The only thing I'm sad about is you don't have one for 'mancers ;)
You should note under Mass Attack that the node rolls to spot everyone involved, not just the primary hacker.
You should probably note as an alternative to Disconnect that you can Jam (or Jam on the Fly) yourself offline, which will get you dumpshocked but will also get you out if you are Black IC'd.
Can you source this? "With full admin privileges use a complex matrix action Terminate Connection (Computer + Edit) (1) to disconnect all enemy users. It takes an additional full combat turn for the connection to be terminated." I think you can take an Issue Command to make the node try to Terminate Connection, but this is dumb since you can also just delete all the accounts but yours or what-have-you.
Also, in general, I would be concerned that you are giving most people the wrong impression of what you want to do to hack. For example, if you have an admin account, you don't want to cutesy around with disarming someone's Biofeedback Filter; you want to revoke their account privileges so that they can't do anything.
Also, a sometimes-useful alternate way of hacking in is to get a public account (either by just logging in, if they give them out, or hacking on the fly), and then use Hacking+Edit to make yourself a legitimate account.
Also, in general, I would be concerned that you are giving most people the wrong impression of what you want to do to hack
I could see adding in some more general technomancer/sprite stuff, but I'm not honestly not as knowledgeable about some of the rules and their common interpretations.
For example: Compiled spites have to accompany a technomancer, registered sprites do not. Can a registered sprite sustain complex forms and assist operations from the resonance or do they need to be in the same node as the technomancer? How you interpret this is the crux of Sprite assisted hacking.
To connect to a node (aside from the one on which your persona is running ), you must subscribe to it. A subscription is a two-way communications link through the Matrix. This is a steady link that can be maintained for extended periods of time. You must subscribe to a node if you want to “travel” to it in the Matrix, which means that you must be able to either connect with it directly (with a wired connection, or when within mutual Signal range) or by establishing a route through the Matrix network. Subscribing to a node is a Complex Action ( Log On, p. 231). When you log on to a node, your icon appears there.
When you log on to a node, you do so at a certain access level, which is defined by your account. There are four types of accounts, public, user, security, and admin, in order of least to most access. Except for public accounts, access to an account level requires authorization, which is described in the next section, Authorization and Authentication. A public account is a sort of “foyer” for a node. When logging on without any authentication, you get a public account. Public accounts usually allow the user to access public information about the node, and could also allow a small amount of functionality, like the ability to order food, shop, fill out forms, etc., depending on the node’s purpose. Most retail outlets, malls, restaurants, and other nodes open to the public offer this account to customers.
Accessing a node
Yeah, splitting off situational parts might be a good idea.
...
The first is by far most useful - you kick people out. They can log back in, mind you, but this buys you time to...
2) Ban their Node/Access ID - this will stop people with that AID/from that node from getting on even to a different account
3) Delete their account - this will stop anyone from getting on that account even with a different Access ID or from a different node
Note that neither of these on their own terminates connections. You have to take an action to kick them by editing the active account list first. The reason both exist, not just one, is that they do slightly different things. If you delete a hacker's account, they can make a new one. If you AID/node ban someone, but leave their account, they can change their access ID/use a different node and then log back in (or another person can log into the same account).
Yes, you're right about Jamming on the Fly (it's also important to note Technos can jam on the fly like this to kick themselves offline in an emergency).
For a Jammer, you actually need Jammer rating > signal rating. Note, though, that you almost always can just Jam on the Fly if you want to boot yourself (or do something even simpler, like turn your wireless off, unplug, etc). I mention it mostly as an alternative if for some strange reason you can't use Jamming on the Fly with your commlink (or yourself, as a technomancer), or I guess maybe if you wanted to jam someone else offline when they got KO'd by Black IC.
In the case of full AR and VR connections, a simple data request is not enough. In these an other cases a fast, two-way, maintained connection called a subscription is needed.Also Unwired (page 53):
From your persona interface, you may access other nodes. If you are simply making a comcall or data request, accessing a public site or profile, or otherwise connecting to a public account, no subscription or login is required—your access ID suffices. If you are logging in to a user/security/admin account, communicating with encryption, controlling an agent/drone, or making some other bandwidth-intensive connection, a subscription is required.So if I enter a node in VR via a public account, page 55 tells me I need a subscription while the sidebar on page 53 tells me I don't need one.
Everyone only need their signal rating to get to the nearest node. From there it doesn't matter anymore, you just jump from node to node as they are connected, building a chain.uh... --Here's how I understand this issue:
Initiative does not change. A slow node would slow down all icons equally. But changing all or none is the same, so the latter one is used for simplicity.
Everyone only need their signal rating to get to the nearest node. From there it doesn't matter anymore, you just jump from node to node as they are connected, building a chain.uh... --Here's how I understand this issue:
If you're in a destination node and looking for hidden nodes "nearby" you would use the signal rating of the node at the destination end. Example: if you hack into a public-access node in the foyer of a building, which has a really good Signal rating, but you really want to get into a datastore in the building, you'd have to find it -- if it's wired you have to do it the "old fashioned-way" with analyze and "detect hidden access" hopping from wired node to wired node (to my knowledge...) And if you're in a more "modern" building with poor security (or the data is on someone's commlink in the building), that destination node might actually be wireless and hidden. You would get into the public-access-node, hopefully with a security or admin account -- then scan for hidden nodes, borrowing the intermediary node's Signal rating (which might well be better than your commlink's signal...). You can't hop to the destination node, because you haven't detected it (but presumably you know it's there somewhere...). [Which signal you use to determine MSR matters for intercepting wireless traffic, for scanning for hidden nodes, capture wireless signal, detect active/passive wireless nodes, initiate decryption, etc. -- so this question is pertinent to all of these actions...]
This is how the wireless world works. My question was about technomancers. What signal rating do they use? Their own, or that of the node they're in. i.e. are they their own wireless transmitter even when outside their living node? Or are they restricted to using the wireless antennae of the node they're in just like a hacker?
"They are restricted to their own Signal rating anywhere they move, they cannot use sattelite uplink and so they never reach orbital network."
Because previous statement is false, Technos signal rating only matters to determine mutual distance from hidden nodes he is trying to locate aroung himself, and distance of the nearest wireless node connecting him to the meshwork
And for the response issue: Since it is "Your commlink" that is used to determine matrix initiative, Technomancers own Response rating apply in any situations. I dont understand why the node should affect this (the only way how to affect your initiative without applying damage mods is to win Reality Filrter test)
"They are restricted to their own Signal rating anywhere they move, they cannot use sattelite uplink and so they never reach orbital network."QuoteBecause previous statement is false, Technos signal rating only matters to determine mutual distance from hidden nodes he is trying to locate aroung himself, and distance of the nearest wireless node connecting him to the meshwork
OOooook... So, I guess the icon-end of the connection (versus the persona-end) is simply a "projection" and it doesn't actually run on the destination node? Not trying to be difficult, I'm actually trying to visualize what this all "looks like" on the hacker/technomancer end.
"They are restricted to their own Signal rating anywhere they move, they cannot use sattelite uplink and so they never reach orbital network."QuoteBecause previous statement is false, Technos signal rating only matters to determine mutual distance from hidden nodes he is trying to locate aroung himself, and distance of the nearest wireless node connecting him to the meshwork
It was meant to be linked second expression to the first one :) I hope you got it, IDn if my english expression correctly follows my logic.
OOooook... So, I guess the icon-end of the connection (versus the persona-end) is simply a "projection" and it doesn't actually run on the destination node? Not trying to be difficult, I'm actually trying to visualize what this all "looks like" on the hacker/technomancer end.
When you got burn by Black IC, you got burn inside your brain, not inside some node. Since it is your commlink that got hurt, it seems that everything you see in matrix happens inside your acess point = persona origin node. Like using your browser - you dont actualy have to be in Uničov(CZ) to see my answer on your screen ;)
"They are restricted to their own Signal rating anywhere they move, they cannot use sattelite uplink and so they never reach orbital network."QuoteBecause previous statement is false, Technos signal rating only matters to determine mutual distance from hidden nodes he is trying to locate aroung himself, and distance of the nearest wireless node connecting him to the meshwork
It was meant to be linked second expression to the first one :) I hope you got it, IDn if my english expression correctly follows my logic.
Wait -- Are you saying that technomancers are limited only to the nodes within MSR of their head? i.e. they can't go from Seattle to New York through normal wireless chains? That's a pretty major limitation....
But the same is not true of hackers?
Hey, this is Shadowrun site, pal. Being such polite would make people around think you have some side intentions :)
One thing you seem to be missing: in order to hack into a node, you either need to already be subscribed to it (ie, if it will let you make a user account, you can log into that, and then hack yourself an admin account), or be within mutual signal range. See SR4A p235.