QUOTE (Thadeus Bearpaw @ Nov 20 2008, 10:35 PM)

For the record I'm the GM of this twinky little fucker, don't give him any ideas

I'm sorry. I give my GM massive headaches, too. Which is when he read the Matrix threats section of Unwired, got a blissful, happy look, and started creating Dissonent technomancers to throw at us. (And Shedim. He seems to think Shedim find Technomancer flesh extra tasty. Although that could simply be revenge from last summer's hike, when he got bit by 30 mosquitos and I didn't get a single bite.)
Anyway. Chris had a great explaination. Although fading is actually resisted by Resonance + fading attribute (which could be any mental attribute depending on your stream). Remember, you don't have to use all your hits; if you didn't want to try to roll off 7P damage, you could've taken 3 hits, giving you a bomb rating 7, with only 3S to resist (since your resonance is 7).
Unwired lets you permanently put a sprite into a device, paying rating=karma to keep it there for 256 days (or something). So if you've got some karma to burn, that is an option for the commlinks.
You could also encrypt your communications which will slow down spoofing attempts (really, are you in a combat situation for that long?). Thread up your encrypt, use a sprite's services, and put some ungodly rating 15 encrypt on your communication channels. (I'd say you didn't need to sustain it once you'd encrypted it). That gives your opponent hacker a threshold of 30 to decrypt it with a 1 combat turn interval. If you wanted to be a real paranoid bastard, you could, every 3 combat turns, use another simple action to change the encryption scheme--easy enough if you've subscribed
or slaved all your teammates commlinks.
Also, for spoofing:
First, the hacker must succeed in a Matrix Perception test against the Technomancer to discover the Access ID (pg 224 SR4).
That means the hacker need to
find you first. We'll say you're in range of the opposing hacker, so it won't be an extended trace test, but simply finding your Node. Electronic Warfare + Scan (1 combat turn) extended test, against a threshold of 4 to 15+. Technomancers are always in hidden mode, and you obviously have all your other nodes in hidden mode. I'd give the rival hacker a threshold of 15 to pick your hidden node out from all the rest. So, assuming 5 hits per test, that's 3 combat turns.
Now Mr. Hacker has to succeed at the Matrix Perception test (pg 217 & 117). You're intentionally hiding, so it is an opposed test, your Hacking+Stealth vs their Computer+Analyse. Your Stealth is 7, right? If it's not, IT SHOULD BE. Heck, maybe you've threaded it up because you're hacking them right now? Anyway, the odds are in your favor here that Mr. Hacker won't even get one net success. He needs at least one to get your Access ID.
Now he's going to need to decrypt your communications. This is another extended test, mostly meant to slow him down. But with his Decrypt+EW test, against a threshold of 30 (or whatever) it's going to take multiple combat turns.
Okay, once he's got your Access ID and he can communicate via your encryption scheme; now he needs to spoof an order. Let's go with the "Unsubscribe Slaved Device" order. This requires Admin access (pg 98 Unwired). Mr. Hacker's dicepool is therefore decreased by 6. [assuming you haven't programmed the commlink to ignore Unsubscribe orders, which you can do-see the last 2 sentences on pg 98]
Mr. Hacker now rolls his Hacking+Spoof - 6 vs the commlink's System+Firewall (er, this is normally Pilot + Firewall, but that's for a drone, not a commlink, so I've substituted System]. So Mr. Hacker is probably rolling around 6 dice, vs. your teammate's tricked out commlink's dicepool of 12. If he fails, he has to try again. And Again. And...
So, personally, I wouldn't worry too much about spoofing orders. [mind you, this works for your GM as well, and hacking into your rival's tacnet should be a pain in the tush]