Also take a look at the poll, does it solve the Matrix Problems? I've intentionally left some detail out, such as encrypted files, but I feel that anything that is encrypted is not crackable except by GM fiat (that is, Mr J supplies a decrypter or password for a given plot, or files can be decrypted by gaining System Control: eg. access as the user that encrypted them) or through Black Bag cryptography. As allowing anything to be cracked in minutes only causes issues with "why don't I just spoof a credstick to give me money?"
Cinematic Hacking
Hacking comes down to 3 types of hacking:
Software Hacking (computer programs, viruses, virtual attacks on severs)
Hardware Hacking (taking something apart and rewiring it, interacting with a command console)
Black Bag Hacking (aka Lead Pipe Hacking, Rubber-hose Hacking, Phishing)
Bypassing Locked Doors
Hardware Hacking leaves traces that something's happened. Deal with it.
Most hardware hacking involves getting through a locked door into a secure area, there are several ways one can go about "busting the lock."
Maglock Passkeys
Maglock passkeys are pre-purchased, reasonably reliable, swipe-and-go B&D tools that confuse the lock mechanism into thinking that the passkey is a valid ID and opening the door.
Maglock passkeys come in ratings from 1 to 6, availability R * 4. Maglocks come in ratings from 1 (local stuffer shack) to 6 (high security vault of a secret research base of a AAA megacorp).
Mechanically this is an opposed test between the maglock passkey and the lock, each rolling their rating. However, a maglock passkey will automatically bypass any lock with a rating less than half of the maglock passkey, so a R3 maglock passkey will automatically bypass any R1 lock (congrats, you can break into the stuffer shack when no one's looking).
Additionally, if a legitimate ID can be obtained and the maglock passkey can access the data on that ID and use the information to better spoof the system. Having a legitimate ID adds a +1 dice pool bonus to the attempt.
Forged Passkeys
Using a passkey forging device, a character can create their own (hopefully) valid ID that the system will recognize and allow passage. These passkeys take time to forge and are eventually detected by the system and flagged as invalid.
Mechanically a character spends 5 minutes, rolls Logic + Computers + Keycard Forge Rating and notes the number of successes. This is the forged passkey's rating, up to a maximum of the character's base Computers skill rank. Any time it is used the lock rolls its rating and reduces the forged passkey's rating by its hits. If the key is reduced below Rating 0, then the key fails to open the lock and is useless.
Additionally, if a legitimate ID can be obtained the character can use the information on it to better forge his own passkey, such keys are much harder to detect by the system. Multiply the number of hits the character gets on his test by 2 for the rating of the forged passkey and increase the maximum rating by 2.
Legitimate ID
Legitimate IDs can be pilfered from the building's employees. These IDs can also be copied with the right hardware, although mechanically they are detected and flagged in the same way a single-copy original (the guy's going to notice eventually that it's missing, or the security network noticed abnormal behavior of the ID, or it notices the ID being used in two different areas at nearly the same time) how the ID is detected is up to GM discretion, but mechanically the security node makes an extended test with its System Rating (6, 15 minutes). When this threshold is reached, the ID will continue to function as a Rating 3 forged ID, until its rating is reduced below 0, due to the amount of time it takes for the red flag to propagate to each door's maglock.
"Break it open already!"
Additionally, a maglock can be bypassed by cracking open the case and shorting the wires simply bypassing all the software and forcing the door open.
To do this a character needs the right tools (namely a screw driver and a pair of wire cutters, though any reasonable alternatives may be used, such as a monofilament chainsaw or a crowbar and a knife) and a few minutes.
Mechanically the character rolls an extended test Logic + Hardware (rating of the lock times 2, 3 combat rounds). For every 3 hits the character gets above this threshold the last interval is reduced by 1 combat round. If this would reduce the interval to less than 1 combat round, the duration is still 1 round, but the character achieves a critical success and is awarded a point of edge, as per normal.
Hacking the System
Hacking a computer is primarily a Software Hack, although it is possible that legitimate access can be achieved to a system and the character simply needs to do a Console Hack. In this case, substitute the Computers skill for the Hacking skill. If the system is an obscure device (such as the controls for a nuclear reactor or the flight deck of an aircraft) Hardware or a Vehicle skill may be more appropriate, illustrating needing to know what button does what without causing a catastrophic failure of the device. However the rules below deal with software hacks for illegitimate control of a system.
The Basics
Hacking is measured in terms of Authority Points and Lead. Authority Points measure how much a character can do in a system, or how much the system can keep the character out. The difference between the attacker and the defender's Authority Points is the Lead. As long as the lead is greater than 0, the defender is still in control. The higher the lead, the harder it is to break into a system, though most times it is unnecessary to gain complete control (reducing Lead to 0).
The defender gets their Firewall rating as their initial Authority Points, while the attacker starts at 0. If the system does not have a Firewall, use its Device Rating divided by two, round up.
Multiple entities may participate in a single hack, though they are treated as a single party, except where noted (eg. one participant might log out and another jump into a drone, while the third continues attacking or defending the system).
How long each hack action takes is dependent on the Lead, the higher the lead, the longer it takes. As the defender loses its advantage over the attacker, each side is making spit second moves to keep or gain control of the system. Not that on the table below, it assumes the attacker has two initiative passes, which a character always gets in Augmented Reality. For Virtual Reality a character always gets four passes, so halve the times listed, but opens up the hacker to stun damage. Additionally a hacker can go Hot Sim, increasing his Response by 1 and granting a +2 dice pool bonus on all hack attempts, but this opens the hacker up to physical damage. Moving from Cold Sim to Hot Sim and back takes 1 minute and requires that the hacker be logged out of all systems. For leads greater than the table lists, double the time of the previous entry (so a lead of 12 takes twice as long as 11, which is twice as long as 10, etc) until an entry can be found on the table. It is unlikely that such a hack would take place, as the conditions for Prey victory are met (see Core Commands below).
A good response benefits the attacker and the effective Lead is reduced, however a good Response also benefits the defender. The difference defender - attack is used as a modifier when consulting the table below. This does not alter the actual Lead, but simply reduces the amount of time for each hack action.
Remote hacking is generally inadvisable due to only being able to access publicly available networks and systems. Even in a largely wireless world, these oublic systems are not connected to vital security equipment and generally have little information worth stealing (although examples can be found). As such, hackers need to be on site during a run in order to open doors, cancel alarms, and deactivate drones.
For example, if the Breaker's comlink has a Response rating of 5 and the Stuffer Shack's node has a 4, then the effective Lead is the current Lead - 1. So if at the start of the hack, the Stuffer Shack has a firewall of 3, then the Lead when compared to the table would be 2: each hack action takes 4 complex actions. In AR it would take the attacker approximately 6 seconds before the next hacking round.
[ Spoiler ]
Authority Points
Authority Points are gained by rolling System + Hacking (Agents, such as IC, roll System + Rating, Spyders roll System + Hacking, and other devices, roll their Device Rating*2) and adding the hits to the attacker/defender's Authority Points. The time it takes for this action to complete is listed in the table above.
Edge and Authority Points: always roll Edge dice separately, all rerolled dice count as Edge dice. These dice only determine success or failure and do not add Authority Points. Edge that does not grant additional dice, however, does grant the hacker 1 additional AP. There is a very careful balance of powers here, a lot of Edge could allow an attacker to take over a system in 1 action by spending Edge, as a single Authority Point is quite powerful. 6 Edge dice on a pool of 12 turns an average 4 AP into 7, which would reduce the next hack time 75% or more: each point roughly cuts the time in half.
Each hack action is done by choosing an attack or defense listed below (it should be noted that Agents have a more limited list of options, including unique commands, and are listed in the Agent's description), provided that the character/system/agent meets any listed prerequisites and taking the indicated modifier. The character who gets more hits than the opposition succeeds at their action and additionally gets to perform one of the listed benefits for that action.
After the round is resolved, the attacker and defender may spend Authority Points to perform any special actions (the amount of points is listed under each ability, as well as additional requirements) that represent short term gain at the expense of overall or long term system control.
Teamwork: if there are more than one participants on any side, they roll the appropriate pool, limited to Response, System whichever is lowest and add their hits to the leader's roll. If additional participants are Agents, such as IC, they simply add a +1 modifier to the highest rated Agent, or to the defending spyder (if present).
Hacking Strategies
[ Spoiler ]
Breaker chooses to do an Index Snatch against the Shack's system, which he can do because the Lead is currently 3. The Shack isn't very well defended, but there isn't much Breaker could steal if he manages to get in. The system goes for an Inverse Query, it wants to know who's attacking it. Both roll. Breaker has a Hacking skill of 2 and his comm has a System rating of 3. He gets 7 dice (plus 2 for his strategy) and makes 2 hits. The shack is running on IC Agent with a rating of 3 and the node's System is 4. It gets 5 dice as well (-2 strategy modifier) and gets an amazing 3 hits. The Shack wins the check and gets its advantage: a +1 modifier to all Trace attempts.
Magic Bullets and Core Commands aka Spending Authority Points
At the end of each hack action, the attacker and defender may spend some of their system control in order to pull of a short term gain in exchange for long term progress. Each participant chooses an action (if they so desire) and spends the points before knowing what the opposition does. Some of these actions are Core Commands. These actions cost the defender nothing and have no prerequisites, as they are in control of the system, however for an attacker to pull them off they need to both meet the prerequisites as well as spend one or more Authority Points (AP). The loss of AP is the result of diverting some time or system resources away from the direct attack or defense of a system.
[ Spoiler ]
Breaker lost the opposed check, but did gain 2 AP which he can spend, but the system has 6, making the effective lead 3. If both don't spend any points, then the next hack attempt will take 8 complex actions, or about 12 seconds in AR. Breaker is trying to gain enough AP so that he can spend a round Commanding a device, so he chooses not to spend any. The Shack on the other hand was using IC and won its check. Breaker is in AR so it could spend some AP to try and knock him out, but it doesn't have a great lead to cause any effective harm. Instead it decides to initiate a Trace, and it gets a +1 to that test. It does so and rolls 5 dice and gets 2 hits towards Breaker's Firewall*2 of 6.
Next round Breaker decides to Insert Packets, which gets him a +1 modifier: he needs to recoup some Lead. The system goes for a Security Alert. Breaker gets 6 dice versus the Shack's 5 dice. Breaker wins 3 to 1, dropping the Lead to 2 and leaving Breaker with 5 AP; the system was unable to effectively alert any on-duty guards. He decides to Use a Peripheral Device--the door lock--and commands it to unlock. The system gets its extended Trace test--another 1 hit--and takes no other special actions. Effective Lead is now 1, so 3 seconds later Breaker has the door unlocked, but the system gets to roll to defend. It performs Core Counter Measures and gets 9 dice and snags 4 hits. Breaker still has his 5, but the system now has 10, bringing the Lead to 5, but Breaker has what he wanted performs a graceful Log Out, severing the Trace. Had the Shack been running illegal Black IC it would have jammed open his connection, allowing the trace to continue.
A Round Quick Summary
1: Determine Lead and hacking time
2: Predator and Prey pick a strategy and perform an opposed test, adding hits to their Authority Points.
3: Choose to spend AP on additional actions
4: Roll traces
Black Bag / Lead Pipe / Rubber Hose Hacking
While these methods are entirely feasible within the ShadowRun universe, they are not the dominion of the Hacking rules, they are the dominion of Breaking and Entering, Theft and Robery, Social Encounters, Roleplaying, or through mission objectives. How a GM should run this kind of cracking should be up to them and up to player creativity. I offer no rules for this kind of dramatic conflict, however, if a legitimate account can be obtained to a system, treat the PC as having System Control, but limit the actions they can perform with a boundary on "what this NPC would likely have access to."
So doping up the secretary might get her login to the computer, but it won't let you access top secret research data. Even gaining the sysadmin rights might not let you access those files. In such an event, the system will simply throw a Restricted error. If the PC would like to continue anyway and start hacking, use the rules as they are outlined here. Once the system has identified you as an illegitimate user it doesn't matter how you gained the access you did: you start in the same place (admin rights don't help when the system realizes that the admin is in fact not the admin, or at least trying to do something the admin has no right to do).
Equipment
Software is cheap to copy and easy to distribute, pirate networks abound providing a knowledgeable hacker with all the software tools he could ever need. And free music, movies, games, and porn. Hardware on the other hand is a truely limited resource. You can't just make more without having raw materials. You have to ship it from factory to warehouse to outlet. This is hard and expensive.
[ Spoiler ]