I wanted to mock up some examples of how hacking can be effective in combat. It's entirely possible that I've got the rules wrong, so if you have a different interpretation of how things work, let me know. Similarly, if you think either party should use a different strategy, let me know.
In our first scenario, we're going to be using a Brute-Force attack. I'm going to give the player enough bonuses that their rolls are exceptional (often through abuse of the teamwork bonus). I'll leave the guards at the normal status of Firewall 50 (from their Mesh Inserts, which are a Host). If they have a dedicated defender, they'll be better off.
Brute-Force Attacks
Edit 3: Defensive options
I think it's probably a good idea to attack the account shell being used to hack you. While the first action is unlikely to crash their shell, it will burden them with some pretty bad wound penalties (the average damage of 11 will cause 3 wounds). I think the typical hacker has a minimal defense against this (perhaps his Muse will defend). Lockout is a complex action, so it's a little awkward to crash and lockout (the hacker gets an action after you crash his account shell, and may just brute-force hack you again). Your muse can probably issue the lockout, though, while you crash the account shell.
I'm not certain whether the hacker's Muse will be available on your mesh inserts (to defend the hacker's account shell). It seems likely that each additional intruder would need to do their own intrusion (unless a backdoor is created for them). Once one intruder has brute-force hacked you, the others will have a +30 modifier.
- Infosec at 90 -30(brute-force) +30(teamwork) +10(Insight) vs. Firewall 50
- 15% of the time, we fail or don't succeed by as much
- 85% of the time we succeed (with security and admin access being common) At this point, the guard is going to Terminate Connections in response to the Active Alert. This is a big enough deal that he'll probably send out a message to his team, then shutdown for multiple rounds. At this point, he's no longer vulnerable to hacking, but he is denied the benefits of TacNet, team communication, and his smartlink. If the guard just gets a Passive Alert (either because you get a critical, or because you failed), he'll probably only Terminate Connections for one round. If you do have access, you can now attack the Cyberbrain, though you'll need to spend a pool point to get that action in this turn. We'll take the Freeze Morph action, to permanently sever his connections to his morph (until he gets repaired). This takes him out of the fight.
- Freeze Morph: Infosec at 90 -30(cyberbrain) +30(teamwork) +10(Insight) vs. Firewall 50
- 85% of the time, we succeed by more, at which point that morph is unable to act If we do fail, we can probably take another attempt (max of 3 actions, from spending 2 pool points). 85% of the time, we succeed by more, at which point that morph is unable to act.
- Subtle Intrusion: Infosec at 90 -20(rushing the job) +20(teamwork) +10(Insight) vs. Firewall 50
- 15% of the time, we fail or don't succeed by as much - we don't get in, and a passive alert is triggered. It probably makes sense to give up for now, while it doesn't look too suspicious.
- 36% of the time, we succeed by more. In this case, we get in, but a passive alert is still triggered. A smart guard will Terminate Connections. If we use pool points for extra actions, it's possible to install a backdoor before that finishes (at the end of this turn).
- 49% of the time, we succeed and are undetected. Now, we can install a backdoor for later
- Install Backdoor: Infosec at 90 +10(Insight) vs. Firewall 50
- 85% of the time, we will successfully install a backdoor. Even if we fail, we can try again. It's very unlikely for us to get a critical or superior failure, which is what would be required to trigger an alert. Unless we're in the Terminate Connections phase, we can just assume this works.
- Brute-Force Attack: Infosec at 90 -30(brute-force) +30(teamwork) +10(Insight) vs. Infosec at 90 +10(Insight)
- 50% of the time, we don't succeed by as much
- 50% of the time we succeed (with security and admin access being common) At this point, the guard is going to Terminate Connections in response to the Active Alert. This is a big enough deal that he'll probably send out a message to his team, then shutdown for multiple rounds. At this point, he's no longer vulnerable to hacking, but he is denied the benefits of TacNet, team communication, and his smartlink. If the guard just gets a Passive Alert (either because you get a critical, or because you failed), he'll probably only Terminate Connections for one round. If you do have access, you can now attack the Cyberbrain, though you'll need to spend a pool point to get that action in this turn. We'll take the Freeze Morph action, to permanently sever his connections to his morph (until he gets repaired). This takes him out of the fight.
- Freeze Morph: Infosec at 90 -30 (cyberbrain) +30(teamwork) +10(Insight) vs. Infosec at 90 +10(Insight)
- 50% of the time, we succeed by more, at which point that morph is unable to act If we do fail, we can probably take another attempt (max of 3 actions, from spending 2 pool points). 50% of the time, we succeed by more, at which point that morph is unable to act
- Subtle Intrusion: Infosec at 90 -20(rushing the job) +20(teamwork) +10(Insight) vs. Infosec at 90 +10(Insight)
- 50% of the time, we don't succeed by as much - we don't get in, and a passive alert is triggered. It probably makes sense to give up for now, while it doesn't look too suspicious.
- 50% of the time, we succeed by more. In this case, we get in, but a passive alert is still triggered. A smart guard will Terminate Connections. If we use pool points for extra actions, it's possible to install a backdoor before that finishes (at the end of this turn). Now, we can install a backdoor for later
- Install Backdoor: Infosec at 90 +10(Insight) vs. Infosec at 90 +10(Insight)
- 50% of the time, we will successfully install a backdoor. If we do fail, we can probably take another attempt (max of 3 actions, from spending 2 pool points). 50% of the time, we will successfully install a backdoor.
Operate Device (without proper permissions)- Infosec at 80 -10(active alert) vs. Firewall 30
- 65% of the time, we succeed.
- 15% of the time, we fail. We can try again, but we may be subject to retry penalties
- 20% of the time, both sides fail, so we'll continue to try again next action
Overall, once we get in, we have about a 90% chance of performing the desired action, but we'll need to spend pool points for extra actions. If we change this elevator to be slaved to a host instead of being a standalone mote, our chance to get in drops to 37%. Once in, our chance to open the door is about 82%, so this still works well for a dynamic challenge. If we change this elevator to be slaved to a server instead of a host, our chance to get in drops to 27%, and our chance to open the door is about 70%. This works too. In these examples, where there's no defending hacker, and the players are supposed to succeed, you can see that having Terminate Connections take effect at the end of the round is really useful. Perhaps, the best way to rule this is that when the Terminate Connections action is taken by an automatic action, it happens at the end of the turn. When it happens as a result of a PC or NPC action, it happens right away (using the admin version of Disable Sensors or Device Functions). Some NPCs defenders wouldn't use the Terminate Connections or Disable options, since they want to be able to Trace, don't want to shutdown valid users, and may lose their own access as a result of the Terminate/Disable.