Picking up where we left off,
XI. the hacker wakes up and meets the team onsite, they're sitting on a side street, in an unremarkable white moving van, watching trucks go by from the docks. this is where the Hacker gets to let his E-war skills shine. this time it's Data Search + SCAN, looking for the RFID tag the paydata from earlier said the box was marked with. once he picks up the tag they'll know the van is 40meters away and he can flip the light up ahead so they can get in behind it smoothly. He is now running: Agent(3), Analyze, Armor, Attack, Browse, Decrypt, Exploit, Scan, Sniffer, Spoof, Stealth. This program suite reduces his temporary reaction to 5, where it will stay unless/until he drops into VR and loads his reality filter. (he's in AR for now)
* In this case, it's easiest to just set an agent to the task, the device is a standard broadcast RFID and there's no reason to expect that a rating 3 agent running on your home node won't be able to handle it. as per Agent rules, the agent is operating with you and takes up a single program slot. Once the agent (rolling 6 dice per check, every combat round for hours on end if necessary^) finds the RFID, it notifies the hacker.
XII. While the Agent does this, the hacker decides to capture wireless traffic coming to and from the stoplight in front of them, so he can attempt to spoof a command to it rather than risk blowing his admin access to change just a single light.
* This is a SNIFFER + Electronic Warfare (3) test (complex action) the hacker rolls exactly 3 successes on 10 dice and gets the signals. Unsurprisingly these signals are encrypted, so now he Initiates Cryptanalysis; DECRYPT + Electronic Warfare (2x encryption rating, 1 combat turn extended test)
this encryption is pretty stiff, rating 6. rolling 10dice, he gets 4 hits, 5 hits, and 4 hits, the hacker succeeds on the third combat turn. (a matter of seconds!; you'll notice that encryptions in SR4 are mostly meant to be used to slow down combat riggers; they're not really an obstacle to the modern hacker when he's not getting shot at.) the hacker now has the information he needs to attempt to spoof a command to the traffic light.
XIII. Time to swing into action! now that the agent has notified the hacker that his target is within 40metres, they get ready to manipulate the light to let them slide in behind it and begin their tail. (it's too close to the docks to take it here..) the hacker attempts to spoof a command to the light to switch it's state at the right time.
* This is an opposed test between our hacker's SPOOF + Hacking and the targets SYSTEM + FIREWALL (since the device in question is a peripheral and lacks a pilot) the hacker succeeds and the van slides in behind the truck.
XIV. Disaster! the driver has somehow figured out that he's being tailed (maybe it was the fact that the van stuck to him halfway across Tacoma...) it's time to do something quickly and save the day: the hacker drops into VR and uses his pre-hacked exploit to get in to gridguide and cause a major traffic snarl.
* even though the hacker already cut an exploit - the system gets on test against him, to see if he gets detected when he uses the exploit. this is the same ANALYZE + FIREWALL (Hacker's Stealth) test that was being used during the hack on the fly sessions.
as GM we set the firewall to 8, now we need to pick an analyze program rating, let's use 6. rolling 14 dice, the System scores exactly 6 hits - the exploit still works, but an alert is triggered and an opposition hacker (called a 'spider' in sr4) is notified that there is an intruder in the system.
as per the rules on pp238 of SR4a, this is a restricted alert, gridguide's FIREWALL is now operating at +4 against the hacker, for a scary 12 rating. Spiders are NPC deckers, you'll need to know the following stats about them at a minimum: Matrix Initiative, Computer, Hacking, Cybercombat, Electronic Warfare, Program Ratings, Access Level (usually Security, sometimes Admin), attributes of their commlink if they aren't plugged directly into the parent node; and which programs they have actively running.
In our case the hacker is using his own system, also all 6s for simplicity; running 'only' Analyze, Attack, Armor, Biofeedback, and Stealth, each at rating 6, his actual skills are a little lacking though; he's a 4 Computer, but 3 Electronic Warfare and Hacking.XV. Now is a good time to roll off initiative; glossing over the exact numbers, we find out that the Hacker is first and the Spider is second. There are no other actors currently. The first thing the hacker does is to launch his Agent and designate his Attack Program and Analyze Program for the agent's Use. this is his action for the turn; adding the Agent to the Initiative order we find that the Agent is going last.
the spider has to locate the hacker before he can attack him, so he runs a matrix perception check (simple action), looking for the intruder.
*this is the same opposed matrix perception check we've been using, in this case the spider rolls his ANALYZE + Computer (10 dice) against the hacker's STEALTH + Hacking (also 10 dice). The Spider gets 5 hits, the hacker only 3. the spider can now interact with the hacker's icon; his net hits also let him get the AccessID of the hacker, important information if he wants to spoof a command to his agent later..
for his second simple action, the spider observes in detail, locating all unstealthed icons, including the Agent.
The agent now acts, it must locate the spider (who is also running a stealth program), before it can attack, which it will do immediately if it succeeds.
*Despite being 'handed' a rating 6 ANALYZE program, the agent is restricted to its pilot rating (in this case, 3) on all programs it runs. the Agent is rolling only six dice. fortunately for our hacker, the Spider blows his opposed test, only getting 2 hits; while the agent manages to pull out 3.^^ the Agent can attack next round.
XVI. It is now Initiative Pass number 2, the Hacker is under the wire because he needs to make something happen fast, on top of that he doesn't even have an active attack program (since the agent is using it.); he decides to attempt to cause a traffic accident in the upcoming intersection. first he needs to find the icons to interact with them, so he observes in detail (simple action). then he issues a command as an authenticated (if flagged) Admin account and the lights at the upcoming intersection all go green at the same time.. (second simple action) in a few more seconds there will be a terrific collision and traffic will be blocked, allowing his teammates to neutralize the driver of the truck and then unload the contents, all hopefully before the police arrive.
some tables may handle this part differently, there's basically three ways to treat this: the first is that as admin in the system this is a 'null' test - all that's necessary is to find the Icon(s) that represent the devices you want to interact with (the lights) and issue a command. because the hacker is currently authenticated as an Admin user, his AccessID is authorized by the system and it should go through without issue. if the hacker had an insufficient authentication level, then it would be appropriate to require a SPOOF+Electronic warfare check instead of a null test.
the second option is to have the hacker to make a COMMAND+meat skill test; this is appropriate for certain sufficiently complex devices (like welders, auto-guns, etc.) many of these devices also have a pilot rating, what this allows the hacker to do is activate 'manual' control, but remotely. (e.g. with a joystick) since the lights in question are basically just switches this isn't really appropriate in this situation.
or finally, some other kind of strictly matrix test; frequently either an EDIT+Computer check or COMMAND+Computer check. this last doesn't really have any basis in the RAW but is a good fall back if you get into some kind of weird corner case where you want a test of some kind but don't know what to roll and SPOOF feels inappropriate.XVII. Now the Spider goes again; he chooses to attack the hacker.
*MATRIX COMBAT; the attacks the hacker, his ATTACK+Cybercombat versus the hacker's RESPONSE+FIREWALL. 9 dice versus 12. He gets 4 hits, the hacker gets 2. this is a successful attack. the DV of the attack is ATTACK+Net hits (
; the damage type is Matrix because it is an attack program.
The hacker rolls his SYSTEM+ARMOR to resist the damage, (12 dice) getting 4 hits, he takes a net of 4 matrix damage. he now suffers a -1 wound modifier to matrix actions; once the damage reaches 8+System/2 then the hacker will crash immediately.
XVIII. the Agent attacks the Spider now.
*MATRIX COMBAT; the Agent, despite being handed a rating 6 program, is limited to his pilot for program rating, so his ATTACK+PILOT is only 6 dice. the Spider's RESPONSE+FIREWALL is 12 dice. the Agent gets a generous 3 hits, but the Spiders pulls out 5 hits, so the attack misses.
XVIX. This is the end of the turn for the Spider and Hacker, although the Agent can act again. Instead of risking going after the Spider in the next round and possibly getting hit by something more dangerous, the hacker elects to jack out and suffer some stun damage (also so we can demonstrate how that works.) Jacking out when you haven't been hit by Black IC is a free action with just a damage resistance test in the event of VR; the dumpshock DV is 5S for cold sim and is resisted with Willpower + BIOFEEDBACK FILTER.
* Our hacker isn't running a BIOFEEDBACK FILTER and coach's cajoling never really had any effect on him in highschool, so he rolls just his 2 willpower, gets 0 hits, and takes 5 stun damage. in addition to the -1 wound modifier, he will have a further -2 penalty for disorientation for the next 8 minutes. He won't be much help unloading the truck, that's for sure - but at least the hacker did his job.
This is where I'll conclude my example play; glad to see Bishop was able to locate Dashifen's wonderful walkthrough, and proving me wrong about the guide not being recreated for SR4. I'd highly recommend reading through that as well.
If you have other specific questions you'd like answered, I'll continue to monitor this thread; welcome to the boards!
^At my table we'd just buy off this success with the 4:1 trade in rule; some GMs may make you roll it for the crucial few rounds when the device would actually be in range.
^^ Some tables may allow players to edge agent tests, mine does not. I do not recall if there is a basis in the rules for either stance, I'd check with your GM/make your own decision personally.