From: | zebulingod@*******.net (Zebulin) |
---|---|
Subject: | Hacking a Smartlink in SR4 |
Date: | Sun, 2 Oct 2005 12:38:47 -0700 |
turn off their Smartlink (or what have you). From what I figured, he'd have
to do this:
Extended Test (1 Combat Turn) to locate the PAN of the user.
Extended Test (1 Combat Turn) to decrypt the signals from the user.
Simple Action to sniff the data (now unencrypted) to find the Smartlink.
Simple Action to command the smartlink to turn off.
So, approximately 2 full Combat Turns (6 seconds) plus another full
Initiative Pass (possibly another 3 seconds) to turn off a Smartlink.
Is that right? Did I miss something? Could a Hacker cause the Smartlink to
take dice away from the shooter's pool, instead? (So, instead of giving a
+2, give it a -2 because it's subtly moving the targeting point away.)
Zebulin
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