Alright, the three Comms have a Firewall of 4, 5 and 7. Telling if the guns are slaved would be an extra check, yeah.
As for turning off the lights, that's Control Device, and since there is no test associated with it, it'd be Electronic Warfare + Intuition [Sleaze] vs. Intuition + Firewall. It'd only be a Free Action though, since flipping a switch isn't hard.
Oh, so I wouldn't see if the guns are part of the PAN with the commlinks? Fair enough.
Whenever I get around to turning off the lights (presumably next combat turn unless I get a free Free Action by the GM):
Free Action:
Control Device [5]13d6t5: 6 [13d6t5=4, 4, 5, 5, 3, 3, 5, 6, 2, 1, 5, 3, 6]
My next two actions for this round is going to be sleazing some marks on the weakest commlink (FW4):
CT1, AP2, IS 14 Complex Action: Hack on the Fly [6]13d6t5: 5 [13d6t5=1, 1, 4, 4, 6, 2, 5, 5, 3, 6, 5, 3, 4]
CT1, AP2, IS 4 Complex Action: Hack on the Fly [6]14d6t5: 4 [14d6t5=3, 1, 3, 6, 1, 3, 1, 1, 5, 1, 3, 1, 6, 5]
After that, it's time to go on the offensive. What kind of action would it be to create an ARO and share with everyone else? I'd like to highlight the guy with the FW7 commlink as a priority target, but I'm not sure it's worth spending a Complex Action on; if it is possible to do with a Free Action, I'll definitely do that. If it takes a Simple Action, I'll probably do that on the start of Combat Turn 2 and use the other Simple Action the Check Overwatch Score. Then, start using Data Spike on the FW4, then FW5, and finally FW7 commlink, or until they're all down in the physical world. I'll go ahead and roll for those actions and you can pick and choose as you feel is appropriate (see below).
In (probably) relevant order:OPTIONALCreate ARO: No idea what action this would be. If it would take a Complex Action to Edit File I'd skip it, if it only takes a Free Action I'll do it. If it takes a Simple Action (Send Message) I'll also do it, and add a Check Overwatch Score Simple Action.
Simple Action:
Check Overwatch Score [5]13d6t5: 3 [13d6t5=1, 6, 4, 3, 3, 1, 6, 1, 4, 2, 1, 5, 4]
ATTACKSI'd spend a Complex Action to attack at the beginning of every Combat Turn, and a Free Action to go on Full Matrix Defense afterwards, for a total of two attacks each combat turn. I'm guessing most of these would take 2 attacks to hammer down, so here's a bunch of attacks:
Firewall 4 link
Complex Action:
Data Spike [7]13d6t5: 4 [13d6t5=2, 6, 3, 4, 1, 4, 6, 1, 3, 1, 5, 2, 5] (DV 7 + Net Hits + (# MARKs * 2) )
13d6t5: 2 [13d6t5=4, 4, 6, 3, 3, 4, 4, 3, 2, 5, 2, 4, 2] (DV 7 + Net Hits)
Firewall 5 link
Complex Action:
Data Spike [7]13d6t5: 3 [13d6t5=4, 1, 3, 5, 2, 3, 6, 2, 4, 3, 1, 5, 1] (DV 7 + Net Hits)
13d6t5: 5 [13d6t5=4, 5, 4, 4, 5, 3, 6, 2, 1, 6, 4, 2, 5] (DV 7 + Net Hits)
Firewall 7 link:
Complex Action:
Data Spike [7]13d6t5: 0 [13d6t5=1, 1, 4, 2, 4, 2, 1, 3, 2, 1, 3, 1, 3] (DV 7 + Net Hits)
13d6t5: 5 [13d6t5=5, 3, 6, 4, 3, 1, 1, 6, 2, 3, 1, 5, 5] (DV 7 + Net Hits)
Man, my rolls are all over the map. If I fail any of these attacks (very likely...), I'll be heading for a dirt nap for sure. I don't know if I have anything that would help with Matrix Damage Resistance, so I'll let you roll those where necessary. Fairly confident I'll knock myself out here, but oh well.
Wow, just checked the rules on failing attack actions. Unresisted 1 DV for every net hits the Defender gets on a failed Attack action? Man, being an offensively oriented hacker is kind of a bummer; not only are you rolling against dice pools that equal your own most of the time, but you get to take damage if you fail with no chance to resist?
Ryo,
The reason I'm mapping out so many actions is that I'll be going on a roadtrip with my girlfriend today (it's her birthday, so we're driving to the ocean to walk the beach), so I probably won't be able to post much. Feel free to assume control of my character if we end up waiting for me.