QUOTE (ShadowcatX @ Mar 1 2008, 04:01 PM)

Q1) If a hacker wants to hack someone's com link and change the smart link to recognize them as a friend is that possible? Seems like I've heard it somewhere but I don't know where and I can't find it. If so what would the rolls be? I assume it'd be hacking on the fly, (logic + hacking?) against firewall then an edit action? I had a technomancer do this (as a dramatic thing) to a pc last game, and now the pc wants to learn to do it.
Locate node
hack node
Perception test against persona to get Access ID if the gm didnt just hand it to you
Subdue IC/persona if any if spotted
Spoof commands to smartlink IF they are even available (IE the gun is skinned and sending commands to the eyes or a datajack that is also skinned without going through a commlink)
"We're trying to avoid "cybercombat" as much as possible, but basic hacking doesn't require that does it?" Why?
QUOTE (ShadowcatX @ Mar 1 2008, 04:01 PM)

Q2) What are the basic rolls for rigging? (ie. perception, shooting, etc.) Hot sim and any other typical equipment for a decent starting out rigger. What are the drone's rolls while not being rigged?
Here are jumped in rigger rolls according to the FAQ @ shadowrun4.com. You should also check out pg162 of the sr4 book which covers locking onto targets while riggers are jumped in to improve their gunnery test.
[ Spoiler ]
Perception Perception + Sensor
Attack Gunnery + Sensor
Defense Response
Full Defense Dodge + Response
Damage Resistance Body + Armor
Infiltration Infiltration + Response
Maneuvering Vehicle skill + Response
A rigger definately wants a control rig + hot sim so they get +4 while jumped in. maxed out commlink with killer programs and atleast 1 agent.
Looks like sensor+clearsoft for perception, for everything else it looks like Pilot + autosoft program(defense, manuever, weapon skill).
QUOTE (ShadowcatX @ Mar 1 2008, 04:01 PM)

Q3) Can a person with a com link and a control rig implant (and pretty much nothing else) employ the electronic countermeasure skill to over come a jammer that's keeping them from getting through to their drones?
Not by default. If you want to continue to function while being jammed you have to have a high signal and a high eccw program. A control rig wont help anything.
QUOTE (ShadowcatX @ Mar 1 2008, 04:01 PM)

Q4) Is the cost on page 237 the cost for rasing a drone's pilot? Are the costs cumulative?
237?? you mean pg228?? Rating 1-3 = Rating x 1000, Rating 4-6 = Rating x 2500. Availability Rating x3. Firewalls have no availability and a Rating 6 = 3000. The other physical stats for a drone are one pg240
QUOTE (ShadowcatX @ Mar 1 2008, 04:01 PM)

Q5) Any quick tips for hacking / rigging (ie. special things I should know about but haven't asked about)
Here is my cheat sheet for the matrix. Dont know if it will help you...
[ Spoiler ]
CODE
STANDARD COMPUTER TESTS:
---------------------------------------------------------------------
Perception Check= Computer + Analyze. Techno's get +2, (modifiers pg117)
Computer actions:
Edit: Computer + edit
Issue Fake commands: Hack + Spoof vs Pilot/System + Firewall
Repair Icon: COmputer + Medic: each hit removes one box
Track: First you must successfull Percieve the target.
Computer + Track (10, 1 init pass)
Redirect actions Increase threshold
Stealth is a modifier.
Success = physical location or within 50m AND access ID
Transfer Data: COmputer + edit
Data Search actions:
Search: Data Search + Browse (modifiers and thresholds pg220)
Data Search + Scan or Sniffer to find things nearby.
Reboots:
System + Response (10, 1 combat turn[3 seconds])
Techno's Logic+willpower (10, 1 hour) full rest.
HACKING:
----------------------------------------------------------------------
Perception Check= Computer + Analyze. Techno's get +2, (modifiers pg117)
Fly Hack= Hack+exploit (Firewall, 1 init pass)extended test for personal account
security access +3 threshold, admin access +6
Each roll on a fly hack: Intrusion Test= Analyze+Firewall(hacker's stealth) extended test.
Probing Hack= Hack + exploit(firewall, 1 hour by VR, 1 day by AR) for personal account
Security access +3 to threshold, admin access +6.
Target node gets one Intrusion test: Analze + Firewall(hacker's stealth)
Intruder Alert: Firewall gets +4, Send IC, contact Security, snap connections, or reboot.
Also encrypt files, activate bombs, create fake files, among other things
-sever connection test: Firewall + System vs Hack + exploit(if using legitimate access then no exploit)
-system reboot: System + Response (10, 1 combat turn[3 seconds]), boots everyone.
Crash Program/OS(not IC/sprites/hackers): Hack + Attack(firewall+system, 1 combat turn[3 seconds])
attempting to crash OS = auto alert.
OS Reboots = Takes number of combat turns = System, all users dumped.
Defusing Bombs: Once detected......
Hacking + Defuse vs Bomb x2
If you lose Bomb rating = damage, and possable file deletion, alert trigger
Intercept WIRED Traffc: Computer + Browse to find data flow
To hear convo: Hacking + Sniffer: Hits = threshold for opposing perception tests
To insert hacker chat/ block chat: Computer + edit
To insert fake chat: Hack + Sniffer vs Firewall + System
Decript data before you can find it: Decrypt + Response(Encryptx2, 1 combat turn[3 seconds])
Redirect vs opposing hacker: Hack + Spoof vs Computer+Track = each hit +1 to threshold for trace
Redirect vs node: Hack + spoof vs System + track = each hit +1 to threshold for trace.
Spoof(vs agent/drone): First gain Access ID, via percetption test: computer + analyze.
Hack + spoof vs Pilot + Firewall: success = agent/drone believes the orders
Spoofing Datatrails: Hack + Spoof (2) to change access ID
Perma change hardware: Hardware + logic(2) test.
Eliminating trail: Locate Security Logs: Computer + Datasearch (modifiers pg 220)
Hack + edit if account access is to low.
ELECTRONIC WARFARE
------------------------------------------------------------------------
Detecting Nodes: Active and passive nodes can be located easily with a free action
In a sea of nodes: Electronics Warfare + Scan (x, 1 combat turn[3 seconds])
Known hidden node: Electronics Warfare + scan (4, 1 combat turn[3 seconds])
Unknown hidden nodes: EW + Scan (15+, 1 combat turn[3 seconds])
Encrypt/Decrypt: Decrypt + Response(Encrypt Rating x2, 1 combat turn[3 seconds])
Some encryption has ice.
Intercepting Wireless Signals: Must decrypt before you can intercept.
To intercept: EW + Sniffer (3) threshold test.
Undetectable,
Jamming: Jam Rating > signal + eccm = lost matrix connection.
AGENTS and IC:
------------------------------------------------------------------------
Agents have a Pilot attribute. Pilot = Firewall.
Response = node's Response
Pilot = program rating limit
Independant Agent's programs count toward their response
IC's Pilot = computer/hacking/combat skills.
CYBER...COMBAT
------------------------------------------------------------------------
AR = normal init
VR(cold) = Response + Intuition (2 IP's total)
VR(hot) = Response + Int +1 (3 IP's total)
Agents/Sprites/IC = Pilot + Response (3 IP's)
Hacker attack: Cybercombat + Attack program rating vs Response + Firewall
Agent/sprite/IC: Pilot + Attack program vs Response + Firewall
Hacker Full defense = Response + Firewall + Hacking
Agent/sprite/ic: Response + Firewall + Rating
Damage Resist: System + Armor
Damage Resist from black IC: Willpower + Biofeedback.
Condition monitor = 8+ System/2
Hackers KO'ed suffer dumpshock: 5S(cold vr), 5P(hot vr)
Dumpshock Resist = Willpower + Biofeedback
Dumpshock disorientation: 10-willpower minutes of -2 mod
Black IC do not let users logout once hit.
To jackout: Willpower + Bio vs Black IC + Response
If hacker wins he still suffers dumpshock.
Technomancers:
Threading: Substitute unknown complex form, boost already known form
Compile Sprite = Resonance + compile vs sprite rating. Hits = services.
Register(bind) Sprite = Resonance + Registering vs sprite rating x2(1)
Reregister: Res + Reg vs sprite x2. each hit scores.
Decompile: Resonance + Decompile vs sprite rating(+owners resonance if registered)
Anything touched by resonance leaves a matrix signature. Only other techno/sprites can see
To spot signature : Computer + analyze(3)
Signatures last for (Complex form/Resonance/sprite rating) hours
Erase signatures takes signature Rating # of complex actions.
Fading:Willpower + Resonance(damage caused <Resonance = S, >Res = P)
Threading DV = Hits used
Compiling/Registering DV = hits generated by sprite x2.
DRONEs:
----------------------------------------------------------------------
Remote control:
Command + Vehicle Skill
Independant Drones: Pilot + Autosofts(defense, ew, manuever, target) and Sensor + Clearsoft
inde drones have Pilot + response intiative (3 IP's total)
Jumped Drones = pilots meat attributes.
Rigger in a jumped drone take half(round up) the damage a drone does as stun resisted by
willpower + biofeedback. Destroyed drone = dumpshock for rigger.
Jumped Rigger perception = Sensor + perception
Abbandon
Mar 2 2008, 12:27 AM
Uhh what version of shadowrun are we talking about ? hehe
Earlydawn
Mar 2 2008, 01:40 AM
Supposedly,
Unwired will have more explanation and options as far as what you can do when you hack into a character's PAN, but in the meantime, it's mostly GM discretion, using a roll that makes sense. Here are some options off the top of my head:
- Hacking a smartlink to change friendlies to enemies, hostiles to friendlies, or eject a fresh clip in the middle of a shootout.
- Hack an enemy comlink and intercept their communications.
- Redline enemy networked implants - see Augmentation.
- My personal favorite - With the proper software, training, or both, hack into a contact's implanted biomonitor and use it as an impromptu Polygraph. Additional dice to a Sense Motives roll.
Riley37
Mar 2 2008, 01:43 AM
Getting wireless access to someone's comlink does not necessarily give you access to their smartlink. They could have the smartlink hardwired to their goggles, or on a wireless PAN that does not have the comlink as a subscriber. It's also possible that their smartlink does not have a function that blocks firing when a known friend is in the sights; that may be a common function but it's not universal, some would turn it off. (Definitely turn it off on a Shedim hunt, since friendlies may become zombies.)