hey guys one of the groups I hang out with had an odd matrix encounter that after re reading the matrix rules doesn't quite sit well with me, on what they did I was wondering if I might get the opinions of uninvolved parties on what was done wrong. basically I need a second opinion for the group just in case I interpret something wrong.
if I left out information let me know, any pointers to what was done wrong or should be done better would be helpful as they are all new, and I don't know eveything.
the setup:
Hacker (standard hacekr style), and technomancer (predominantly rigger) team up to hack a system to perform an extraction team has two days prep time so the hacking has to be done pretty much on the fly.
technomancer gives a rating 5 machine sprite to hacker using its diagnosis power on her commlink (5 hits adds +5 dice) he has two rating 5 fault sprites to assist with cybercombat, and one more sprite, to sustain threading as needed.
the system was rating 6 or 5 in everything. each node was subsrcibe to the preceeding node and it was ten nodes deep. the only way past the first node was to hack the second and so on (that part is fine and something I do repeatedly) they only got to the second node so I won't go further than that.
Main System: Main hub "A1I" --> Security hub --> Research --> etc...
Redundant System: Main hub "A2SI" --> Security hub --> Research --> etc...
day 1:
probing the target via VR (system+firewall=12)
3 tests to complete (15 hits) (total time = 3 hours)
day 2:
using complex action on "back door" to gain entry to backup system (the node they accessed rolled its analyze+firewall 12 dice once for each player it did not beat the technomancers stealth of 10 (threaded) and the hackers stealth of 6)
once inside the system has roaming agents as IC analyzing the users inside. every action they performed the node rolled its analyze+system once against the stealth of the hackers. (one roll if it beats hers but not his he's still stealthy)
using edit they added a series of authenticated users to the main hub node in the system.
(he didn't apply a threshold, they just rolled skill to avoid glitching)
attempting to move from the main hub to the security hub, the technomancer performed "hacking on the fly" since his stealth was higher, GM fiat allowed both to enter through the same "opening"
once in the securty node they added RFID signature and a premade code (switches all subscribed PAN's to enemy and the PAN's with the RFID code to friendly in reference to the physical security, drones and guns etc). then they exited.
using the same back door they entered the main hub of the main system in order to bypass the sync at midnight.
first attempt using back door the system sees the hacker (8 hits), but not the technomancer (3 hits), random response rolled was a 6 (system reset/shutdown) the system restarted and was placed on alert (+4 firewall, and now security hacker)
second attempte the back door was still open but the node didn't see either player.
they did the edit, and attempted to hack on the fly again to the security node (technomancer).
the technomancer was detected on his third round of hacking the system (rolled a 3) requested black hammer to reeducate the offending technomancer. it arrived and initiated combat it rolled 11 dice (rating+rating) technomancer defended with Response+firewall (intuition+willpower+1), and resisted damage with willpower+charisma (biofeedback). the fault sprites tried crashing the program (black hammer) on both the IC and the security hacker.
the technomancer continued hacking the security node and when successful the hacker entered the door he opened (GM fiat). and he immediately began attempting to disconnect. the hacker succeeeded in editing teh event logs after adding in the premade code, and DC'd no one ever saw her.
the technomancer eventually disconnected and suffered dumpshock 5P (willpower+charisma, 3 hits) 2 damage leaving him (after the black hammer attacks) with one box of physical left damage left.
they tracked him before his dissconnect (track program threshold 10 hits he glitched so GM decided his stealth didn't reduce the dicepool.)
the game ended with the technomancer waking up in his van which he parked at a random location with 7 boxes of stun, and 8 boxes of physical damage. he is disoriented for a while and is in character certain that a high threat response is headed his way (due to the high security of the system).