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Additional Rules |
The Signal Rating Table is adjusted/expanded using the following guidelines. This was done to fully compensate for space-borne and high-powered naval/ground based installations above and beyond what is listed.
| Signal Rating | Signal Range | Device Example |
| 9 | 400 km | Standard Maritime/Naval radar, commercial AM/FM radio |
| 10 | 600 km | |
| 11 | 800 km | Capital Class Maritime radar |
| 12 | 1200 km | |
| 13 | 1600 km | Central Air Traffic Centers |
| 14 | 2000 km | |
| 15 | 2400 km | |
| 16 | 2800 km | Satellite Constellations |
| 17 | 3200 km | |
| 18 | 3600 km | Planetary Defense Array/Early Collision Warning Network |
| 19+ | +400 km | Further Increments |
One quality that is sorely lacking from the SR4 mechanics is the consideration of passive operations. There are two simple considerations we suggest when making usage of this option.
One Device can listen in to another device's broadcast if the listening device is within the broadcasting range (signal) of another device. The ability to re-engage/respond to that device (and thus manipulate it or interact with it in any way) is generally impossible.
A Device with the proper modifications (PLT) can effectively "listen" for broadcasting sources that far exceed it's own range. These devices have a range that depends on the PLT rating (additional rules found below).
It is in this manner that a sensor operator (or alternatively a communications operator) could listen in to something that is outside the normal rules for their Device's Signal.
This technology allows for a device to be used to listen in to communications/sensor devices at ranges that normally exceed the PLT device standard signal rating. PLT have ratings just as Device ratings, with twice the PLT Device rating being added to the base signal rating of the device with regards to the ability listen/detect other broadcasting forces. Additionally, PLT technology gains a further boosting to it's effective rating equal to the signal rating of the broadcasting source. In most instance, the PLT Modification (Module) cannot have a rating more than twice the device's existing Signal rating.
| PLT Device Modification | Device Cost Change |
| Per PLT Rating Point | +5% Device Cost |
Because most devices lack the complex technologies necessary to perform "Over the Horizon" operations, in most instances the range limitations for any electronic communications/detect process are limited to the horizon (effectively 35 kilometers). In order to help people understand this mechanic better and quickly, the following resource(s) is provided.
(special thanks to Boatsafe.com [Tools] for this script)
In order to pre-emptively head-off any questions about how long it takes for a file to be transferred, we have created the following consideration. In the SR4.3H rules, File/Data Transfers are considered Extended Tests. They have a threshold equal to their complexity rating with an interval of one (1) initiative pass. When making a Data Transfer operation, use the test as detailed on pg 219 of the SR4 mechanics. Some programs are considered to have complexity modifiers to reflect their natures.
| Program Type | Complexity Modifier |
| Operating System (Firewall, System, Pilot) | x5 |
| Common Use, General Utility | x2 |
| Hacking Programs, Skillsofts, Autosofts | x3 |
| General Information (2), Data Files (2-5), Linguasofts | x1 |
It is possible to transfer multiple files as part of one action. Add together all the complexity rating points to determine the final complexity rating. When performing such an action, it is possible to slow down an OS in a manner similar to how running multiple programs impacts the device Response rating (pg 212). This rule is obviously only suggested during extremely complicated activities or if a GM believes a player is becoming abusive of the existing rules.
Shield (Hacking)
Shield programs allow for an extra layer of defense with regards to cybercombat engagements. A Shield Program acts as an additional filter against incoming attacks directly. The rating of the Shield program directly reduces the number of hits an attacker gets upon their target. After a successful assault by an aggressor, if the aggressors Attack program is higher rating than the Shield program of the defender then the program is reduced in rating by one-half (round up) the number of hits the aggressor succeeded in attaining on the target. If an attack yields no hits beyond the rating of the Shield Program or if the Attack program is of lower rating than the Shield program, then the program itself remains unaffected.
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Denizen has just barely raised his shield program prior to Ruby's assault. The rating of his Shield is a 3. Ruby has an Attack 4 program and a Cybercombat Skill of 6. Rolling his Edge, Ruby obtains 6 hits upon Denizen. The first 3 hits of Ruby's attack are automatically negated. Furthermore, Denizen's Shield program is reduced in rating by 2 points against any later attacks. |
In order to restore a Shield program to full function, a hacker must reload the program accordingly. Technomancer's must reload the program (Deactivating First) to restore it to normal function as well.
Worm Sprite
This Sprite actively pursues data types in order to disrupt them. It works in a manner similar to a Fault Sprite in that it tends to be design to programming and/or code related quirks/glitches to arise.
Attributes
Pilot : R
Response : R + 2
Firewall : R
Matrix Init : R x 3
Skills : Computer, Data Search, Hacking
Complex Forms : Data Bomb, Edit, Encrypt
Powers : Cookie, Hash, Impede
Optional CFs : Exploit, Node Mine, Spoof, Stealth
Ghosting
A variation on the initiates ability of Flexible Signature, this power/Echo reduces the time by which resonant traces remain. This echo does not effect the duration of Watermarking, Steganography or Cookie. The reduction in time is equal to the Grade of Emersion of the Technomancer in question.
Impede
This Sprite power allows the Sprite to directly work against any single Matrix Attribute (System, Response, Firewall, Pilot). In order to effect the target, the Sprite must first have scored at least one hit in a Pilot x 2 vs. Firewall + System test. If successful, the Sprite reduces the rating of one Matrix Attribute (determined by the Technomancer who compiled it or by the Sprite itself if left to it's own devices) by an amount equal to it's rating. If the attribute is reduced to a zero (0) by the Impede power, the device jams ... effectively halting all related operations until it is power-cycled by an outside operative (Effectively a Reboot Operation).
Technomancers can be impacted by this power and if one of their attributes is reduced to a zero (0) in this manner, they must perform a Resonance vs. Sprite Rating test in order to perform a "Jack Out" operation and thus separate themselves from the Sprites influence.
Shell
This powerful Echo is not available to Sprites. The echo gives to the Technomancer the equivalent of a Matrix Condition monitor that functions for all intents and purposes exactly as the normal condition monitors on devices/commlinks do. The durability of the Shell however is capable of being far in excess of normal condition monitors as instead of using the System rating of the Technomancer, they use their Grade of Emersion to determine the Condition Monitor for the Shell. Use of a Medic Form is allowable on the Shell. The shell is subject to normal attacks from Combat Utilities just as a normal commlink is.
Transcoding
This power/Echo allows the user to literally 'transcode' their own natural forms (not those supplied by Threading) into a coding format that a normal matrix user may utilize. To perform this action, the Sprite/Technomancer rolls a Software + Resonance (Form Rating | 1 Turn). The action does incur a Fading test with the rating of the original Form as the Drain Value.