Roleplaying Biological Node
Hacking
Having your b io -no de
hacked is an unpleasant experi-ence for any technomancer—it
is, in e ect, an intruder in your
head. Just as the biological node is not a normal “place” in the
Matrix, however, it should also not be confused for the tech-nomancer’s brain.The bio-node is a construct created and
maintained by the brain as an extension of their abilities. So while
a biological node can be hacked, this does not mean the hacking
technomancer can gain any control over the target’s memories,
thoughts, personality, or actions. Instead, hacking a bio-node is
more akin to attacking the root of a technomancer’s Resonance
abilities.
Page 136. As an aside, the word "brain" occurs a lot in Unwired...
If we're looking at the duration of a Simple Action, because any two Simple Actions can be combined and they take the same amount of time as a Complex Action, we have to assume it's an even split. Free Actions may take much less time.
If something took that large a share of a pass, it would be a Complex Action - and regardless of that, the travel time of a bullet is smaller than the space of the action at the absolute fastest - we'll call a pass 0.6 Seconds (considering specifically a character in VR with 5 passes); a bullet travelling at 291 m/s moves 174.6 m in that time; if we assume the Complex or 2 Simple actions are 0.5 seconds, that's 145.5m in the
COMPLEX action you'd be trying to pull here, that's 67% of what are being tossed around as the outside of urban engagement ranges; it's 0.34 of a second to travel 100m). Just calculating the trajectories would be an extended test; even if we give it the very fastest interval time (which wouldn't make much sense), you're looking at rushing the job from 3 seconds to 1.5 to 0.75 to 0.325 (assuming you GM even lets you stack rushes), and glitching if you get half (1, 2, 3, or 4). In that space, you're looking for what would probably be assigned Hard or Extreme difficulty - you're trying to get 18 or 24 hits on one roll, and that's even before attempting to fire a bullet on the exact calculated trajectory. And this is the sort of operation that multi-threading cannot help - you're performing a set of related calculations, so you'd need it to be a single thread or things just get worse.
If we take this to a sprite, and we consider this a Logic + Intuition Extended Test (1 Combat Turn, 18) - do keep in mind that 1 Combat Turn is the shortest possible interval on the table - a Rating 16 sprite will roll 32 dice for 10.67 hits per interval, requiring 2 Combat Turns to make the calculations. In that time, the bullet (not factoring for deceleration) will have traveled 1.746 kilometres.