Shadowrun 4 - Simplified Hacking

This article describes the third variant of a vastly simplified handling of all hacking activities in SR4 (see also version 1, version2). Unlike the programs used in SR4, which are supposed to be copied anyway, all actions in matrix space are based on:

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

A hacker needs at least 1 net success to enter a node, and more are stealthier: Anyone present can roll Logic + Matrix Combat (a perception substitute) to see the intruder, but must have at least 1 success more than the hacker had. Looking from several nodes away increases the successes needed by +1 per node.

On subsequent actions, the hacker incures a -1 dice modifier for any non-perception action. Searching for information, rewiring a camera or turret, attacking ICE -- all these can only be made for a limited number of rounds.

Combat Hacking

Combat hacking always occurs in direct sensor range (typically 100m or line of sight) and 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 in range 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 Reaction + Gunnery
must not fail
Control drone Reaction + Vehicle
must not fail
Confuse drone Logic + Electronic warfare : System * 2

Any protected signal within comlink reach can be located by Electronic warfare, but this is only necessary when the target is not in line of sight, e.g. behind a wall. Assume that mobile items like weapons, senseware etc. have System ratings that a comlink of similar price would have, and no ICE, while stationaries can each have one ICE of the same rating.

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. Everyone with a comlink is supposed to have half an eye on it all the time, so everyone can roll matrix perception to see the attack.

Inside the node, the hacker can read or change things without resistance, but always in fear of detection. After each action (and remember -1 dice per action performed), ICE or counter-hackers can roll matrix perception; should an operation fail they are alerted automatically. In a typical combat situation, nodes will be hacked easily but the opposing hackers should see each other quickly.

Matrix Combat

Once opposing hackers or ICE are aware of each other, they can attack. ICE is always black, shoots first, and has 3 actions. A hacker rolls Logic + Matrix Combat, the defender rolls System to evade and Willpower to resist, and the net successes are the damage. ICE attacks with System * 2 and defends both times with System. ICE does physical damage to persons and crash damage to items, and has System boxes.

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 System to evade, Willpower to resist
ICE attack System * 2 : ICE System to evade and to resist

Even in combat, each action confers -1 dice for anyone not on home matrix turf. A wounded hacker can retreat to her own comlink to goad the opponent into enemy territory. Movement costs are zero and require only free actions. Coming on home turf restores all dice but upon returning to hacked nodes the old penalty is still intact and continued.

After one side has won, the opposing side can shut down its own item's wireless communication as last resort, but that means no mental control over equipment (simple actions for everything), no team communication or tactical information (players have to act dumb), no smartlink weapons, no airburst grenades, and general loss of functionality and business money. Cyberware is wired through the body and thus not affected (except senders like comlinks and smartlink), but their external versions are (a good reason for cybereyes instead of contact lenses).

Rebooting items takes System * 2 rounds for wearables and System * 2 minutes for stationaries. Destroyed ICE cannot be cloned (and cost System * 1K to replace).

Remote Hacking

So far, hacking only reached nodes within 100m. To reach adjacent nodes, hacking must start from the currently hacked node and the -1 dice per action penalty is transferred, further increasing risk of detection.

Unlike the "nobody can hide" principle of Electronic warfare with the own comlink, nodes can only connect to others pre-determined by the network architecture of the company. Security cameras typically connect to a camera hub, sentries to a sentry hub, both hubs to a security master hub, and only this one to the master node, where the data storage node is another sub-node. So a lot of nodes to hack in one dice-reducing attempt, when one stays on the outside: This provides incentive to break in physically to get more direct access.

When starting remotely, the public web server of a company is an alternative to a drive-by hacking attempt. And one more thing: When a hacker is successfully hurt in matrix combat, her GPS location is automatically revealed to ICE and counter-hacker. Time to move quickly then.

Legwork Hacking

To avoid boredom for standard tasks like getting classified information and planting false IDs or cleaning-crew jobs, legwork hacking can also be held sweet and short, as outlined below.

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 in this manner, including getting root access, viewing camera footage, and steering equipment like doors or drones. Failure at any of the rolls means automatic banning and -2 dice for the next attempt (all skills).

System Ratings

Because of the newfound importance of the System rating, a list of computerized equipment follows below. All of them come with the complete set of computer and hacking programs, as copied from the matrix. Every comlink comes with all the auxiliary equipment: holograms, printer, trodes, sim module, etc.; everyone is assumed to be on trodes.

Item System Typical user Cost Avail
Individuals (mobile)
Basic comlink 2 Ganger, wageslave, shop guy 500 -
Good comlink 3 Runner, exec 5.000 2
Security comlink 4 Hacker, police 50.000 10R
Military comlink 5 Big corp CEO, red samurai, military 500K 20F
House (stationary)
Small network 3 Small shop, restaurants, bars 5.000 4
Secured network 4 Small R&D corp, apothecary, clubs 100K 10
Hardened network 5 Medium corp, bank, police station 1M 24R
Fortified network 6+ Big corp, military 20M 48F
Equipment (stationary)
Security camera 2 Small shop to big corporation. 500 -
Door or airlock 3 Small shop to big corporation. 1.000 -
Sentry turret 4 Medium to big corporation. 5.000 8R
Defense drone 4 Medium to big corporation. 10.000 20F
Vehicles (mobile)
Civilian vehicle 3 Apothecaries, runners, police 10.000 -
Security vehicle 4 Police elite, money transports 100K 16R
Military vehicle 5+ Big corp elite, military 1M 48F

The ratings are balanced such that for skilled hackers, read access is easy, write access medium, and only big corps difficult. Risk of detection mainly depends on the presence of counter hackers and can be freely adjusted by the GM. Best defense: Always have someone with high Logic + Matrix Combat to watch everyone's equipment with a hop distance of 1.

Conclusion

The hacking part of the gameplay has been simplified and streamlined to work with other characters. All the hacker needs are her 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 3, combat and remote hacking have been unified with a focus on "risk of detection".

EOF: Jun 2014