Shadowrun 4 - Simplified Hacking

This article describes the second variant of a vastly simplified handling of all hacking activities in SR4 (see also version 1).

Computers and hacking are a mess in SR 4. There are too many system attributes and programs and, from a character's POV, doing something is not in the least dependent on the Logic attribute. Therefore, a new system based on one opposed test for each action is proposed. The rolls take the form:

(Logic + Skill) against (System * 2) or a higher factor in some cases.

An attacker rolls Logic + the appropriate skill; the defender rolls his system rating * 2 (or a higher factor). The successes are compared and the attacker needs to win by at least 1 net success. More successes give elegance points, and make him more difficult to detect.

Programs are eliminated alltogether, because they are expected to be copied anyway. Instead, all power is given to the system rating; all comlinks and corporate computers as well as vehicles have one. Most secured systems have exactly one ICE.

System Ratings

Because of the newfound importance of the system rating, below follows a list of computerized equipment. Note that all of them come with the complete set of computer and hacking programs, as copied from the matrix. Every comlink is fitted automatically with all the auxiliary equipment: holograms, printer, trodes, sim module, etc.

Item System Typical user Cost Avail
Individuals
Basic comlink 1 Ganger, wageslave, shop guy 500 -
Good comlink 2 Runner, exec 4.000 2
Hacker comlink 3 Hacker, police 24.000 8R
Military comlink 4 Big corp CEO, red samurai, military 72.000 16F
Houses
Small network 3 Small shop, restaurants, bars 5.000 4
Secured network 4 Small R&D corp, apothecary, clubs 50.000 10
Hardened network 5 Medium corp, bank, police station 1M 24R
Fortified network 6+ Big corp, military 20M 48F
Equipment
Security camera 2+ Small shop to big corporation. var var
Door or airlock 3+ Small shop to big corporation. var var
Sentry turret 4+ Medium to big corporation. var var
Defense drone 4+ Medium to big corporation. var var
Vehicles
Civilian vehicle 3+ Apothecaries, runners, police var var
Security vehicle 5+ Police elite, money transports var var
Military vehicle 6+ Big corp elite, military var var

The situation that emerges is that a skilled hacker can enter almost everything except the megacorp and military nodes with relative ease. It also means that the players have effectively no possibility to protect themselves from good hackers either (aside from having their hacker watch the central comlink all the time).

Hacking Rolls

To avoid boredom, hacking is divided into two cases: Legwork hacking from remote, and action hacking on sight. Hackers can either be in AR or hot sim VR, no other cases. The only ICE is black, which locates the hacker automatically when inflicting damage. The first table shows a typical legwork hacking session, designed to be held sweet and short.

Action Attribute Skill Against
Search information Logic + Data Search
Search protected info Logic + Data Search : System * 2
Hack node (read) Logic + Hacking : System * 2
Hack node (write) Logic + Hacking : System * 3
Edit e.g. jobs list Logic + Computer must not fail

Note that certain actions are not allowed from remote, including getting root access, finding stealth nodes, viewing camera footage, and steering equipment like doors or drones. Typical tasks like getting classified information, planting false jobs or editing employee information are covered by the remote approach. A failed edit action means automatic banning for 24 hours. The attacked system cannot defend itself very well, but its ICE or counter hackers can:

Action Attribute Skill Against
Hacker perception Logic + Matrix Combat Needs system + hop distance
Counter perception Logic + Matrix Combat Needs intruder successes + hop distance
ICE perception System * 2 Needs intruder successes + hop distance
Hacker attack Logic + Matrix Combat : (Comlink or ICE) System * 2
ICE attack System * 2 : (Comlink) System * 2

A perceiving counter-hacker must roll more successes than the hacker did. Like in astral space, hackers and ICE can see long distances, but every node adds a +1 success requirement. In the same vein, the GM can roll hacker perception for the player to determine whether he see system ICE and counter-hackers, which are typically patrolling around and have system + hop distance as success requirement. A node can only inhabit ICE up to its system rating.

Hackers cannot edit a system indefinitely. With each unauthorized action or hop to next node, the number of hacker dice is reduced by 1, such that a maximum of Logic+Hacking subsequent actions are possible without re-hacking, and it becomes increasingly difficult to do something far away from the entry point.

With this reduced action set, legwork hacking is just dice rolling + one fight. Complementary, action hacking always occurs in direct sensor range (typically 100m or line of sight) and has more possibilities, but requires the hacker to be near the target, similar to magic. The following table shows a typical action hacking chronology.

Action Attribute Skill Against
Find node on sight Logic + Electronic warfare : System * 2
Hack node (read) Logic + Hacking : System * 2
Hack node (write) Logic + Hacking : System * 3
Gain root privileges Logic + Hacking : System * 4
Block message Logic + Matrix Combat : System * 2
Fake answer Logic + Computer must not fail
Control camera Logic + Computer must not fail
Control turret Agility + Gunnery must not fail
Control drone Reaction + Vehicle must not fail

Any protected signal within comlink reach can be found by electronic warfare. Personal equipment is only reachable via comlink, which must be hacked first; after that, the equipment is fully accessible. In such cases, a team hacker can detect breaches on friendly comlinks with a +1 hop distance modifier.

Hacking a node gets exponentially more difficult with the power the hacker wants to have. Hacking a node for r/w access can be done directly; hacking for root requires at least a read hack before. If a hacking attempt fails, the user is automatically banned and needs a signature change (takes 24 hours) before trying again.

Inside the node, the hacker can read or change things without resistance. However, if an edit action fails (and remember -1 dice per action performed), ICE or counter-hackers are alerted. Additionally, ICE and counter-hackers can roll perception once per initial entry hack, same as in the remote case.

ICE is always black, always attacks first, 3x against AR users, and attacks the comlink of the hacker. Similar to shooting, there is nothing the hacker can do directly against the attack; he must "kill the ICE first" to avoid damage) Any ICE net successes are physical damage, which the hacker resists with Willpower only. When ICE manages to cause damage, the GPS location of the hacker is revealed to the ICE (this replaces "tracker"). ICE itself has damage boxes equal to its system, and so is relatively easy to kill. If the hacker kills all ICE and counter-hackers, he is considered hidden for the moment again.

Conclusion

The hacking part of the gameplay has been simplified and streamlined to work with the other characters. All the hacker needs are his Logic and matrix skills for attack and a good comlink for defense. All the GM needs is the system level of the network nodes and the occasional counter-hacker. In version 2, full-time hackers have also been considered, not only part-time hackers.

EOF: Jun 2011