As discussed before, Netrunners move at a speed of
five spaces per round. But how fast do programs move, if
ever?
Most programs are limited to staying within the
confines of a system. However, once they spot you, they
can move anywhere within the system to intercept, also
moving at a speed of five spaces per round. A program can
pursue a Netrunner anywhere within it's home system, and
up to one space outside of it. It will then break off the
attack and go back to it's original position.
Hellhounds, Bloodhounds and Pit
Bulls have no such restrictions; they are designed
with a tracing function that allows them to move away
from their home system and follow you anywhere. The only
way to ditch one of these monsters is to jack out and
hope the pursuer isn't able to make a successful Trace
roll on you. Otherwise, it'll be waiting the
next time you log on in that location of the Net.
Trace Rolls: A Trace roll is made by
comparing the program's STRENGTH + 1D10 to the total of
all the Trace Values of all the LDLs you passed through
during your run.
Example: Spider's most recent run has taken her
through Salt Lake (1), Denver (2), New Orleans (3),
Havana (3). Bogota (4) and Rio (2). In Rio, she
encounters a Hellhound (Strength 6) which attacks her
outside of the Petrochem's new Data Fortress. Spider
jacks out, and the Hellhound tries to run a trace back to
her original position. It must beat a total of fifteen
(1+2+3+3+4+2=15) in order. to make a successful trace.
That Hellhound better roll a 9 or 10, or it's going to be
out in the cold.
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