QUOTE (The Jake @ Jan 12 2009, 09:48 PM)

I'm pretty sure this is explicitly covered in the BBB where it talks about defensive measures for protecting cyberware - something about "cracking up the Firewall and loading up the IC". This would pretty much say to me agents/IC can definitely run on cyberware and you can put IC in your Smartlink, MBW, Skillwires, etc.
I know, I remember the passage. However,
Unwired came out later than the BBB, specifically to address questions as possible "exploits" in the rules. I remember in the BBB that it mentions putting IC in a Smartgun or Cyberarm, but
Unwired specifically lists a Smartgun as a "Peripheral" Node, of which the GM has ruling over what exactly the OS of the Peripheral node can run. Here's the point (as far as I see it). There was perceived to be an "exploit" in the rules that was called "Agent Smith." Essentially, since there were no specific rules preventing someone from simply copying an Agent, and because "everything's a node" and there were no rules limiting what a particular device could and couldn't run, it was perceived that a Hacker could go out buy 100 toasters for about 10

apiece, copy 100 Agents on to them, and sic their army on any Node they wanted, which would inevitably fall under the sheer weight of probability.
Now,
Unwired attempted to mitigate this with a couple of updates: 1) Although Agents can be copied, they still have the same Access ID and thus when the copy of an Agent attempts to access a Node where another copy is already running, the logon is automatically rejected. Changing a copied Agent's Access ID takes a significant amount of time: Rating x 3 weeks (
Unwired pg. 111) (IMO, the option to patch an Agent's Access ID should be removed entirely); 2) Not every Node can run an Agent (eg. a toaster). Thus
Unwired classifies some things as "Peripheral Nodes" and leaves it up to the GM what the OS of said Node can or cannot run.
So, the conclusion here is that it's all about how you like to run your game. In my SR4 games, I like to keep my Matrix stuff fast and to the point. Thus, I heavily emphasize the "central node" idea where there is a central Node that controls a whole bunch of "little" nodes. You can go and Hack all the little nodes if your
really but that will take time, or may not be an option if they are Slaved to a Central Node. Thus, its far more efficient (even if it is more dangerous) to just Hack the central Node, have some fun Cybercombat, and subvert the system from there. Usually the Hacker is getting into the system to
do something: disable devices, look for files, take control of things, I prefer that the rules not bog the player down in a bunch of time-wasting before they get to do what they came to do (SR2).