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> Shadowrun 4: Hacking & Rigging
hahnsoo
post Aug 25 2005, 02:38 AM
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QUOTE (JBlades)
My question is, what can you do once you've hacked someone's PAN? Can you lock their smartlinked gun so they can't fire it? I mean, what are your options?

Probably. Any device linked to the PAN can be hacked, and you can edit or command the device (but you should do it quickly, before the device reboots, either manually by the user or automatically by the OS). Of course, just making the device reboot can throw a wrench in the works.
QUOTE
Extrapolating, would all the sec guards at a facility be running their smartlinks off of the facility's LAN? So if you hacked the LAN, you could wirelessly kill all the guns in the complex as easily as taking out the sec cameras used to be?
Probably not. You could connect to each and every single guard's PAN as a separate node, with the LAN being the main connection to do it, but you'd have to deactivate each gun individually (unless, for some bizarre silly reason, there is a killswitch code for all smartlinked guns connected to a PAN that is connected to the WAN). You can have a number of nodes "open" in your view equal to your System x 2.
QUOTE
It seems like a squad of sec guards would want to have their PANs linked for communication, and if they're all receiving transmission from a central hub...
This just means you can find each Sec Guard's PAN from the central hub. That doesn't mean you can killswitch all of the PANs simultaneously from the central hub. You can probably crash the central hub, but the PANs would find some other way to route themselves for communications. Messing with each individual PAN is a separate device or node that you have to subscribe to, and you can only mess with one node at a time.
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Kesh
post Aug 25 2005, 03:28 AM
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QUOTE (mintcar)
Rigger adapted vehicles could even be the norm in well-to-do areas. Imagine what that means for your rigger, fellows! No longer does the rigger concept need to be limited to the resource well gear-head thatīs welded into his own customized vehicle. You could make a car thief rigger. An all purpouse wheelman that can drive anything. Lots of gritty concepts are now open that doesnīt bring the batmobile to mind.

Grand Theft Auto: Seattle :D
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hobgoblin
post Aug 25 2005, 06:28 AM
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QUOTE (Kesh)
QUOTE (mintcar @ Aug 24 2005, 05:02 AM)
Rigger adapted vehicles could even be the norm in well-to-do areas. Imagine what that means for your rigger, fellows! No longer does the rigger concept need to be limited to the resource well gear-head thatīs welded into his own customized vehicle. You could make a car thief rigger. An all purpouse wheelman that can drive anything. Lots of gritty concepts are now open that doesnīt bring the batmobile to mind.

Grand Theft Auto: Seattle :D

make that multiplayer, with a sammie riding shotgun for when the feds pull you over.

a hacker to deal with the stuff you dont have time to deal with.

and a magican for all those unforseen events ;)

hmm, nice way to get a group gatherd, they are hired to steal some wheels for a collector or something, 60's seconds style :love:
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Bandwidthoracle
post Aug 25 2005, 03:49 PM
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What is technomancer threading?
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hahnsoo
post Aug 25 2005, 03:53 PM
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QUOTE (Bandwidthoracle)
What is technomancer threading?

Threading is the ability for a Technomancer to either boost the ratings of existing Complex Forms or create a new "temporary" Complex Form. Threading causes Fading, and takes concentration to sustain (-2 to all dice pools).
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Bandwidthoracle
post Aug 25 2005, 03:57 PM
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Are technomancer's hackable? I know they can hack other's networks, but are their's unhackable because it is all in their mind?
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hahnsoo
post Aug 25 2005, 04:00 PM
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QUOTE (Bandwidthoracle)
Are technomancer's hackable? I know they can hack other's networks, but are their's unhackable because it is all in their mind?

They have a firewall rating. Not sure if that means they are hackable. They can "shut off" their connection to the Matrix in emergencies, which implies that they can be hacked. Note that hacking into a commlink/technomancer is most likely useful because of the devices hooked into the PAN, and not necessarily for the act of hacking into the commlink/technomancer itself.
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Bandwidthoracle
post Aug 25 2005, 04:03 PM
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So can use eletronic warfare vs technomancers? Can I signal jam his mind?
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hahnsoo
post Aug 25 2005, 04:08 PM
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QUOTE (Bandwidthoracle)
So can use eletronic warfare vs technomancers? Can I signal jam his mind?

Yes. And they can have ECCM Complex Forms to overcome Jamming.
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maeel
post Aug 25 2005, 04:08 PM
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QUOTE (Bandwidthoracle)
So can use eletronic warfare vs technomancers? Can I signal jam his mind?

sure, a piece of lead will jam up his brain pretty good...... :D
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Bandwidthoracle
post Aug 25 2005, 04:09 PM
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QUOTE (hahnsoo)
QUOTE (Bandwidthoracle @ Aug 25 2005, 11:03 AM)
So can use eletronic warfare vs technomancers? Can I signal jam his mind?

Yes. And they can have ECCM Complex Forms to overcome Jamming.

ooh, care to give say how electonic warfare has changed since SR3? Still a nightmare?
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hahnsoo
post Aug 25 2005, 04:14 PM
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QUOTE (Bandwidthoracle @ Aug 25 2005, 11:09 AM)
ooh, care to give say how electonic warfare has changed since SR3? Still a nightmare?

Well... there are many ways to use the Electronic Warfare skill (from Encrypting/Decrypting to detecting "hidden" nodes to intercepting communications). However, Jamming is a simple comparison of ratings. If your Jammer rating equals or exceeds the target's Signal + ECCM, then it's jammed.
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Bandwidthoracle
post Aug 25 2005, 04:20 PM
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Does jamming give technmancers headaches, like a background count or such?
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hahnsoo
post Aug 25 2005, 04:27 PM
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QUOTE (Bandwidthoracle)
Does jamming give technmancers headaches, like a background count or such?

Meh. Probably not. It will certainly make them cranky or perhaps frightened. Imagine suddenly losing your sight or hearing, and you get the idea... if it has happened before, it could be a nuisance (especially for socially well-grounded technomancers or veteran runners), but some technomancers may panic.
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Bandwidthoracle
post Aug 25 2005, 04:29 PM
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What causes a technomancer to take fading? Is it everything they do, and are they alloud to mix programs on their comlink with complex forms? (IE run 1 program and 1 form)
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hahnsoo
post Aug 25 2005, 04:35 PM
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QUOTE (Bandwidthoracle)
What causes a technomancer to take fading? Is it everything they do, and are they alloud to mix programs on their comlink with complex forms? (IE run 1 program and 1 form)

Summoning/Registering Sprites and Threading Complex Forms are the two tasks that come to mind that cause Fading. While technomancers can get a commlink and use programs on that commlink, they will need to get an entirely separate skill to do so, as the Technomancer and Hacker versions are separate skills. p233
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Bandwidthoracle
post Aug 25 2005, 04:36 PM
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QUOTE (hahnsoo)
QUOTE (Bandwidthoracle @ Aug 25 2005, 11:29 AM)
What causes a technomancer to take fading? Is it everything they do, and are they alloud to mix programs on their comlink with complex forms? (IE run 1 program and 1 form)

Summoning/Registering Sprites and Threading Complex Forms are the two tasks that come to mind that cause Fading. While technomancers can get a commlink and use programs on that commlink, they will need to get an entirely separate skill to do so, as the Technomancer and Hacker versions are separate skills. p233

Does this count for coding too? good technomancer coders don't make good holoLisp coders?
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hahnsoo
post Aug 25 2005, 04:44 PM
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QUOTE (Bandwidthoracle)
Does this count for coding too? good technomancer coders don't make good holoLisp coders?

Technomancers have their own version of the following skills: Computer, Cybercombat, Data Search, Electronic Warfare, Hacking, Hardware, and Software. Thus, since they get the Software skill, they can code as a technomancer skill. I don't see any text that limits the Software skill, preventing a technomancer from intuitively coding a project similar to the way a Hacker would write a program. They just would not be able to use said programs to Hack with their Technomancer-version of skills, since the programs aren't Complex Forms and thus do not allow the Technomancer to exercise his/her own mind-machine interface.
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Bandwidthoracle
post Aug 25 2005, 06:31 PM
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Do Technomancers start out smarter than average like otaku did?
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mfb
post Aug 25 2005, 07:36 PM
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there are no stat mods for being a technomancer, except for gaining the Resonance attribute. so, no.
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Backgammon
post Aug 25 2005, 08:28 PM
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No one seems to have asked:

What about vehicule driving and combat rules??
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tisoz
post Aug 25 2005, 09:16 PM
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QUOTE (Backgammon @ Aug 25 2005, 02:28 PM)
No one seems to have asked:

What about vehicule driving and combat rules??

There is 4.5 pages on vehicles in combat.
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hahnsoo
post Aug 25 2005, 09:20 PM
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QUOTE (Backgammon)
No one seems to have asked:

What about vehicule driving and combat rules??

Highly Abstract. There are two types of Vehicle Combat: Tactical Combat and Chase Combat.

Tactical Combat takes place in the same turns as meatbody initiative, and is used in situations where vehicles are mixed in with flesh-and-blood characters, like a Drone versus the party or trying to avoid a Citymaster or a biker gang. Use Acceleration as Walking/Running rate of the vehicle (listed as a walk/run number). You can do maneuvers or Ram as the driver of a vehicle. Pretty much analogous to regular initiative and combat, except that in order to do any fancy movement or collisions, you have to make Vehicle tests.

Chase Combat takes place in Chase Turns that are 1 minute long, and represents extended engagements between vehicles only. Chase Turns are started with an Opposed Vehicle Test in which the Winner gets to choose one of three "Engagement Ranges", Close (leap from one vehicle to the next!), Short (medium range on ranged weapons), or Long (long range on ranged weapons). The winner (most hits on a vehicle test) gets the choose the Engagement Range against the losers. During the Chase Turn, one can do maneuvers (Swerving to cut someone off, forcing them to crash, trying to out run your pursuers, etc.) or fire weapons, or whatever.

In both cases, the driver of each vehicle needs to make at least one Complex Action each turn controlling their vehicle, or risk crashing next Turn (and the vehicle is uncontrolled next Turn, giving a -2 to all actions to the passengers).
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Backgammon
post Aug 26 2005, 12:34 AM
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I think I actually like that.

What about the dreaded shooting at vehicules? Do they explode at the mere touch of AV weapons and laugh off regular ammo, unless they are rigged?
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Nikoli
post Aug 26 2005, 03:57 AM
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QUOTE (hahnsoo)
QUOTE (Bandwidthoracle @ Aug 25 2005, 10:57 AM)
Are technomancer's hackable? I know they can hack other's networks, but are their's unhackable because it is all in their mind?

They have a firewall rating. Not sure if that means they are hackable. They can "shut off" their connection to the Matrix in emergencies, which implies that they can be hacked. Note that hacking into a commlink/technomancer is most likely useful because of the devices hooked into the PAN, and not necessarily for the act of hacking into the commlink/technomancer itself.

I can so see Nelson, the Bully Hacker hacking into Nelson the Technomancer forcing him to hit himself while saying "Stop hitting yourself, Stop hitting yourself..."
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