This article describes the third variant of a vastly simplified handling of all hacking activities in SR4 (see also version 1, version2). Unlike the programs used in SR4, which are supposed to be copied anyway, all actions in matrix space are based on:
(Logic + Skill) against (System * 2) or a higher factor in some cases.A hacker needs at least 1 net success to enter a node, and more are stealthier: Anyone present can roll Logic + Matrix Combat (a perception substitute) to see the intruder, but must have at least 1 success more than the hacker had. Looking from several nodes away increases the successes needed by +1 per node.
On subsequent actions, the hacker incures a -1 dice modifier for any non-perception action. Searching for information, rewiring a camera or turret, attacking ICE -- all these can only be made for a limited number of rounds.
Combat hacking always occurs in direct sensor range (typically 100m or line of sight) and requires the hacker to be near the target, similar to magic. The following table shows a typical action hacking chronology.
Action | Attribute | Skill | |
Against | |
---|---|---|---|---|---|
Find node in range | Logic | + | Electronic warfare | : | System * 2 |
Hack node (read) | Logic | + | Hacking | : | System * 2 |
Hack node (write) | Logic | + | Hacking | : | System * 3 |
Gain root privileges | Logic | + | Hacking | : | System * 4 |
Block message | Logic | + | Matrix Combat | : | System * 2 |
Fake answer | Logic | + | Computer | |
must not fail |
Control camera | Logic | + | Computer | |
must not fail |
Control turret | Reaction | + | Gunnery | |
must not fail |
Control drone | Reaction | + | Vehicle | |
must not fail |
Confuse drone | Logic | + | Electronic warfare | : | System * 2 |
Any protected signal within comlink reach can be located by Electronic warfare, but this is only necessary when the target is not in line of sight, e.g. behind a wall. Assume that mobile items like weapons, senseware etc. have System ratings that a comlink of similar price would have, and no ICE, while stationaries can each have one ICE of the same rating.
Hacking a node gets exponentially more difficult with the power the hacker wants to have. Hacking a node for r/w access can be done directly; hacking for root requires at least a read hack before. Everyone with a comlink is supposed to have half an eye on it all the time, so everyone can roll matrix perception to see the attack.
Inside the node, the hacker can read or change things without resistance, but always in fear of detection. After each action (and remember -1 dice per action performed), ICE or counter-hackers can roll matrix perception; should an operation fail they are alerted automatically. In a typical combat situation, nodes will be hacked easily but the opposing hackers should see each other quickly.
Once opposing hackers or ICE are aware of each other, they can attack. ICE is always black, shoots first, and has 3 actions. A hacker rolls Logic + Matrix Combat, the defender rolls System to evade and Willpower to resist, and the net successes are the damage. ICE attacks with System * 2 and defends both times with System. ICE does physical damage to persons and crash damage to items, and has System boxes.
Action | Attribute | |
Skill | |
Against |
---|---|---|---|---|---|
Hacker perception | Logic | + | Matrix Combat | |
Needs System + hop distance |
Counter perception | Logic | + | Matrix Combat | |
Needs intruder successes + hop distance |
ICE perception | System | * | 2 | |
Needs intruder successes + hop distance |
Hacker attack | Logic | + | Matrix Combat | : | Comlink System to evade, Willpower to resist |
ICE attack | System | * | 2 | : | ICE System to evade and to resist |
Even in combat, each action confers -1 dice for anyone not on home matrix turf. A wounded hacker can retreat to her own comlink to goad the opponent into enemy territory. Movement costs are zero and require only free actions. Coming on home turf restores all dice but upon returning to hacked nodes the old penalty is still intact and continued.
After one side has won, the opposing side can shut down its own
item's wireless communication as last resort, but that means no
mental control over equipment (simple actions for everything), no
team communication or tactical information (players have to act
dumb), no smartlink weapons, no airburst grenades, and general
loss of functionality and business money. Cyberware is wired
through the body and thus not affected (except senders like
comlinks and smartlink), but their external versions are (a good
reason for cybereyes instead of contact lenses).
Rebooting items takes System * 2 rounds for wearables and System * 2 minutes for stationaries. Destroyed ICE cannot be cloned (and cost System * 1K to replace).
So far, hacking only reached nodes within 100m. To reach adjacent nodes, hacking must start from the currently hacked node and the -1 dice per action penalty is transferred, further increasing risk of detection.
Unlike the "nobody can hide" principle of Electronic warfare with the own comlink, nodes can only connect to others pre-determined by the network architecture of the company. Security cameras typically connect to a camera hub, sentries to a sentry hub, both hubs to a security master hub, and only this one to the master node, where the data storage node is another sub-node. So a lot of nodes to hack in one dice-reducing attempt, when one stays on the outside: This provides incentive to break in physically to get more direct access.
When starting remotely, the public web server of a company is an alternative to a drive-by hacking attempt. And one more thing: When a hacker is successfully hurt in matrix combat, her GPS location is automatically revealed to ICE and counter-hacker. Time to move quickly then.
To avoid boredom for standard tasks like getting classified information and planting false IDs or cleaning-crew jobs, legwork hacking can also be held sweet and short, as outlined below.
Action | Attribute | |
Skill | |
Against |
---|---|---|---|---|---|
Search information | Logic | + | Data Search | |
|
Search protected info | Logic | + | Data Search | : | System * 2 |
Hack node (read) | Logic | + | Hacking | : | System * 2 |
Hack node (write) | Logic | + | Hacking | : | System * 3 |
Edit e.g. jobs list | Logic | + | Computer | |
must not fail |
Note that certain actions are not allowed in this manner, including getting root access, viewing camera footage, and steering equipment like doors or drones. Failure at any of the rolls means automatic banning and -2 dice for the next attempt (all skills).
Because of the newfound importance of the System rating,
a list of computerized equipment follows below. All of them come
with the complete set of computer and hacking programs, as copied
from the matrix. Every comlink comes with all the auxiliary
equipment: holograms, printer, trodes, sim module, etc.; everyone
is assumed to be on trodes.
Item | System | Typical user | Cost | Avail |
---|---|---|---|---|
Individuals (mobile) | ||||
Basic comlink | 2 | Ganger, wageslave, shop guy | 500 | - |
Good comlink | 3 | Runner, exec | 5.000 | 2 |
Security comlink | 4 | Hacker, police | 50.000 | 10R |
Military comlink | 5 | Big corp CEO, red samurai, military | 500K | 20F |
House (stationary) | ||||
Small network | 3 | Small shop, restaurants, bars | 5.000 | 4 |
Secured network | 4 | Small R&D corp, apothecary, clubs | 100K | 10 |
Hardened network | 5 | Medium corp, bank, police station | 1M | 24R |
Fortified network | 6+ | Big corp, military | 20M | 48F |
Equipment (stationary) | ||||
Security camera | 2 | Small shop to big corporation. | 500 | - |
Door or airlock | 3 | Small shop to big corporation. | 1.000 | - |
Sentry turret | 4 | Medium to big corporation. | 5.000 | 8R |
Defense drone | 4 | Medium to big corporation. | 10.000 | 20F |
Vehicles (mobile) | ||||
Civilian vehicle | 3 | Apothecaries, runners, police | 10.000 | - |
Security vehicle | 4 | Police elite, money transports | 100K | 16R |
Military vehicle | 5+ | Big corp elite, military | 1M | 48F |
The ratings are balanced such that for skilled hackers, read access is easy, write access medium, and only big corps difficult. Risk of detection mainly depends on the presence of counter hackers and can be freely adjusted by the GM. Best defense: Always have someone with high Logic + Matrix Combat to watch everyone's equipment with a hop distance of 1.
The hacking part of the gameplay has been simplified and streamlined to work with other characters. All the hacker needs are her Logic and matrix skills for attack and a good comlink for defense. All the GM needs is the System level of the network nodes and the occasional counter-hacker. In version 3, combat and remote hacking have been unified with a focus on "risk of detection".
EOF: Jun 2014