Core Procedure
Requires WiFi-capable equipment or cyberware. Roll Wits + Quick Hacking + Spike program vs target Firewall. On success, launch program(s). Effect activates next round; can be countered with Wits + Quick Hacking + Firewall.
Interfacing (physical plug-in) uses Net Running or Quick Hacking + Spike + equipment. Sets off alarms (reduces triggers by 1 per roll / per 1 rolled). Usually only grants limited access.
Programs
| Program | Type | RAM | Effect |
|---|---|---|---|
| Spike | Q | 1 | Each point helps break Firewall |
| Effect Device | Q | 1+ | On/off, open/close. Higher RAM = higher functions, multiple functions, bypass safety, etc. |
| Effect Cybernetics | Q | 2+ | Affect cyberware. Higher RAM escalates control / damage. |
| ReBoot | Q | 3 (4 for cyber) | Shut device or cybernetic down for 3 rounds |
| Contagion | N/Q | 2 | Each additional point infects another target |
| Duration | N/Q | 1 | Effect lasts more than one round per point |
| Diagnostics | Q | 1 | Check multiple targets; highlight systems & connectivity |
| Firewall | N/Q | 1 | Each point staves off an attack |
| Sniffer | N/Q | โ | Netrunning = tracking skill points. Quick Hack = place WiFi ping |
| Smash | N | 1 | Each point acts as one close-combat skill point |
| Blaster | N | 1 | Each point acts as one ranged attack skill point |
| Split | N/Q | 1 | Split effect into 2 weaker effects |
| Spoof | N | 1 | Each point acts as Stealth skill |
| Target | N/Q | 1 | Mark target; each point adds bonus to hit with Net effects or smart-link weapons |
N = Netrunning ยท Q = Quick Hacking. RAM cost is the base program cost. Writing programs on the fly requires Intelligence + Software (diff 8) per RAM point; overclocking causes bludgeoning damage.
Deck Notes
Portable decks start at RAM 6 / Firewall 5 (2500$). Combat decks add AR 4 (3500$). Extra RAM or Firewall: +2000$ each (Firewall max 10). Cellular phones scale from RAM 1/FW 0 (50$) up to RAM 5/FW 4 (1500$).