There are of course other games who picked up the idea of tacnets and what hackers can bring to the game (we all now that they don´t bring anything to the table besides being able to fake electronic data and cover up proof, subvert security system, gather all-importants information, hack drones, open doors, find and follow people across the globe, jump and get into action worldwide in a matter of seconds depending on the availability of networks and rent-a-drones, control the infrastructure, live a good life without paying for it and being a champ in matrix communities and media ...). Of course some of the game rules and world backgrounds are different, but the basic idea can be transported.
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TACNET, COUNTER-INTELLIGENCE, AND PSYOPS
Tactical network is the single most powerful software in transhuman military tactics. Its ability to boost the situational awareness and cooperation of a squad has unparalleled benefits. Fighting without tacnet is fighting blind. This means the primary goal of a hacker in combat should be to protect the sentinels’ network and destroy the opposition’s. Tacnet’s primary drawback is that it livestreams an enormous amount of information across a VPN to users. Time-delay defeats the purpose of the exercise, so there are any number of signals to piggy-back on directly into an enemy’s mesh inserts. It is assumed there isn’t much danger of this happening on account of the bullets flying all over the place, but a skilled hacker can overcome such obstacles. Mental speed is the superior implant for attacking enemies with malware in combat. The time-dilation reduces the Task Action of brute-force hacking down to a matter of turns rather than minutes. Essential software includes exploit, of course, but sniffer is equally important. It is unlikely the enemy will be sending out friend requests in the middle of combat, but all sorts of equipment is wirelessly active and feeding info into a enemy mesh inserts: smartlinks, medichines, locater spimes, armor diagnostic programs, etc. Use sniffer to find a signal, hack it, then subvert the tacnet.
Even if an intrusion on a tacnet is detected, a major tactical advantage is scored when the enemy has to shut down. If a hacker can maintain Hidden or Covert status, the fight is all but over. Attempts to hack cyberbrains can be made, leaving a hacker to download a debilitating scorcher or assume control via a puppet sock. AR illusions can make targeting next to impossible for the opposition, whereas spoof can be used to lead enemies into ambushes or friendly fire incidents. Muses can be attacked and deleted, inflicting heavy stress penalties. By the time opponents realize what has gone wrong, their ability to fight will be all but destroyed.
That said, sophisticated enemies might attempt the same tactics against Firewall agents. Hackers should make sure that they monitor their own team’s tacnet carefully and resist any intrusion attempts, spending Moxie on rolls if necessary. Purchasing redundant firewall software for such a sensitive system is also a good idea. If intrusion seems inevitable, radio jammers are cheap to buy and can level the playing field by rendering all tacnets useless.
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SHELL JAMMING AND COMBAT DRONES
Harassment is the name of the game for a hacker smart enough to bring along some robotic backup. A number of highly effective bot types, such as the saucer, gnat, and guardian angel, can be found in most habitats or purchased cheaply. Better yet, sentinels with blueprints can begin building their army as soon as they arrive at a fabber. With enough fabber time or credits, anything is possible; the dwarf bot has a 16/12 armor rating, Durability of 150, and Wound Threshold of 30. Strap a gun to one and you’ve got a make-shift tank.
Hackers with multi-tasking can remote control or jam three shells at once, two if they want to take physical actions on the same turn. Load up the muse into another bot, and that makes four additional combatants fighting for Firewall, all operating simultaneously off a single Initiative. If the hacker has neurachem or some other speed boosting enhancement, that means a Speed 2 character can take 6 Complex Actions in a single Action Turn, or 12
Quick Actions if just giving orders via radio, plus a muse piloting another bot with a skill of 60 (30 for Perception, +30 for the enhanced vision equipped on many bots). This can provide a hacker and his allies total awareness of the combat space. With tacnet, the entire team can use indirect fire on painted targets while keeping egos out of the enemy’s crosshairs.
Some hackers, however, may want to contribute more directly to the victory. The key is modifying the bots to be combat effective. Guardian angels have eelware, and while shock attacks can be very effective against biomorphs, sometimes more is needed. Use Hardware: Robotics or Hardware: Industrial to equip bots with seeker micromissile launchers or other lightweight weapons, such as nanotoxin-coated wasp knives. If the gamemaster rules that weapons add too much weight for the bot to operate, strap on a single grenade and create a suicide bomber. Suicide rigging a saucer bot can be done for a minimum amount of credits or an hour at a desktop cornucopia; that’s a
small price to pay for impaling an exsurgent with a spinning metal disc at 200 kph, then setting off a HEAP grenade inside its body cavity.
ou would like for a strafing run or suicide mission, you can remote control or jam the shell using multi-tasking and roll the hacker’s appropriate skill. Remember that “dying” while jamming a shell inflicts 1d10 SV on the user, but a shell striking a biomass only takes half-damage. You can also jam the seeker missiles of any member in your party. Load up a missile with a cheap taggant swarm and go searching the battlefield for a target. A hit will paint the arget with a million spimes capable of enabling indirect fire to anyone on the tacnet. For that matter, any swarm could be loaded and virtually assured a first-round hit this way: an injector swarm could debilitate an enemy
sniper in the first round, or a disassembler swarm could so horrify an enemy’s allies that they flee. The stress taken from launching a kamikaze attack might be a small price to pay for ending a fight quickly
TLDR
1) Protect your own communication network.
2) Subvert and manipulate the enemy communication network.
3) Shut it down or give penalties to enemy actions (yeayh, 4-8 dices differences in SR4).
4) Hack drones, change them into kamikaze devices.
5) Use combat drones.
6) Use psychotrope ICE for mind control and blackhammer to kill the enemy hackerstyle
7) Spray the area with tags / nanites for indirect fire / bonuses for trog with the minigun. Subvert skinlinks with spray-tags and hack them via this improvised connection.
SYL