Hacking a Node: Diary of Failure
Posted: Wed Oct 14, 2009 10:08 am
So more than one person has asked me to describe how the RAW matrix rules work and also why I say that they don't work. So in the interests of getting that all out in the open, I decided to write up a description of point by point how you would go about hacking into a Renraku node according to the RAW rules in SR4A and Unwired. To add to the excitement, the ways in which the matrix rules allow one side or the other to simply bypass the system and go into infinity crazy town will be Footnoted[1] rather than breaking into the narrative and confusing the issue. So here we go: one Hacker, one Renraku node, go:
[1]: Like this.
You[1] decide that you want to hack a node because you suspect it of having a data file that you want.
You decide that you need to create a false and temporary Access ID. This is completely required, since otherwise when you sign out, Renraku can just plain call you[2]. The dicepool is Hacking + Spoof, but you only need one hit (it's unopposed unless you are currently being traced) and you can do this in downtime, so whatever. You can also do this step by routing your hacking through any electronic item for the duration of your current hacking job and then ditch the item. If you need a specific Access ID, you need to have analyzed that access ID's Icon with Matrix Perception[3] by being in the same node as the Icon and winning an opposed Analyze + Computer vs. Stealth + Firewall test.
Then you have to find the node. This is ridiculously hard. It's an Electronic Warfare + Scan test, and as written it's an extended test (with a threshold of 15 or higher) to find a Hidden Node and mysteriously a non-extended test (threshold 4) to find a node that is not hidden. So as written, with 6 dice it's an average of 10 rolls to find a node that is not hiding and only 8 to find one that is. May be a typo, who can tell?
Armed with your fake and temporary Access ID, you attempt to hack yourself an account into the node you found. This is done by making opposed extended tests against the node. You roll Hacking + Exploit and need to get a number of hits equal to the Firewall of the node (or 3 or 6 higher if the node requires a "security" or "admin" account, which is just a preference toggle for whether you want hacking your systems to be easier or harder). Every time you roll dice, the node gets to roll Analyze + Firewall, trying to add up to a number of hits equal to your Stealth. When you get your total of hits, you get your account. If the computer gets ts number of hits, it sets off an Alert[4]. It is entirely possible for both of these to happen simultaneously. You can also choose to take hours instead of Complex Actions to make these tests, and then the node only gets one chance to spot you instead of one per test you make[5].
Now that you are in the node, you need to render all the icons. This takes a Simple Action to find out how many icons there are (making an opposed Computer + Analyze test vs. Firewall + Stealth test to count any of the icons that are Stealthed), and then an additional Simple Action to actually identify each of the icons that you have counted (which are also an opposed Analyze + Computer test against Stealth + Firewall to identify any of the stealthed icons you have counted)[6].
Whether an Alert has been triggered or not, the node may well have an active IC protecting it. While you are rendering the node, it is rendering you. If it notices you (Analyze + Agent Rating vs. Hacking + Stealth), it will compare you to its list of who is supposed to be on the node (separate from the Node's list, so you haven't had a chance to hack it yet - so you're not on this list). It can then take any actions it want against you until you successfully render it. Since you're the new kid on the block, it can start attacking you as soon as it renders the programs you came in with[7]. Also, it can call for backup before it even renders you[8]. Or, since it presumably already has a Security Account on its own node, it can attempt to kick you out[9].
If the IC doesn't spot you and you didn't set off an alarm, skip this step altogether. You can get rid of the IC in several ways. They seem to think you want to engage it in Cyber Combat, which involves rolling initiative and then following the rules for casting low force manabolts at people with spell defense who also get to soak damage and have armor. What you'd actually want to do is to spoof a command to the IC to make it go away. This is just Hacking + Spoof vs. Firewall + Pilot. One net hit and the IC stops all harassing of you forever. If for some reason you are being bothered by one Agent, it's pretty much over in one action.
When you have rendered the target file, you can try to access it. It has a Data Bomb on it, which means that you need to Disarm it before you open the file or you'll get hit by very weird pile of damage. For no reason, Data Bombs have a unique damage mechanic where they inflict matrix boxes equal to Rating multiplied by the score shown on a single d6. Since Data Bombs normally run in ratings of 3-6, this means that you usually have a 2/3 chance of just crashing: no save. Also, Data Bombs can be set to nuke the file you were after. So having one go off is absolutely not an option. You roll Hacking + Defuse (incorrectly written "Disarm" in the book, but we know what they mean) and the Data Bomb rolls twice its rating. If you get more hits than the bomb, you get the data. Otherwise the data is lost and you probably crash. Note that if you're a Technomancer, that taking 30 boxes of matrix damage actually means that you die. So always have a Sprite or Agent open a Data Bomb if you are a Technomancer.
Now you can transfer the file to your commlink. This requires a Computer + Edit test, but you only need 1 hit, there is no consequence for failure, and retries are allowed. So um... whatever.
The file is encrypted. As written, this is a case of rolling dice a bunch of times but frankly essentially automatically getting the data in a few passes. Watch out, because there is an optional rule in Unwired where you automatically fail to crack the encryption instead.
[1]: Hackastack The idea of "you" in the matrix is pretty weird. It's "your" persona, but it doesn't have to send any information to your brain or even your physical location, nor does it have to receive any actual commands from "you" ever to be "your persona." You can therefore, decide to run agents on several different commlinks and simply have all visual input recorded or even just trashed. Technically "you" are AR-Hacking out of each commlink simultaneously because they all stay on the matrix and continue to get and take actions without them receiving any input from you or you receiving any input from them. There is actually no limit to how many "yous" there can be on the Matrix simultaneously by this method.
[2]:The action isn't even mentioned in SR4A despite the fact that it is well established to be something you absolutely need to do every time you begin hacking anything at all (Unwired, p. 99).
[3]: Dropout The failure point should be obvious. You only make Matrix Perception tests to analyze icons that share a node with you. So if you need the Access ID of something that is for example in the node to get in the node, the node is literally unhackable. And yes, nodes can refuse you without rolling dice for not having an Access ID (Unwired p. 99) or for having an Access ID they don't like (Unwired, p. 101).
[4]: Denial of Service: As written, enough Alerts will force any system to reboot. Since you can generate as many alerts as you want with a hackastack running no stealth, you can effectively crash any node in one combat turn. If your goal is merely to shut the system down, you don't need skills or even dice rolls - it just automatically happens. It takes an average of 12 rolls to resolve, but there literally can be no other outcome if that's what you want.
[5]: Note that the highest threshold you could possibly have is 14 (Firewall 8, Admin account), so if you have five hours to kill, you can crack into the Pentagon or the Red Pagoda. You probably won't even set off an alert.
[6] Infinity Mirror: Yes. Seriously one Simple Action per icon (SR4A, page 228). There is no actual limit to the number of icons that Renraku can put into a node. So since it takes a minimum of 1 SA + the number of icons to render the node, they can literally keep you searching for days just by leaving thousands of folders open. Anyone who legitimately needs the information can just go to the data file without rendering the whole node. You'd think that Browse and/or Data Search could help you find the info you need, but since you're already on the right node, it doesn't.
[7]: Infinity Mirror: Just as the node can have unlimited numbers of icons, so can you. Unrated programs don't take up any space but they are still programs and still have icons. So you can have limitless numbers of Virtual Pets that happen to have the same icon as your persona, and any potential attacker will need to go through them simple action by simple action before they can attack "you."
[8]: Agent Smith The backup can be in the form of a security spider, but it can also be other Agents that belong to Renraku. Since there is no limit to the number of targets in the CC of an email, Renraku can essentially oppose you with one Agent for every computer - in the world - that is in Renraku's hackastack. Which is arbitrarily large. So you could be opposed by a hundred, or a thousand Agents next turn. Seriously.
[9]: While it takes several rounds to kick you out during which you can hijack the node and prevent it from doing so, changing the Access ID automatically works and boots you and every other foreign user off the system without rolling dice in a single action. I'm not sure this counts as an exploit of the rules, since it's actually given as a helpful tip in Unwired.
There you have it. A single node that happens to have a single file on it that you want to download. I'm not including subjective failure points like the fact that you may have noticed that actually having any logic or skills is pretty much meaningless in this equation.
-Username17
[1]: Like this.
You[1] decide that you want to hack a node because you suspect it of having a data file that you want.
You decide that you need to create a false and temporary Access ID. This is completely required, since otherwise when you sign out, Renraku can just plain call you[2]. The dicepool is Hacking + Spoof, but you only need one hit (it's unopposed unless you are currently being traced) and you can do this in downtime, so whatever. You can also do this step by routing your hacking through any electronic item for the duration of your current hacking job and then ditch the item. If you need a specific Access ID, you need to have analyzed that access ID's Icon with Matrix Perception[3] by being in the same node as the Icon and winning an opposed Analyze + Computer vs. Stealth + Firewall test.
Then you have to find the node. This is ridiculously hard. It's an Electronic Warfare + Scan test, and as written it's an extended test (with a threshold of 15 or higher) to find a Hidden Node and mysteriously a non-extended test (threshold 4) to find a node that is not hidden. So as written, with 6 dice it's an average of 10 rolls to find a node that is not hiding and only 8 to find one that is. May be a typo, who can tell?
Armed with your fake and temporary Access ID, you attempt to hack yourself an account into the node you found. This is done by making opposed extended tests against the node. You roll Hacking + Exploit and need to get a number of hits equal to the Firewall of the node (or 3 or 6 higher if the node requires a "security" or "admin" account, which is just a preference toggle for whether you want hacking your systems to be easier or harder). Every time you roll dice, the node gets to roll Analyze + Firewall, trying to add up to a number of hits equal to your Stealth. When you get your total of hits, you get your account. If the computer gets ts number of hits, it sets off an Alert[4]. It is entirely possible for both of these to happen simultaneously. You can also choose to take hours instead of Complex Actions to make these tests, and then the node only gets one chance to spot you instead of one per test you make[5].
Now that you are in the node, you need to render all the icons. This takes a Simple Action to find out how many icons there are (making an opposed Computer + Analyze test vs. Firewall + Stealth test to count any of the icons that are Stealthed), and then an additional Simple Action to actually identify each of the icons that you have counted (which are also an opposed Analyze + Computer test against Stealth + Firewall to identify any of the stealthed icons you have counted)[6].
Whether an Alert has been triggered or not, the node may well have an active IC protecting it. While you are rendering the node, it is rendering you. If it notices you (Analyze + Agent Rating vs. Hacking + Stealth), it will compare you to its list of who is supposed to be on the node (separate from the Node's list, so you haven't had a chance to hack it yet - so you're not on this list). It can then take any actions it want against you until you successfully render it. Since you're the new kid on the block, it can start attacking you as soon as it renders the programs you came in with[7]. Also, it can call for backup before it even renders you[8]. Or, since it presumably already has a Security Account on its own node, it can attempt to kick you out[9].
If the IC doesn't spot you and you didn't set off an alarm, skip this step altogether. You can get rid of the IC in several ways. They seem to think you want to engage it in Cyber Combat, which involves rolling initiative and then following the rules for casting low force manabolts at people with spell defense who also get to soak damage and have armor. What you'd actually want to do is to spoof a command to the IC to make it go away. This is just Hacking + Spoof vs. Firewall + Pilot. One net hit and the IC stops all harassing of you forever. If for some reason you are being bothered by one Agent, it's pretty much over in one action.
When you have rendered the target file, you can try to access it. It has a Data Bomb on it, which means that you need to Disarm it before you open the file or you'll get hit by very weird pile of damage. For no reason, Data Bombs have a unique damage mechanic where they inflict matrix boxes equal to Rating multiplied by the score shown on a single d6. Since Data Bombs normally run in ratings of 3-6, this means that you usually have a 2/3 chance of just crashing: no save. Also, Data Bombs can be set to nuke the file you were after. So having one go off is absolutely not an option. You roll Hacking + Defuse (incorrectly written "Disarm" in the book, but we know what they mean) and the Data Bomb rolls twice its rating. If you get more hits than the bomb, you get the data. Otherwise the data is lost and you probably crash. Note that if you're a Technomancer, that taking 30 boxes of matrix damage actually means that you die. So always have a Sprite or Agent open a Data Bomb if you are a Technomancer.
Now you can transfer the file to your commlink. This requires a Computer + Edit test, but you only need 1 hit, there is no consequence for failure, and retries are allowed. So um... whatever.
The file is encrypted. As written, this is a case of rolling dice a bunch of times but frankly essentially automatically getting the data in a few passes. Watch out, because there is an optional rule in Unwired where you automatically fail to crack the encryption instead.
[1]: Hackastack The idea of "you" in the matrix is pretty weird. It's "your" persona, but it doesn't have to send any information to your brain or even your physical location, nor does it have to receive any actual commands from "you" ever to be "your persona." You can therefore, decide to run agents on several different commlinks and simply have all visual input recorded or even just trashed. Technically "you" are AR-Hacking out of each commlink simultaneously because they all stay on the matrix and continue to get and take actions without them receiving any input from you or you receiving any input from them. There is actually no limit to how many "yous" there can be on the Matrix simultaneously by this method.
[2]:The action isn't even mentioned in SR4A despite the fact that it is well established to be something you absolutely need to do every time you begin hacking anything at all (Unwired, p. 99).
[3]: Dropout The failure point should be obvious. You only make Matrix Perception tests to analyze icons that share a node with you. So if you need the Access ID of something that is for example in the node to get in the node, the node is literally unhackable. And yes, nodes can refuse you without rolling dice for not having an Access ID (Unwired p. 99) or for having an Access ID they don't like (Unwired, p. 101).
[4]: Denial of Service: As written, enough Alerts will force any system to reboot. Since you can generate as many alerts as you want with a hackastack running no stealth, you can effectively crash any node in one combat turn. If your goal is merely to shut the system down, you don't need skills or even dice rolls - it just automatically happens. It takes an average of 12 rolls to resolve, but there literally can be no other outcome if that's what you want.
[5]: Note that the highest threshold you could possibly have is 14 (Firewall 8, Admin account), so if you have five hours to kill, you can crack into the Pentagon or the Red Pagoda. You probably won't even set off an alert.
[6] Infinity Mirror: Yes. Seriously one Simple Action per icon (SR4A, page 228). There is no actual limit to the number of icons that Renraku can put into a node. So since it takes a minimum of 1 SA + the number of icons to render the node, they can literally keep you searching for days just by leaving thousands of folders open. Anyone who legitimately needs the information can just go to the data file without rendering the whole node. You'd think that Browse and/or Data Search could help you find the info you need, but since you're already on the right node, it doesn't.
[7]: Infinity Mirror: Just as the node can have unlimited numbers of icons, so can you. Unrated programs don't take up any space but they are still programs and still have icons. So you can have limitless numbers of Virtual Pets that happen to have the same icon as your persona, and any potential attacker will need to go through them simple action by simple action before they can attack "you."
[8]: Agent Smith The backup can be in the form of a security spider, but it can also be other Agents that belong to Renraku. Since there is no limit to the number of targets in the CC of an email, Renraku can essentially oppose you with one Agent for every computer - in the world - that is in Renraku's hackastack. Which is arbitrarily large. So you could be opposed by a hundred, or a thousand Agents next turn. Seriously.
[9]: While it takes several rounds to kick you out during which you can hijack the node and prevent it from doing so, changing the Access ID automatically works and boots you and every other foreign user off the system without rolling dice in a single action. I'm not sure this counts as an exploit of the rules, since it's actually given as a helpful tip in Unwired.
There you have it. A single node that happens to have a single file on it that you want to download. I'm not including subjective failure points like the fact that you may have noticed that actually having any logic or skills is pretty much meaningless in this equation.
-Username17