“Welcome to Heinlein. There are fifty-four hours left of sunshine before the Lunar Night, and it is currently a balmy ninety-two degrees Celsius outside. Thank you for traveling on the Challenger Memorial Ferry.”
Fantasy Flight Games sent us information on the upcoming release of First Contact, the third Data Pack in the Lunar Cycle for Android: Netrunner!
After heading Upstalk and passing through The Spaces Between, it’s time to land on the moon. First Contact shakes up the contests between Corp and Runner by introducing three new region upgrades, mythic ice, new traps, resources, and a new Anarch identity. The Data Pack’s sixty cards (three copies each of twenty different cards) also depict a new meat space.
From the remotest edges of Port Anson Grid to the seedy underbelly of Duggar’s, First Contact immerses players in a strange and alien setting where everything you thought you knew is just a shade different, and it’s all that much more important to find someone to guide you through your ongoing cyberstruggles.
Your players are Runners who has just found their way to the moon. Gravity is low. The people they pass almost all wear spacesuits, just in case the atmospheric pressure suddenly drops. There’s just one fully established city, Heinlein, and everything is enclosed. Confined. Watched.
There are places they can go, however, to avoid some of the closest scrutiny. And there are places that are cleverly disguised Corporate traps. If they want to be sure they don’t mistake one for the other, they’ll likely need a guide.
From the energetic thrum of Duggar’s (First Contact, 54) to the debauched halls of Eliza’s Toybox (First Contact, 42), the lunar landscape of First Contact is filled with opportunities – and diversions – that can lead them well off of the beaten path.
Some of these locations, like Eliza’s Toybox and Port Anson Grid (First Contact, 44) are firmly under Corporate control. They’re dangerous places for to find during any exploratory romps your players might take. Still, they can be dangerous places to leave unexplored, too, and if their path leads them to a business like Eliza’s Toybox, they may just want to sabotage its operations before the Corporation can use it to start curtailing their activities with powerful sentries like Janus 1.0 (What Lies Ahead, 12) and barriers like Wotan (Second Thoughts, 30).
Thus, it might be a good idea to head to Duggar’s. It may be hard to sort through the chaos inside, but the word is that if they do, they can generally find a lead to whatever – or whomever – they seek. After all, even though the corps built Heinlein and everything in it, there will always be groups of people who refuse to identify themselves with the corps and governments that oversee their activities. They simply learn how to disguise their anarchic tendencies. They adapt. They survive. And if your players are looking to meet with some of them, they’d do well to make friends with Rachel Beckman (First Contact, 60).
As long as your players can avoid drawing attention to themselves, and avoid getting tagged, Rachel Beckman is their best friend. After all, the moon is a strange and alien place, full of new challenges and new dangers, and Rachel Beckman is in the business of keeping players alive.
Make Your First Contact
Whether your players play as Corp or Runner, they’ll find plenty of reasons to make use of the new assets, upgrades, resources, and other cards from First Contact.
First Contact is scheduled to arrive at retailers in the third quarter of 2014!
Release: Third quarter of 2014