Netrunning in CyberPunk 2020 - Quick Reference
LOCATE REMOTE |
Scans immediate area (up to 400m) and locates every Remote system connected to the Net, displaying their locations and type on the Menu. |
CONTROL REMOTE |
Runs the appropriate Control program for a Remote system. A d10 roll less than or equal to the Control program's Strength indicates success. |
LOG ON / OFF |
Activates the remainder of the Menu. Logging off requires a d10 roll less than or equal to 8. |
RUN PROGRAM |
Runs the intended program. |
LONG DISTANCE LINK |
Transfers between two long distance switching systems (or LDLs). A d10 value greater than or equal to the Security Level of the LDL indicates success. |
COPY |
Makes a copy of any program or file to the deck's memory. |
ERASE |
Deletes any program or file from either the deck or any accessible system. |
READ |
Browses the table of contents of any file, or the actual contents of the file. |
EDIT |
Alter the contents of a file. |
CREATE / DELETE |
Activates the Creator program, used to generate virtual constructs and realities within memory. |
Combat
COMBAT |
COMPUTER |
NETRUNNER |
Initiative |
INT + d10 |
INT + Deck Speed + d10 |
1 Round |
Move up to 5 spaces (with restrictions) and perform one action plus one action per each two additional CPU's |
Move up to 5 spaces and perform one action |
Range |
Anything within 20 grid spaces which is not obstructed by another object |
Anything within 20 grid spaces which is not obstructed by another object |
ACTION |
ATTACKER |
DEFENDER |
Trace |
Trace Program STR + d10 |
Sum of LDL Trace Values |
Detection |
Detection Program STR + d10 |
Stealth Program STR + d10 |
Anti-System / Decryption |
Anti-System or Decryption Program STR + d10 |
Code Gate or Data Wall STR + d10 |
Anti-Personnel |
Anti-Personnel Program STR + INT + Interface + d10 |
Protection Program STR + INT + Interface + d10 |
Anti-IC |
Anti-IC Program STR + d10 |
Targeted Program STR + d10 |
Controllers and Utilities |
Controller or Utility Program STR - d10 |
0 |
If Attack Value equals Defense Value, then the Attacker wins. |