them to enter a data stream via touch, or via a powerful backpack link called a Digital Interface Visualization/Emitter, or as it's know to the operatives, a "DIVE Drive".
The implanted electrodes and DIVE Drive make it impossible for an Alpha Hacker to hold or use most weapons. Instead Alpha Hackers can deal significant amounts of damage and sew chaos among enemy lines by breaking into neural and wireless networks. It is said that under the right conditions, an alpha hacker could cause an army to wipe itself out before it ever realized that it's orders were false
Rules for Alpha Hackers
Alpha Hackers follow the general rules for Specialists with the following additions and exceptions:
- May only take 1 Alpha Hacker per every 250 points in the army.
- Base cost +5 points
- Cannot take any range weapons.
- Must take the following weapon:
_______________________________________________________
DIVE Drive 5pts
Range: 18*"// STR 0// DAM 0// AP 0// AOE 0
To hit, roll 2d6 + skill against the enemies Soak. If hit, you have
hacked the enemies network for that unit. Place a 'Hax Counter'
next to that unit. The DIVE Drive gains a +1 to rolls against
enemy units with the “Automaton” perk, and gets -1
against units with the "Neural Dampening" perk.
This weapon has a maximum range of 18".
_______________________________________________________
Alpha Hacker Special Rules:
Unique Perk: Hacker
If an enemy unit has a Hax counter on them, you may use an action do one of the following:
Input/: New Way-point - The enemy unit will see an emergency "All Forces: Immediate Reposition" order as well as a new priority way-point appear on their HUD.
Force an enemy unit to move in a direction of your choice up to 1 action worth of that unit's maximum movement.
Sudo/: Binary Bullet - The enemy unit suddenly registers a shot fired and a member was wounded on their HUD, the squad leader tells everyone to get down believing the unit to
be under fire.
This squad is considered to have automatically taken a hit, a wound, and is suppressed, though no wound actually occurs. This ability has no effect if the enemy unit has a Medic attached to their squad before you activated this ability.
Override/: Heatsinks - The Alpha Hacker inputs a line of code into the enemy vehicle's core system telling it to shut down it's heat sinks and automatically ignore heat warnings, causing the unit to slowly burn up.
Do 2 points of damage to a Vehicle. If this causes a critical hit, the roll is at +1. Any unit shooting at this vehicle this turn gains a +1 to hit.
Relay/: Spynet - An execute order comes into the enemy squad leader's HUD informing them that a specific member of their unit is a member of a hostile spy-ring.
Choose one model in an enemy Infantry unit, or Specialist unit. That unit is fired upon by the other members of the unit. Each other model in the squad shoots at the chosen model. The chosen model may not fight back. Note: This only happens the turn the Hax Counter is removed. It does not continue on further turns unless another Hax Counter and Relay/: Spynet are used again on this unit.
After you have chosen your action, remove the Hax Counter from that unit.
___________________________________________________________
FAQ:
Do Hax Counters stay on a target permanently?
Hax Counters will remain active until you use your ability on that unit, after you use an ability they are then removed.
Does that mean I would have to use my DIVE Drive again?
If you want to hack that unit, yes.
What gives? If I wanna hack something it takes two actions!
Yes, if you wanna hack something right away. Try moving your Alpha Hacker around the field hacking the whole network then ruining your opponents strategy later.
Can a unit have multiple Hax Counters?
You can only have one counter at a time on a unit, but you can have multiple Hax Counters in play. So you could have a Hax Counter on a tank, commander, and infantry, but not three Hax Counters on just the commander
Why can't he use a ranged weapon?
Two design reasons behind that. First, because giving such power then the ability to possibly carry some heavy fire power would be overkill. Second, with those specialized implants, it would be like putting a metal spoon in a microwave.
So why should I use an Alpha Hacker when I could use a sniper
Good question, like any specialist, you need a reason to field it other than "it's cool". While a sniper is great both on the attack and on the defense, he has little utility. The Alpha Hacker is pure utility. Once you get a Hax Marker on a target, you can hack them from anywhere on the field. Nothing like turning an enemy ambush into a failed attempt, or making a squad leader think their last remaining anti-tank specialist is a spy.
Wait... You can hack them from anywhere?
You need to be within 18" to use your DIVE Drive. After he tunes in once, he can tune in anywhere until he inputs his code.
For Relay/Spynet, would the unit test for supression? Can it only cause one casualty, that specific model?
In this particular case, the unit does not test for suppression because it is not under enemy fire.
Is SOAK the best attribute to be testing? I suppose that makes sense, since that's a good indicator of the tech level.
This was my thought too, but if you find something that is more effective, let me know!
Would nueral dampening give bonuses to the soak of the defending unit?
Yes it would, and I'm surprised I forgot about that little rule when writing this. I'm amending the rules above to state that.