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Wireless Warfare

QUICK HACKING

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

ProgramTypeRAMEffect
SpikeQ1Each point helps break Firewall
Effect DeviceQ1+On/off, open/close. Higher RAM = higher functions, multiple functions, bypass safety, etc.
Effect CyberneticsQ2+Affect cyberware. Higher RAM escalates control / damage.
ReBootQ3 (4 for cyber)Shut device or cybernetic down for 3 rounds
ContagionN/Q2Each additional point infects another target
DurationN/Q1Effect lasts more than one round per point
DiagnosticsQ1Check multiple targets; highlight systems & connectivity
FirewallN/Q1Each point staves off an attack
SnifferN/Qโ€”Netrunning = tracking skill points. Quick Hack = place WiFi ping
SmashN1Each point acts as one close-combat skill point
BlasterN1Each point acts as one ranged attack skill point
SplitN/Q1Split effect into 2 weaker effects
SpoofN1Each point acts as Stealth skill
TargetN/Q1Mark 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$) up to RAM 5/FW 4 (1500$).