[spoiler]
since they have 10 seconds at least to reach exits and I got 3 IP per three seconds of combat turn, it means I have at least 10 IPs of actions before they exit.
I'll make the opposing rolls until I'll get detected or something.
CT #1, IP2
target first commlink, hack on the fly
Hacking(4) + Specialization(2) + Exploit (5) ->
11d6.hits(5)=2total 6 hits, logged in on security account
commlink get a second detection attempt
Firewall(3) + Analyze(2) ->
5d6.hits(5)=2 total 3 hits,
CLEAN ENTRY
CT #1, IP 3
inside first commlink, simple action, delete all stored files. simple action shut the cybereyes off if present.
[/spoiler]
The firewall was backed up with passive IC, but it was still really loosy. Under two seconds, without even need to dropping into VR the dwarf hacked his way inot security priviledge account. Once inside th AR overlay listed simple file structure with a link to peripherals. Leaving sniffing around until later Jerry quickly snapped command to trash all the files and issued command to turn off the cybereyes.
EDITED: moved further to maintain continuity