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hacker’s handbook . . . . . . . . . . . . . . . . . . . . . . . . . .<br />

102<br />

arMY of codezoMBieS!<br />

With botnets and mass attacks, players are probably wondering<br />

why hackers don’t simply send agent after agent to hack a node.<br />

Statistically, at some point the dice will roll sixes and you’ll be home<br />

free. So why waste the time and energy planning a hack?<br />

First, bots that have the same access ID will be blocked from entering<br />

the same node at the same time (see Autonomous Programs,<br />

p. 110). Even if they have different access IDs, security hackers aren’t<br />

stupid. While the first two or three agents might be dismissed as<br />

kids playing around or spammers trying to break through a firewall,<br />

repeated attempts (especially if the agents are identical copies or<br />

from the same node) will rouse suspicion, triggering an active <strong>alert</strong> or<br />

drawing a security hacker to investigate and possibly trace the source<br />

of the offending agents, which will be removed from the node’s subscriber<br />

list and all connections between the two refused.<br />

Brute force methods—sending a group of agents to force their<br />

way through a node in cybercombat—are rarely effective. Most nodes<br />

will quickly terminate the agents’ connections and/or bring in large<br />

numbers of IC to deal with the intruders. Because they lack true intelligence,<br />

agents are usually susceptible to simple tactics like crashing<br />

the programs they are using. Once disarmed, agents are easy game<br />

for security hackers and intrusion countermeasures.<br />

So what’s the point in having massive numbers of agents on hand?<br />

Agents are handy for being in more places at once than your commlink<br />

allows, for helping with denial of service attacks, and for automating<br />

actions like mass probing and data searches. Savvy hackers prefer to<br />

see how well an agent does against a node before they put their own<br />

frontal lobes on the line trying to hack it. In a pinch, agents are also a<br />

good way to ensure you have numbers on your side in cybercombat.<br />

Hacker trickS<br />

The following rules expand on the options presented in<br />

SR4 and other Shadowrun products on hacking, with an eye to<br />

answering lingering questions on accessing cyberware, electronics,<br />

nanites, and other devices.<br />

Hacking cyberware<br />

Not all cyberware is hackable, though enough is to make a hacker’s<br />

interest worthwhile. To determine if a particular cyber-implant<br />

can be hacked, the following criteria must be met (note that these<br />

criteria actually apply to almost all devices, not just cyberware):<br />

First, the cyberware must be computerized—not all implants<br />

need a built-in computer. Most cyberware, however is either computerized<br />

(or at least equipped with RFID sensor tags) so that it<br />

may be queried for diagnostics, controlled remotely or via direct<br />

neural interface, or communicate with other implants/devices. See<br />

DNI and Wireless Functionality, p. 31, Augmentation.<br />

Second, the implant must be accessible by the hacker, via wired<br />

or wireless connection. Most external implants (like cyberlimbs) only<br />

have wired connections, requiring the hacker to physically jack in to<br />

access the device. A datajack provides immediate access to all cyberimplants<br />

with a direct neural interface. Many internal implants have<br />

wireless links to aid medical staff in running diagnostics (like wired<br />

reflexes) or to link to other devices (like a smartlink). The Signal rating<br />

of internal implants tends to be low (usually 0), meaning that a hacker<br />

needs to be in close range. Such implants are<br />

often slaved to the character’s commlink,<br />

however, so a hacker who infiltrates the master<br />

node can access slaved implants (see Slaving,<br />

p. 55). Some internal implants (such as cortex<br />

bombs) have no wireless or DNI connection<br />

and so are isolated from other systems, requiring<br />

surgery to allow a hacker to jack in and<br />

access the device.<br />

If these criteria are met, the hacker can<br />

attempt to hack or spoof the implant following<br />

normal rules. Device ratings for standard<br />

types of cyberware are given on p. 214, SR4.<br />

Some implant nodes/transmissions may be<br />

encrypted for extra protection, requiring that<br />

the hacker decrypt them first (see Encryption,<br />

p. 65). Like other devices, cyberware can be<br />

manipulated within the limits of its programming<br />

and functionality. In most cases, such<br />

actions require no test to someone with the<br />

proper access privileges. In the case of commands<br />

that exceed operational parameters<br />

or access privileges, an Opposed Test pitting<br />

Command + Hacking Test versus System +<br />

<strong>Firewall</strong> may be required. It would take too<br />

much space to provide an exhaustive list of<br />

possibilities, but here are a few examples<br />

(players and gamemasters are encouraged to<br />

be creative when devising other options—as<br />

always, the gamemaster has final say):<br />

• Cybereyes can be shut down or crashed<br />

to make the target blind.<br />

• Pre-recorded or self-created (using<br />

Computer + Edit) sounds could be played within hacked cyberears<br />

to make the target hear things.<br />

• Incriminating evidence (for example, forged smartlink footage<br />

of a shooting) could be downloaded into an implant’s memory,<br />

framing the victim for a crime.<br />

• The implant may be activated (for example, triggering foot anchor<br />

implants to keep someone from running away) or shut down<br />

(turning an internal air tank off, to force them to breathe).<br />

• The target character may be shut out of controlling his own<br />

implants by deactivating DNI or altering the account privileges<br />

(requiring a Hacking + Editing Test).<br />

• Seizing control of a cyberarm and using it to attack others, or<br />

even the cyberlimbed character.<br />

Hacking Smartlinks and Smartguns<br />

Smartguns and smartlinks are both low-level wireless devices<br />

(Signal 0), and the default mode for smartguns is private access—a<br />

primary user account is registered when the gun is purchased, and<br />

that user can set up guest accounts for friends and allies instead of<br />

letting anyone pick up the gun and access the smartgun link and/<br />

or fire the device. To prevent their smartguns from being hacked,<br />

some users place the smartgun in hidden mode or disable the wireless<br />

access and use a skinlink or datajack located on the inside of<br />

the wrist to connect to the smartgun (the fiber optic cord also<br />

serves to make the gun easier to recover if the character drops it).<br />

Unwired<br />

Simon Wentworth (order #1132857) 9

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