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> New GM asks several questions
tifunkalicious
post Jul 31 2010, 10:55 PM
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Our group has just dipped its toes into the hacking/rigging rules with some success, and we like it quite a bit (though I want to do a better job of giving non-hacker players something to do)

We have a vehicle rigger, and I'm planning for some chase/tactical combat...

1. he has 3 IP when jumped into his combat-bus in VR. Reading the rules, I interpret that he must spend one of those IPs on the complex 'driving' action to avoid losing control. Is this correct? Can he use any of his IPs for the task?

2. How many IPs can a drone with a mounted weapon achieve? I understand that the jumped-in drone must have advantages, but I'm confused whether or not the rigger can spend 3 IPs firing the same weapon when an autonomous drone cannot.

3. Can the rigger use the command program on the drone he's jumped into? On different drones when he's jumped into another one? If said vehicle has mounted weapons on both sides and on top, could he spend one IP driving, one IP firing a specific machine gun, and another IP giving commands to fire the other two, thus firing all 3 MGs on full bursts with only 2 IPs spent shooting?

4. How can a character obtain a commlink with more than 4 rating in say, Response for higher vehicle test rolls? If not, could he install one of the nexus links from Unwired into his vehicle and use it's higher ratings for rigger tests?

As for hacking...

1. Is this correct? Nodes that a corp wants the public to access (like user pages for company information) are sent from wherever they've stored the node to some sort of relay tower with a mondo signal rating? And said tower bounces them around all over the world achieving the same effect as a universally accessible web page today? This means that paydata nodes are obviously not going to be accessible from your basement (a difference I've heard is present in 4 from earlier editions). Is declaring whether or not a node is on the worldwide 'wireless grid' a defined task or simply GM interpretation?

2. Detecting hidden nodes. it says you can attempt to detect a specific one with a threshold of 4 or detect a general one with an extended threshold of 10 (iirc). If a hacker is trying to find a hidden node he knows exists, does he roll until he hits 4 on one roll OR gets 10 on an extended, and whichever happens first counts as a success?

3. What's a breakdown of node security? How many roadblocks does a typical hacker have to work through? How does the system detect the hacker once he gets past probing/hacking on the fly?

A little magic...

1. Windows and line of sight? Can direct spells ignore translucent barriers by way of still knowing where their aura is?

2. In the vehicle combat mentioned earlier, if there is a mage on each opposing vehicle, how can the affect the other group? Could summoned spirits manifest inside a moving bus or truck? Could they battle on the astral? Is there any good reason to do so? Is it reasonable to trick a mage into going dual natured or project by summoning a spirit to attack his group and then project yourself to gang up on him?
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suoq
post Jul 31 2010, 11:09 PM
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Only answering what I'm sure about.

QUOTE (tifunkalicious @ Jul 31 2010, 05:55 PM) *
4. How can a character obtain a commlink with more than 4 rating in say, Response for higher vehicle test rolls? If not, could he install one of the nexus links from Unwired into his vehicle and use it's higher ratings for rigger tests?

Response: Hardware Upgrade Costs Table, pg 222 in my main book.
System: In the Programs section, pg 232, same book.
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tifunkalicious
post Aug 1 2010, 02:07 AM
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thanks that conquers one! (IMG:style_emoticons/default/smile.gif)
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Summerstorm
post Aug 1 2010, 03:38 AM
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Hm, ok let me try...

1. Yes... BUT, he can use it for a maneuver, or for full dodge also (They are vehicle tests and count as that action too). Also he can just ignore it, and must make a crash test at the end. (Which he can succeed in without any negative consequences)

2. A drone has always 3 IPs, a jumped in Rigger/Technomancer can achieve 5 (And also gets a crapload of extra dice from diverse cyberware for many actions). Also Autosofts (skills for drones) are pretty much limited to rating 4.

3. No... for the first: Your actions override the pilot and it won't do anything. Yes for the second: You can be jumped in into a drone and command others with command software. With multiple weapons: Well, no... Using any ONE mounted weapon is a complex action (except handling a normal weapon in your droney arms), but there are ways around it: Have the weapons turret-mounted and outfitted with an own pilot system (Effectively weld drones onto a bigger vehicle) and then command them with your program, or let the pilots do their thing. Also some gm's will allow for linked weaponfire. But that is houserule territory.

(Also: Don't you have some friends in your vehicle who can use the turrets?)

Phew... getting tough *g*

Hacking:

1. Tough one. Normaly: YES, everything which is REALLY valuable shouldn't be openly accessible over the net, BUT there are a lot of exceptions:
- First the corps need to transfer high value data quickly sometimes (so no data couriers). So they have to open the gate for a short time, and route through secure channels (satelites owned by the corp itself for example) but still: can be intercepted.
- Other data CANNOT be hidden... for example in an Matrix-Casino the ability to pay and play is pretty close... so when you can get into the gaming hall... you may be able to hack deeper and steal money. (Don't do it... online gaming belongs to the yakuza and mafia *g* BLACK ICE, MAN) And there are a lot more exceptions.

2. If it is hidden, you have to keep searching. You can only find a specific one, if you KNOW which one. I suspect you need to know the Access ID... you cannot specify: THE HIDDEN one as a comlink you KNOW and have to find.

3. Well... that is up to you as the gm. But most Systems i guess have interconnected nodes: The open public one, after that a security bottleneck. After that non-sensitive data storage and maybe deeper systems (control, pooling, working terminals). But like i wrote in 1... if they know what is good for them they keep nodes closed off physically until needed.

Security AFTER the entry hack is based upon patroling IC's and security hackers (spiders) They will pop up in any node, patroling them and analyzing. If they find you OR maybe traces of your doings (sudden empty data storage, disarmed data bombs etc.) they might raise alarm and alertthe security hackers.

Magic:

1.You REALLY need to see them. At least a tiny bit. Guessing where they are and just shoot blindly only works for indirect, physical combat spells. But glass windows or mirrored stuff does not hinder you (if you can look through)

2. This is a tricky one (and discussed heavily) I for example does not allow manifesting spirits in a driving car, IF the car is faster than the spirit can be in the physical world... or better: it may do it but BAM, ramming rules. While everything on the astral is fast enough to keep up with nearly anything, spirits only move humanlike in the physical. But i know of many people who let them manifdest anywhere and match the speed instantly. Luring someone into astral where you and spirits gang up on him is a normal strategy, just like being astral and summoning one after another and send them "down" to earth do kick ass.

Phew... well, i guess you will have some follow up questions. Also you can find many discussions here including things you asked about. Good luck. (Oh and also: no guarantees on my answers.)
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Udoshi
post Aug 1 2010, 04:33 AM
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QUOTE (tifunkalicious @ Jul 31 2010, 04:55 PM) *
1. he has 3 IP when jumped into his combat-bus in VR. Reading the rules, I interpret that he must spend one of those IPs on the complex 'driving' action to avoid losing control. Is this correct? Can he use any of his IPs for the task?


Yep. The requirement is just 'one action per turn'. Technically, you don't -have- too. there's a minor penalty for an uncontrolled vehicle, and the crash doesn't occur -immediately-. I believe you can skip control one turn, and just take it back the next if you don't mind sliding a bit to get something done.

QUOTE (tifunkalicious @ Jul 31 2010, 04:55 PM) *
2. How many IPs can a drone with a mounted weapon achieve? I understand that the jumped-in drone must have advantages, but I'm confused whether or not the rigger can spend 3 IPs firing the same weapon when an autonomous drone cannot.

This depends on how the drone is being controlled. Pilot programs get 3 IPs. Drones being used with Control Device or Jumped In methods use the riggers initiative.
And, uh, a pilot program CAN fire the same weapon 3 times. Pilots have 3 passes.


QUOTE (tifunkalicious @ Jul 31 2010, 04:55 PM) *
3. Can the rigger use the command program on the drone he's jumped into? On different drones when he's jumped into another one? If said vehicle has mounted weapons on both sides and on top, could he spend one IP driving, one IP firing a specific machine gun, and another IP giving commands to fire the other two, thus firing all 3 MGs on full bursts with only 2 IPs spent shooting?

Being jumped in doesn't prohibit you from taking other matrix actions. You need to look up the differences between Control Device(joystick jockey), Issue Command(trusting drone Pilots to get stuff done), and Jumped In (vr badass). A rigger can't Command the drone he's jumped into because he's jumped into - but he could Control Device on another drone, if he wants to use his action for that. (keep in mind that you can only Control Device one thing at a time)
It all depends on who is controlling the drone at any given time. Though it -can- change within a turn.

QUOTE (tifunkalicious @ Jul 31 2010, 04:55 PM) *
1. Is this correct? Nodes that a corp wants the public to access (like user pages for company information) are sent from wherever they've stored the node to some sort of relay tower with a mondo signal rating? And said tower bounces them around all over the world achieving the same effect as a universally accessible web page today? This means that paydata nodes are obviously not going to be accessible from your basement (a difference I've heard is present in 4 from earlier editions). Is declaring whether or not a node is on the worldwide 'wireless grid' a defined task or simply GM interpretation?

Not exactly. The modern matrix is a combination fiberoptic and Mesh computing wi-fi. See unwired for details.
ALso, trying to apply real world networking expertise to the matrix leads to headaches. Don't do it. Instead, see the example security section in unwired for how nodes within a system are hooked up.


QUOTE (tifunkalicious @ Jul 31 2010, 04:55 PM) *
2. Detecting hidden nodes. it says you can attempt to detect a specific one with a threshold of 4 or detect a general one with an extended threshold of 10 (iirc). If a hacker is trying to find a hidden node he knows exists, does he roll until he hits 4 on one roll OR gets 10 on an extended, and whichever happens first counts as a success?


One or the other. You declare which one you want, then roll. If you want to find a hidden node that you know exist, you point your scan program at the area and roll for the threshold 4 one.

QUOTE (tifunkalicious @ Jul 31 2010, 04:55 PM) *
3. What's a breakdown of node security? How many roadblocks does a typical hacker have to work through? How does the system detect the hacker once he gets past probing/hacking on the fly?



QUOTE (tifunkalicious @ Jul 31 2010, 04:55 PM) *
2. In the vehicle combat mentioned earlier, if there is a mage on each opposing vehicle, how can the affect the other group? Could summoned spirits manifest inside a moving bus or truck? Could they battle on the astral? Is there any good reason to do so? Is it reasonable to trick a mage into going dual natured or project by summoning a spirit to attack his group and then project yourself to gang up on him?

Arsenal mentions that Tinted Windows block line of sight for mages(but perhaps only one-way). I believe mages casting combat spells would also incur the penalty for attacking from a moving vehicle.

I've answered what i could. Others can pick up the rest.
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tifunkalicious
post Aug 1 2010, 12:23 PM
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our physad has good gunnery to man the top-mounted turret which we made both manual and remote per Arsenal, i was just curious what the rigger can manage by himself

I never saw that drones get 3 IPs by default, thank you for the clarification

another question...

If 2 riggers have a security account on a drone, what happens? What does the drone do if they both issue a command? remote control or jump in?
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Yerameyahu
post Aug 1 2010, 12:29 PM
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Whoever jumps in, wins. It's the trump card. As for the other options, they wrestle. There's an example rigger combat log around here, right guys? :/
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tagz
post Aug 1 2010, 05:18 PM
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QUOTE (tifunkalicious @ Jul 31 2010, 10:55 PM) *
As for hacking...

1. Is this correct? Nodes that a corp wants the public to access (like user pages for company information) are sent from wherever they've stored the node to some sort of relay tower with a mondo signal rating? And said tower bounces them around all over the world achieving the same effect as a universally accessible web page today? This means that paydata nodes are obviously not going to be accessible from your basement (a difference I've heard is present in 4 from earlier editions). Is declaring whether or not a node is on the worldwide 'wireless grid' a defined task or simply GM interpretation?

2. Detecting hidden nodes. it says you can attempt to detect a specific one with a threshold of 4 or detect a general one with an extended threshold of 10 (iirc). If a hacker is trying to find a hidden node he knows exists, does he roll until he hits 4 on one roll OR gets 10 on an extended, and whichever happens first counts as a success?

3. What's a breakdown of node security? How many roadblocks does a typical hacker have to work through? How does the system detect the hacker once he gets past probing/hacking on the fly?

A little magic...

1. Windows and line of sight? Can direct spells ignore translucent barriers by way of still knowing where their aura is?

2. In the vehicle combat mentioned earlier, if there is a mage on each opposing vehicle, how can the affect the other group? Could summoned spirits manifest inside a moving bus or truck? Could they battle on the astral? Is there any good reason to do so? Is it reasonable to trick a mage into going dual natured or project by summoning a spirit to attack his group and then project yourself to gang up on him?


For detecting hidden nodes: You have two options, specific or general. You do not need the Access ID of the node for, if you had that you could attempt a login/exploit whether or not you know it's physical location or if it's online. Instead, scan is a physical ability, taking place in the real world not the wireless.

To find a specific node you must know the general LOCATION of the node, IE: be in mutual signal range and attempt to ping the node, getting some info on it such as the Access ID, confirmation that it exists, node description perhaps (my idea, it just seems to make sense to have an optional field for this info. Also, the info might be false info), etc. The big difference here is that this action is subject to the -2 to dice-pool penalty for reattempting a failed action. The idea is you can't just try a thousand times until you get 4 hits with 4 dice, you might very well not be able to get the info and have to try something else.

To find a node via general search: You must be within mutual signal range. Unlike the previous option, this gives ALL the nodes in an area. This will list them ALL, and that list can be quite large. Telling what the correct node is might be difficult as it would again list limited information such as Access ID and possibly a short description of the node that may or may not be true. No location info other then what that it is within mutual signal range. This could potentially lead to hacking the wrong node, etc. The benefit of this one though is that it is not failed so easily, and can be used after failing the previous option.



As for magic and windows, yes you can spellcast through clear windows. You can spellcast through clear anything really, and in SR there are a variety of options. For instance buildings can make their concrete non-opaque instead of installing windows. They can set this up as polarized (one way view) and even have these options that can be turned off and on via a commlink.

That said, all vehicles come with polarized tinted windows (again, can turn off and on via commlink) as a standard feature. One of the first things a group will do against a magic threat is turn this on, unless they are completely lacking in magical knowledge and have no anti-magic combat training.
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Saint Sithney
post Aug 1 2010, 08:36 PM
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QUOTE (tifunkalicious @ Jul 31 2010, 03:55 PM) *
3. Can the rigger use the command program on the drone he's jumped into? On different drones when he's jumped into another one? If said vehicle has mounted weapons on both sides and on top, could he spend one IP driving, one IP firing a specific machine gun, and another IP giving commands to fire the other two, thus firing all 3 MGs on full bursts with only 2 IPs spent shooting?


Just to clarify a bit more here, you can always Send a Command as a simple action. You can send the same command to an essentially unlimited number of drones at once if you work your Subscriptions right. So, with a single simple action, you could send an "engage all targets" command which causes 5, 10, 100 drones to fire. It's just that the drones are all firing on their own Initiative and with their own skill. Additionally, Sending a Command in this manner has nothing to do with the Command Program. As a GM, you could potentially have them make a Command test and add the hits as bonus dice to the Drone's Pilot + Response (+ Adaptability) test to see how the Drone handles unexpected situations.

QUOTE (tifunkalicious @ Jul 31 2010, 03:55 PM) *
1. Is this correct? Nodes that a corp wants the public to access (like user pages for company information) are sent from wherever they've stored the node to some sort of relay tower with a mondo signal rating? And said tower bounces them around all over the world achieving the same effect as a universally accessible web page today? This means that paydata nodes are obviously not going to be accessible from your basement (a difference I've heard is present in 4 from earlier editions). Is declaring whether or not a node is on the worldwide 'wireless grid' a defined task or simply GM interpretation?


Adding again here, it's really a lot like today. There are massive fiber-optic backbones which handle the brunt of the work. Corps will buy space on these backbones for their own personal internal use. These private networks are off the regular matrix, but will have local and matrix side access points. These access points will have considerably more security than an internal node. A worker's comlink will wirelessly connect to the local grid via a protected server nexus which is then patched into the larger network.

QUOTE (tifunkalicious @ Jul 31 2010, 03:55 PM) *
2. Detecting hidden nodes. it says you can attempt to detect a specific one with a threshold of 4 or detect a general one with an extended threshold of 10 (iirc). If a hacker is trying to find a hidden node he knows exists, does he roll until he hits 4 on one roll OR gets 10 on an extended, and whichever happens first counts as a success?


The threshold is 15, not ten. But otherwise, it's like the guy said.

QUOTE (tifunkalicious @ Jul 31 2010, 03:55 PM) *
3. What's a breakdown of node security? How many roadblocks does a typical hacker have to work through? How does the system detect the hacker once he gets past probing/hacking on the fly?


I covered a bit of this above. As to how you get noticed, there is generally IC running Analyze. If you take any actions which aren't allowed by your access level, then it gets a chance to see it and start an alert. There's a good bit about this in Unwired.
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EuroShadow
post Aug 2 2010, 06:44 AM
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QUOTE (tagz @ Aug 1 2010, 08:18 PM) *
To find a specific node you must know the general LOCATION of the node, IE: be in mutual signal range and attempt to ping the node, getting some info on it such as the Access ID, confirmation that it exists, node description perhaps (my idea, it just seems to make sense to have an optional field for this info. Also, the info might be false info), etc. The big difference here is that this action is subject to the -2 to dice-pool penalty for reattempting a failed action. The idea is you can't just try a thousand times until you get 4 hits with 4 dice, you might very well not be able to get the info and have to try something else.


Is this really so? Is the commlink wireless signal directional?

If you sit next to the guy in whose commlink you want to break into, doesn't you still get the list (with 500 entries) of all the wireless nodes in your signal range?
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Yerameyahu
post Aug 2 2010, 02:02 PM
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*shrug* That's rule, whether or not it makes sense. (IMG:style_emoticons/default/smile.gif) You have to basically be saying 'I think that person/vehicle/etc. has a hidden node, and I make a test to find it'.
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