NEWS

[Ressource] 3 examples how building security could look in 6th edition

  • 11 Replies
  • 7548 Views

CigarSmoker

  • *
  • Chummer
  • **
  • Posts: 237
« on: <10-03-19/1643:54> »
Well i thought about how different Buildings could be secured. Useful for GMs. Using only Stuff from 6th Edition Core Book. Written for a dystopic world ^^

Example 1:
A supermarket in a suburb. Mixed Population between Low and Squatter Lifestyle.
The supermarket uses a Host level 1 (which provides Firewall 4, Data Processing 3 to Devices)
Under normal circumstances the supermarket has no Security Devices at all.
The supermarket is protected by a PR1 gang. For this service they become protection money. They may or may not show up if an Employee calls them. How many of them come may vary, but probably they all come together.
The local Police does not care what happens to the supermarket. One exception being corpses start dropping in the dozens. This would mean bad publicity. In this case after an unknown time span PR5 Swat Teams arrive.

Matrix Security
A host can launch one IC program per combat round, at the beginning of the turn, and can have up to its rating in IC programs running at once. Hosts may only run one
copy of each type of IC. You can read that on the pages 186 and further.
White Ice (Patrol) per Default (note: when a Player Hacker has used for example Probe/Backdoor entry there is no reason for the IC to see the Hacker as intruder as long as he does legal actions nothing happens, I C means Intruder Countermeasures, no Intruder, no Measure.

Robotic security:
If the supermarket owner is very security affine he might have set up a Smart firing platform (SR 6th Core Rules p.260) behind the door with a licensed AK97. The Smart firing platform is instructed to shoot on everything bigger than a rat when in „night time mode“.
The Smart firing platform is slaved to the Host.

Magic Security:
Non

Mundane Security:
Non or a huge Gang (PR1)

Entrances/Exits:
One huge Door in Front.Structure Rating 5 (lowest as p.240 suggests) Secure with a Maglock Rating 2, which is slaved to the Host making it double vulnerable. Can be hacked via Matrix or be opened with Sequencer/similar tools. The walls are made of brick and have Structure Rating 12.

Response teams:
It depends, when the Group made a massacre  the response team goes in for kill. If its unclear who made the mess(corpses) the response team wants to take everybody into custody and if the Group is captured their Fake SINs hold and they can go after 24 hours. (if Fake SIN doesnt hold would basically be a game over ...)

Default Team has explosive Ammunition loaded, i wouldnt change much.
2x3 Swat Officers PR5 fighting as Grunt Group (split them if you want them to win)
2x Mages PR5
1x Rigger PR3 with buffed Stats driving their Car, Rigger uses a Deck Device Rating like PR so 5. He is the Hacker and Driver.

They come in a Range Rover Model 2080 (and they are not in a hurry)

If they have casualties they call in the super heavy cavalry - the Runner team should at least then start retreating.

SHC being PR7 Team - similar from the Member specialities like the other team - coming in hot with a GMC Banshee (1000 km/h)

Example 2:

An office building in an industrial area.
The building uses a Rating 3 Host. There is only one entrance. The entrance is supervised by a single wireless camera. Close to the camera - but hidden - is a GM Nissan-Doberman Drone (p.302) equipped with a licensed AK97.
Drone and Camera are slaved to a Rigger (PR3). That Rigger supervises half a dozen Buildings at the same time. If he notices someone trying to break in he will use the Doberman Drone to slow them down and call in help. Depending on what he reports  PR5 Swat Teams will arrive shortly (5 min - 45 min depending how lucky he is)
If he encouters something that seems magical he can call in a collegue that is an astrally active Mage coming by Astral Projection able to conjure Force 4 Spirits. (PR3ish Mage, no stats in the book, reduce the one from PR5 Mage)

Matrix Security
p. 185Host Security and Architecture
A host can launch one IC program per combat round, at the beginning of the turn, and can have up to its rating in IC programs running at once. Hosts may only run one
copy of each type of IC. You can read that on the pages 186 and further.
The Host calls Sparky and Killer  IC if  in alarm mode.  Default is Partol IC which just searches for illegal actions. (p.186 ff). The security Hackers are generaly adviced to preserve life for publicity reasons. The Security Rigger use Decks instead of RCC with Device Rating equal to their PR.
The Building Security Host is separate from Hosts containing Data and can be directly accesses from anywhere in the world, this allows the security Rigger to log in from far away they suffer from 5Noise for Distance but they reduce that to 3 using SignalScrubber program. (like in the Matrix chapter important stuff is under many layers of Hosts so you have to get direct access.)


Robotic security:
Doberman Drone; Both the Doberman Drone have only Camera and Sound no fancy Sensors; The Doberman Drone has regular Ammo loaded but he can switch to "Gel" doing Stun damage instead.

Magic Security:
1 mage by Astral Projection, only when called

Mundane Security:
Non

Entrances/Exits:
has only one Entrance. (single entrance could be a secure staircase, meaning the building has a kind of "tower" attached to it which works as a fire/smoke free area) The Runners can only sneak in through the single Entrance or force their way in trough windows or walls. Windows have Structure Rating 9 (as p.240 suggests) the Walls are made of Brick Rating 12. Windows and Brick wall contain inside wires that are connected to the Host. When you cut the Wires by Force that informs the Host. (P.241 A wire ....)
Then - when informed - the Rigger will Jump into the Doberman Drone and go looking.
The walls are made of brick and have Structure Rating 12.

Optional: In case you want to include Fire Exits the building has several Fire Exits but you can only open them from the inside. There is no lock on the outside. From the inside they can be opened without a roll. Their Structure Rating is 11 (same as the Windows in case you use lower Structure Rating).

"best" way in
a) legwork allows finding out that the Rigger has 5 other Buildings to watch. Group produces distractions at the other buildings and then just walks in the one they need.
b) Group Hacker takes Over the Host and stops the Alarm from reaching the Rigger and the Runners simply destroy a Window.
c) weak spots designed for the group to be found and tailored to their specialties

Response teams
Either 2 PR3 Security Officers arrive at first using a car. They are checking whats going on. They were called by someone -  for example a pedestrian seeing something suspicious going on.
If something messy happens the same team like in example 1 (see above) arrives, just faster they will need between 5 minutes and 45 minutes to arrive.


Example 3:

A mildy important Corporation building.
The building uses a Rating 3 host, there are several Entrances all secured by Cameras. Every floor of the building is secured by one Steel Lynx Drone (p.302) equipped with a licensed RPK HPG = Heavy Machine Gun (or when there are many floors the Steel Lynxes can use an Elevator and there are never more than 3 for a moderate sized building)
each Steel Lynx is controlled by a Rigger (PR3) each Rigger is  only responsible for 3 buildings max (so less distraction than in example 2).
The building has several Meeting rooms that are warded by Force 8 Astral Wards. Those are active for several weeks - until they are refreshed.
If the Rigger(s) encounter(s) trouble he/they might call in a PR5 Mage (using Astral Projection) who is able to summon Force 5 Spirits.


Matrix Security
Host Security and Architecture
A host can launch one IC program per combat round, at the beginning of the turn, and can have up to its rating in IC programs running at once. Hosts may only run one
copy of each type of IC. You can read that on the pages 186 and further.
The Host calls Sparky and Killer  IC if its in Alarm mode. Default is Partol IC which just searches for illegal actions. (p.186 ff). The security Hackers are generaly adviced to preserve life for publicity reasons. The Security Rigger use Decks instead of RCC with Device Rating equal to their PR.
The Building Security Host is separate from Hosts containing Data and can be directly accesses from anywhere in the world, this allows the security Rigger to log in from far away they suffer from 3 Noise for Distance but they reduce that to 1 using SignalScrubber program. (like in the Matrix chapter important stuff is under many layers of Hosts so you have to get direct access.)

Robotic security:
Steel Lynx (up to 3); Both the Steel Lynx Drone and Cameras have only Cameras and Sound no fancy Sensors. The Steel Lynxes have regular Ammo loaded but he can switch to "Gel" doing Stun damage instead. Deeper inside the Building (2 rooms away from outside wall) there are Jammers Rating 6 active, they exlude anyone who registers his Device at the Host as "legal".

Magic Security:
1 mage by Astral Projection, only when called or when a ward informs him (but the meeting rooms are just that: meeting rooms)

Mundane Security:
5 PR3 Patrolman are in the Building.

Exits/Entrances
it has many Entrances but all of them are equally secure. (equally secure in a sense that they all have the same Ratings) The Windows are Rating 11. This means all Doors have at least Rating 11 too. The building has several Fire Exits but you can only open them from the inside. There is no lock on the outside. From the inside they can be opened without a roll. Their Structure Rating is 11 (same as the Windows in case you use lower Structure Rating).
The walls are made of brick and have Structure Rating 12.

"best" way in
a) legwork allows finding out that the Rigger has 3 other Buildings to watch. Group produces distractions at the other buildings and then just walks in the one they need.
b) Group Hacker takes Over the Host and stops the Alarm from reaching the Rigger and the Runners simply destroy a Window.
c) weak spots designed for the group to be found and tailored to their specialties

Response teams
If informed the same team as in example 1 (see above) arrives, just a lot faster.

Example 4
A Corporation Blacksite building. Containing very dirty research and production of insanely dangerous products.



Matrix Security
The building uses a Rating 6 host. But that entire host is just fake. Basically it is a dummy that does not control anything in the building,
Group Hacker should find that out after a while or just knows it when he knows that its a Blacksite
Host Security and Architecture
A host can launch one IC program per combat round, at the beginning of the turn, and can have up to its rating in IC programs running at once. Hosts may only run one
copy of each type of IC. You can read that on the pages 186 and further.
Inside the building is a second Host Rating 9 that can be accessed at several workplaces deep inside the building. Its buried as deep as possible under other Hosts so almost impossible to be accessed from outside. As long as he seems to be a legitimate User the Host lets the Runner Hacker change stuff like as if he were a Researcher. Default login is "User Access" if you log in from one of the Workplaces inside. (if that works is unclear rulewise, so adapt for your table of necessary!)
Once alarmed the Host calls in Tar Baby, Black IC and then Killer in that order.
Inside the Building are at all times 2 Hackers PR 9 . 12 Hackers are employed to rotate shifts every 4 hours. One of them is logged in the Host, one is watching the Entrance.

Robotic security:

Every floor of the building is secured by 2 Steel Lynx Drones (p.302) equipped with  RPK HPG = Heavy Machine Gun loaded with Explosive Rounds. The Drones are set on autonomous mode, they recharge once every 3 days and can only be reprogrammed then. During this maintenance the Drones can be loaded with additional facical recognition patterns. When someone is not known to the drone it starts shooting to kill. There are Jammers Rating 6 active everywhere in the building


Magic Security:
1 Mage sitting in the front Lobby. He has PR 9 (increase stats of the PR5 Mage) . The BlackSite employs altogether 6 Mages that rotate 4 hours shifts at the Entrance.

Mundane Security:
2 PR 9 at the Entrance at all Time in 4 hour shifts. The BlackSite employs altogether 12 PR9 Mercenary types that rotate 4 hours shifts at the Entrance.

Exits/Entrances
It has only 1 Entrance, the whole building is a Faraday cage (except entrance area) so its very hard to get even a microdrone in (would need a cable as antenna to get a signal in) The single Entrance is long and wide secured with everything in the book sensor wise all Rating 8 (max possible rating p.277).
The whole building is covered with algae containing tubes from the inside blocking Astral Access. The Entrance is warded with an Astral Ward Force 12 set up by the 6 security mages together they refresh it after a few weeks.
The outside walls of the Building have Structure rating 19 (reinforced concrete) and are 3 meters thick, so need a lot of explosives to get trough. The Door has Structure rating 16, there are no windows.


"best" way in

a) blackmailing the mage (hacker might work too) on security duty, kidnap relatives or whatever. Use Physical Mask inside to avoid getting attacked by Steel Lynxes.
b) block the call for help by cutting the landline (Cutting the landline means you need to spoof a signal there every combat round to fake that everything is just fine. Since by cutting it the alarm would go off. ) and jamming the Security Hackers Deck, he has DR6 and Signal Scruber thus need 9 Noise from Electronic Warfare to disable him. (When the defending Hacker uses the "Signal Scream" 2 Edge Action need to spoof his Call to prevent him getting out. PR9 means the Defenders have 9 Edge together.)
And the mage will try to astrally project to call help, so kill him too.

c) be creative ^^

Response teams
Attacking with guns blazing, pink mohawk style is - insane - but possible. Since its a Blacksite the Corporation cannot send their full force.
Once the Defense Team gets call for help out all employees that are not on site are called in. Only half of the Mundane Team is ready the others are spread over the globe and wont arrive in time for participating in any combat. They will just look for other Jobs once they discover the Blacksite is compromised.
The 5 Mages all come in by astral projecting together with Spirits (each one with three Force 9)
The 10 remaining Hackers come in remotely by RCC launching Ares Black Sky Drones from 6 hatches in the Roof (only access to the Drone Hangar there) They use RCC DR 6 and each hacker can control Data Processing *3 Ares Black Sky drones while using RCC. The building contains 60 of those Drones, all equipped with different deadly weapons from the book, each Hacker controls 6 Drones remotely.
After 5 minutes the 4 Mundane Security arrive from inside the Site, they need time to equip their gear and were sleeping.
Once or rather if the Runner team beats them the site is defeated and nothing more will come for several days.
« Last Edit: <10-05-19/1817:11> by CigarSmoker »

PatrolDeer

  • *
  • Newb
  • *
  • Posts: 69
« Reply #1 on: <10-03-19/1735:39> »
Hey Brother!

Nice job, I certainly will use this one as I am starting a new campaign in 6E. Especially the Matrix and Magical security is something I have to work on.

What I thought about is:

Points of entry: doors, fire escapes, windows, ventilation, sewers. And there are Magical and Matrix as you mentioned.

Security: Locks, mechanics locks, maglocks, magical locks, Biometric scanners, ye old barbed wire, electric wire,...
Alarms - trip wires, pressure pads, heat sensors, movement sensors. Drones running autosoft and an alarm connected to local gang ( the gang is probably running a protection scheme anyway),  your favourite B rating security company, or even local neighbour patrol (made out of some SINless military veterans, some old school runners maybe for the low level security. Depends on a place of course.
Noise and barriers: if the walls are made out of various stuff what would be the level of noise going deeper and deeper into the facility?

Counter measures: Does the drone shoot lead or stun rounds ? Will the response team go in for kill, what are their tactics ?
Is there IC to protect the host, will the IC do nasty stuff, like link-lock ? Are there physical, matrix or magical traps ?

Probably the higher we will go, the heavier the static counter measures will be, but people are creative, for example a trip wired "dart" gun shooting stealth tags. Cheap, sneaky, and certainly not cool when you woke up in your squat with flashlight in your face and rough laughs of local gangers behind it.

Good that you started the thread!
« Last Edit: <10-03-19/1827:32> by PatrolDeer »

CigarSmoker

  • *
  • Chummer
  • **
  • Posts: 237
« Reply #2 on: <10-03-19/2129:26> »
Points of entry: doors, fire escapes, windows, ventilation, sewers. And there are Magical and Matrix as you mentioned.
Especially exits are interesting.

Example 1
One huge Door in Front.Structure Rating 5 (lowest as p.240 suggests) Secure with a Maglock Rating 2, which is slaved to the Host making it double vulnerable. Can be hacked via Matrix or with Sequencer.

Example 2
has only one Entrance. The Runners can only sneak in through the single Entrance or force their way in trough windows or walls. Windows have Structure Rating 9 (as p.240 suggests) the Walls are made of Brick Rating 12. Windows and Brick wall contain inside wires that are connected to the Host. When you cut the Wires by Force that informs the Host. (P.241 A wire ....)
Then - when informed - the Rigger will Jump into the Doberman Drone and go looking.

So the "best" way inside is either
a) legwork allows finding out that the Rigger has 5 other Buildings to watch. Group produces distractions at the other buildings and then just walks in the one they need.
b) Group Hacker takes Over the Host and stops the Alarm from reaching the Rigger and they simply destroy a Window.

Example 3 has many Entrances but all of them are equally secure. The Windows are Rating 11, but else everything like in example 2. "Best" way in is similar to Example 2.

Noise and barriers: if the walls are made out of various stuff what would be the level of noise going deeper and deeper into the facility?

Keep it simple until you have control of the Host in Example 2 and 3 there are Jammers inside but only deeper in the building, 2 rooms away from the outer walls. The Jammer Rating is 6, and thus Noise Rating 6. Jammers are slaved to Host.

Counter measures: Does the drone shoot lead or stun rounds ?

It shoots regular lead to keep it simple. But that depends on the Group if they all are kind of peacefully might be stun too ^^.

Will the response team go in for kill, what are their tactics ?

in Example 1 it depends, when the Group made a massacre  the response team goes in for kill. If not the response team wants to take everybody into custody and if the Group is captured their Fake SINs hold and they can go after 24 hours.

Default Team has explosive Ammunition loaded, i wouldnt change much.
2x3 Swat Officers PR5 fighting as Grunt Group (split them if you want them to win)
2x Mages P5
1x Rigger PR3 with buffed Stats driving their Car

They come in a Range Rover Model 2080 (and they are not in a hurry)

If they have casualties they call in the super heavy cavalry - the Runner team should at least then start retreating.

SHC being PR7 Team - similar from the Member specialities like the other team - coming in hot with a GMC Banshee (1000 km/h)

Example 2
There might as well just 2 PR3 Security Officers arrive at first.

Later a similar setup like in Example 1.

Example 3

Depending what is actually the Target of the Group one of the upper Scenarios can be used.


---

Hello there ;)

i will later write more thanks for the feedback.

Kirklins

  • *
  • Newb
  • *
  • Posts: 53
« Reply #3 on: <10-03-19/2139:55> »
Nice building blocks.

If I may, one of the things I like to do to make things interesting is use uneven security levels. Figuring out the hole or the spike and then backstory that to explain why winds up giving me personality for the run and a good baseline for the inevitable unexpected questions. It also better encourages legwork.
GM in training
for a long, long time now

CigarSmoker

  • *
  • Chummer
  • **
  • Posts: 237
« Reply #4 on: <10-04-19/0434:18> »
Nice building blocks.

If I may, one of the things I like to do to make things interesting is use uneven security levels. Figuring out the hole or the spike and then backstory that to explain why winds up giving me personality for the run and a good baseline for the inevitable unexpected questions. It also better encourages legwork.

Thanks.

In real life buildings/properties are supposed to be equally secure, for example look at a security Fence in a Area with a negative Downhill Grade, the Fence will always be like 2,20m wherever you look.

But in fact often buildings have flaws like that the Fence would be only 1m at some point. This gets more unlikely the more powerful the owner is. For a small corporate that can make sense but a Megacorp should not have a hole in the fence or some left open window.

The security flaw in example 2 and 3 is that they use the same Rigger(they have Hacker abilities too) to protect several buildings. The Group should be able to find that out rather easy to give them the oppurtinity to use that. And the Wires in  the Wall are nothing fancy, the Groups B&E should get that by legwork or when being there with Perception. They might see the tiny wires in the Window glass.

And i left it open whether they Group wants to enter at "Workhours" or at "Night" Workhours they could fake some Maintenance Team too and so on

-----------------
[...] Drones running autosoft and an alarm connected to local gang

That depends much on the Group. Normally the Corporation would try to work as cheap as possible, paying wages is expensive. This means dozens of Security Personal (Mages, Riggers, Hackers) would be very expensive and having lots of "Mooks" is a playstyle thing but for a PR1 Gang it makes sense to send them in bigger numbers.

I would consider Drones running on Autosoft a liability but the Rigger in Example 3 should be able to use the other Steel Lynxes with Autosoft (Maneuver, Evasion, Weapon, Virtual Machine) when there is only him alone avaiable. I would give all the Riggers Decks instead of RCC and make them the Hacker as well. (Exec love saving money)
Thus letting the Software run on the Drone directly. He could always tell the Machine "kill these persons, turn Wireless back on in 5 Minutes" and then switch the Wireless off and let the Pilot software try its best.

-----------------
Security: Locks, mechanics locks, maglocks, magical locks, Biometric scanners, ye old barbed wire, electric wire,...
Alarms - trip wires, pressure pads, heat sensors, movement sensors. [...]

Thats again a playstyle thing, placing cameras in areas where an Intruder has to come trough is already considered a trap.

A real trap could be the vestibule front door being open, but when you come in and are detected the front door closes, so you are between two locked doors. (could use some Gas then too)
but that would only be a thing when the corporation has total power in the area. Nowadays this is not allowed in fact it would be counted as murder in case the Intruder dies there.

Trip wires, heat sensors, Cyberware scanners. Depends if the group likes that kind of "mission impossible" stuff. I would say Cyberware Scanner, Olfactory Scanner for Explosives/gun and so on could be in the Entrance area. But i would wave that under "too expensive, they want to save money".

« Last Edit: <10-04-19/0457:13> by CigarSmoker »

Quicksilver

  • *
  • Newb
  • *
  • Posts: 10
« Reply #5 on: <10-04-19/0522:03> »
For me just one entrance in basic building isn't cool. Windows, backdoors, personnel entrance, basement - these things make infiltration more complex and interesting.

CigarSmoker

  • *
  • Chummer
  • **
  • Posts: 237
« Reply #6 on: <10-04-19/0527:33> »
Thats just playstyle then but obviously its easier to defend fewer entrances ?

Why should anybody open a building up thats supposed to be secure ? Multiple fire exits can be circumvented today and you only need the 1 Main entrance then ... look around in buildings of today.

Obviously there are thing in Roleplaying Games that are just there (like a Lich Lord waiting 1000 years in his crypt for a Group of Heroes to arrive ...) and i would not change any building in official Runs.

Things like Basement i didnt cover but you should be able to dig in there as well in the end Players have to come with their own ideas, and i didnt map out the area. Roof could have some weak spots too.

Quicksilver

  • *
  • Newb
  • *
  • Posts: 10
« Reply #7 on: <10-04-19/0533:41> »
Well, I'm sure, that nowadays pretty every shop/cafe has a personnel entrance. In big office buildings you can find some fire exits and so on. And I'm don't think that 50 years later this will change

CigarSmoker

  • *
  • Chummer
  • **
  • Posts: 237
« Reply #8 on: <10-04-19/0535:13> »
It has already changed you might have noticed that i work in that area. But yeah personal entrances, Fire Exits and so on are definitly possible to exist. But again why install them when no one forces you to ?
---
In case you wonder how a building can skip the Fire exists, you can for example keep a positive Pressure in the stairwell thus pushing smoke out. (simplified) English is not my native Language so i dont have all the right nomenclature.
Since Shadowrun is an old Game its obvious there is a shift between real and SR.

A Runner Team wouldnt even get in a Mall in Israel of today when they just try by finding some open window.

---
to add a few things regarding exits/entrances:(remember Shadowrun is dystopic future)

Buildings like schools, kindergarden, hospital would be hard to get in but easy to get out, many Fire Exits to allow the Person to leave the Building fast

Normal buildings should be balanced between coming in and out a very old office building thats 100 years old (so its from 1980) would probably have no security at all, just some dude checking every hour at night from the outside.

Prisons, should be easy to get in hard to get out. (obvious right :) )

High Security Corporation buildings (like the one in example 3 would be at the lower end) should be hard to get in a bit easier to get out (just demolish the wall with Explosives, then run)
« Last Edit: <10-04-19/0659:37> by CigarSmoker »

DigitalZombie

  • *
  • Omae
  • ***
  • Posts: 744
« Reply #9 on: <10-04-19/1641:58> »
Dunno if we can post our own buildings, but here goes.


Gene&Erics cleaning company
A cleaning company that mostly caters to Aztec affiliated companies. They mostly use a host of cleaning drones and a few grumpy overseers.
The overseers are overworked and underappreciated. They often have a single or 2 ranks in engineering and piloting.
While the company in itself isnt super exiting, they do have a lot of paydata on other more powerful companies.

Runner hooks: social engineering will reveal some inside information, like the patroling drones, mana ward, the purpose of the second host etc.

The CEO has an bunrako parlor addiction, he will do almost anything to keep that hidden from his wife.  Anything from fauling to report a breach in his security... or using company funds to kill any nosy runners...


Meat world security: front and back entrance with cameras, and rating 2 maglocks (key cards).
The company also has an integrated garage, with a camera and maglock rating 2.

The several drones patrol the interior, they run primarily with their pilot and clearsight. They are ordered to alert a local security company when detecting intruders, or going offline.( not sending their all is ok signal for more than 5 minutes).
Security goons will arrive shortly when alerted.


Magical security: the company has a contracts with ( someones elses magical company).
The company has a ward on the second floor, the ward isnt permanetely, but is renewed each month. The cleaning company is obligated by their more powerful business customers to have a manaward to secure the Access to their special host.
If a breach is detected in the manaward, security goons will arrive shortly.

Runner hooks: legwork will reveal that sometimes the ward runs out, before it is renewed. Noone in Gene&Erics has astral perception, so they cant check it themselves. By the books the Ward should have a length of 5 Weeks, getting renewed the on the 9th each Monty. In reality its only active for about 4 Weeks.


Matrix security: The company has 2 hosts, 1 standard public host, and one for more sensitive client data.

The public host is sculpted as a sleek, pastel coloured open office, with lots of windows and shiny surfaces. A lot of happy workers are cleaning all the surfaces ( even though the company primarily uses drones). They constantly greet visitors and bombards them with slogans and company offers.  One of the cleaners doesnt interact with visitors, other than a friendly nod- thats the patrol IC. The other IC will when the alarm sounds, they are also Friendly cleaners, and fight with cleaning tools and soap.

Rating 2 public host host ( Attack:3  Sleaze:2  DP: 5 Firewall: 4)
The host has 3 IC, patrol, Acid and Blaster. ( it can only run 2 at a time, and will automatically run the next IC, when one is defeated).


The second host is sculpted like a glass pyramid, while its clean and shiny it seems somewhat intimidating. All IC are sculpted like various glass golems.

The second host is only accesible through the first host
Host rating 4 ( attack 7, sleaze: 4, DP: 5, FW: 6)
It has 5 IC (4 can be run at a time) patrol, blaster,binder,  killer, crash

The company has a matrix security contract with company ( someone elses creation), which will deliver a security spider when a host is compromised.
The second host is only accessible from the second floor, within the manaward.



Runner hooks: the second host has a lot of information regarding their customers, primarily Aztec companies. Cleaning schedules, basic passkeys, IDs, basic blueprints of floorplans etc.

Question: can IC be reloaded when defeated ? I cant find anything about it in the CRB. And can they just be crashed as a program? Without being reloadable?


Edit: Ive updated the part about their magical and Matrix security, as a response to Cigarsmokers comment.

Question: can you actually have a host that is only accessible from certain physical locations?

« Last Edit: <10-06-19/1557:19> by DigitalZombie »

CigarSmoker

  • *
  • Chummer
  • **
  • Posts: 237
« Reply #10 on: <10-04-19/1958:20> »
Dunno if we can post our own buildings, but here goes.
[...]
As thread starter i can only say i dont know how the ressources are to be structured here :) i just thought informations about this particular field of 'Run'ing seemed to be missing. Feel free to ask anything and i try to answer (but im no SR expert on lore. i just know a lot about real life security measures)

[...]Question: can IC be reloaded when defeated ? I cant find anything about it in the CRB. And can they just be crashed as a program? Without being reloadable?
p. 185Host Security and Architecture
A host can launch one IC program per combat round, at the beginning of the turn, and can have up to its rating in IC programs running at once. Hosts may only run one
copy of each type of IC.
You can read that on the pages 186 and further.

For my examples the Hosts in example 2 and 3 will be advised if the Security Hackers are alarmed to call Sparky and Killer  IC. Default is Partol IC which just searches for illegal actions. (p.186 ff). The security Hackers are generaly adviced to preserve life for publicity reasons.

For my examples: in example 1 its Patrol IC only.
Example 1 uses only White Ice per Default (note: when a Player Hacker has used for example Probe/Backdoor entry there is no reason for the IC to attack the Hacker as long as he does legal actions. This may stop with a failed test or glitch (GM has last word, be gentle as it seems Hackers were underperformers in 4th and 5th Edition as far as i know )

Edit:

I add some things regarding WeakSpots in Security:

As GM i try to find synergies for the Group Members to solve problems. There should be weak spots anyway even in a carefully designed building. The Runners are the Protagonists and supposed to be good at what they do.

Synergies:
- Hacker hacks the Building Host, Troll with high Strength beats in one of the Windows (even for 9 Structure rating only need DV 5 = 9 Str to do that)
( Groups without Hacker they find out by Legwork that one of the Windows was recently replaced and is not yet included in the system, can just beat in as above.)

- Group finds out that there is a Ventilation shaft on the Roof thats rather large, a B&E expert with high Agility can just slip in. Once inside he opens some Fire Exit, need a Hacker again to keep Alarm from going off. Can reach Roof either by climbing, flying Vehicles or Levitate spell.
(Without Hacker again Legwork might help to figure something out)

- Group finds out by Legwork that the Rigger doing the shift is totally into some kind of Person or Type of Person. Mage turns the Groups Face with Physical Mask spell into that Person and the Face talks his/her way in.

On a side note:
Host guarding the Building and the one containing Data should be separate, thus forcing the Hacker to get an Access inside (oldschool Shadowrun).
« Last Edit: <10-05-19/0621:22> by CigarSmoker »

CigarSmoker

  • *
  • Chummer
  • **
  • Posts: 237
« Reply #11 on: <10-05-19/1115:41> »
Updated first post, included a 4th example. On a side note for example 4 thats still me using velvet gloves :) its a game and supposed to be fun so there have to be big holes in the security. Especially in the Magic area you can setup a few things that basically are a 100% to chance to get an Alarm going off, but thats against the lore, where Blacksites have been succesfully infiltrated in the past.

---
Magical security: the company has a contracts with ( someones elses magical company).
The company has a ward on the second floor, the ward isnt permanetely, but is renewed each month.

I like your example the only thing i wonder as reader why is there a ward on the second floor, there should always be a purpose for each security measure. Maybe i missed that tough (i read it twice now)

In  real life this works as follows:
- You try to presee a risk  (ranging from someone could listen into our conversation or someone could come astrally and instruct a spirit to slaughter us)
- You think about the risk and about how you want to deal with it.
- a ward would be a good way to deal with astrally projecting mages listening into your communication, (but you would have the same effect when just using DNI to talk with the others, no way to magically intrude) but against a spirit slaughtering mundanes it would only be a slow down, so not very effective.
There are several reasons why a ward could still be set up just for the purpose of talking (like a showoff "we are so powerful, we have a ward!")

so always imagine when mapping out a security measure for your game "what would an exec say?" they would tell you: no, we dont need that expensive ward we just use DNI

Since you use nomenclature like social engineering maybe you know a deal or two about security as well :) but well i try to explain what i know
« Last Edit: <10-05-19/1932:16> by CigarSmoker »