COMPUTERS

 

A CyberSpace Turn is 1 second of real time but is felt like 5 seconds by the netrunner (time flows slower).

 

GENERAL:

  1. Searching for systems: Use the System Searcher utility program. The difficulty depends on the security of the system. The time it takes to find a system is 20 turns minus 1 turn for each number rolled higher than the difficulty.
    1. Public systems – difficulty 5
    2. Minor security (like monthly pay systems) – difficulty 10
    3. Normal security (most megacorps’ systems) – difficulty 15
    4. Heavy security (highly classified systems) – difficulty 20
  2. Searching for a specific file in a database: Use the File Searcher utility program. The difficulty number is the level of the CPU running the datsbase. The time It takes is 20 turns minus minus 1 turn for each number rolled higher than the difficulty.
  3. Activating a system operation: Use the CyberDeck / Net Operations skill. The difficulty number is the level of the CPU.
  4. Tracing another runner’s signal: Make an opposed action test between the tracker’s CyberDeck/Tracking skill and the target’s CyberDeck/Deception skill.
  5. Decrypting data: Make an opposed action test between the Encrypting software level and the decrypting software level. If the decrypting software wins, the data is decrypted.

 

RUNNER VS. ICE COMBAT:

  1. Initiative:
    1. ICE initiative: 1D6+ICE level
    2. Runner initiative: 1D6+CyberDeck/Reaction skill+Reaction Boots program level.
  2. ICE attack: Use ICE level as attack skill. Difficulty number is the Runner’s CPU level + CyberDeck/Dodge skill level.
  3. Runner attack: Use the Computers / Intrusion Software skill for attack. Difficulty number is the CPU level operating the ICE.
  4. ICE Success: If a successful attack is achieved, the ICE rolls it’s level in dice and the runner rolls his Personality Software level in dice. The runner adds his Computers/Programming skill to the result. If the ICE roll is equal or higher, the ICE succeeded in whatever it was trying to do.
  5. Runner Success: If a successful attack is achieved, the runner rolls the intrusion program’s level in dice and the ICE rolls his level in dice. If the runner’s roll is equal or higher, the intrusion software succeeded in whatever it was trying to do.

 

RUNNER VS. RUNNER COMBAT:

  1. Initiative: Both runners roll 1D6+CyberDeck/Reaction skill+Reaction Boots program level.
  2. If the runner wishes to run a software that doesn’t affect his opponent, he succeeds without any checks.
  3. Attack: Use the Computers / Combat Software or Computers / Utility Software skill for attack. Difficulty number is the CPU level of the other runner + CyberDeck/Dodge skill level.
  4. Success: If a successful attack or utility run is achieved, the runner rolls the program’s level in dice and the defending runner rolls his Personality Software level in dice. The defender also adds his Computers / Combat Software or Computers / Utility Software skill (whichever is applicable). If the attacker’s roll is equal or higher, the attacker’s software succeeded in whatever it was trying to do.

 


Back to OLD STUFF