Micro-Net Running Rules

“In order for you to run a micro-net
you have to use a MIM and a MIP yeah, acronyms. Got to love ‘em.
A MIM is a Micronet Interface Module. For an example of a MIM
reach into your tool kit and pull out your tech scanner. For
all practical purposes it is a MIM, at least the deluxe models
are. In order for it to be a MIM from our point of view it must
have cybercontrols. With a techscanner MIM you can plug it into
certain micronets and get all sorts of diagnostic information.

That’s all fine and dandy but you also want
to be able to get in there and alter the micro code of a micronet.
What then? First rip the cover off of that MIM, then look for
a chip, in my Raven Cybernetics 2608 tech scanner it’s the Intel
14D925. This chip houses the MIP. Micronet Interface Program.
This functions like the I-G transforms for the larger net. Rip
that chip out and replace with one of your own design. If you
don’t know how to start building such a thing, it’s pretty well
documented on this very BBS, look in the files under MIM, or MIP,
or Micronet… I think it was written by Electric Samurai… or
was it Gabrielle… whatever. With the new MIP you can run the
micronets, alter micro-code, etc.

-Gargoyle

Overheard on the Code War BBS
Creating a MIP is a difficulty 15 Expert:
micro-code roll. If you roll exactly a 15 your MIP is rated at
-5 for every point above 15 add one to this number for a maximum
of +5. It usually takes between 20 and 40 hours of programming
to create a MIP.
Adapted/copied from GttN pgs 147-­148:

Micronets are too small for netrunning programs,
the only program that can be used is the MIP. MIPs can be rated
from -5 to +5. This number is a penalty or bonus to all actions
while running a micronet.
Anyone with the skill Expert: micro-code
can run a micro-net certain people get bonuses to their rolls.
Netrunners:
Add Interface/2 [round down] to Expert: micro-code to find effective
skill.

Techies:
For non-computer items (i.e. AV-4, Deluxe Bed, Smartgun, etc.)
Techies can add Jury Rig/2 [round down] to Expert: micro-code
[for all tasks except altering Nano-Code] to find effective skill.

Med­techies:
As techies except only for cybernetics. Use cybertech instead
of Jury Rig.
Getting in is a difficulty 20 Expert: Micro-code
roll, 30 with radio scrambler, impossible with neural security
scan. Closed devices require 25 electronics roll.
Booting Someone Else Out:

Micronets can only contain one runner.
Contests are: Int + Expert: Micro-code (as modified above) +
MIP + 1d10.
Navigating:

Difficulty 25 Int + Expert: Micro-code (as
modified above) + MIP + 1d10 roll to get a map to move around.
Control Micro­CPU:

Difficulty 25 Int + Expert: Micro-code (as
modified above) + MIP + 1d10 or 30 if item is consciously controlled
(like a cyberlimb.)

Altering Micro­CPU Nano Code:

Difficulty 30 Int + Expert: Micro-code
(as modified above) + MIP + 1d10 to alter ONE micro­CPU programming.

Keyboarding Rules in the Net

Keyboards are purely a legacy system. New
computers don’t come with keyboards, they come with trodes, programs
aren’t written for keyboard control. Basically a system with
keyboard is straight out of a museum. But if for some reason
a netrunner wants to attach a keyboard to his system or run from
piece of history, here’s how.

Adapted/copied from GttN pg 145:
Programming an Interface:
Standard cyberdecks are NOT designed for
keyboarding runs.

Difficulty
25/20 programming/expert: complex computer language to modify
it (the deck.)

OR:
Pay +500, difficult cyberdeck design to have a tech do it.

Time:
8 to 12 hours.
Modify Software:

EACH program needs to be altered to run
from a keyboard.
Difficulty
25/20 programming/expert: complex computer language.

OR:
Pay +50 per program to have someone do it.

Time:
Program difficulty / 10 hours per.
Skills Used to run with a Keyboard:

Expert: Complex computer language at ­3
(minimum 0) INSTEAD of interface.

Initiative

= processor speed + 1d10 (Supercomputer = 20, Mainframe =15, Mini­Comp
or Mainframe =10, Desktop/Laptop = 5, writing pen = 2, pocket
organizer = 1. Quality of a system varies by +/­ 30%)

All others:
Substitute Expert: CCL ­3 (min. 0) + Int for Int + interface
Effects:

Stat reducing
“Black Ice” and such (Jack Attack, Liche, Knockout,
etc..) has no effect
Anti­system
programs such as Firestarter and Glue work normally

Physical Damage:
Sword and such that do physical damage reduce processor speed
by 1d6. At zero netrunner is dumped out of the net and 30% of
the time have to spend 1d10 * +100 fixing damage to his computer.

Using Mainframes to Netrun

Adapted/copied from GttN pg 145:
CPUs:
As mainframes have up to 7 CPU’s one gets
more actions
Multi-Tasker:
To do this one must run A ‘Multi­Tasker’
program (Str: 5 Mu: 6 1140eb) This gives you the standard ‘2
+ (#cpu/2) actions. Multitasker­Program can be attacked
if mainframe datafortress is penetrated
Portability:
Mainframes are large and not easily portable

NetRunning With Trodes

Adapted/copied from GttN sidebar pg 58:
Penalty:
­2 on all Int/Ref rolls
Program Effects:
Stun, Firestarter, Spazz, Jack attack, Glue
function normally. Hellbolt, Sword do 1­3 damage due to
static shock. Brainwipe, Zombie do 0­1 temporary int loss
­ psychosomatic. Liche, Hellhound, Knockout = no effect

Netrunning to/from orbit

Adapted/copied from GttN sidebar pg 130:
Fast and Dirty

Orbital Indexes:
Earth: 0

GEO Orbit: 1

Crystal Palace: 3

Luna and O’niels: 4
Mars: 20

Penalties:
Take the larger index and subtract it from the smaller index
and this becomes the modifier to initiative. Divide the imitative
modifier by two [round up], this is the modifier to your interface
skill.
More Technically Correct

Penalties:
Earth:
use the above orbital Indexes as penalties, except L-2 is a -5.

GEO:
Earth -1, GEO -0 to -2, Crystal Palace -2 to -4, Luna and O’niels
-3 to -5, L-2 point -4 to -6, Mars -20.
Crystal Palace:
Earth -3, Geo -2 to -4, Luna -1, L-2 -2, L-3 -7, L-4 and L-5
-5, Mars -20.

Luna:
Earth -4, Geo -3 to -5, Crystal Palace -1, L-2 -1, L-3 -8, L-4
and L-5 -6, Mars -20.

L-2:
Earth -5, Geo -3 to -5, Crystal Palace -2, Luna -1, L-3 -9, L-4
and L-5 -6, Mars -20.

L-3:
Earth -4, Geo -3 to -5, Crystal Palace -7, Luna -8, L-2 -9, L-4
and L-5 -6, Mars -20.

L-4 and L-5:
Earth -4, Geo -3 to -5, Crystal Palace -5, Luna -6, L-2 -6, L-3
-6, The other one (L-4 or L-5) -8, Mars -20

Mars:
everywhere -20 or greater
GEO penalties depend on which side of the
planet the particular satellite happens to be on.
Work Arounds:

Enhanced Buffer

An Enhanced Buffer can be installed in a
netrunner’s cybermodem link, that will cut the above mentioned
penalties to his Interface skill in half. I.e. only a -2 to Interface
to netrun from Luna to L-3. A switch can be installed or he must
be re-adjusted or he will suffer a -3 to purely Earthbound runs.
Skill check:
Difficult Lib Search roll, then Easy and Average Cybertech rolls

Cost:
500 + 500 for switch.

J.I. Mod

If a netrunner has wired reflexes adjustments
can be made, similar to the ones mentioned above, to offset the
penalties to Initiative. This adjustment is known as the J.I.
Mod presumably after the inventor, but his actual name has since
been lost (Joe Isuzu.) I.e. only a -3 to initiative on a run
from L-3 to L-4. Again a switch is necessary or the netrunner
will suffer a -3 to all initiatives (in and out of the net) not
involved in orbital netruns.

Skill check:
Difficult Lib Search roll, then Average Cybertech

Cost:
500 + 500 for switch.
LR Comp Board

It is possible to install an ECCI internal
option board into a cyberdeck to accomplish similar ends as those
achieved by modifying cyberware. There is a board called a LR
Comp Board (Long range compensator) which adjusts the penalties
to initiative and interface to a flat -2 each. The LR Comp board
is extremely rare. This board takes an internal option slot.

Skill check:
Average Cyberdeck design or electronics
Cost:
1000

Netrunner Skill:

Skill Attribute
Interface Int
System knowledge Int
Programming Int
Cyberdeck design Tech
Expert: complex comp. language Int
Expert: MicroCode language Int

Price, Cost, and Jobs

One of the oft overlooked aspects of being
a netrunner is being paid. Netrunning is an expensive proposition
to start up cyberware implants, decks, programs, etc. No other
role has the expenses a netrunner has, but then with the exception
of the fixer no other freelance role is likely to make as much
money.

There are two types of people who are likely
to pay a netrunner for his services, either a Data Bank or a fixer.
We all know who a fixer is and why he does it. A Data Bank has
it’s roots in the credit reporting companies of the late 20th

century. But they have grown in ways that you wouldn’t believe.

In 1998 the U.S. government started to put
heavy restrictions on what they could an couldn’t do. Enforcing
privacy, accuracy, and need issues. During a long and drawn out
legal battle Equifax CEO C.B. “Jack” Rogers pulled off
a major coup. He arranged for some ambitious deep sea construction
to build him an island out in international waters. He claimed
the island as a soverign nation, Mobilized forces to protect it,
and built a huge floating platform using the island as an anchor
and peg. He relocated his entire operation to the island and
declared himself free from U.S. law. TRW and Trans Union soon
followed suit. The companies wouldn’t have been allowed to succeed
except that the people with the money and the lobbying power enjoy
having access to their information. The three companies soon
expanded into every facet of the nearly 6 billion residents of
the planet earth. They have a thousands of people sift through
a huge volume of information and pick out data to place with people,
places and things.

They get this data from a variety of sources,
one of those sources is netrunners who sell information to the
Data Banks at bulk rates, no questions asked.

There are several factors that contribute
the determining the cost of a piece of data. Availability, buyer
and type of contract. Remember this is just a rough estimate
of the cost and price of data, various external factors will obviously
influence the price.
Availability

Availability asks the question how many
places does this data exist? 1, 5, 25, 100, 1,000, 10,000, etc.
This forms the basis to determine price of data.

Number of Places Base Cost
1 50,000/Mu Top secret plans
<5 10,000/Mu
<25 2,000/Mu
<100 400/Mu
<1000 80/Mu Most commercial transactions
<10,000 20/Mu
>10,000 5/Mu


BuyerThere are a few modifiers to availability,
the first is who is doing the buying. A fixer pays more for data
than a Data Bank, however a fixer usually only buys data he can
use. A Data Bank pays about half as much as a fixer but will
buy anything.
Fixer x2.0

Data Bank x1.0
Type of Contract

The other modifier is called type of contract
which is a somewhat confusing title but it differentiates between
a commissioned job and a pawned job. Commissioned jobs are also
likely to add expenses to the cost i.e. if a deck gets burned
out expect the cost to fix it to be added to the bill.
Commissioned xSeclev+1
Pawn x1.0