ICE

There are three basic types of ICE:

  • Barriers: keeps deckers out; usually harmless
  • Code Gates: supports other ice; effects vary
  • Sentries: hurts the decker; usually porous

Jinteki favours support code gates and sentries that deal net damage, Haas-Bioroid favours dangerous bioroid barriers and sentries, Weyland favours big barriers and sentries that destroys runner programs, and NBN favours taxing code gates and sentries that tag the runner.

There are a few other ICE subtypes that a piece of ICE may have:

  • Bioroid: Haas-Bioroid’s bioroid ICE are powered by near-sentient AI and are often either very strong, very dangerous or both. Thankfully, however, they are not the most agile or adaptive of all ICE, and deckers can often write methods on the fly to bypass their worst effects.
  • NEXT: Haas-Bioroid’s NEXT ICE gets stronger the more of them there are. Individually, they are weak and easily broken, but the further one delves into the system – and the more NEXT ice one encounters – the stronger they each become.
  • Trap: trap ICE may not be broken by anything except AI breakers.

See Run Sequence and Icebreakers for more information.

ICE

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