I have a brewing situation. PCs are stuck in a traffic jam and the bad guys are closing fast on motorbikes. They have proposed hacking the nodes of cars to get them to ram the bikers (rather than get caught on camera in a firefight!)
How hard should this be? Most of the cars will be electric on grid guide (which should be a difficult/very hard hacking task?!?). I guess they’d have to override the auto pilots and tell them to get off the road (simulated emergency vehicle coming through or something like that?!?). Would anti-collision software in the auto pilots stop them ramming the bikers?
It might be easier to hack the nodes of the bikes assuming they aren’t hidden? Or even if they are?
Any ideas welcome!
Thanks
I see a few ways to hack myself out of that situation. The easiest would be to Spoof an emergency vehicle, sending a "clear the road" signal to all the vehicles or traffic/grid guide nodes in the area. However, as it's only a simple Spoofed command and not a true Exploit, it's only a matter of time before some grid guide security spider takes a look at the commotion on a security camera an shuts the whole thing down.
As for hacking the cars and motorbikes, you can assume they have a device rating of 3 (right, guys? it's 5 or 6 for military, 4 for top of the line vehicles, and 2 or 1 for jalopies). That's pretty easy to overcome for a hacker, but if the bad guys are smart, their bikes will be at least slaved to their commlinks, adding one more step to overcome. The same goes for the cars driven by security conscious drivers.
Once past the firewall and inside the node, the hacker only has to locate the Pilot program with Matrix Perception, and then exploit the program or even crash it. To simply disable anti-crash settings, I'd call for a Hacking+Exploit with a threshold of the Pilot's rating.
Unwired (or is it Arsenal?) leaves the security of the GridGuide by having Jackpointers say both that it's easy and hard to hack.
Another solution would be to hack the car to control them but you'll probably have to override the GridGuide connection and/or the vehicle Pilot so it doesn't say "we're pretty sure you don't want to do that so we're preventing you from doing it".
Or they could Spoof a command from the GridGuide, that should override most vehicle's Pilots.
Hacking individual cars should be relatively easy, they would likely need at least security level access to override grid guide ( +3 to hacking threshhold ) from there they'd likely need to actively do a command + pilot ground craft test on the targeted car for pass they wanted to keep it pulled away from grid guides influence. Admin level access could likely let them turn off grid guide access entirely and then they could have multiple cars ready to go.
Hacking grid guide itself should be moderately hard, within the realm of possibility but likely not something you want to do mid firefight, I'd give the system about an 8 firewall (for the record this is houserule territory, I let big nexi have 8 response pretty easily) and then kind of go from there.
First they need an access ID authorized to give movement controls to the car. This may be the driver, it may be grid guide, it may not exist (I don’t know how the average wageslave drives to work). Then they spoof the car “Ram X”. Problem solved. Even low speed collisions are fairly dangerous, and it is worse if the motorcycles are moving at high speed.
I’d suggest spoofing because this seems like a simple order for the car, and it makes the question of slaving moot.
You can also block the road instead of trying to ram the bikes. The good point is a single truck would do.
Thoughts. Much of them not RAW.
You need to decide if the pilot is slaved to Grid Guide or if Grid Guide is a data feed to the pilot software.
If the pilot is slaved then hacking grid guide means you own all the cars on grid guide. Personally, I don't recommend this because it makes grid guide the ultimate target. Even spoofing grid guide is incredibly powerful. For the players that either means spoof every round they want to attempt to drive a vehicle or hack the grid guide on the fly, login, and order any car around while defending themselves from whatever defends the grid guide.
If the pilot uses grid guide as a feed, then taking over the actual vehicle and driving it is your best bet. There is no parent niode to spoof. On the plus side to this, the car is most likely an active node, so there is no need to do a detect hidden action. All you should need to do is Hacking-On-The-Fly, Log-In, and then attempt to drive the car, defending yourself against whatever IC capabilities the GM gives the pilot program.
In both cases, turns and IP work against the hacker. You're still stuck with messing with a single car at a time for a limited amount of time. Having the hacker take out multiple bikes is going to take time AND attract attention. Having the hacker take out a single bike is very doable.
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Alternative plan (this works with both interpretations, though it is better with the slave option): Hack the grid guide for admin (complete with difficulties), have the driver subscribe you car to the grid guide, have the hacker tell the grid guide you're a firetruck. Then start telling it all the cars between you and the bikers are police vehicles. Every round you can continue to be the firetruck (not get kicked out) and get another cop car playing intercept on the bikers increases you chance of getting out of there.
Note that the big difference here is that you are NOT attempting to control the actions of the cars. You're letting the grid guide control the actions of the cars (something it can do better than you) based on bad information (thinking they're cop cars). This basically means putting the outcome in the hands of the GM in the hopes of a better result.
Spoofing does seem to be the best bet. However, you'll want to spoof twice, once so that Grid Guide won't override a possible collision, and once to tell the pilot to move the car into the path of the bikes. Then it's just a crash test for the rider(s).
The default Pilot program has "Do not ever collide into other vehicles" as part of it's restrictions.
The best bet really would be to spoof gridguide into thinking you're a firetruck, or knight errand police vehicle, and go from there. It also depends what City you are in. If this is NeoTokyo, then it's going to be rediculously easy to spoof a traffic jam, and force other vehicles off the road, because everyone around you is following gridguide blindly. If it's somewhere less modern, some people won't be using grid guide at all.
What I would do, is a spoof to gridguide that you have to spend 1 ip a combat turn re-doing to let the system think you're a Special Vehicle so you can get other cars out of your way. To block the Bikes, the best bet is probably to spoof a car infront of them into thinking it's swerving to avoid something more important to avoid.
Pilot 2 is an idiot, it follows basic instructions. If it's given a choice between, "hit child, but avoid driver behind you, or avoid child, hit driver behind you" it'll pick avoid child.
So find a car up front of the Bike, spoof it into swerving.
What makes you think pilot 2 cares about avoid child? Especially with a sensor of 2. If given a choice between hitting a smaller object and a larger one presumably the pilot program will pick the smaller every time.
The thing is you can't just spoof "I'm a firetruck" you need an access ID of a firetruck to spoof as. That's what people keep overlooking.
Wait your rigger doesn't keep a list of useable accessID's for just such an emergency?
Hacking? Why not just whip out a good ol' fashioned box of ball bearings?
I remember a run a while back when I had a character that was a pilot but still knew his way around a vehicle.
The goal was to create a distraction for private security forces while the rest of the team effected entry to a building.
Our hacker had to be on the entry team so it was up to me to create the distraction. With exactly forty seconds of thought, my character spent the night with a miniwelder scooping anything out of the car that didnt absolutely have to be there (Airbags? Who needs 'em?). Come go time, he rolls up next to a security bot and smashes it in the head with a wrench then petal to the metal. He led virtually all of the reserve private security officers and about half the cops in the city on an hour long chase that involved about a million or so nuyen worth of private property damaged and destroyed.
My GM sicced a pack of monowheeled security drones on the car so my character busted out a box of ball bearings (Yes, I had a box of ball bearings) and let 'em fly. Of the ~22 drones on the road, 15 failed to stay upright. It didnt destroy any of them, but it sure as shit slowed them down.
As a side note, that's one issue I've noticed with Shadowrun; it seems to encourage it's players tend to chronically over-think situations. People bring a two-ton tool chest to open a locked door when all you need is a fuckin' hammer.
Another option, just hack the pilot to open the doors up. That should be fairly doable.. the bikes are after all speeding between cars, if suddenly a door opens up in front of them.. ouch.
How's about hacking GridGuide to ignore you, and call Lonestar on them? ;p
The existence of the Restrictions Program Option in unwired, combined with how they talk about how gridguide works strongly implies it. The most detailed information on gridguide is going to be from the supplement that has Neo-Tokyo in it.. I forget the name of it.
Alright, yeah, Spoofing isn't all powerful. I know it's not, but simple commands such as those are better through spoofing then hacking past the firewall with Exploit to set up.
I digress on the test, as well. And admit I'm not the most knowledgable about the cyberspace side of Shadowrun. It completely skipped my mind that the hacking skill was used with spoofing action, which makes my previous statement completely false. I'm sorry for my mistaken judgement.
I tend to be a bit hard on my players trying to hack GridGuide. Of all the targets a player is likely to hack, GridGuide is probably the one that serves the most customers at once, and simultaneously is also one of the ones that gets the WORST PR when something fucks up. Combine this with the fact that it's a matrix-based service (and the fact that EVERYONE is going to want to hack themselves out of traffic at some point) and you get a numerous, well-trained staff of matrix security specialists just waiting to fuck up your hacker's day. Seriously, hacking GridGuide should be on the same plateau of "difficult, but awesome" as hacking KE or Lone Star.
Also, if you're going to hack a car's Pilot, why spoof, why not just hack on the fly.
A random car has a rating of 2, with a pilot of 1, 2 tops. A top end car has a rating of 3. So long as you don't hack some rigger's pimped out mobile it's trivial.
IP 1: Detect Active/Passive Nodes, analyze, observe in detail
IP 2: Hack on the fly (4, complex action) Only really need User level access to open door.
IP 3: Issue command (door opens)
Voila done. Unless you're telling me you have a hacker who can't get 4 successes in 1 roll? and whose stealth is not going to be able to resist 4 dice?
I'd go for hacking, just for having the stylistic choice of having 'Dodge this' displayed on the inside of the door's window.
While displaying a nice 'Thanks for letting me use your ride' on the windshield.
Don't forget to do log-cleaning though.
The problem with spoofing is this:
IP 1: detect nodes,analyze, observe in detail
ip 2: analyze commlink of guy in the car you want, waste a simple action
ip 3: spoof command to the pilot.
You need to find the commlin for the driver
You need to determine his accessID
You need to determine if the car is slaved to the commlink or not.
You need to spoof the car
It's potentially more steps, picking out the right node for a car is easy, you can see the car, you can guess which node it is. Picking out the commlink/s inside the car could be more problematic. What if there is more than 1 person in the car, or the guy has multiple commlinks (one personal, one for work, and one he uses when talking to his girlfriend so his wife doesn't find out). Except of course that with spoof you don't have to edit the security logs, to remove yourself. So that's a nice bonus. Another Option is to spoof the bike to make it think it's about to run into a road hazard, make the bike stop, etc. It's a style thing I think, Hack lets you do more things, like have a finger displayed on the open door so the guy knows he just got pwned. Or a smiley face that says, "have a nice day".
Another option, is have a materialization spirit materialize in the path of the bike, as a log, or rock, or something that will make the bike flip/crash.
Had to re-look some stuff up. I really need to know the matrix better. PLEASE correct my mistakes here.
IP #1
1) Free action. Detect Active/Passive Wireless Nodes (System).
2) At this point, one cannot do an analyze or observe in detail because we're not logged into anything. From what I'm reading we can:
a) Trace User - to get an access_ID for spoofing (see "Game, Set, and Match" thread for why I believe this can be done without being logged in)Note that all are, I believe, Complex Actions.
b) hack on the fly, deciding what level of access to go for.
c) probe (which, annoying enough is in a different section entirely) - No point in doing that here.
d) Jam signal - again, no point in doing that here.
e) Capture Wireless Signal - which could be looked at later for access_IDs. I don't see the point of doing that here.
You don't need to be logged in to analyze anything, in fact there are many times when you won't be. And you have to Analyze the nodes you found to figure out which one it is you want. Looking at it, Observe in detail is unnecessary, but you need to do 2 different Analyze. One to Analyze all the nodes to get their current location and to determine WHICH node it is you want to spoof, and another because it's good practice to analyze the node you're about to hack. If you don't analyze it, the GM could be a dick and have a Databomb on the gateway, which can freaking kill you.
Trace User won't give you the accessID unless you can see the user's Icon. It's badly worded, really the first roll of trace user gives you the accessID, the rest of the hits is what allows you to figure out where the user is physically.
Obtaining the AccessID requires one of several options.
Analyze his commlink (it will just give it to you)
Capture Wireless signal and analyze /that/
read logs on a system being accessed by said accessID
Analyze the Icon (this is what trace user does)
Note that my impressions of spoofing vs. hacking come from http://forums.dumpshock.com/index.php?showtopic=26473&st=0&p=804857&#entry804857
I have no clue if it's accurate or not. I simply believe it to be. It appears to differ from what Sabs is saying. What's right is something I just don't know. They may both be right for all I know and I just don't understand.
First off Tiger Eyes and Aaron didn't understand their own rules
they break their rules a few times.
That being said:
The first thing Slamm-0 does is capture wireless signal, so he has something to trace.
Now where I differ is that I find it incredibly stupid that you don't get the accessID until you get the physical location of the node. That's dumb. Though I guess by RAW that's what they are saying. It seems weird, because you can also get the accessID from logs, and from the ICON, by analyzing subscription information.
So, if that's the only way you're going to allow accessID's to be obtained.
Your spoof flow chart looks like this:
IP 1
a) detect nodes
b) analyze nodes (to find the node you want)
IP 2
a) capture wireless signal (you have a problem, what if the pilot isn't communicating with the commlink? how do you force it to)
IP 3
a) Trace User
IP 4
a) Trace User
/if/ you have 5 ip, which is highly prohibitive at character start
IP 5
a) Trace User
Round 2
IP 1
a) Trace User OR if you already got the access ID Spoof Command
While your Hack on the Fly flow chart looks like this:
Round 1
IP 1
A) Detect Nodes
B) Analyze Nodes
C) Analyze Car Node
IP 2
A) Hack on the Fly
IP 3
A) do what you wanted.
Scan lets you find "nodes"
Analyze lets you determined which of your found nodes is the "one you want"
And since you don't need to Scan to find active or passive nodes, you just have the second step to go.
Your 'link will list of all available nodes within mutual signal range, but they're just Access IDs. You don't have a clue which one is what car, which one is the driver's comlink, his glasses, the RFID in the candybar in his pocket, the ruthenium-covered skintight suit that girl beside him is wearing, the alarm on the storefront across the street, the traffic light you just ran, the billboard in the lane divider.
This is where you can Analyze whatever seems your likely target and hope you're right, get the car, have it tell you it's slaved to another Access ID, which you can then search for in the same fashion.
Or you could Data Search to find 'node belonging to Ford with plate number 657AIO087JQ9,' wait a turn or two, and go Analyze then.
To be fair, it's unlikely that the candy bar and his glasses are within mutual signal range. And the skintight ruthenium suit probably has a signal range of 0 ![]()
It's significantly faster to hack in that case, because you don't need to find the accessID, just the node, and start spanking.
When you're in the lane right next to them, even signal 0's 3 meter range is likely to include you. When the girl's in the backseat, anyway, instead of riding shotgun.
One observation about the "using scan" or "using analyse" argument
The hacker already eats load of time when other people can do very little. The systems need to be simpler not more complex, unless there is a strong in game reason to do so. Hacking a plumbers van should be a trivial thing, where as hacking the UCAS president's vehicle should be close to impossible. Its generally a bad idea I think to add complexity, die rolls and lots of time to the trivial.
but really, you shouldnt be able to BUY successes on any hacking test, as there is always the risk of failure with hacking
This thread has gotten me thinking and i'm starting to do an in universe writeup on Gridguide both as a corporation (i see them as a specially recognized double A) and a system including out of character stats and quirks for gamemasters to use. I'll post it if people are interested.
At least in brief I see grid guide as heavily redundant. The front line nexi for any given area of a city (I presume it divides the city into 16 block sectors although i may revise that for feasibility) operate in pairs mostly interested in handling the traffic processing. Each pair sends data back to more secure data storage nexi and decision making nexi. Thinking on it gridguide likely has massive tracking capabilities as they keep track of nearly every legally owned car int he city and know where it's at at all times (or at least a general location when it goes off the grid). This is the biggest thing that keeps runners from just spoofing themselves as a firetruck as Gridguide likely knows where said firetruck is and will flag an appearance by it across town for spider intervention.
So far my rough outline has planned:
In character writeup on grid guide by Chromed Accountant with some Jackpoint/Nexus flavor text.
NPC writeups on gridguide spiders and admistrators including suggestiosn for using them as contacts.
Actual stats on the grid guide system for seattle or other large sprawl.
On the whole I see the sytem designed to be resilient as all hell, because as long as the system works it makes money. That's not to say hacking out a traffic jam isn't possible but at the very least it should require crashing both node pairs of a redundant system which causes all cars in the area to stop.
I hate when a GM idea gets in my head and won't be exorcised until i've hacked it out.
Edit: Nevermind. Confusion on my part.
It was pretty ubiquitous in previous editions, I've just assumed it was something they didn't explicitly say that all cards had it because it was assumed.
A more detailed writeup would be interesting yeah. The hacking system doesn't explain very well how you would deal with such a megascale system, and particularly what its potential vulnerabilities would be.
Since the characters aren't trying to draw attention to themselves how about making it to look like the car infront of them hacked himself special access? Have him draw the heat and they just follow that car out. That along with a few opened doors in the path of the bikers should make for a clean getaway. For the door thing I'm pretty sure if the car thinks it's on fire the doors will pop open.
Also, does the teams vehicle have spoof chips, grid guide override, morphing plates, and chameleon paint? If not why?
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