comStar Firewall alert - PhaseThrough
comStar Firewall alert - PhaseThrough
comStar Firewall alert - PhaseThrough
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
igger trickS<br />
Like hackers, riggers have their own bag of tricks. The following<br />
rules expand on the options presented in SR4 and other<br />
Shadowrun products on rigging, with an eye to answering lingering<br />
questions on cyberware, jamming, biodrones, and cyborgs.<br />
Jacking Biodrones and cyborgs<br />
A biodrone’s control ‘ware (see Biodrone Control ‘Ware, p. 152,<br />
Augmentation) has a Device rating (see Device Rating, p. 213, SR4)<br />
that serves as its firewall, but players may wonder if the lack of a Pilot<br />
program (except for biodrones including a stirrup interface) makes<br />
them easier to hack or spoof. The answer: yes it does. A biodrone only<br />
rolls its Device rating when resisting spoofed commands or hacking.<br />
Cyborgs may also be jacked, but in this case the rigger is setting<br />
their skills against a skilled hacker. The obvious point of entry<br />
is the cyborg’s integral commlink—perfect for sending spoofed<br />
commands or to hack the cyborg’s drone body wirelessly, which<br />
you can be damn sure the cyborg is going to resist, probably<br />
through cybercombat (see Hacking, p. 161, Augmentation). If the<br />
cyborg feels sufficiently threatened to shut off its commlink, the<br />
rigger has no option but to get in close and physically jack in—and<br />
face the prospect of a pissed-off cyborg in meat-space.<br />
A safer bet is to try and jack a cyborg body during its<br />
maintenance downtime. For the brief period when the cranial containment<br />
unit isn’t attached to it, the drone body can be jacked as<br />
normal (treat it as a regular drone with a Pilot of 0), though most<br />
require the rigger to physically jack in to the drone body.<br />
Jamming on the fly<br />
More than almost any other character, riggers are dependent<br />
on wireless signals in order to use their specialty, which means<br />
that few riggers are strangers to electronic warfare. Sometimes<br />
you need to shut down another rigger or hacker and don’t have a<br />
jammer available; in such circumstances you do the best that you<br />
can with whatever radio or wireless transmitter you have on hand,<br />
spitting static into whatever channels or bands the opposition is<br />
using. Jamming on the fly tends to be a noisy and difficult affair,<br />
but it can work—and that’s the important thing.<br />
Jamming on the fly is a Complex Action and requires some<br />
device with a Signal rating (such as a commlink, radio, or drone)<br />
to act as an impromptu jammer. Make an Opposed Test between<br />
the rigger’s Electronic Warfare skill + Signal rating and the target’s<br />
Electronic Warfare + Signal rating; the target adds the rating of any<br />
coMMon rigger/drone teStS<br />
Action Jumped-In Rigger Dice Pool Autonomous Drone Dice Pool Remote-Controlled Dice Pool<br />
Initiative as rigger Pilot + Response as rigger<br />
Attack Sensor + Gunnery Pilot + Targeting Command + Gunnery<br />
Melee Defense Response + Melee skill Pilot + Defense Command + Melee skill<br />
Ranged Defense Response Response Command<br />
Full Defense as above + Dodge as above + Defense as above + Dodge<br />
Damage Resistance Body + Armor Body + Armor Body + Armor<br />
Infiltration Response + Infiltration Pilot + Covert Ops Command + Infiltration<br />
Maneuvering Response + Vehicle skill Pilot + Maneuver Command + Vehicle skill<br />
Perception Sensor + Perception Sensor + Clearsight Sensor + Perception<br />
Unwired<br />
ECCM program she has running to her dice pool for the test. If<br />
the Opposed Test is successful, the signal is jammed; otherwise it is<br />
unaffected. Jamming on the fly is area jamming and affects a spherical<br />
area—the impromptu jammer’s Signal rating is reduced by 1 for<br />
every five meters from the centre.<br />
A device being used as an impromptu jammer cannot use its<br />
wireless capability for anything else. A commlink, for example,<br />
could not connect to the Matrix at the same time it is being used<br />
as an impromptu jammer.<br />
eMp An electromagnetic pulse (EMP) is detrimental, if not destructive,<br />
to the operation of electronics. An EMP erases standard<br />
RFID tags but not optical-based storage media like datachips. Any<br />
non-optical and non-hardened electronic circuits within the area of<br />
effect will also be disrupted or damaged. Most “electronics” in 2070<br />
are optical-based, but interfaces, power systems, and the like may still<br />
be vulnerable, especially on archaic systems. Affected systems may<br />
suffer data loss, power outages, or burn out entirely at the gamemaster’s<br />
discretion. Wireless reception and radio communication will<br />
also be disrupted for a brief instant, which affects any wireless-only<br />
nodes, commlinks, and technomancers in the area.<br />
EMPs have a rating that determines their intensity and area of effect.<br />
To determine the damage to a specific device, make an Opposed<br />
Test between the EMP’s rating and the Device rating (see Device<br />
Rating, p. 213, SR4) of the vulnerable electronic device. If a character<br />
is aiming the EMP at a specific device, add the character’s Electronic<br />
Warfare skill to the EMP’s rating when making the Opposed Test.<br />
Use the number of hits garnered to gauge the damage done to the<br />
device. Compare the EMP’s rating to the Signal Rating Table on p.<br />
212 of SR4 to determine the area of effect. Flying drones and vehicles<br />
affected by an EMP may also crash (see Crashing, p. 161, SR4).<br />
The moment of wireless disruption is not sufficient to drop an<br />
icon from the Matrix; it lasts less than a second in real-time. However,<br />
the affected icons cannot act (or be affected) during the Combat Turn<br />
that the pulse hits. Many older cyberware implants and vehicles are<br />
vulnerable to EMPs and should test for damage. Individuals and devices<br />
within a Faraday cage (a metal box or wire mesh that completely<br />
surrounds the character or device) are completely protected from an<br />
electromagnetic pulse; a cyborg’s CCU is thus completely protected,<br />
but the drone body it drives may not be. If an individual or device is<br />
in a volume surrounded by wireless-inhibiting paint or wallpaper, add<br />
dice equal to their rating to the Device rating on the Opposed Test.<br />
Simon Wentworth (order #1132857) 9<br />
105<br />
hacker’s handbook . . . . . . . . . . . . . . . . . . . . . . . . . .