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Tac Nets:
1.) A Network consists of a Hub, Member Nodes and Channels and has an overall Network Rating. All nodes in the network (Hub and Members) must run Tac Net software with rating equal to or higher than the Network Rating
2.) a single node is designated as the network Hub. All Member nodes must be within MSR of the Hub (or repeater) and have an active subscription to the Hub. The Network Rating cannot exceed the System rating of the Hub.
3.) Member nodes must have a minimum number of Channels equal to the Network Rating to join. This represents the quality and detail of information the Member can contribute. A Channel is any sensory-based feed a Member can contribute to the Network.
4.) Every combat turn the Network generates a Dice Pool equal to the total number of active Channels from all members. Any Member can add dice from this pool to any applicable combat test during that turn including initiative, individual attacks, defense, info-guided gunnery, etc (all subject to GM discretion). The maximum number of dice a Member can use for any single test is equal to the Network Rating. The Pool is depleted by each action until gone and any unused dice are lost at the end of the turn. Bonus dice from a Tac Net replace any bonus dice from AR (SR4A page Xx).
5.) Leechers (Non-member nodes that lac sufficient Channels to join) can subscribe to the Hub and draw dice from the Pool equal to the rating of their Tac Net software or the Network Rating (whichever is lower) but do not contribute dice.
6.) Any character interacting with a Member node can boost the Network's effective rating with a successful Leadership+Logic test. This requires a Complex Action. The number of hits on this test are added to the Network Rating up to a limit of [Network Rating x 2] for the purpose of determining how many dice Members can draw from the pool only. The bonus lasts until that character's next action or the end of the turn (whichever is longer). The Small Unit Tactics specialization applies to this test.
7.) Hackers who infiltrate an enemy Tac Net by hacking a Member Node or the Hub can act as Leechers and supplement their own combat actions. Alternately leeched dice equal to the hacker's Tac Net software or the infiltrated Network's Rating (whichever is lower) can be transferred to the any other Tac Net the hacker has joined with a Complex Action. Crashing a Member Node immediately reduces the Network's Dice Pool by the number of Channels lost. If the Hub is crashed the network is disrupted until the Hub can be restarted and individual Member Nodes must spend an action to Log On to the Hub. An enemy hacker can also feed misinformation into the Tac Net with a successful Edit+EW or Spoof+EW test. These tests are resisted by the Hub's Analyze+Firewall and the hacker's net hits are deducted from the Network's dice pool. Spoofing requires the Hubs AccessID. If the Hub is not easily identified, a hacker can do so with a successful Matrix Perception test while accessing any Member Node (this is separate from the Analyze test needed to obtain the Hub's AccessID).
1.) A Network consists of a Hub, Member Nodes and Channels and has an overall Network Rating. All nodes in the network (Hub and Members) must run Tac Net software with rating equal to or higher than the Network Rating
2.) a single node is designated as the network Hub. All Member nodes must be within MSR of the Hub (or repeater) and have an active subscription to the Hub. The Network Rating cannot exceed the System rating of the Hub.
3.) Member nodes must have a minimum number of Channels equal to the Network Rating to join. This represents the quality and detail of information the Member can contribute. A Channel is any sensory-based feed a Member can contribute to the Network.
4.) Every combat turn the Network generates a Dice Pool equal to the total number of active Channels from all members. Any Member can add dice from this pool to any applicable combat test during that turn including initiative, individual attacks, defense, info-guided gunnery, etc (all subject to GM discretion). The maximum number of dice a Member can use for any single test is equal to the Network Rating. The Pool is depleted by each action until gone and any unused dice are lost at the end of the turn. Bonus dice from a Tac Net replace any bonus dice from AR (SR4A page Xx).
5.) Leechers (Non-member nodes that lac sufficient Channels to join) can subscribe to the Hub and draw dice from the Pool equal to the rating of their Tac Net software or the Network Rating (whichever is lower) but do not contribute dice.
6.) Any character interacting with a Member node can boost the Network's effective rating with a successful Leadership+Logic test. This requires a Complex Action. The number of hits on this test are added to the Network Rating up to a limit of [Network Rating x 2] for the purpose of determining how many dice Members can draw from the pool only. The bonus lasts until that character's next action or the end of the turn (whichever is longer). The Small Unit Tactics specialization applies to this test.
7.) Hackers who infiltrate an enemy Tac Net by hacking a Member Node or the Hub can act as Leechers and supplement their own combat actions. Alternately leeched dice equal to the hacker's Tac Net software or the infiltrated Network's Rating (whichever is lower) can be transferred to the any other Tac Net the hacker has joined with a Complex Action. Crashing a Member Node immediately reduces the Network's Dice Pool by the number of Channels lost. If the Hub is crashed the network is disrupted until the Hub can be restarted and individual Member Nodes must spend an action to Log On to the Hub. An enemy hacker can also feed misinformation into the Tac Net with a successful Edit+EW or Spoof+EW test. These tests are resisted by the Hub's Analyze+Firewall and the hacker's net hits are deducted from the Network's dice pool. Spoofing requires the Hubs AccessID. If the Hub is not easily identified, a hacker can do so with a successful Matrix Perception test while accessing any Member Node (this is separate from the Analyze test needed to obtain the Hub's AccessID).