The Roach Guard [Fan-made ID]

By Macduffle, in Android: Netrunner The Card Game

Howdy everyone!

For a while now, my playgroup has been thinking up fun new ID's for Netrunner. But now we are wondering what the community thinks of our creations. Our most interesting one is the Mini-Faction ID "The Roach Guard". We were disappointed that Netrunner doesn't have some sort of Hacker-group or community, so we came up with a combination between Ocean's Eleven & Anonymous. Being a team of runners it is important that the cards are themed to feel like a group. They decrease and increase in power the more of a card there are.

The Roach Guard [mini-faction]

Link : 0

Min Deck Size: 50

Influence: 25

Effect: Start the game with all 5 Roach Guard installed. When there are no Roach Guard installed, you lose the game.

The ID is just a way to get the whole team together for the 'gig'. And when the team is gone, there is nobody left to make the runs. So who are the Roach Guard?

Chang Allen

Resource: Connection – Roach Guard – Unique

Whenever this card leaves the field for any reason, gain 1 brain damage. (can’t be avoided)

You can have up to 1 installed console for each other installed Roach Guard.

Cost: 8

Influence: 5

Every Roach Guard inflicts Brain Damage when they are removed from the field. Becoming weaker for each member that leaves. Chang is the leader, he makes sure each member has his or her own equipment.

Tom Hayden

Resource: Connection – Roach Guard – Unique

Whenever this card leaves the field for any reason, gain 1 brain damage. (can’t be avoided)

Whenever you install a program look at the top X cards of your stack, place them back in any order.

X Is the amount of other Roach Guard in play.

Cost: 3

Influence: 5

Tom gathers the information for the team, he's the one that makes sure everything will happen according to plan.

“Hell-Cat” Mary

Resource: Connection – Roach Guard – Unique

Whenever this card leaves the field for any reason, gain 1 brain damage. (can’t be avoided)

Prevent up to 1 meat damage every turn for each other Roach Guard in Play.

Cost: 4

Influence: 5

If there is fighting to be done, Mary is the muscles of the team. Being an ID that is Resource based, any tags might end the game rather sooner than later. Atleast they don't have to be afraid of a Weyland Security Team bursting through their windows.

Kid Berring

Resource: Connection – Roach Guard – Unique

Whenever this card leaves the field for any reason, gain 1 brain damage. (can’t be avoided)

X Recurring Credits, where X is the number of other Roach Guard in Play

Use these Credits to install Hardware

Cost: 5

Influence: 5

The Thief of the group. If you don't care where it came from he will handle it.

Jane Morrissy

Resource: Connection – Roach Guard – Unique

Whenever this card leaves the field for any reason, gain 1 brain damage. (can’t be avoided)

[Click, Click] Force the corp to trace 5: If unsuccessful the runner may return a card from their heap to the the bottom of their stack.

Where X is the amount of each other Roach Guard in play.

Cost: 4

Influence: 5

Jane is the face of the team. She has connections inside of the Corporations, if anything goes awry she's the one to fix it.

So that's the team. They seem a bit OP in my own opinion. Cheap easy to find consoles. But 1 tag or All-Seeing-I later and it might be game over. You only have 25 influence, will you be spending that to defend against your weaknesses or increase your strength?

But just having a team doesn't make a heist go good, you need equipment. And the Roach Guard has some of the most interesting software and hardware to date!

Dead Rabbit

MU: 1

Program: AI - Virus

Strength: 0

1c: Break 1 Subroutine

Whenever you encounter a piece of rezzed ICE, you may host this Program as a Hosted Condition Counter with the text: “Host ICE gains -1 Strength for each other installed Dead Rabbit”

Limit 6 per deck.

Cost: 2

Infleunce: 2

Just like the team itself, their breaker-suit also gets stronger the more of them there are. They might not be the strongest or best, but the moment they dig into some ice. They are like a terrible pest. Most runners have a signature Console, but because of the Roach Guard ability to get multiple consoles it sounded better to give them a signature breaker.

The Heist

Event: Current

Whenever you make a successful run on Archives, R&D and HQ. Access a single card in a remote server.

Cost: 1

Influence: 3

Quest Completed as a Current, as easy as that. It doesn't even cost you a 4th click!

The Plan

Event

Choose a subtype, gain 1c for each installed card with that subtype, both runner and corp side.

Cost: 1
Influence: 2

The more there is of something, the more you'll get. That's the theme of this ID. And that's the way their econ works.

So that is the Roach Guard. Tell me what you think!

The way factions work is fundamentally based on motivations: criminals are doing it for a living, for shapers it's based on achievement, and anarchs are specifically motivated to combat the corporations. The minifactions from D&D primarily differ based on motivation: Adam has his mysterious Directives which compel him to run, Apex is alien and arguably nonsentient, and Sunny is a corporate employee. They're not compatible with the existing factions.

It's not an excuse to just ignore the color pie just because you have a nifty idea.

As for the cards you've created...*shrug* it's all make believe anyway.

Edited by Grimwalker

They seem a bit OP in my own opinion. [...] But 1 tag or All-Seeing-I later and it might be game over.

it's extremely OP but extremely vulnerable to one specific card. in a meta where something like this were to exist, every corp would have to plan for trying to wipe out your connections as the only way to curb this ridiculous power