Back in ’94-’95, I updated the Netrunning rules to make play easier, especially for Net Combat. What follows is a summary / TLDR of those rules. Each round plays out at the same speed are the real world, just to keep the game flowing.
Initiative: The interface skill on page 46 says, “Other players can enter the Net, but cannot use the Menu.” This means that any action in the net requires Interface (See pages 149 – 150). I doubt this was intentional, so we just dropped this requirement and made Interface improve initiative. Making Netrunners, the Solos of the Net.
INT + Interface + speed – number of LDLs + 1d10
* LDLs in Africa get -2 each, not -1.
Jacking Out: The next change was logging out, the roll of 8 or less on a 1d10, seams at odds with the rest of the system and a character’s Cool should play a part.
COOL + 1d10 vs 12
Using Software: This section was a little convoluted with Interface use in some places but not others. So the goal here was to simplify the dice rolls for Net Combat. Str vs. Str roll with program types acting against one another. If the roll is tied then favor falls to the defender.
INT + Str + 1D10 vs INT + Str + 1D10
Offensive Program |
Defending Program |
Trace |
Evasion |
Detection |
Stealth |
Decryption |
Utility |
Intrusion |
Codegate |
Anti-System / Anti-Deck |
Datawall |
Anti-Program / Anti-IC |
The Str of the program it’s attacking. |
Anti-Personal |
Protection |
Controller |
Controller in device |
Utility |
vs 10 |
Interactive |
vs 10 |
Compiler (Demon) |
See the programs it’s loaded with |