NETWAR Part Two.
BY steve.hynd@talk21.com




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.
Bodyguard  Demon    2,500Eb
Strength: 4  MU: 10  Difficulty: 58

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.