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Checkpoint
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CheckpointType: ICE: Code Gate - Tracer - Illicit Cost: 4 Faction: Corp The Weyland Consortium Faction Cost: 2 When you rez Checkpoint, take 1 bad publicity. [Subroutine] Trace(5)- If successful, do 3 meat damage when this run is successful. “I passed right through one once. It didn’t seem to do anything at first. It wasn’t until I jacked out that I realized they were busting down the door to my apartment.” -Valencia Estevez Strength: 7 Set: Order and Chaos Number: 17 Quantity: 3 Illustrator: Lili Ibrahim |
Recent Decks Using This Card: From The Ashes Advancing The Ice NAPD Big Point Punitive Argus Security MK1 |
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Netrunner is a TM of R. Talsorian Games, Inc. Android is TM & ©2012 Fantasy Flight Publishing, Inc. All rights reserved. Netrunner is licensed by Wizards of the Coast LLC. ©2012 Wizards.
5 Comments
Certainly better in a Jinteki deck that's forcing the run to continue after encountering this; otherwise, it might as well just say "end the run." Like all Tracers, better if Chummed. Could be great sitting in front of Archives for Industrial Genomics.
The first person to get the subroutine to fire and then actually apply the meat damage should get a prize.
Trace (5) is strong. Even if the runner wants to pay to break the trace that's a solid tax.
Even though the subroutine will rarely fire, many times this will just end the run for a 4 credit rez, and even when it doesn't EtR it taxes.
I like this card in Weyland. It can be abused in Jinteki, but at 2 inf each, I'm not completely sold. It might be more realistic to import some Jinteki can't jack out effects into Weyland, though I haven't looked into it.
But, really, just being a scary and taxing high strength code gate with a reasonable rez cost in a faction that mostly has to rely on barriers is not something to be underestimated.
Ок , i am not sure i am reading the card right , can someone clarify . So if the runner breaks this ice, nothing happens. If he doesnt brake it at his first try , the second time he does , he will take 3 meat damage ?
When the subroutine fires, the runner takes 3 meat damage when this run is successful. He may jack out after Checkpoint, avoiding the damage.
The runner can jack out after encountering a piece of ice. If the runner decides to continue their run and eventually gets through or by all ice protecting the server, the run is considered to be "successful" (baring any shenanigans such as Chrisium Grid). In the case that the run failed to break or trace out of a Checkpoint routine, they take some meat damage at that time.
Reference the Timing Structure of a Run diagram in the rule book or the updated one in the FAQ and you'll see the flow of it. Note that the run is considered to be successful in step 4.4 BEFORE the runner has a chance to access cards in the server in step 4.5, rather than after they are completely done with the entire run in step 5, which I know some people have found confusing in the past.
https://images-cdn.f...trunner FAQ.pdf