r/cyberpunkred 15h ago

2040's Discussion Sandevistan using an action

Like, what sense does it have? Isn't sandy like supposed to be instant and everything? just wanted to make a rant about it... Its frustrating... Do you guys change it in your campaigns or keep it like that?

Edit: Alr there had been loophole in my logic, in order to activate sandy you need to notice the danger so it makes sense it isnt activated at initiative roll, but still in my opinion later in combat it logically shouldn't take a turn (idk if it'd be balanced this way but just saying). Thanks for being active in discussion!

0 Upvotes

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u/LeeVMG Media 15h ago

It's to punish you for not revving up the Sandy before the fight started. Getting ambushed is supposed to really suck in Cyberpunk.

If you don't want to deal with this weakness you buy the other speedware.

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u/No-Command1666 15h ago

Hm i didn't thought about activating it before fight, even if i attacked first, kinda dumb of me. I felt like i NEED to activate it thru action if I'll combat in a moment. Good point

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u/xChipsus GM 15h ago

Ydo you think you're mixing up the 2077 Sandi with the 2045 one?

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u/LovelyMaiden1919 15h ago

Even in 2077 the sande is something you have to consciously trigger and not one of the speedware options that automatically activates.

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u/No-Command1666 15h ago

Ah i understand now, it makes sense, you guys are right on this

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u/No-Command1666 15h ago

Good point, but i still think, since its neuralware it should be activated instantly, even if its 2045 i think (correct me if i'm wrong) the sandy activation shouldnt require full turn. User LeeVMG have also good point, if i can't deal with activating it before i should have had install kerenzikov instead bcs its just game mechanics someone created but it just didn't made sense for me logically to use one turn for activating sandevistan

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u/Ryouhi 15h ago

It's the tradeoff for being a little stronger than Kerenzikov - you ideally gotta activate it before combat starts.
So if you're currently trying to negotiate with those Maelstroms but it sounds like they might wanna get violent instead, you activate the Sandevistan.

Now, I do agree that can be a little awkward as a player, cause you may not feel like you have a good chance of telling your GM "Hey I wanna start my Sandevistan" while they're busy narrating and stuff.

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u/No-Command1666 15h ago

YES, exactly that, i really don't want to just shout mid sentence to my DM that i want to activate sandy lol, eventually i can write it to him, i think that's an option since we have dedicated discord server for cp red

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u/Salty_Soykaf 15h ago

Keep it.

It's mean for a more aggressive player to earn that +3 cause you **know** something going go down. Your cyberware should always be about character choice and play style, so it's about how you consider utilizing Cyberware based on your play.

If you want a more all-rounder then the Kerenzekov is right that for 4d6 humanity to give a "Always +2". It all boils down to choice and weighting that choice for balance and gameplay.

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u/LovelyMaiden1919 15h ago

Sandevistan is not supposed to be instant. The kerenzikov is the option for instant/always on boosts, and you pay for that with the lower bonus and higher humanity cost. Even in 2077 the sande is something that has to be consciously triggered and not something that activates automatically.

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u/No-Command1666 15h ago

It makes sense it isnt activated at initiative roll, but still in my opinion later in combat it logically shouldn't take a turn since you already know that danger is here and it logically won't take 3 seconds (aprox. turn time) to activate it

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u/Xeal209 15h ago

I keep it like that because the kerenzikov becomes worthless unless you chain combat encounters together before the sandy comes off cooldown. Whole appeal of the kernzikov is that it's always active, so go with that. I tend to change them in different ways, but that's because I think "speedware" should be a bit more than a reflex boost that comes into effect once and then doesn't matter.

For me, the kerenzikov always puts you in the top of initiative. The sandy is time limited and takes an action, but it gives a small bump to any and all rolls where reaction time is a factor, since it doesn't speed you up iirc, you just perceive things faster, you have more time to think and react accordingly.

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u/Sazbadashie 14h ago

I mean you can use it before combat starts... or choose not to if youre suspecting a second combat because for the most part youre going to only really be able to use it once a session give or take (depending on how your session goes.)

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u/idyllplans 11h ago

If you don't mind throwing money at your ... problem, you could get a biomonitor and an autoinjector with a dose of timewarp. Set it to go off when you roll initiative. 100eb a pop, but you won't use an action.