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comStar Firewall alert - PhaseThrough

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Issuing commands to a smartgun through a smartlink is a<br />

Free Action that requires no test; issuing commands to a smartgun<br />

through a commlink or any other wireless device is a Simple<br />

Action and requires a successful Computer + Command (1) Test.<br />

If two characters are attempting to command the same smartgun,<br />

make an Opposed Computer + Command Test, with the winner<br />

determining what the smartgun does that round. Some street<br />

samurai store a copy of the Command program in their smartlinks<br />

specifically for these tests.<br />

false diagnostics<br />

By default, cyberware (and other electronic devices configured<br />

for open access) provide information on the current state of the<br />

device, including the official designation and serial number for the<br />

device, the owner, the license number, the version of the operating<br />

system it is running, fuel or power remaining (if applicable), critical<br />

temperatures, malfunctions, and the date of the last maintenance,<br />

upgrade, or modification. A hacker can change some of the personal<br />

data (owner, license number) with a successful Software + Edit Test;<br />

changing any of the other information requires a Hacking + Edit<br />

Test (difficulty threshold determined by the gamemaster). In low-security<br />

settings where the guards cannot tell exactly what an implant<br />

is, a false diagnostic reading with a valid license can be enough to<br />

get the character through<br />

without too much<br />

scrutiny.<br />

Hacking<br />

electronics<br />

A character<br />

can identify an<br />

unfamiliar electronic<br />

device and<br />

figure out how<br />

to turn it on<br />

with a successful<br />

Computer + Logic<br />

Test. Once the device<br />

is powered<br />

up, characters can<br />

access it. Most<br />

devices only have<br />

a single account with<br />

admin privileges and are<br />

configured for open access—<br />

anybody can come by and use<br />

them. More complicated and<br />

expensive devices may have<br />

multiple accounts and more<br />

limited public access.<br />

Devices generally feature<br />

wired access (requiring<br />

the hacker to physically<br />

jack in), wireless access,<br />

or both. Because most<br />

hardware devices are<br />

configured for open access,<br />

limitations are gener-<br />

Unwired<br />

cYBerware defenSeS<br />

How can a character protect his cyberware<br />

from hacking?<br />

1.) Turn off or remove any wireless links (see p. 31,<br />

Augmentation).<br />

2.) Use a direct physical connection rather than<br />

wireless (externally-accessible implants only).<br />

3.) Keep the Signal rating low so a hacker would<br />

have to be within close range.<br />

4.) Use a good <strong>Firewall</strong> program.<br />

5.) Use a good Encryption program.<br />

6.) Stay in hidden mode.<br />

7.) Slave the implant to your secure commlink (see<br />

Slaving, p. 55).<br />

8) Install Data Bomb, ECCM, or IC programs.<br />

ally hardwired or preprogrammed in. Bypassing or modifying<br />

hardware limitations on a device requires a Hardware + Logic<br />

Extended Test. Refer to the Build/Repair Table on p. 125 of SR4<br />

for the Threshold and modifiers, the Interval is usually 10 minutes<br />

(longer for larger or more complex devices, at the gamemaster’s<br />

discretion). A microtronics tool kit (see Tools, p.323, SR4) or better<br />

is typically required.<br />

Generally, electronics only have a single rating, the Device<br />

rating (p. 212, SR4), which is used in place of all of its Matrix attributes.<br />

Gamemasters may choose to specify the Matrix attributes<br />

for particularly important device rather than rely on this catch-all.<br />

When a player character is attempting to manipulate the device<br />

within the bounds of legitimate use, they use Computer + Logic<br />

(for the general function of the device), or Computer + Program<br />

rating (if within the normal parameters but an unusual task); if the<br />

player wants to get the device to act outside of legitimate parameters,<br />

roll Hacking + Program rating.<br />

Hacking nanites<br />

Individual nanites are too small and simple to be hacked<br />

individually—or for there to be much use if you managed it—<br />

and entire nanite colonies are too complex, even for the most<br />

sophisticated swarm-rigging programs. Instead, hackers focus on<br />

accessing and reprogramming nanohives, nanofaxes, and desktop<br />

forges, or triggering and shutting down nanoware (see Triggered<br />

and Shutting Down Nanoware, p. 108, Augmentation).<br />

Nanites cannot normally be controlled to a great extent, but<br />

hard nanite systems can be reprogrammed from their supporting<br />

nanohive. Individual nanohives can be accessed wirelessly (Signal<br />

0) and hacked or spoofed using the standard rules (see Hacking<br />

Cyberware, p. 102); the hacker can then get cracking reprogramming<br />

the nanites (see Reprogramming Hard Nanites, p. 107,<br />

Augmentation). To save time, if the hacker has a sample of the<br />

nanite system and a microtronics shop, she can write the program<br />

in advance and simply upload it using Spoof.<br />

Nanofaxes and desktop forges have extensive protections against<br />

hacking. Typically, neither sort of nanomanufacturing device connects<br />

to the Matrix unless they are expecting a software upgrade or<br />

new nanoschematics. Unlike other devices, nanofaxes and desktop<br />

nanoforges are usually as well-protected as high-security nodes with<br />

Simon Wentworth (order #1132857) 9<br />

103<br />

hacker’s handbook . . . . . . . . . . . . . . . . . . . . . . . . . .

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