Shadowrun
Shadowrun Play => Rules and such => Topic started by: jtkirk22 on <04-13-20/1034:59>
-
Hi,
couldn't find answers to the following questions:
1.) Matrix Damage + Device: As a hacker, to which device is matrix damage applied? Commlink/Cyberjack oder Cyberdeck?
2.) Program slots: If I use a Cyberjack instead of a commlink. Are program slots of my commlink added though? Or do I really have less program slots with a cyberjack than with a commlink?
3.) Movement: Is it possible to "split up" the movement of one movement action (like in D&D). E. g. Move 6m - use a different action - move 4m.
Thanks in advance!
-
1) this needs/awaits clarification. My personal answer is the device that currently gives firewall. This potentially means either the cyberjack OR the cyberdeck, as you can swap a cyberdeck's A/S values into D/F...
2) I don't see why you can't benefit from programs running on a commlink
3) GM discretion. Generally I'd say yes.
-
1. IMO, the Device that was targeted. If it's a Persona Icon that was targeted, then whatever Device that was used to form the Persona Icon. Usually the Cyberdeck/Commlink, although 6E is much less clear than 5e on which Device is actually being used to form a Persona. I'd give the PC a choice, but they can't switch without a Reboot action.
-
1. IMO, the Device that was targeted. If it's a Persona Icon that was targeted, then whatever Device that was used to form the Persona Icon. Usually the Cyberdeck/Commlink, although 6E is much less clear than 5e on which Device is actually being used to form a Persona. I'd give the PC a choice, but they can't switch without a Reboot action.
That's pretty similar to my answer, given that you can't swap ASDF values in the middle of a hack/cybercombat.
-
1) Tough question, as SSDR already pointed out. I think Iīd actually let the attacker choose the device. Else, a cheap hacker could easily keep the expensive stuff out of harmīs way by running the persona on a commlink. Also, it adds a bit of tactical depth.
2) Unclear as well, but Iīd be surprised if these are supposed to stack. The programm slots of Decks are already stacking up pretty high on their own, to a point were its less about having enough slots and more about managing the additional OS.
Side note: To add further confusion, p. 184 states that the number of programms is actually limited by the Data Processing Attribute. This one likely slipped through Errata, though.
3) Strictly RAW, nope. Iīd absolutely allow it though, but with a second Minor Action.
-
to which device is matrix damage applied?
Book doesn't really say, but if your matrix persona is targeted then I would rule that Matrix damage will be soaked by the device you are using to access the matrix with.
For regular users, that normally use a commlink (+ datajack or trodes), this will be the commlink.
For riggers, that normally use a RCC (+ control rig), this will be the RCC.
For deckers, that normally use a cyberdeck (+ cyberjack), this will be the cyberdeck.
For technomancers, that normally use a living persona rather than a device, matrix damage will instead be soaked by their regular condition monitor(s)
do I really have less program slots with a cyberjack than with a commlink?
Book doesn't really say, I would rule that program slots are provided by the device you are using to access the matrix with.
For regular users, that normally use a commlink (+ datajack or trodes), this will be the commlink.
For riggers, that normally use a RCC (+ control rig), this will be the RCC.
For deckers, that normally use a cyberdeck (+ cyberjack), this will be the cyberdeck.
Technomancers, that normally use a living persona, don't have program slots (but they might learn echos to emulate specific programs)
Is it possible to "split up" the movement of one movement action
Book say that you are not allowed to take more than one movement related action (Avoid Incoming, Move, Sprint) per round. You are for example not allowed to move up to 10 meters, take a shot and then move up to 10 meters again (or avoid an incoming AoE later in the round after you already used a Move action).
But it sound more like you are asking if you are allowed to move [out of cover] to take a shot and then move [into cover] again while not using up more than a total of 10 meters. While this might sound harmless I would only allow this If and Only If it is not being abused.
Let me expand on that a bit.
IF you choose to allow this THEN you need to be aware of that your players can start to run out of cover to fire their gun and then run back behind cover before opponents get a chance to fire back. And then GM will have the NPCs start doing the same. Then you will get very strange fire fights where nobody actually have a direct line of sight to anyone ever ;)
By RAW this would be either be resolved by moving [out of cover] with the Move minor action (or perhaps Stand Up minor action depending on situation), taking your Attack major action and then you finish your turn with a Take Cover minor action OR by staying in cover while taking your Attack major action (by either spending a minor action or two edge to Fire out of Cover and not earning edge on the attack).
Not by taking a Move minor action "that you split in two".
-
1. Original intent was based on Firewall, but things got changed so Firewall could be swapped ... so there is the confusion. I've submitted a couple of different suggestions for clarity but nothing has made it into print yet. As Hobbes and SSDR both refer to this should be chosen when you form the persona (ie go online) and not be changed with logging off and doing a full reboot.
2. I don't have a problem with them stacking, but I would generally rule thatcthe cyberdeck overrides the commlink ... cyberjacks do not run programs at all.
Side note to Fin .. yeah that got altered and not changed for print apparently though DP is a factor inured when setting the original program limits
3. Technically no, but as others have stated it would break anything if yes
Edit:: Xenon posted while I was typing... just splitting your movement distance would not be a problem but using it to move in out of cover would be a hard no
-
1) Considering the fact that if your implanted commlink gets bricked, you're looking at 6P damage, it better not be the cyberjack!
3) Not allowing it can feel restrictive, but allowing it lets people abuse line of sight and cover mechanics. Pick your poison. When in doubt, though, I would go with player freedom.
-
Thanks for all your replys.
Concerning Cyberjacks:
the cyberjack harnesses the immense processing
power of the brain to take on Matrix protocols and
encryption schemes. (p. 283)
Does that mean that Cyberjacks are supposed to run to increase the stats of a commlink (meaning: A hacker uses a Cyberdeck + Cyberjack + Commlink). Or does a hacker use a commlink INSTEAD of a commlink?
-
A commlink add nothing for a decker that already have both a cyberdeck and a cyberjack. You are not required to have all three devices.
-
The only think a commlink does that a cyberjack doesn't is make phone calls ... and arguably can do that via voice over matrix.
If you have a cyberjack there is zero need or desire to own a commlink unless you want a throw away cell phone.
By contrast if you don't want to invest in a cyberjack you will need a commlink to pair with your deck. Plus either trades or a data jack
In fictional terms the cyberjack allows a hacker to process the matrix almost (need a deck for the full effect) like technomancer if that makes more sense to you.
-
...and arguably can do that via voice over matrix.
I always pictured that this was what the Send Message matrix action was used for.
Speaking of matrix actions.
Book doesn't seem to mention which actions you cannot take and which programs you cannot use if you don't have a cyberdeck (or a living persona) / which actions that require that you have a Sleaze or Attack rating. I didn't really like the Limits we had in the previous edition, but at least they made it clear which matrix attribute you were required to have in order to take an action.
Devices
In game terms, the difference between a commlink and a cyberdeck is that the cyberdeck possesses the Matrix Attributes needed for hacking
Hack
See Brute Force or Probe Hack
Book doesn't say, but I am assuming that actions and programs that are explicitly "linked" to either Attack (Brute Force, Data Spike & Tarpit as well as Biofeedback & Blackout) or Sleaze (Probe & Backdoor Entry as well as Stealth & Trace) require that you actually use a cyberdeck.
But what about other actions that require the Cracking skill and does not require that you first hack access. Outside actions, such as Spoof Command. Would a rigger using a RCC (and not a cyberdeck) be able to take the Spoof Command action (which is not linked to either Attack or Sleaze), as long as he have the proper Cracking skill of course?
And what about other illegal actions that does not use the Cracking skill. Such as the Hash Check action. Would a reporter just using a regular commlink be able to take the Hash Check action to search for a specific file even if it is encrypted?
And what about other hacking programs, that are not linked. Can you run Fork on a commlink to send the same instruction to two different drones at once? Can you run overclock on a RCC to gain a positive dice pool modifier of 2 dice when remote controlling your car?
Another thing Limits made clear was how the end user experienced the hack attempt. Attack actions being violent and always immediately obvious on success (but did not raise any alerts on a failed attempt, and even damaged the hacker) while sleaze actions were discrete and silent (unless you failed, in which case the target didn't just notice the attacker - they even gained access on the hacker).
Even though the book doesn't say, I am assuming that actions linked to Attack are still immediately obvious and that they no longer deal damage on fail, but will they now still be subtle on a fail or is the intention that for example a failed data spike or brute force attempt to be obvious in this edition?
(Book seem to be more clear when it comes to the few actions that are linked to sleaze - in this edition they are not only subtle on success, they now also seem to be subtle even if you fail)
But how obvious are other actions?
Some actions not linked to sleaze still "feels" like they should be stealthy, like Snoop and Format Device for example (which both explicitly used to be Sleaze actions in the previous edition).
While other actions not linked to attack "feels" like they should still be obvious, like Crash Program and Crack File for example (which both explicitly used to be Attack actions in the previous edition).
I guess what I am missing here is the whole "Noticing hackers"-chapter :-/
-
Anything that is linked to an attribute is action that requires that attribute to be used. All nonlinked actions do not. Yes that means anyone can attempt the outsider actions ... especially riggers using an RCC.
Attack linked actions are always noticed, all other actions (unless noted otherwise) are detected on a failed roll only
-
Nice. That actually explains a lot. Many thanks for clearing that up! :)
-
Anything that is linked to an attribute is action that requires that attribute to be used. All nonlinked actions do not. Yes that means anyone can attempt the outsider actions ... especially riggers using an RCC.
Ouh, wasnīt aware of that. Really like that! Itīs cool to see the cracking skill having a bit of a use even without a Cyberdeck.
Spoof command without a Deck is a pretty big deal, though! Does it at least use Matrix Attack and Defense ratings then?
Or is that only for data spikes, Tarpits and the 2 hacking options?
Side note: I think that riggers should have some option to perform traces as well. Currently, a trace needs admin access, so itīs not really an option for riggers. But maybe they are able to "triangulate" a target if its in the reach of their slaved drones, without the need for admin access. Would be cool if both Matrix Archetypes had this option, but with different methods to get the job done.
-
Anything that is linked to an attribute is action that requires that attribute to be used. All nonlinked actions do not. Yes that means anyone can attempt the outsider actions ... especially riggers using an RCC.
Ouh, wasnīt aware of that. Really like that! Itīs cool to see the cracking skill having a bit of a use even without a Cyberdeck.
Spoof command without a Deck is a pretty big deal, though! Does it at least use Matrix Attack and Defense ratings then?
Or is that only for data spikes, Tarpits and the 2 hacking options?
Side note: I think that riggers should have some option to perform traces as well. Currently, a trace needs admin access, so itīs not really an option for riggers. But maybe they are able to "triangulate" a target if its in the reach of their slaved drones, without the need for admin access. Would be cool if both Matrix Archetypes had this option, but with different methods to get the job done.
Yes you still have AR and DR to figure in for Edge gain ... so yes even taking those outsider actions without a deck is not optimal but absolutely possible
Riggers are planned to get much more love in their own book ... including ways of gaining access and other uses of Attack and Sleaze. For the CRB we focused on making sure they could defend themselves at least.
-
Side note: I think that riggers should have some option to perform traces as well. Currently, a trace needs admin access, so itīs not really an option for riggers. But maybe they are able to "triangulate" a target if its in the reach of their slaved drones, without the need for admin access. Would be cool if both Matrix Archetypes had this option, but with different methods to get the job done.
It was less tricky in 5e, but I see a role for triangulating the source of a matrix (radio) signal as a function of Electronics Warfare. It's as true on the face of things as "firing a gun should be covered by the firearms skill". The Trace Icon matrix action follows the "pseudo IP path" through whatever misdirection is represented by your Sleaze attribute, rather than simply identifying the radio broadcast frequencies and using trigonometry to pinpoint its origin. Of course, now in 6we it's a specialization of a skill Riggers are unlikely to take :(
It's absolutely not spelled out, but in my view a rigger (or a drone using the Electronic Warfare autosoft) in "sufficient proximity" to the matrix signal source can use Matrix Perception to pinpoint the signal, then use Cracking (Electronics Warfare) to replicate the effect of a Trace Icon matrix action. No access necessary/doable as an Outsider. The hitches would be that 1) the rigger (or his drone) has to already physically be "in the vicinity" of the source, 2) "in the vicinity" is completely up to GM fiat, and 3) the Matrix Perception threshold to identify the signal is up to GM fiat and finally 4) the Cracking (Electronics Warfare) threshold to pinpoint the origin is also completely up to GM fiat.
-
Side note: I think that riggers should have some option to perform traces as well. Currently, a trace needs admin access, so itīs not really an option for riggers. But maybe they are able to "triangulate" a target if its in the reach of their slaved drones, without the need for admin access. Would be cool if both Matrix Archetypes had this option, but with different methods to get the job done.
It was less tricky in 5e, but I see a role for triangulating the source of a matrix (radio) signal as a function of Electronics Warfare. It's as true on the face of things as "firing a gun should be covered by the firearms skill". The Trace Icon matrix action follows the "pseudo IP path" through whatever misdirection is represented by your Sleaze attribute, rather than simply identifying the radio broadcast frequencies and using trigonometry to pinpoint its origin.
It's absolutely not spelled out, but in my view a rigger (or a drone using the Electronic Warfare autosoft) in "sufficient proximity" to the matrix signal source can use Matrix Perception to pinpoint the signal, then use Cracking (Electronics Warfare) to replicate the effect of a Trace Icon matrix action. No access neecessary/doable as an Outsider. The hitches would be that 1) the rigger (or his drone) has to already physically be "in the vicinity" of the source, 2) "in the vicinity" is completely up to GM fiat, and 3) the Matrix Perception threshold to identify the signal is up to GM fiat and finally 4) the threshold to pinpoint the origin is also completely up to GM discretion
Thatīs about the same way I handle it right now. Basically, the Hacker "convinces" the device to tell him where it is, while the rigger uses classic EWar signal triangulation. Itīs easy to kitbash a little houserule for this, but it would be cool if there was something more official.
Riggers are planned to get much more love in their own book ... including ways of gaining access and other uses of Attack and Sleaze. For the CRB we focused on making sure they could defend themselves at least.
Well, strictly RAW, you could form a Rigger/Decker "hybrid PAN" with an RCC and a Cyberdeck - but I remember that you stated somewhere else that this is not intended?
TBH: Intended or not: I think it actually does work out quite well, with a few assumptions added:
- You have to choose which Program Slots apply.
- Since the D/F Attributes of RCCs are fixed, they also canīt be swapped with the A/S Attributes of a Cyberdeck, so the "Hybrid PAN" has only a narrow scope for Attribute Adjustments.
Sounds a like valid setup, and not just for Rigger/Hacker hybrids. Due to the rigid Attribute Array and the missing Cyberjack Bonus, itīs worse for "pure" hacking than the Deck+Jack setup. However, some players like to merge these two roles, and even a "pure" Rigger can profit from introducing a deck to the network, because the Sleaze Attribute helps to hide the drones from Matrix detection and traces.
-
Side note: I think that riggers should have some option to perform traces as well. Currently, a trace needs admin access, so itīs not really an option for riggers. But maybe they are able to "triangulate" a target if its in the reach of their slaved drones, without the need for admin access. Would be cool if both Matrix Archetypes had this option, but with different methods to get the job done.
It was less tricky in 5e, but I see a role for triangulating the source of a matrix (radio) signal as a function of Electronics Warfare. It's as true on the face of things as "firing a gun should be covered by the firearms skill". The Trace Icon matrix action follows the "pseudo IP path" through whatever misdirection is represented by your Sleaze attribute, rather than simply identifying the radio broadcast frequencies and using trigonometry to pinpoint its origin.
It's absolutely not spelled out, but in my view a rigger (or a drone using the Electronic Warfare autosoft) in "sufficient proximity" to the matrix signal source can use Matrix Perception to pinpoint the signal, then use Cracking (Electronics Warfare) to replicate the effect of a Trace Icon matrix action. No access neecessary/doable as an Outsider. The hitches would be that 1) the rigger (or his drone) has to already physically be "in the vicinity" of the source, 2) "in the vicinity" is completely up to GM fiat, and 3) the Matrix Perception threshold to identify the signal is up to GM fiat and finally 4) the threshold to pinpoint the origin is also completely up to GM discretion
Thatīs about the same way I handle it right now. Basically, the Hacker "convinces" the device to tell him where it is, while the rigger uses classic EWar signal triangulation. Itīs easy to kitbash a little houserule for this, but it would be cool if there was something more official.
Riggers are planned to get much more love in their own book ... including ways of gaining access and other uses of Attack and Sleaze. For the CRB we focused on making sure they could defend themselves at least.
Well, strictly RAW, you could form a Rigger/Decker "hybrid PAN" with an RCC and a Cyberdeck - but I remember that you stated somewhere else that this is not intended?
TBH: Intended or not: I think it actually does work out quite well, with a few assumptions added:
- You have to choose which Program Slots apply.
- Since the D/F Attributes of RCCs are fixed, they also canīt be swapped with the A/S Attributes of a Cyberdeck, so the "Hybrid PAN" has only a narrow scope for Attribute Adjustments.
Sounds a like valid setup, and not just for Rigger/Hacker hybrids. Due to the rigid Attribute Array and the missing Cyberjack Bonus, itīs worse for "pure" hacking than the Deck+Jack setup. However, some players like to merge these two roles, and even a "pure" Rigger can profit from introducing a deck to the network, because the Sleaze Attribute helps to hide the drones from Matrix detection and traces.
Yes, I said you can cannot combine a deck and RCC ... I got over ruled. Allowing it opens up the hybrid a lot more ... which was not intended until the splatbook.
Also nothing stopping a rigger from using a cyber jack too ... other then investment vs limited return on benefits
-
Honestly a cheapie cyberdeck seems like a valid expense for a Rigger. The cheapest cyberdeck is under 25,000 nuyen and gives you a base matrix attack rating of 7. That's fragging viable. You're GAINING edge vs most commlink PANs, and denying edge to low to mid range host networks.
-
...now in 6we it's a specialization of a skill Riggers are unlikely to take
That reminds me. I know we discussed it before, but don't remember if we ever reached consensus on which matrix actions that was affected by which specialization.
Quickly went through the action list and compared it to the previous edition and came up with this:
Cracking - Cybercombat
- Brute Force
- Crash Program
- Data Spike
- Tarpit??? (new action)
Cracking - Electronic Warfare
Cracking - Hacking
- Backdoor Entry
- Crack File
- Disarm Data Bomb??? (used to be Software)
- Probe
- Spoof Command
Electronics - Computer
- Check OS
- Control Device
- Edit File
- Erase Matrix Signature
- Format Device
- Matrix Perception
- Matrix Search
- Reboot Device
- Trace Icon
Electronics - Software
- Encrypt File??? (used to be part of Edit File, so maybe still Computer?)
- Hash Check??? (new action)
- Set Data Bomb
Electronics - Hardware
- Jack Out
- Jump Into Rigged Device??? (used to be electronic warfare)
- Switch device to wireless off
- Switch ownership of device??? (not possible, yet)
Did I miss anything / did something change for this edition / can perhaps some actions be triggered by more than one specialization??
Yes, I said you can cannot combine a deck and RCC ... I got over ruled. Allowing it opens up the hybrid a lot more ... which was not intended until the splatbook.
Also nothing stopping a rigger from using a cyber jack too ... other then investment vs limited return on benefits
OK, this rather radically changes how I used to look at things, up until now.... :-)
So you can basically use a commlink (cheap) and/or a RCC (super useful) and/or a cyberjack (edge actions). You can take both Hide and Spoof Command actions (but without a cyberdeck you will probably give free edge to your target). If you already have a RCC and/or cyberjack you will probably not really benefit much of also having a commlink.
And no matter which device (or combination of devices) you are using for your D/F array you can also add a cyberdeck (hacking, cybercombat, earn edge).
Whichever device will soak matrix damage when your matrix persona is targeted seems a bit confusing, but this can be solved by the attacker declaring the actual device he is attacking (commlink, datajack, RCC, control rig, cyberjack, cyberdeck...)
Honestly a cheapie cyberdeck seems like a valid expense for a Rigger. The cheapest cyberdeck is under 25,000 nuyen and gives you a base matrix attack rating of 7. That's fragging viable. You're GAINING edge vs most commlink PANs, and denying edge to low to mid range host networks.
For sure (but you probably also need to invest into Cracking and Electronics to take advantage of it).
I am looking from the decker point of view. There are pretty strong arguments to get a strong RCC rather than a strong cyberjack. RCCs are super useful, they automatically reduce noise, have similar D/F ratings, can slave a large number of drones and don't cost essence. They don't allow edge actions (but I guess you could invest into a used rating 1 cyberjack just to unlock that).
-
...now in 6we it's a specialization of a skill Riggers are unlikely to take
That reminds me. I know we discussed it before, but don't remember if we ever reached consensus on which matrix actions that was affected by which specialization.
Quickly went through the action list and compared it to the previous edition and came up with this:
Cracking - Cybercombat
- Brute Force
- Crash Program
- Data Spike
- Tarpit??? (new action)
Cracking - Electronic Warfare
Cracking - Hacking
- Backdoor Entry
- Crack File
- Disarm Data Bomb??? (used to be Software)
- Probe
- Spoof Command
Electronics - Computer
- Check OS
- Control Device
- Edit File
- Erase Matrix Signature
- Format Device
- Matrix Perception
- Matrix Search
- Reboot Device
- Trace Icon
Electronics - Software
- Encrypt File??? (used to be part of Edit File, so maybe still Computer?)
- Hash Check??? (new action)
- Set Data Bomb
Electronics - Hardware
- Jack Out
- Jump Into Rigged Device??? (used to be electronic warfare)
Did I miss anything / did something change for this edition / can perhaps some actions be triggered by more than one specialization??
Yes, I said you can cannot combine a deck and RCC ... I got over ruled. Allowing it opens up the hybrid a lot more ... which was not intended until the splatbook.
Also nothing stopping a rigger from using a cyber jack too ... other then investment vs limited return on benefits
OK, this rather radically changes how I used to look at things, up until now.... :-)
So you can basically use a commlink (cheap) and/or a RCC (super useful) and/or a cyberjack (edge actions). You can take both Hide and Spoof Command actions (but without a cyberdeck you will probably give free edge to your target). If you already have a RCC and/or cyberjack you will probably not really benefit much of also having a commlink.
And no matter which device (or combination of devices) you are using for your D/F array you can also add a cyberdeck (hacking, cybercombat, earn edge).
Whichever device will soak matrix damage when your matrix persona is targeted seems a bit confusing, but this can be solved by the attacker declaring the actual device he is attacking (commlink, datajack, RCC, control rig, cyberjack, cyberdeck...)
Honestly a cheapie cyberdeck seems like a valid expense for a Rigger. The cheapest cyberdeck is under 25,000 nuyen and gives you a base matrix attack rating of 7. That's fragging viable. You're GAINING edge vs most commlink PANs, and denying edge to low to mid range host networks.
For sure (but you probably also need to invest into Cracking and Electronics to take advantage of it).
I am looking from the decker point of view. There are pretty strong arguments to get a strong RCC rather than a strong cyberjack. RCCs are super useful, they automatically reduce noise, have similar D/F ratings, can slave a large number of drones and don't cost essence. They don't allow edge actions (but I guess you could invest into a used rating 1 cyberjack just to unlock that).
Yep ... you point out many of the reasons why I am against allowing a deck and RCC to combine. In fact never allow it in my home games.
-
Cracking/Electronics specializations:
Ugh, this is one of my lingering pet peeves with 6we. There simply is no good answer, because ultimately the coverage of a specialization is not legislated by the rulebook but by the GM. So, from an errata point of view, there's nothing to "fix". Now, I personally believe that's not a great answer... as clearly the specializations are simply former 5e skills and those who are familiar with 5e can intuit what they do and don't cover. But in certain cases, the extent and limitations of those specializations are very unclear if you do NOT carry over a 5e perspective. Firearms was one skill that was particularly bad in this regard (what is and isn't a longarm? does an AK-97 fall under longarms, or automatics? etc) Electronics is even worse. (ok, when are you NOT employing a computer when using the electronics skill?) But some fights are won and some are lost. Obviously Firearms got errata'd, Electronics/Cracking did not.
Where the stance that "the GM says what it does and doesn't cover" basically works from an errata point of view, it's going to be gnarly from a SRM point of view. SRM doesn't want the FAQ to turn into guerrilla errata doc, but I'll bet NERPS to nuyen that SRM is going to have to address what the Cracking/Electronics specializations do and don't cover. "For SRM purposes" isn't errata, but it may end up having to be the way this particular knot is worked out.
EDIT: My personal opinion is to call Computer "matrix actions that do not involve a device or data bombs", and Software is "matrix actions that involve a physical device or data bombs", and Hardware "Electronics actions that are not done via Matrix Actions". This rationale ends up splitting matrix actions fairly close to even between Computer and Software, with computer on the shorter end of the list but with the vastly more important actions like Matrix Perception and Matrix Search. Hardware has by far the least number of uses under the matrix rules, but it's invoked in all kinds of other contexts from lockpicking to repairing items. Perhaps most important Hardware function of all is switching Wireless Off, which is now a skill test in this edition. And presumably Hardware will also have an upcoming role in "illegally changing ownership of an item", when we do get rules for that in this edition.
Yep ... you point out many of the reasons why I am against allowing a deck and RCC to combine. In fact never allow it in my home games.
I'm torn. While I want the Cyberdeck to combo with the RCC so that Riggers have a way to hijack drones/vehicles (which seems like something that should be their department), I can see issues with letting deckers use RCCs in combination with cyberdecks. Or, more accurately, using all three at once: Cyberdeck for unlocking A/S actions, cyberjack for init bonuses and unlocking edge actions, RCCs for lots of slaves and doubling up on program slots.
-
If the Matrix book has some "Must Have" Matrix Edge Actions, Cyberjacks become much more valuable.
RCC's noise reduction doesn't work if you've formed your Persona with the Cyberdeck. The RCC is just another widget in your PAN. Between the RCC and any slaved drones, sure, but not for Decker to Target Noise. If you've formed your Persona with the RCC, Matrix Perception just became a Major Action.
Also the RCC is briefcase sized piece of tech to lug around and get through checkpoints. Sometimes that will matter.
There are trade offs to consider, but overall the RCC/Cyberdeck is slightly better (IMO) but not overwhelmingly so.
Mainly it's the Essence cost of Cyberjacks that is just brutal. For a shooty Decker that wants to AR Hack the RCC really becomes the best choice because of the Essence costs. Or any kind of Magical character that wants to be a Hacker.
-
Ahhh, forgot about the Noise reduction... Yeah, that would definetely be too much of a benefit for hackers if unchecked. But that could easily be solved by restricting the Noise reduction of the RCC to commanding its own drones.
Anyways: Sure, itīs tricky to balance the RCC-Deck setup in a way that still keeps the the Cyberjack+Deck setup the better option for actual hacking. There needs to be some restrictions to the benefits you can get from. RCC Noise reduction for hacking? Hard Nope. Additional Programm Slots? Nope (btw, thatīs also a problem with Link/Deck setups). And yes, the Cyberjack could generally use more love.*
But outright banning it? Strongly against that. It recreates a somewhat artificial divide between riggers and hackers and RCC from 5th Edition, were these conceptually close Archetypes were made incompatible just because the persona had to run on one of the 2 devices and no switiching was allowed without losing hacked access. Also, having a way to get a Sleaze Attribute is an overlooked necessity to one of the most important roles of Riggers: Recon. Without it, the pool for a hidden drone to resist matrix detection and tracing is so low that even lower-tier Matrix Experts can easily pull it off.
*About that: It would already make a great difference if the rather unimpressing VR Initiative Bonus were actual Initiative Dice or some other bonus that makes VR more attractive. Because lets be honesst, VR could use some love, too. The +2 Bonus for Hot-Sim is gone and the bonus ID for both VR modes have been lowered as well. Right now, VR is often outplayed by physical initiative enhancements, which allows you to hack and shoot faster. Matrix Perception as a Minor Action doesnīt really make up for that.
-
Hardware has by far the least number of uses under the matrix rules, but it's invoked in all kinds of other contexts from lockpicking to repairing items.
Both lockpicking and repairing matrix damage was moved to Engineering in this edition...
(I can understand picking mechanical locks and repairing non-matrix damage being engineering, but both rewiring the inner circuits in order to control a maglock and repairing electronics that received matrix damage still make a lot more sense as a hardware specialization of the electronics skill IMO)
Perhaps most important Hardware function of all is switching Wireless Off, which is now a skill test in this edition. And presumably Hardware will also have an upcoming role in "illegally changing ownership of an item", when we do get rules for that in this edition.
Good points. I'll edit them to the list above for future reference.
If the Matrix book has some "Must Have" Matrix Edge Actions, Cyberjacks become much more valuable.
You could still "unlock" all of them by simply having a rating 1 cyberjack...
If you've formed your Persona with the RCC, Matrix Perception just became a Major Action.
Still minor action if you have a cyberjack...
-
I am shifting back and fourth on this matter. Lately been reading what the book actually says to get some guidance.
It seem as if you use a single device to "access the Matrix" in this edition as well, just like we did in the previous edition (and just like Hobbes wrote above).
It seem as if most people "access the Matrix" via a commlink. Most commlinks provide active program slots. Commlink is often upgraded with a Sim Module, but to access the Sim Module you also need DNI. Most people seem to get DNI by either wearing trodes or implanting a datajack.
SR6 p. 174 Devices
Most people access the Matrix through a device. Nowadays, everyone has a commlink...
SR6 p. 267 Commlinks
Commlinks are universal communication devices used by virtually everyone all the time...They
also offer plenty of other add-on features.
SR6 p. 174 Devices
Commlinks commonly have an ASIST module (or sim module) that enables the use of AR and cold-sim VR.
SR6 p. 268 Sim Modules
A sim module must be accessed via a direct neural interface
SR6 p. 268 Trodes
This electrode-and-ultrasound net gives you a DNI, or direct neural interface, connection.
SR6 p. 282 Datajack
A datajack gives you a direct neural interface.
It seem as if deckers instead "access the Matrix" via a cyberdeck. That a cyberdeck is to be considered an advanced commlink (that let you hack and gain edge). All cyberdecks provide active program slots. It come preinstalled with a Sim Module already modded for Hot-Sim, but lack a D/F array. A cyberjack seem to be an advanced datajack (rather than an advanced commlink). It also provide deckers with a D/F array and it is required to open up matrix specific edge actions.
SR6 p. 174 Devices
Any clown with a commlink can access the basic functions of the Matrix, but making it do what you want on command requires a cyberdeck...In game terms, the difference between a commlink and a cyberdeck is that the cyberdeck possesses the Matrix Attributes needed for hacking
SR6 p. 267 Cyberdecks
All cyberdecks include hot-sim modules.
SR6 p. 176 Cyberjacks
Cyberjacks are a fairly invasive piece of gear, implanted deep into the brain, and meant to interface more smoothly with a cyberdeck. While they can act as a simple datajack, they also perform the function of integrating the ASIST interface more directly, thus providing superior speed and response times.
SR6 p. 283 Cyberjacks
The cyberjack provides a decker’s primary defense against hacking, offering Data Processing and Firewall ratings that cyberdecks no longer possess, and they also function as a standard datajack. Cyberjacks also allow special Matrix Edge Actions
SR6 p. 175 Matrix Edge Actions
In order to use the Matrix Edge Actions listed below, you must have an implanted cyberjack.
It seem as if riggers "access the Matrix" via a rigger command console, or RCC (but it seem to also be possible to directly remote control or instruct single vehicles and drones via a commlink, and possible even a cyberdeck, just less efficient). All RCCs provide active program slots, but they don't have Sim Modules. A vehicle control rig, or VCR, seem to be an advanced datajack (rather than an advanced commlink). It also provide riggers with a Sim Module and it is required for jumping into vehicles and drones.
SR6 p. 198 Rigging and Dumpshock
...the device they’re using for remote commands, whether it’s a commlink or RCC...
SR6 p. 197 Rigger Command Console
Along with its defensive capabilities, an RCC can run autosofts and can share them out to all slaved drones. The number of programs and autosofts it can share out is equal to the RCC’s Data Processing rating.
SR6 p. 283 Control Rig
It has a built-in sim module, allowing DNI with other devices. It also comes with a universal data connector and about a meter of retractable cable that functions like a datajack.
SR6 p. 197 Control Rigs and You
In order to jump into a vehicle, drone, or other supported device, a rigger must have an implanted vehicle control rig (VCR)...
But even if it seem clear that you still "access the Matrix" via one single device (commlink, cyberdeck or RCC) it seem as if you and your PAN in this edition may take use of D/F attributes from other devices. If you are using a cyberdeck, but for some reason don't have a cyberjack, you can for example shift in the D/F array of a cheap commlink (or a RCC?). But it seem as if it is just the attributes you shift in. You still "access the Matrix" through your cyberdeck. It still seem to be your cyberdeck that provide you with a matrix condition monitor and will soak matrix damage if you get hurt. You still seem to get dumped from the matrix if your cyberdeck get bricked. It still seem to be your cyberdeck that provide you with active program slots.
SR6 p. 183 Reconfigure Matrix Attribute
Swap the base ratings of two attributes of your Matrix Persona, even if the numbers are rooted in different devices.
SR6 p. 179 Matrix Damage
Typically, Matrix damage is inflicted against the device an individual is using to access the Matrix.
SR6 p. 175 Bricked Devices
Users of a bricked device are abruptly ejected from the Matrix, and VR users have to deal with dumpshock
-
So it seems as if you are using a Cyberdeck to "access the Matrix" but you also happen to have a RCC then have the option to take the Reconfigure Matrix Attribute action to swap in D/F attributes from your RCC.
(Note that this does not automatically mean you may or may not be allowed to also use program slots, noise reduction, instruct multiple drones with one action, running and sharing autosofts, increased number of slaved drones and providing noise reduction, etc)
...but what if you "access the Matrix" via your RCC but you also happen to have a Cyberdeck. Are you then allowed to swap in A/S attributes from your cyberdeck?? Because if are, then you suddenly have the ability to hack, engage in cybercombat and earn edge directly via matrix actions even though you "access the Matrix" via a RCC! :-/
If this is intended then a decker using a cyberdeck but also happen to have a RCC should probably also be allowed to slave drones to the RCC as well as instructing multiple drones with the Command Drone minor action etc. etc.
If this is not intended then the root cause here seem to be the whole concept of shifting matrix attribute between devices. I think this could have been solved by just stating that when you and your PAN "access the Matrix" via a cyberdeck you can benefit from the D/F array of either explicitly one commlink or explicitly one cyberjack implant...
I think this whole Corona isolation thing give me way to much spare-time overthinking stuff like this. Time to do something else! :D
-
I think this whole Corona isolation thing give me way to much spare-time overthinking stuff like this. Time to do something else! :D
I feel caught :D
Youīre on the right scent, though. Itīs mostly a balancing problem.
On one hand, if you completely disallow PANs with RCCs and Decks, it creates an artificial divide between Hackers and Riggers. And from my experience, players donīt really see these as two completely seperate Archetypes (or even "Archenemies", although thatīs kinda true) and more on a spectrum. Hacker PC that want to expand their option will often look for a Drone or two, and Rigger PC will often peek a bit into Hacking things. Itīs a logical conclusion. The Synergies are obviously high. Also, as I said above: The ability to get a sleaze Attribute for Drones (which BTW had been denied to Riggers for the entirety of 5th Edition!) is almost a necissity to actually doing proper Drone recon. What good does a Loockheed Optic-X do if every dork with a commlink and a mediocre Matrix Perception pool can easily pick up its signal?
On the other hand, the balancing between RCC + Deck and Cyberjack + Deck setups doesntīt work out. Even if you restrict the Noise Reduction of the RCC to commanding the slaved drones, restrict the User to one Programm limit etc.: RCCs offer the same Matrix Attributes as Cyberjacks at a much lower price tag and without the Essence cost. The additional benefits of the Cyberjack (the Edge Actions and VR Initiative Buff) are not good enough - Granted, thatīs because they were not designed to compete with RCCs as the second Matrix device for hackers.
I see a few possible solutions:
- Substantial buff to Cyberjacks: Especially the VR Initiative Buff is almost pointless right now. Even if you happen to start Combat in VR and this measly bonus is just enough to let you act sooner: Turn order is secondary for Hackers, they need Actions and dice to get stuff done.
- Severe restrictions on RCC benefiting Hackers: No borrowing of the RCCs D/F once "on a hack", restricting the Noise reduction to slaved Drones only, no additional Programms. IMO itīs not that big of a deal in the other direction, though.
-
Hardware has by far the least number of uses under the matrix rules, but it's invoked in all kinds of other contexts from lockpicking to repairing items.
Both lockpicking and repairing matrix damage was moved to Engineering in this edition...
Look closer. Quite a few devices require the use of Electronics (Hardware), keycard copiers among them. (also, Bug scanners, a fairly typical piece of gear for runners who don't have a regular decker teammate...)
Fair point about the repairing bricked/formatted devices. However, I was talking about B/R tests. But on re-looking at the rules for them in this edition, the presentation DOES look like they are an expression of the Engineering skill rather than the "Whatever skill the GM says you need" wild west approach to B/R in 5e.
@Price of Cyberjacks vs RCCs:
The most important aspect of either (IMO) is the D/F stats they bring to your Persona. Now, RCCs are generally cheaper, and absolutely don't cost essence. But as already pointed out, they're physically big and that poses problems if you want to smuggle them or be discreet while carrying around a giant R/C controller. Also a problem if you want to do AR hacking while fighting. They don't have rules for what kinds of things require two hands to use, but it strains credibility to argue that you can operate a briefcase-or-typewriter-sized comms device AND still be firing a gun at the same time. So that's kind of a big drawback for Action Jackson deckers.
Furthermore, the RCC's *general* advantage in price is not absolute. Since Cyberjacks are cyberware, they're available in grades. No, that doesn't mean they just get MORE expensive! This is 6we ;) Used grade is a fragging phenomenally good deal in this edition. So I consider cyberjacks to truly only cost HALF of what the base cost says. (1/2 nuyen price for +10% essence price? I'll take that.) And when you compare RCCs to Cyberjacks at half listed price: RCCs start out with worse D/F stats than where the Cyberjack even begins. Yes, RCCs with stats comparable to the low end Cyberjacks are slightly cheaper now, the nuyen price goes hard in the Cyberjack's favor once you start getting into the 6/5 stat range. AND cyberjacks offer higher D/F stats than RCCs ever do at any price.
@needing Sleaze so you can run your Drones Silent:
Well, I'm not about to argue that there's no value in running a drone silent. But I AM going to argue that failing to run a drone silent means much.
In 5e, the choice to run silent or not was a real double edged sword. I usually opted to just Not. Even as the decker! 1) if you're NOT a decker, you're gonna be seen anyway so why bother. 2) in light of 1, why take the -2 dice. 3) Running silent paradoxically raises suspicions. You don't get a defense against someone making a perception roll asking "is there a silent running icon in my vicinity/inside the host with me?" In the case of riggers, if someone asks "are there drones within 100 meters of me?" the answer (unless you're in the barrens/wilds) is always "duh. About 1d6 hundred drones are currently active within 100 meters of you." Someone has to successfully mark your drone before they can trace its location in order to discover it's someplace it shouldn't be, and THAT you can defend against without needing Sleaze.
So, in 6we the calculus changes somewhat. There's no longer a -2 dice to everything you do while running silent. There's no longer the total giveaway of explicitly only needing 1 hit on an unopposed Matrix Perception test (which anyone with 4 dice can buy that hit) to learn someone's trying to be sneaky nearby. However, in this edition you don't have to "look" for the silent running icon after asking "are there any to look for". One matrix perception test forces every silent running PAN nearby to defend, so you'll have to defend more often. So all these factors tip the scales towards wanting to run silent.
However. One important aspect still is intact, and it's arguably the most important one. Inarguably the most important one, if you're trying to be stealthy: Icons that are running silent are inherently suspicious. There's a risk involved in running silent, as detection WILL raise security awareness. The alternative is to simply NOT run silent, and hide your totally not-supposed-to-be-there drone among the overwhelming noise of millions of other icons a potential observer is also seeing. In order to know your drone is in a place it shouldn't be, they still have to know its physical location and just spotting the matrix signal doesn't give that information away. That information has to be learned via Trace Icon, which means they have to have gained access. Which means they have to have suspected your drone's signal for some reason in the first place. Why are they hacking YOUR drone's signal, when there are surely hundreds, if not thousands, of other drone signals like it? And assuming there is a viable reason for them to do so (not saying there can't be one), you STILL get to defend against that attempt to hack access even w/o a Sleaze attribute or having been running silent.
-
@Price of Cyberjacks vs RCCs:
The most important aspect of either (IMO) is the D/F stats they bring to your Persona. Now, RCCs are generally cheaper, and absolutely don't cost essence. But as already pointed out, they're physically big and that poses problems if you want to smuggle them or be discreet while carrying around a giant R/C controller. Also a problem if you want to do AR hacking while fighting. They don't have rules for what kinds of things require two hands to use, but it strains credibility to argue that you can operate a briefcase-or-typewriter-sized comms device AND still be firing a gun at the same time. So that's kind of a big drawback for Action Jackson deckers.
I was always under the impression that the sizes of Decks and RCCs were in the same ballpark anyways. However: so far, RCCs canīt be bought as implants...
Also, the fact that Cyberjacks can have a massive Essence impact is a big factor for more Hands-On Combat Deckers, because these want to have some Augmentations as well.
And itīs also almost impossible to make a Hacker Adept with a Cyberjack. Which is not a problem, because Hacker Adepts (and Mysads!) should be quite rare and hard to pull off properly IMO. What is a big deal is the fact that Adept Hackers could actually circumvent this by going for a RCC to get proper D/F right now.
However. One important aspect still is intact, and it's arguably the most important one. Inarguably the most important one, if you're trying to be stealthy: Icons that are running silent are inherently suspicious. There's a risk involved in running silent, as detection WILL raise security awareness. The alternative is to simply NOT run silent, and hide your totally not-supposed-to-be-there drone among the overwhelming noise of millions of other icons a potential observer is also seeing. In order to know your drone is in a place it shouldn't be, they still have to know its physical location and just spotting the matrix signal doesn't give that information away. That information has to be learned via Trace Icon, which means they have to have gained access. Which means they have to have suspected your drone's signal for some reason in the first place. Why are they hacking YOUR drone's signal, when there are surely hundreds, if not thousands, of other drone signals like it?
True. It should be pointed out that not every run happens in urban areas with a convenient delivery drone fastlane above the location, though. You canīt always blend in with the crowd. And while there are no explicit rules for it, things like automated signal scans around secure locations are surely a thing.
-
I was always under the impression that the sizes of Decks and RCCs were in the same ballpark anyways. However: so far, RCCs canīt be bought as implants...
Also, the fact that Cyberjacks can have a massive Essence impact is a big factor for more Hands-On Combat Deckers, because these want to have some Augmentations as well.
I'm fine with that. If you want to build a hybrid sammie/decker, great. But don't expect to be everything the Sammie is, PLUS being everything a decker is at the same time. How's that fair to the Sammie?
And itīs also almost impossible to make a Hacker Adept with a Cyberjack. Which is not a problem, because Hacker Adepts (and Mysads!) should be quite rare and hard to pull off properly IMO. What is a big deal is the fact that Adept Hackers could actually circumvent this by going for a RCC to get proper D/F right now.
Even moreso for mages who want to steal decker thunder. Let the mundanes have ONE thing that magic doesn't do better? Of course, the RCC option is a hole in that attitude.
It should be pointed out that not every run happens in urban areas with a convenient delivery drone fastlane above the location, though. You canīt always blend in with the crowd. And while there are no explicit rules for it, things like automated signal scans around secure locations are surely a thing.
Indeed. Hiding an elephant in a herd of elephants works great most of the time. But still it does nothing to stop your particular elephant from being seen. So sure, sometimes there's no getting around needing to run silent. I don't think it's a very common occurrence, but "sometimes"? Sure.
As far as CRB options go, I'm ok with the Rigger needing to get under the hacker's umbrella to successfully run silent (or alternately, buy their own cyberdeck. not that bad a choice tbh...) Surely the Rigger book will come with expanded Attack and Sleaze options without having to outsource them to another teammate (or buy their own cyberdeck).
-
Incidentally, the book states you can shape your icon however you want. So then the question is: How hard is it to go 'hey, that's a drone'?
-
Incidentally, the book states you can shape your icon however you want. So then the question is: How hard is it to go 'hey, that's a drone'?
The rules about icon types are less rigid than the 5e rules that covered this. However, pg. 173 discusses the rules that DO exist. Icons for Peronas, Devices, Files, and Hosts are discussed. It's not clear whether this is an inclusive or exhaustive list, but my suspicion is that other kinds of icons should be possible (i.e. inclusive list). But going by the established paradigms, if drones have their own icon type, they should be identifiable as drones. Or at least, "a drone or a vehicle". There's no allowance given or suggested to make one type of icon appear to be another type of icon. Even in 5e you couldn't make a thing look like another type of thing entirely without use of the Wrapper program, which wasn't included in the 6we CRB.
But, you absolutely could make your spybot's icon superficially resemble one of the Roomba drones in use by the facility you plan to infiltrate. Or make its icon look like a soypizza delivery drone's when moving around the sprawl at large. etc. The GM would have to assign a threshold to see through your deception, should someone bother to take an interest in the apparent roomba or soypizza delivery drone's signal.
Edit: Now, if you take pg 173 as being an exhaustive rather than inclusive list of possible icon types, then that means drones have to be devices. And if it's in a bucket THAT big, then sure. Your drone's matrix icon can arguably be made to look like a can of Dragon Piss energy drink's.
-
As far as CRB options go, I'm ok with the Rigger needing to get under the hacker's umbrella to successfully run silent (or alternately, buy their own cyberdeck. not that bad a choice tbh...) Surely the Rigger book will come with expanded Attack and Sleaze options without having to outsource them to another teammate (or buy their own cyberdeck).
Would be cool to see these alternatives in the future; but for the moment, Iīm fine with Riggers being able to buy a Cyberdeck and give their Drones some Sleaze. The main balancing problem here is Hackers (ab)using RCC perks, not the other way around.
Thatīs where I reluctantly have to agree with Banshee that "Hybrid Personas" would be a problem. If allowed unchecked, RCCs would be the dominant choice even for the "pure" Decker builds. Not to speak about Mage/Adept/Mysads - Decker/Rigger Hyper-Hybrids. Oh. boy. While those kind of monsters shouldnīt be absolutely impossible to build, there needs to be serious drawbacks to them. With all the tools and synergies an Hermetic Mysad Decker could already bring into the Hacking game, they could absolutely outperform any Augmented Decker or Technomancer. Magicrun 6.0 - Digital Dreams. Thatīs one of the best reasons for that punishing Cyberjack essence cost - but the option to take an RCC instead eliminates that drawback.
-
Well, I think you're misplacing the blame on RCCs for the ability to avoid essence hits. Frankly, if you're not going to spend the essence on a Cyberjack there's little reason to spend the nuyen on a RCC when commlinks are so, so much cheaper. Swap your commlink and cyberdeck stats if you need D/F. You don't NEED A/S to hack. The intent is that yes you do need 1+ to "unlock" A/S actions, so just get a commlink with no zeros in its D/F array. Ok, you're giving away an edge point with 3 or so Matrix Attack Rating? Great, you have Analytical Mind so you're gaining one too. It's a wash.
-
Analytical Mind
*Hissssssssssssssssss*
Youīre right tho. Even with a cheap commlink, a cheeselord Mysad Decker could already be quite a headache ::)
-
Yeah the more I think about it, the more going with a commlink+cyberdeck seems viable. You don't have to swap 2 attributes at a time. Put the cyberdeck's two values in whichever of A/S you pla on using, and into whichever of D/F you think is more necessary. If you're going stealthy, you shouldn't need firewall so you put the Cyberdeck's values into S/D and the commlink's into A/F. Reverse it if you're going in loud and proud and cybercombat-y.
With one of the higher values in A or S, you get a low-but-high-enough-to-deny-edge Attack Rating. And while yes you're potentially suffering a huge linked attribute penalty, it only matters if you chose your strategy unwisely. And since there's only 4 actions linked to either Attack or Sleaze, and two of those are the different means of gaining access and the remainder are cybercombat actions linked to Attack... you can only pick wrong if you choose stealth but end up needing to fight.
Yeah the RCC gives you options the commlink doesn't... but it's a hell of a lot of nuyen for what's in the end only a luxury.
-
Part of that is the reduced value of Matrix attributes in 6E. 1s don't hurt quite as much as they did in 5th. Mind you a 1 or 2 Firewall is a fairly high risk if ever a data spike does get flung your way. And giving up Edge to a Spider in a Host seems like a very bad idea given the number of checks normally involved in a Hack.
"Re-roll 5 hits"
"Doh!"
-
Part of that is the reduced value of Matrix attributes in 6E. 1s don't hurt quite as much as they did in 5th. Mind you a 1 or 2 Firewall is a fairly high risk if ever a data spike does get flung your way. And giving up Edge to a Spider in a Host seems like a very bad idea given the number of checks normally involved in a Hack.
"Re-roll 5 hits"
"Doh!"
Frankly, I'm thinking what you do is just Brute Force your way thru the hack. leave a 1 in sleaze.. whatever. All it means is you suck at trying to backdoor entry, which you aren't even doing anyway. Yeah, you'll need a good firewall (maybe even make THAT your highest value) but whatever. You have spell buffs, mysad powers, and when the biofeedback starts coming you have your spirits of kin to just keep healing it away. Whatevah, I'll do what I want!
-
Brute Force option certainly works for quick hacks or when the team has already gone loud.
Buff Mage Decker is certainly a doable build. I think mine even wound up with double digit Social Skill dice pools...