Infrastructure
Security Tiers
| Tier | Base DV | Scope |
|---|---|---|
| Basic | 6 | Script-kiddie stuff: consumer devices, unpatched systems, no active security. e.g. unlocking a vending machine, reading unsecured logs |
| Standard | 10 | Competent corporate security; typical Architecture nodes, protected consumer cyberware. e.g. cracking a mid-tier Password, siphoning a guarded file |
| Hardened | 14 | Professional-grade: Arasaka branch office, high-end Cybertech locks, military firmware. e.g. backdooring fortified ICE, hijacking security net |
| Black Site | 18 | Near-impossible without serious prep or insider knowledge. e.g. corp black sites, AI-adjacent systems, government infrastructure |
| Legendary | 22 | The stuff of runner legends — full run, a team, and a Virus at the bottom. e.g. Arasaka core systems, Militech weapons networks |
Some actions apply modifiers to this base DV (e.g. +2 for Surveil, Override). Hardline connection: −2 to all DVs.
Situational DV Modifiers
Rather than assigning flat DVs by device type, use a small modifier on top of the Architecture's base DV based on the potential impact of the hack. Keeps Architecture tier as the primary dial while letting device type add texture.
| Impact Tier | Device Examples | DV Modifier |
|---|---|---|
| Passive / Informational | Cameras, microphones, environmental sensors | −2 |
| Environmental Control | Doors, elevators, lighting, sprinklers, alarms | Base DV |
| Active / Lethal | Turrets, armed drones, defense systems | +2 |
| Critical Infrastructure | Power grid, life support, reactor controls | +4 |
Camera
| Camera | ||
|---|---|---|
| Jack In / Tap | Cost | 1 Net Action, 0 RAM |
| Skill Check | Interface + Electronics & Security Tech + 1d10 vs DV | |
| On Success | See what the camera sees. You can also jack into cameras on the same network for an additional net action. | |
| On Failure | Locked out from access to this camera. +1 Heat | |
Turret
| Turret | ||
|---|---|---|
| Shutdown | Cost | 2 Net Actions, 2 RAM |
| Skill Check | Interface + Electronics & Security Tech + 1d10 vs DV | |
| On Success | Turret offline 1d6 Rounds. +4 over DV: offline 10 min. | |
| On Failure | Turret recalibrates, +2 to its next attack. +1 Heat. | |
| Override | Cost | 2 Net Actions, 3 RAM |
| Skill Check | Interface + Electronics & Security Tech + 1d10 vs DV | |
| On Success | Control turret as your weapon; uses your Initiative. Maintain with Standard Action each Round. +2 Heat on success. | |
| On Failure | No control. +1 Heat. | |
Electronic Door
| Electronic Door | ||
|---|---|---|
| Unlock | Cost | 1 Net Action, 1 RAM |
| Skill Check | Interface + Electronics & Security Tech + 1d10 vs DV | |
| On Success | Door opens instantly. +4 over DV: state holds 10 min, overriding panel commands. | |
| On Failure | No response. +1 Heat | |
| Force Lock | Cost | 1 Net Action, 2 RAM |
| Skill Check | Interface + Electronics & Security Tech + 1d10 vs DV | |
| On Success | Door closes and locks instantly. Reversible by physical override or opposing netrunner. | |
| On Failure | No response. +1 Heat | |
Personnel
Skill check is always Interface + 1d10 vs DV. Only one personal quickhack may be used against any single target per turn. Quickhack tiers are upgrades that can be bought or found — each tier must be acquired before the next can be used.
| Overheat | ||
|---|---|---|
| Tier 1 | Cost | 1 Net Action, 2 RAM |
| Skill Check | Interface + 1d10 vs DV 8 | |
| On Success | Target is on fire until an action is taken to extinguish the flames. At the end of each of their turns they take 4 direct damage (bypasses armor, does not reduce it). | |
| On Failure | No effect. +1 Heat. | |
| Tier 2 | Added Effect: (+2 over DV) Damage per turn increases by 2. | |
| Tier 3 | Added Effect: (+4 over DV) Armor begins to deteriorate — damage reduces armor by 1. | |
| Short Circuit | ||
|---|---|---|
| Tier 1 | Cost | 1 Net Action, 2 RAM |
| Skill Check | Interface + 1d10 vs DV 8 | |
| On Success | Target takes 2d6 direct damage (bypasses armor) and becomes staggered (−2 to their next attack or evasion roll before the end of their next turn). If the target has no cyberware beyond a Neuroport, damage is reduced to 1d6. | |
| On Failure | No effect. +1 Heat. | |
| Tier 2 | Added Effect: (+2 over DV) One piece of the target's cyberware chosen by the GM sparks and ceases functioning until the end of that Turn. | |
| Tier 3 | Added Effect: (+4 over DV) One target within 2m of the original target takes 1d6 direct damage and becomes staggered. | |
For DV modifiers (Hardline, rushed, insider access, etc.) and full action descriptions, see Netrunning_Modified.md.