INTRUSION AND SECURITY HARDWARE
High Security
Data-Cabling 150Eb per Metre
Low impedance cabling, with an EMP resistant outer shell of segmented
Chobham armour (SP10, 10SDP) and a partial vacuum surrounding the
actual
core with pressure sensors set into the core. If the outer shell is
breached
then the change in pressure signals the fact and the position can be
determined
to within 1 metre. This stuff is so expensive it is usually only used
on
major military and corporate datafort installations. It is standard
issue
for NetWar field equipment.
Direct
NetTap 3,500Eb
A modular package massing about 5 Kg, it comprises a set of military
spec mag-duct interface connectors, a military radio link and a
scrambler.
It has 6 hours of power in its storage cells. The unit clamps on to a
data-cable
and provides a link to that network. All skills/functions are at –2
(including
Deck Speed) and remember that the linkage works in both directions. The
linkage can be jammed by ECM, but the scrambler will give some
protection
against interception of the radio signal.
For an extra 5,000 Eb (and 10Kg) the radio can be replaced by a laser communication system providing absolute proof against interception but this only works on line of sight and so the link can be interrupted simply by blocking the beam. However, this addition will reduce the netrunning penalty to –1.
Spike
NetTap 550 Eb
A basic package using an electronic probe contained in a spike with
a cellular link. All skills/functions are at –2 using this link
(including
Deck Speed). The link is easily jammed and cannot be used to tap into
high
security cabling without being noticed. However, it can provide a
useful
linkage into civilian or low security networks.
Net-Trooper Cybermodem Utility
Suit 10,000 Eb
This is the military issue version of the system described in
Chromebook1.
It comes equipped with SP20 armour, IR Sneaksuit function and a
cellular
cybermodem. (MU30, Speed+2, DataWalls +4. Options: Flipswitch,
Auto-punchout,
Deckmate Ebook,) The suit has a wideband military radio with scrambler
option, NetVision glasses, and is fully EMP hardened. It masses 20Kg
and
is EV-1.
Radio Interception
Option, 5Kg, 1/4Space, 2000 Eb
This equipment allows someone with a radio system to intercept other
signals from radios and cellular communicators. The micro-chipped smart
system will automatically intercept standard civilian signals and can
even
intercept scrambled cellular signals or military radio signals. For
these,
roll a d10 every turn; 1-4 is a successful interception. If the roll is
successful for three consecutive turns then the system has worked out
the
frequency hopping algorithm and can “lock –on” with no need for a
reroll
until the algorithm is changed. Off course, if the signal is scrambled,
you will still just hear nonsense unless you can successfully
descramble
the signal. Decramblers are a maxmetal option costing 1000Eb and are
successful
20% of the time. Once you have intercepted and descrambled a data
signal,
if that signal carries a net link you can log on to that net with a
suitable
cellular cybermodem.
MILITARY PROGRAMS
Programs designed for the military
tend to be a bit more complex than
commercial ones, as the military have exactly the organisation and
funding
needed to apply the needed resources for larger design tasks.
Uniformly,
military programs are tough, nasty and very utilitarian, with just
enough
icon to aid in identification of friend or foe during net combat. Here
are some samples of generic types you will find in the inventory of
just
about every major military netforce.
Shark Demon (Anti-IC/Anti-personnel
functions) 61,000Eb
Strength: 5 MU: 7 Difficulty: 48 Developed from an Eastern Block icebreaker, this is a dedicated and intelligent (INT6) Demon used for autonomous runs on highly defended dataforts, or as a very deadly anti runner program in open combat. It has the following coding: permanently STEALTHY, it breaks data walls as does a WORM, attacks other programs as does a KILLERV and has the tenacity of a HELLHOUND, attacking with an identical jolt when it catches up with the selected runner. ICON: A shadowy black shark that moves with a fluid swimming motion. |
Scout
Detection/Intrusion 2,000 Eb
Strength: 4 MU: 8 Difficulty: 53 This program breaches code gates etc with a routine similar to that of the well known “Wizard’s book, then once into a datafort it rapidly scouts the fortress, mapping and cataloguing any programs, files etc as it goes. It is intelligent enough for this task, is self-mobile and is STEALTHY. Once the task is completed or enemy action has reduced the program to STR2 or less, it returns to its’ netrunner where it can download the data to a deck or CPU. ICON: Contextual image of a black clad man with balaclava
mask.
Designed as a general-purpose combat defence package, this INT5 program incorporates a SMARTEYE routine and a database of common anti-personnel programs. When an attack is detected it automatically triggers one of “Shield”, “Reflector” or “Armour” around its’ netrunner. When two or more programs attack, it defends against the highest threat. The program has an AUTO-REREZZ option and new programs can be added to its database once the runner knows their icon and the best defence. This is a difficulty15 task. ICON: a contextual image of a hulking muscled manlike shape. |
MILITARY DATAFORTS
Military dataforts are TOUGH. Expect to find the unexpected. If a major fortress is destroyed or penetrated, expect a replacement to pop up real soon with even more defences. In many key areas, this will happen automatically and will lead to a widescale response from your enemy’s net forces. Pre-emptive first strikes are a feature of net combat, but are rarely totally successful.
The strange datawalls described in the “Night City Stories” sourcebook ( If intrusion programs other tha Worm are used on the walls, an electronic explosion is created which drops the attacking runner out of the Net and sets of alarms) were almost certainly developed by the military. AIs used by the military are almost always willing to shoot first and ask later.
NETWAR TACTICS
One of the most common methods of netrunner intrusion to an “island” system like most military networks is to use a NetTap. In the early days all taps were of the spike type. To counter these, high security cabling was used and the more high-tech magnetic induction taps were developed in turn. Obviously, these have to be set in place, so special forces troops are often tasked to setting up intrusions for netrunners far away and safe behind friendly lines. The life expectancy of such troops and the devices they set is uncommonly low, and so remotes such as the Bell “Bumblebee” have also been deployed, with a Direct NetTap fitted, in high threat areas. It is believed that Arasaka deploy a variant on their RDAK remote specifically designed for NetTapping.
For High Worth targets, only a personal presence will do. Intrusion teams are formed around combat netrunners whose sole function in life is to get into a building housing a mainframe and directly access the fort, subverting it to their own use. Perhaps then they will utilise a portable satellite communication unit to establish a direct link for other netrunners through the enemies captured datafort.
Close to the front lines, most
data transfer is done over radio links
and tight beam laser datastreams. Enemy fire and the fast moving modern
battlefield make actual cabling useless over distances of more than a
few
yards. Here, the Electronic Warfare teams join in the invisible battle,
snooping out and decrypting enemy signals to provide links for their
own
runners. The net of the frontline troops is a turbulent place. The
false
“terrain” effect provided by the IG Algorithms is in constant flux as
new
dataforts appear then disappear, and radio links are jammed, or come
through
clearly.
ECM and EMP weapons can determine the Net battle just as surely as
the troops in cyberspace can win or lose the battle in the real world.
RULE MODIFICATIONS
All the standard rules for ECM, ECCM, Scamblers and Descramblers presuppose that only the inbuilt expert systems are doing the work. If you add an expert Electronic Warfare operative, then by a combination of intuition and experience he can add to the chances of successful operation as follows:
The expert system usually has a base score of 14. To this add the operators electronic security skill plus 1D10.
ECM: Civilian radar and radio are
difficulty 15 to jam.
Military systems are difficulty 20.
ECCM: To defeat ECM jamming is a difficulty 20 task.
Signal Interception: Civilian
systems are difficulty 15.
Military or frequency hopping signals are difficulty 20 plus any
operators
skill on the part of the victim.
Scrambling: Add the operators skill to the difficulty to descramble.
Descrambling: This is a base
difficulty 22 task, but this can be increased
by a skillful enemy operator.
Pleas e-mail me if you have any
thoughts or comments, and I hope that
NetWar enhances your gaming in some way.