Actions & Planning

Overview

Each day you plan your runners’ actions. You have until 23:00 CET — nothing submitted after that is accepted. Everything you don’t plan doesn’t happen.

Your goal: deploy every available unit meaningfully. An idle runner is wasted potential.


Action Categories

Violence

Action Description
ATTACK Direct attack on an enemy runner or building
AMBUSH Set up an ambush at a location — waits for a target and strikes
ASSASSINATE Targeted kill order on a specific person. High STL and STR requirements
RAID Assault a building. Steals goods/money and damages the facility
SNIPE Ranged attack. Requires line of sight and special equipment
DRIVE_BY Quick attack from a moving vehicle. Less precise but harder to trace

Stealth

Action Description
SCOUT Surveys a sector and delivers intel. Quality depends on INT
PLACE_SPY Plants an informant in an enemy building
HACK_RECON Digital reconnaissance — reveals finances or runner positions of an opponent
HACK_FREEZE Temporarily freezes an enemy account or system
HACK_AUDIT Triggers a government audit on the target. Expensive but devastating

Real Estate

Action Description
ASSIGN_MANAGER Stations a runner as manager in a building
RECALL_MANAGER Withdraws a manager from a building
REBUILD Repairs a damaged building
ARSON Sets fire to an enemy building
BOMB Explosive attack. High damage, high heat
SABOTAGE Subtle damage — the target won’t notice until later

Income

Action Description
COLLECT Collects revenue from your operations
EXTORT Extorts a business or NPC in the sector
PRODUCE_DRUGS Manufactures drugs in a lab
BREW_ALCOHOL Produces illegal alcohol
SUPPLY_ILLEGAL Delivers illegal goods to buyers

Logistics

Runners move across the map via A* routing — the engine automatically calculates the optimal path. Different vehicle types affect speed and visibility:

Diplomacy

Action Description
NAP Declaration Propose a non-aggression pact with another player
TRANSFER Hand over money, goods, or runners to another player
PUBLIC_APOLOGY Public apology — reduces heat but costs reputation

Institutions

Action Description
BRIBE Bribes police officers, judges, or officials
RECRUIT (Contacts) Recruits a contact within an institution
CAMPAIGN_INVEST Invests in a political campaign for long-term influence
PLANT_STORY Plants a story in the media — diverts attention or spreads disinformation

Personnel

Action Description
RECRUIT_SCOUT Sends a recruiter to a venue (Day 1 of the recruitment cycle)
POACH Recruits a rival’s runner. Requires high CHA and money
FIRE Dismisses a runner. May lower loyalty of teammates
EMERGENCY_RECRUIT Immediate emergency recruitment for $5,000

Defense

Action Description
GUARD Guards a building against attacks
PATROL Patrols a sector — increases reconnaissance and defense
BODYGUARD Protects a specific runner or manager
FLEE_TO_SAFEHOUSE Flee to a safehouse — reduces heat, runner is inactive for one day

Special

Action Description
JAILBREAK Breaks an arrested runner out of prison
BRIBE_GUARD Bribes prison guards for better conditions or early release
UNDERCOVER Infiltrates a runner covertly into an enemy organization
FALSE_ATTRIBUTION Pins one of your actions on another player
DONATE Donates to Third Places for Benefactor status

Condition System

Instead of rigid orders, you can build IF/THEN/ELSE chains — up to 3 levels deep.

Example:

If HEAT is below 50, then RAID the warehouse in Sector 8. Otherwise: If HP is above 70, then SCOUT Sector 8. Otherwise: FLEE_TO_SAFEHOUSE.

Available condition types:

Condition Checks…
heat_below Is the runner’s heat below value X?
loy_above Is loyalty above value X?
cash_above Do you have more than X cash?
hp_below Is the runner’s HP below value X?
stress_above Is stress above value X?
sector_heat_below Is the sector heat below value X?

The condition system is your most powerful tool. Use it to respond to unforeseen situations without having to intervene manually.


Macros

For recurring workflows you can create macros — reusable action templates:

Macros save time and reduce errors during daily planning.


Action Outcomes: 4 Tiers

Every action has one of four possible outcomes:

Outcome Meaning
Critical Failure The action fails catastrophically. Severe side effects possible.
Failure The action fails. Varying consequences depending on failure type.
Success The action succeeds as planned.
Critical Success The action succeeds exceptionally well. Bonus effects possible.

Success calculation follows the formula: primary attribute × random factor vs. action threshold. A runner with high STR has better odds on ATTACK, but luck always plays a role.


Failure Types

Not every failure is the same. There are five ways an action can go wrong:

Failure Type What happens
Null Nothing. The action fizzles without consequence.
Heat Penalty The action generates heat even though it failed. Someone saw something.
Traceback Your opponent learns WHO attempted the action against them. Your identity is compromised.
Escalation Authorities take notice. Arrest risk for the executing runner increases drastically.
Blowback The runner suffers damage — HP loss, injury, or worse.

Always plan an exit strategy. Especially for risky actions like ASSASSINATE or BOMB, the probability of severe failure types is high.