Just to note, wireless does not need optical line of sight. Solid earth is a barrier, but the signal does bend / bounce a bit over the horizon. With Fre∑dom deliberately off-grid, it does need mutual signal range though. At your earlier quoted distance, that would be someone at both ends with at least signal 4. Hence Sprogget's comment/thought that he was not quite close enough to raise Jazz himself. In 'combat time', with other actions needed all over the place, it could take some IP's to connect though. Say a free action to initiate a call (hit dial from the contact list), which may or may not connect, which may or may not be answered immediately. With the matrix 'conference call' capability, it should be practical to 'dial' another call every used free action, while waiting to see if a previous is going to go through or not.
Sprogget's hack on the security sensor is an attempt to connect through another route, with some similar limitations. A 'normal' node configuration will trigger an intruder security alert from a blatant hack like that, but depending on the situation, that might take time before someone at the mall is notified. If someone is subscribed to the node the sensor is slaved to, they should notice quickly. If not, the node would do it's 'scripted' ARC action UW65, which may or may not contact security personnel immediately, who may or not be paying attention.
Speaking of which, include the hack result in the IC. If he got in [Firewall no higher than 2], Sprogget can take simple action to analyze node SR4A228/9, to try to find out if a user is in the node, or if there is a real time connection to the mall. If not, he can use other free actions to hack other sensor nodes, trying to find one that will raise a real time alarm. Given the volume of sensors and nodes implied by the IC response to the signal check, some of the nodes could be fairly low level. The way I think I would handle that, would be to cluster several sensor nodes together, then slave the cluster to another node. That way only the security on those 'main' nodes counts, and there are fewer things for security to watch.
Peripheral Nodes UW48, Clusters UW55, Slaving UW55/59, Subscription Limit UW51, Need Subscription UW55
Cluster errata: To avoid conflicts in data routing, the cluster connects to the Matrix as a single node. One node is selected when the cluster is formed and this node provides the access ID for all persona and programs running on the cluster.
Ok, think I followed all that…here’s my take on the Freedom security setup – feel free to challenge this or point out where my theories don’t match how the matrix currently functions
There aren’t many of them so aim 1 is to go undetected. They don’t have patrols per se, they rely on the sensor network to spot trouble coming. The mall itself appears dilapidated but has been converted to a fortress complete with wifi inhibitors – network connections are via hardwired choke points that are periodically changed (as some degree of protection against trace attempts).
There are scattered micro drones, cameras and listening devices along the main approaches to the mall, getting denser the nearer you get. Some of these are on constantly, some on demand. As you pointed out most will be clustered & then slaved together to provide a unified feed so that they don’t all need monitoring. IC or sprites patrol the various hubs again due to lack of personnel. This far out the defences on the hubs are low because they prefer to rely on IC rather than firewalls, both will be high nearer the mall of course…
Scrapheap
[ Spoiler ]
Initiative: 8 = [4,6,6,3,6,1,6,4] 4 hits, Initiative 12, 1 IP.
Perception Intuition 4 + Perception 4 + Visual Enhancement 3:
[6,4,1,3,2,2,3,3,4,1,2]: 1 hit
[2,5,3,3,6,1,4,5,2,2,5]: 4 hits
[5,4,5,3,2,3,6,5,3,4,5]: 5 hits
[1,5,2,2,2,3,1,3,3,2,1]: 1 hit
[6,3,5,1,4,2,2,6,3,6,2]: 4 hits
Puyallup Gangs Knowledge check: Intuition 4 + Puyallup Gangs 4
[4,2,5,4,4,5,1,4]: 2 hits
Shooting Remington 990 (7 damage, -1AP before net hits) Agility 4 + Shotguns 3:
[5,4,6,4,5,3,2]: 3 hits
[6,5,6,3,4,2,5]: 4 hits
[5,3,1,5,3,1,3]: 2 hits
[1,4,6,6,2,6,2]: 3 hits
[2,5,1,6,3,3,3]: 2 hits
Dodge against return fire
Reaction 4 + Good Cover 4:
[4,6,6,5,1,3,4,2]: 3 hits
[2,1,3,5,1,4,1,6]: 2 hits
[2,1,5,5,3,4,6,4]: 3 hits
[3,2,6,1,1,4,2,4]: 1 hit
[1,6,4,1,4,2,1,4]: 1 hit
Damage resistance
Body 5 + Armored Longcoat 6 + Toughness:
[5,2,1,2,4,2,5,2,5,2,3,2]: 3 hits
[5,2,3,3,3,6,6,4,2,1,5,2]: 4 hits
[6,4,4,4,3,5,2,6,3,2,2,4]: 3 hits
[4,3,2,6,3,2,6,2,4,4,2,4]: 2 hits
[3,5,1,2,1,6,4,3,5,4,5,5]: 5 hits
LeFey's rolls
[ Spoiler ]
Perception: 9d6.hits(5) → [2,2,1,2,5,6,2,5,1] = (3)
Ballistic Armor: 6d6.hits(5) → [6,5,1,3,2,5] = (3)
Pistols: 8d6.hits(5) → [4,1,1,6,1,3,5,4] = (2) 6S(e), -half AP
Reaction (with Good Cover): 6d6.hits(5) → [3,3,4,2,3,5] = (1)
Initiative: 6d6.hits(5) → [5,1,4,1,2,6] = (2) for a total of 8.
Sprogget’s rolls
[ Spoiler ]
With tacnet currently up, many of the already posted rolls should get a couple of extra dice for the pool. With tacsoft rating 2, 5 team members, the bonus maxes at 2 dice.
UW126 lists a bunch of tests where the bonus applies, including close combat, dodge, firearms, infiltration, maneuvering, perception.
Physical Initiative: Rea(4) + Int(4) 3+8=11
Matrix Initiative: Response(5) + Int(4) (9d6.hits(5)=[3,5,2,5,2,1,5,1,6]=4) 3 IP 4+9=13
Dodge (Vehicle Test): Pilot(1)+Handling(3)+Rea(4)+Tacnet(2)
10d6.hits(5) → [3,1,2,1,3,4,6,6,2,1] = (2)10d6.hits(5) → [4,2,3,2,2,6,6,1,4,5] = (3)
10d6.hits(5) → [1,4,6,2,5,4,3,4,3,2] = (2)
10d6.hits(5) → [2,6,2,4,2,2,4,2,4,5] = (2)
10d6.hits(5) → [1,6,6,3,4,3,6,3,3,1] = (3)
Dodge(1)+Rea(4)+Tacsoft(2)
7d6.hits(5) → [3,4,2,2,3,5,4] = (1)
7d6.hits(5) → [6,5,3,3,2,1,2] = (2)
7d6.hits(5) → [2,1,5,3,1,4,1] = (1)
7d6.hits(5) → [4,3,6,5,1,5,5] = (4)
7d6.hits(5) → [1,1,5,6,4,3,1] = (2)
Doble Revolution monocycle damage resist body(6)+armor(12)
18d6.hits(5) → [1,3,5,3,3,2,4,2,5,1,2,2,5,5,1,2,4,5] = (5)18d6.hits(5) → [5,4,6,3,2,6,3,6,4,1,6,5,4,6,2,3,3,2] = (7)
18d6.hits(5) → [2,2,1,2,6,2,6,3,2,5,2,6,6,6,2,3,1,6] = (7)
18d6.hits(5) → [5,6,4,3,6,1,1,1,6,3,2,5,4,2,4,6,5,6] = (
18d6.hits(5) → [5,4,1,4,5,2,6,1,2,1,1,5,5,6,3,1,2,3] = (6)
Sprogget ballistic damage resist: body(6)+ballistic(12)
18d6.hits(5) → [6,4,3,1,3,5,2,2,1,5,1,3,2,5,1,5,4,4] = (5)
18d6.hits(5) → [2,3,2,1,4,6,1,4,6,1,2,2,1,1,3,2,3,5] = (3)
18d6.hits(5) → [1,1,3,6,1,6,3,5,6,2,2,1,3,3,5,6,1,3] = (6)
18d6.hits(5) → [3,5,3,6,5,2,1,6,5,5,3,6,1,4,1,6,6,1] = (9)
18d6.hits(5) → [2,6,5,5,6,5,2,1,2,1,1,4,3,4,1,6,3,2] = (6)
Sprogget stun resist from (half) damage to hot sim rigged Doble Revolution: Will(3) + biofeedback(4)
7d6.hits(5) → [6,5,3,1,4,4,5] = (3)
7d6.hits(5) → [2,1,6,5,3,1,4] = (2)
7d6.hits(5) → [4,5,6,3,1,1,5] = (3)
7d6.hits(5) → [5,5,1,6,1,1,1] = (3)
7d6.hits(5) → [6,4,1,1,6,1,4] = (2)
Area Knowledge: Seattle (Puyallup)(1/3)+Cha(4)
7d6.hits(5) → [5,3,1,4,4,3,4] = (1)
7d6.hits(5) → [1,1,5,6,4,2,2] = (2)
7d6.hits(5) → [5,6,1,2,4,3,5] = (3)
7d6.hits(5) → [3,5,3,3,6,2,5] = (3)
7d6.hits(5) → [3,5,3,5,4,3,5] = (3)
Rigged perception (visual): Perception(2)+Sensor(6)+vision enhance(3)+Tacnet(2)
13d6.hits(5) → [4,2,4,2,2,2,3,3,2,6,4,1,2] = (1)13d6.hits(5) → [6,5,5,3,5,5,1,6,3,6,5,3,6] = (9)
13d6.hits(5) → [1,2,3,5,3,4,2,5,2,3,6,1,3] = (3)
13d6.hits(5) → [5,2,6,2,3,1,6,3,2,3,1,2,1] = (3)
13d6.hits(5) → [6,2,1,4,6,1,5,2,2,5,6,6,1] = (6)
Rigged perception (audio): Perception(2)+Sensor(6)+audio enhance(3)+Tacnet(2)
13d6.hits(5) → [2,3,3,6,3,1,1,2,1,2,4,1,3] = (1)
13d6.hits(5) → [1,2,2,5,1,1,6,6,3,3,3,4,6] = (4)
13d6.hits(5) → [3,6,1,4,3,2,3,2,2,6,2,4,5] = (3)
13d6.hits(5) → [2,3,5,3,5,6,6,5,4,6,1,6,4] = (7)
13d6.hits(5) → [6,2,3,2,1,4,6,1,6,5,3,3,6] = (5)
Full VR, 3 IP, only 1 needed to control the monocycle. Use others to hunt for more targets, until have more information. 'Normal' perception on the sensors, plus specific for the radio signal scanner to spot wireless sources associated with people, weapons, other 'mobile' equipment. All except the commlinks very short range (3 or 40 meters typical, SR4A222). Hidden commlinks still detectable as a signal source, although cannot hack them until located as a matrix node.
Locate enemy wireless sources; Radio Signal Scanner(6): Data Search(2)+Sniffer(6)+Analytical Mind(2)+VR(2) 12d6.hits(5) → [2,5,2,5,1,1,5,3,3,5,3,5] = (5)
If get clear targets, Sprogget will try some ramming SR4A169, probably hitting in the 21-60 meters/turn range, though could get higher if get into open area. Monocycle is the size (width at least) of a motorcycle, so should be possible to take it through a doorway. Or ram a door to open it for others.
Pilot Ground Craft(wheeled)(1/3) + Rea(3) + Snuff(1) + Handling(3) + Tacnet(2) + HotSim(2)
Ramming using the Doble Revolution monocycle
14d6.hits(5) → [6,4,1,2,2,2,4,4,1,5,3,3,1,3] = (2)14d6.hits(5) → [3,4,5,1,5,4,4,1,6,1,1,5,6,1] = (5)
14d6.hits(5) → [3,5,6,2,1,2,3,2,6,2,5,5,1,1] = (5)
14d6.hits(5) → [4,1,1,3,5,1,6,1,3,5,6,1,2,3] = (4)
14d6.hits(5) → [3,6,1,4,2,3,5,5,2,6,6,1,2,2] = (5)
Tweak’s rolls
[ Spoiler ]
Initiative: Response (5) + Intuition (5) + hot-sim bonus (1) = 11 dice for a whopping 5 hits, resulting in [3,2,1,6,2,5,3,6,6,6,2] = (5) -> 16, 3 IP
Perception: Sensor (1) + Perception (4) + hot-sim (2) + Tacnet (2) = 9 dice for
[5,3,5,4,4,5,2,2,4] = (3)
[5,2,3,1,3,6,6,2,6] = (4)
[3,1,2,3,5,6,5,2,4] = (3)
[4,6,1,6,1,6,2,5,5] = (5)
[1,6,3,1,4,2,5,6,6] = (4)
Dodge (Van): Response (5) + Pilot Groundcraft (2) + hot-sim (2) + Handling (0) + Control Rig (2) + Tacnet (2) = 13 dice for
[3,5,6,5,4,1,2,5,3,6,2,5,2] = (6)
[2,2,4,1,5,2,6,6,1,4,1,2,2] = (3)
[2,3,1,2,3,4,1,4,1,4,3,4,2] = (0)
[1,2,3,2,3,3,1,5,5,1,6,3,1] = (3)
[6,6,2,4,2,5,5,3,1,5,5,3,6] = (7)
Dodge (Tweak): I don't think so, being in VR.
Damage Resistance (Van): Body (16) + Armor (8 ) = 24 dice for
[4,6,4,6,4,6,3,6,5,2,5,6,6,1,2,1,6,4,6,1,5,1,6,2] = (12) -1/2AP = -2 hits
[1,4,4,5,3,5,2,2,4,2,3,3,2,4,1,5,4,3,2,4,4,6,6,4] = (5)
[6,2,3,4,2,1,6,3,2,3,5,5,1,2,1,2,4,4,3,1,6,6,3,2] = (6)
[6,5,4,3,5,6,3,2,4,4,3,1,5,2,1,5,5,3,1,3,6,4,5,5] = (10)
[2,1,2,6,6,4,1,1,4,5,2,6,2,1,5,2,3,3,3,5,4,2,2,3] = (6)
Damage Resistance (Tweak:) Body (3) + Armor [Van] (8 ) = 11 dice for
[3,5,1,1,5,6,4,6,6,2,4] = (5)
[4,4,1,3,3,3,5,2,2,5,2] = (2)
[3,4,5,5,5,5,3,6,6,4,6] = (7)
[5,4,1,1,2,4,6,5,3,1,6] = (4)
[5,2,1,6,1,6,4,2,4,5,1] = (4)
Seeing as Tweak's actions are gonna be driving, some additional rolls for that (same pool as Vehicle Dodge before): 13 dice for
[5,4,6,1,5,3,3,5,2,6,1,5,6,5,2] = (8 )
[6,3,2,4,6,4,6,1,3,5,4,4,4,5,3] = (5)
[4,1,2,2,2,5,5,4,3,5,1,6,4,2,1] = (4)
[3,2,1,5,6,2,6,2,5,6,2,2,2,3,6] = (6)
[6,1,2,6,3,3,6,1,2,5,2,3,3,6,6] = (6)
Spring’s
[ Spoiler ]
Initiative: Reaction (3) + Intuition (3) = 6 dice for 3 hits, giving
[6,1,3,6,1,5] = (3) -> 9, 1 IP
Perception: Intuition (3) + Perception (3) = 6 dice for
[5,4,6,5,4,6] = (4)
[6,1,6,4,2,1] = (2)
[3,5,2,4,5,1] = (2)
[6,4,5,6,1,6] = (4)
[4,4,2,6,6,1] = (2)
Dodge (Scooter): Reaction (3) + Pilot Groundcraft (1) + Handling (1) + Tacnet (2) = 7 dice for
[3,5,3,5,1,6,1] = (3)
[2,6,5,6,5,5,1] = (5)
[1,4,2,6,5,6,6] = (4)
[1,3,4,4,3,1,2] = (0)
[5,3,3,6,6,2,4] = (3)
Damage Resistance (Spring): Body (3) + Nada/Niente/Rien/Zilch (0) = 3 dice for
[3,6,5] = (2)
[1,4,1] = (0)
[4,5,1] = (1)
[4,6,4] = (1)
[1,3,1] = (0)
As long as he doesn't get shot off his Scoot, he'll have to spend his only IP on driving anyway, so not much choice there:
Driving (Scooter): Reaction (3) + Pilot Groundcraft (1) + Handling (1) + Tacnet (2) = 7 dice for
[6,5,5,2,6,1,5] = (5)
Tweak Ini 16 (3IPs) Sprogget: Ini 11 (1IPs)/13 (3IPs) Scrapheap: Ini 12 (1IPs) Spring Ini 9 (1IPs) LeFey: Ini 8 (1IPs)