QUOTE (whtemg @ Mar 20 2013, 06:48 AM)

Lucky, our courageous hero, is helping his friends break into a corporate research lab to steal the plans to a prototype drone. They were able to find a back entrance that the cameras don't cover, but the door does have a maglock. It's a model Lucky has dealt with before, so he breaks out his tools and opens it up without setting off the tamper alert. Now he makes an Electronics check to wire his deck into the maglock's communication port(Step 1). After he gets that established, he uses the communication port to talk with the maglock's server and uses his ACCESS utility to get inside the server's defenses(Step 2). Now he uses his SCAN utility to find the program that runs the doors(Step 3). A couple of commands later, Lucky has opened all the doors in the facility his friends need to go through to reach the main research computer and locked the doors around the guards' desks(Step 4). That should keep them from interfering for the rest of the 'run(Step 5?)!
I'm going to assume Lucky is a pretty good decker, but not world class. So he'll have a logic of 5, electronic skill and cracking group of 4, all commlinks at stats 5, and all programs at 5.
0.a First we get an
Anti-tamper test (SR4a p 263). Lets assume this facility is okay, Lucky is pretty new, so lets not stress the poor guy. So a rating 2 anti tamper. So
Logic + Hardware, with a threshold of 2. Lucky is rolling 9 dice, he's got pretty good odds of getting 2 hits and not setting off the alarm. This probably takes 1 combat turn.
0.b Now a
Maglock test (SR4a p 263) to remove the cover to get access to the guts. Another
Logic + Hardware test with threshold of Maglock x2, so we'll probably look at a Maglock of 4. With 9 dice, that'll probably take
2 combat turns (total of 3 combat turns) to get to that threshold.
1.a Plug in means we don't have to make a scan test to find the node. This is probably a simple action... (4 combat turns total)
1.b For the sake of simplicity, lets assume the maglock is slaved to the security node. All requests the maglock is getting is being forwarded to the security node, so we are effectively hacking the security node when we are hacking the maglock. First we need an account to get in. We know we want to mess with the security accounts without them being able to instantly undo what we are going to do, so we need an Admin account. This device is pretty average so has a device rating of 3, so response, system, firewall, and any programs running on it are all rating 3.
1.c Lucky wants a bit of an edge while hacking so jumps in to hot sim. (SR4a 229) This is a free action. (4 combat turns total)
1.d Lucky declares he's going to get an admin account. He begins to hack the firewall using
Hack on the Fly test (p230) rolling
Hacking + Exploit + Hot Sim Bonus (11 dice) with a threshold of 9. It should take Lucky about 3 combat passes to do this. (5 combat turns total)
1.e While Lucky probes the firewall, the firewall is attempting to detect Lucky, so it makes a
firewall + analyze test (p335) with a threshold of Lucky's stealth program (5). The node is rolling 6 dice, so will take about 3 times for the node to detect Lucky. Hm...that doesn't seem like very good odds. Lucky probably spent some edge to do the Hack on the Fly in one or two passes to guarantee he doesn't set off an alarm.
1.f After the Hack on the Fly, Lucky is automatically logged on with an admin account, and lets just assume he didn't set off any alarms.
1.g He makes a
matrix perception test...? (p228) A simple action which is
Computer + Analyze + Hot Sim. He gets 3 or 4 hits and sees...? How many people are subscribed to the node, maybe...? If there is IC, maybe... I don't know... Matrix perception tests don't follow the same rules as normal perception tests, so I don't get it... Anyway, Lucky spends his next simple action to have the analyze program to run automatically so he'll be alerted if anyone logs on. (6 turns total)
2. To find the icons to access the doors you need to search the node with a
Data Search test (p230). Because we're not browsing the entire matrix for this info, it's probably a
Data Search + Analyze (?) test with a threshold of 6 (for being General Knowledge). This should take about 2 combat passes. (6 turns, 2 passes)
3.a Lucky probably doesn't need to a test to open the doors. Because that'd be stupid. But if he did, it'd probably be a command test. I don't know what the hell the threshold or what skill would go with it, but its at least safe to assume its another complex action. (7 turns total)
3.b Even if he locks the doors to the guards, he'll need to make sure they can't open the doors by changing the guards account access. So Lucky does another
data search test to find the account settings. We should probably assume that turn over is pretty common so the real admin isn't going to hide the account settings, so it's probably another General Knowledge threshold of 6. So we can pretty safely assume another 2 passes looking. (7 turns, 2 passes)
3.c Now we need to edit the account settings. This is an
edit test (p230). It says you can edit a small line of code with this test. Because its just a simple spread sheet with data, the threshold is probably only going to be 1. However, Lucky will have to do this for each guard, and it looks like there are 4 guards in this facility, so taking 4 passes. (8 turns, 2 passes)
3.d Now that the guards have no access, you spend a complex action locking the doors they're behind. (9 turns)
4. Log off and jack out (p229) (10 turns)
5. profit...?
Ugh...screw that! So much pointless rolling. I'd also like to point out, the reason we have wireless is so that we can do all the matrix stuff that just happened and let other people do stuff while the hacker hacks. If Lucky wasn't plugged in to a wire, he could have been on the move (being carried) with his friends, while his friends did stuff. Wireless is better for the game. But with that said, Matrix really needs to be streamlined. There are way too many rolls. And what would happen if he set off an alarm? Then it'd have been even longer! IC would have been deployed, spider's would have been called in, cyber combat would prevent Lucky from working quickly.
*edit* got confused between turns and passes. Fixed.