I wanted to run through a potential flow of Hacking in 2e. I'm interested to know if people think I've interpreted the rules correctly, and if there's better options that I've overlooked.
First, the defense team:
Alice is an Infomorph sleeved in an Agent. The morph doesn't matter much, except that it provides her with 4 Insight pool points. She has Infosec 80 with a specialization in Security. She's hosted on her own Enhanced Server (p. 331).
Alice creates an Alpha fork. She's purchased a second copy of the Agent morph so that she can fork without resleeving. Her fork goes by Bob.
Alice has convinced the rest of her team to use her Enhanced server as the master for a PAN to better secure their systems. They're on a VPN as well, but since the server needs to talk to the outside world (it's forwarding everyone's traffic), it's still available from the mesh.
Alice spends 2 of her Insight pool to increase her COG linked skills by 10. Her effective skill for Infosec (Security) is now 100.
Bob spends 2 of his Insight pool to increase his COG linked skills by 10. His effective skill for Infosec (Security) is now 100.
Bob starts his work, which is essentially sitting on Active Defense. This will take his complex action every turn (which is why he's a fork, so Alice can still participate). This gives the defense a skill of 100 instead of 70 (from Firewall rating).
I think this is about as optimal as it can get for the defense team.
Now, the offense team:
Moriarty is a hacker with an Infosec skill of 80.
This is a little better than a typical NPC hacker. An optimized player would have their effective skill at 100 between specializations and COG linked Insight boosts.
Since Moriarty is attacking an Enhanced Server, his effective skill is 70.
It's not entirely clear how initiative is supposed to work with Subtle Intrusion, but I've assumed that Moriarty goes first, and then the others go. Bob has declared that he'll be engaging in active defense, so he won't get his first action.
Both Bob and Moriarty will use pools to flip dice when it's worthwhile.
Bob has a 1% chance to get a critical failure on his defense roll. If that happens, there's no alert, and we can just assume Moriarty manages to achieve his goals. Otherwise, Bob will succeed on his defense roll, but it may not be good enough to win.
Turn 1, Action 1
Moriarty is going to attempt a Subtle Intrusion (p. 258).
Bob is engaged in Active Defense (p. 259)
- 6.58% of the time, Moriarty succeeds with a critical success. In this case, he's able to log into the system with hidden status. The rules text is a bit unclear here, but I'm going to give Bob the benefit of the doubt and say that since the defense roll was successful (but lost), the system still goes on passive alert.
- 13.24% of the time, Moriarty succeeds, but does not get a critical success. In this case, since Bob was successful on the defense roll, he will get a Passive alert. Moriarty will have covert status. It's possible that he has admin privilege, but unlikely.
- 80.18% of the time, Bob is able to prevent Moriarty's attack. Bob will get a passive alert. We'll still need to try to find the intruder, because we don't know.
- 35.03% of the time, Alice will locate Moriarty.
- 64.97% of the time, Alice doesn't find anyone.
- 70.68% of the time, Alice will locate Moriarty.
- 29.32% of the time, Alice doesn't find anyone.