As I said I'd like to test a chase matrix combat.
You CAN trace or chase a persona icon, agent or sprite.
Why would you do a Matrix chase instead of simple tracing? The difference is that you trace the origin of the traced subject - it's access_id, geographical location. The chase goes for the specific subscription instance.
Why would you chase that specific instance? First reason (this case) is because of paydata. An agent or hacker get's paydata and haven't yet stored them on his commlink (you need to perform a transfer data simple action to do so). You may also specifically postpone transfer so it won't be detected, captured or terminated. Data also might be copy protected and in this case, they cannot be transferred at all and must be delivered to the target node.
The exact chase, abstracted in the rules below is a lighting fast chase from one matrix node to another full of matrix tricks and hacks all along, the way I have always imagined it, far from the current internet browsing (log on to website, log off).
Now to the meat.
Chasers can be in Short range (same node, you can perform direct attacks and other actions), Medium range (one node distance, you get in to the node seeing the chased party leaving it and see the direction (next node) the other is running), Long range (on the track, but the may loose it), Extreme (trail gone cold), Break off (you must trace per standard rules)
First in each chasing round there is Opposed Matrix Chase roll
This is Computer + Response + 2 if in VR. Agents and Technomancers get an automatic +2
if more than one object is chasing there is +1 per each member of the party. Winning side can change the distance by one.
Then there are possible actions in each round (program names in bracket, if the program is the hacking one it require hacking+program, if it is a standard one it require computer + program). Each action slows down giving a -2 to next turns roll on Opposed Matrix Chase, max number of actions taken in each combat turn is equal to number of IP - 1. One action is needed to continue the chase and log on to the next node.
Actions
Break off (stealth) - going from long or extreme range to break off the target is the rating of tracing program
Multiply (spoof) - subscribe to more then one neighbouring node the target is the rating of the analyze program, each net hits give +1 to the party.
Raise alarm against chasers (spoof) - the target is the firewall rating of the passing node, net hits over firewall of the node give -1 die to the chasing party
Shortcut (exploit) - net hits over firewall of the node give +1 die
Traps (databomb) - drops exploding pieces of code, target is the analyze of the chasing party to spot
Crash node (exploit) - if successful, target gains +6 to the next roll to emulate time needed by the chasers to pickup the trail behind the hole
Chase (trace) - following the trail of a running party that is in Long or Extreme range target is running party stealth program +2 for Long and +4 for extreme