Hacking the Biological Node
While the biological node is impenetrable to hackers, it is vulnerable to technomancers and sprites, who are “on the same
wavelength,” wirelessly speaking. Technomancers and sprites can locate and hack other technomancers’ biological nodes per normal rules, although one cannot probe a technomancer for weakness.
Hacking a technomancer is always considered to be a hacking in on the fly for an “admin account” (+6 threshold modifier).
If the technomancer possesses the Analyze complex form, he subconsciously tries to recognize the intruder.
Alarms caused by the technomancer (or sprite) have the same in-game effect as in a normal node, as the technomancer’s electroimmune system attempts to shut out the technomancers intruder. The technomancer can also project into his biological node and engage an intruder in cybercombat (and most will).
Note that biological nodes may not be encrypted.
Matrix Actions in the Biological Node
Crashing the biological node is a painful and unpleasant experience as it forcefully severs all links to the Matrix and forces the technomancer to reboot (p. 221, SR4). In addition, the technomancer suffers a –2 dice pool modifier from disorientation and vertigo until he has fully rebooted.
btw. guys, your actions will go as declared, it is however an important roll from Kour, so I'll wait before proceeding.