This week I finally manage to deliver on the N3 hacking article I promised at the beginning of the month.  N3 made a number of overt changes to the game from giving the reactive player more opportunities to react to interacting with terrain.  The changes to hacking were some of the largest and hacking has changed dramatically from a relatively limited action used primarily to immobilize heavy infantry, TAGs, and remotes to a system that offers a diverse choice of offensive, defensive, and support actions.


The Bones of Hacking
In N2 hacking was a straight normal roll on the part of the hacker with the target's BTS modifying the hacking roll (by -3, -6, or -9).  The end results were largely limited to trying to immobilize TAGs, remotes, and heavy infantry or attacking enemy hackers.  Defense was performed by friendly hackers who could the hacking attempt more difficult.

In N3 most hacking works similarly to ballistic attacks with the user choosing which hacking program they want to execute, declaring a valid target and then  making rolls that are usually Face-To-Face rolls.  Each program describes potential modifiers to the hacker's roll or the opponents roll and has a Burst value and a Damage value.  If the hacker succeeds the face-to-face roll the enemy makes a BTS roll in a similar way to armor.  Failure means they suffer the effects of the program which could be anything from becoming Isolated to having their brain exploded.  Also of note is that succeeding a BTS roll means the target must make a guts check.


Enter the Hacking Zone
In N2 hacking attempts, short of hacking the dropship for AD, were limited to the ZoC of the hacker and repeaters.  Additionally, hacking devices counted as repeaters.  Of course, in N2 you couldn't use opponent's gear against them so you couldn't hack an enemy hacker using one of their own repeaters.

N3 changed everything.  Sure, hacking targets must still fall within the ZoC of the hacker or within range of a repeater but two key changes occurred within N3.  First, hacking devices are not considered repeaters.  So multiple hackers cannot simply use each other to extend their hacking ranges.  This makes repeaters much more valuable than previously.  Second, a hacker can hack through an opponent's repeater, albeit with a firewall penalty.  This means that repeaters must be strategically placed.  If a player blankets the field with repeaters, they open themselves up to a hacking response.


Hacking Devices
N2 held only two different hacking devices.  The generic hacking device allowed a hacker to attempt hacking actions.  A hacking device plus allowed hacking actions as well as forward observation (including flash pulse).  The distinction between the two devices was minimal, although important.

N3 expands the type of hacking devices by double.  IN addition to the normal hacking device and the hacking device plus, they add assault hacking devices and defensive hacking devices.  Similar in purpose to N2, these different types of decks determine what hacking actions a hacker has access to based on types of programs.

A generic hacking device is relatively limited but still general purpose.  A hacking device plus opens up more complicated routines but, again, is still general purpose.  Assault devices focus on infowar and forcing opponent's models into various states such as immobilized, possessed, and isolated.  Defensive decks focus on stopping, or mitigating, enemy hacking attacks.


Programs
I plan a separate post to dive into the various hacking programs.  Suffice it to say that these programs offer a wide variety of actions that both hinder opponents, support allies, and boost the hacker themselves.  Different hacking devices use different programs although certain programs are pretty universal.  The diverse nature of programs gives hacking more depth but takes time to master and remember which program would be best suited for each situation.

Don't Leave Your Gear At Home
Several types of gear find use in lists that rely on hacking to interrupt the opponent.  Some of these are more specialized than others but if you plan on using hackers for something other than scoring objectives, check these out to see if they might make sense in your lists.

Repeaters.  Now that hackers don't act like repeaters the deployable repeaters and models that act like repeaters (Moran, Iguana, etc) became much more important.  Repeaters are necessary to extend the hacking area of friendly hackers.  They are usually carried and then deployed,and as such can be targeted for destruction, so don't rely on them staying put all game if you drop a particularly well-placed repeater.  They are not hard to destroy and, unlike mines, are not camouflaged.  Since most hackers are pretty squishy, and they are also gunning for objectives, repeaters allow hackers to use their programs from relative safety and while working towards other goals on the board.  Be careful though, enemy hackers can hack through friendly repeaters and, while they will be at a disadvantage, certain hackers will blow through that defense if they are targeting cheaper hackers (Think Interventor versus Fusilier)

Markers.  Markers are essentially repeaters that can be shot down field.  They hold all the same perks and downfalls of repeaters but can be deployed from a distance and thus save orders and the user much hassle.  Markers have one obvious flaw in N3 compared to deployable repeaters.  Shots no longer disperse.  If you declare firing a marker and the model "misses" than the repeater doesn't get placed.  So deployable repeaters are more reliably placed but take more time to get into place while markers take fewer orders but may disperse.


EVO Repeater.  EVO Repeaters are a special type of repeater.  They act as a normal repeater but also give some bonuses that normal repaters do not grant.  First, they grant the use of command tokens for failed hacking roles.  They also grant a +3PH to airborne deployment PH rolls, this is automatic without spending an order unlike the hacking program.  Finally they give a +3 modifier to Sat-Lock rolls.  This last one is pretty huge as Sat-Lock is a great way of targeting camo markers and camo troops without dealing with camo modifiers.  The +3 bonus means that Sat-Lock will be at a -3 modifier instead of -6.  EVO Repeaters will likely become less common as it really benefits AD Combat Drop and remote heavy lists.  It will still find some use in hacking heavy lists because of the allowance of command tokens to reroll failed hacking attempts, but players will really need to decide whether that 0.5SWC is worth the use of command tokens.

Fast Panda.  Another type of repeater.  The Fast Panda is an interesting type as AROs can't be declared against the Panda itself but rather the model deploying the Panda.  After deployment it moves 8" but can't make any other skill declarations.  So if a door is 4"away, it can move to the door, but not open it.  Pandas are useful repeaters.  The deploying model can stay out of site and let the Panda run around the corner and into range of a target.  The other use is as a blocker.  Since the Panda is a model it blocks movement.  If the opponent is trying to move into an objective room, deploy the Panda and let it run and stand in the doorway.  The enemy will need to shoot and destroy the Panda before it can move into the room.

Infiltration & Airborne Deployment.  These aren't gear but are methods for getting hackers and repeaters into effective range of potential targets.  The bonus of Airborne Deployment hackers is that they don't require LOS to work.  Drop the template within 8" of the target and they are good to roll (unless they fail their PH test of course).  Infiltration makes hackers a threat immediately from teh start of the game since they can be up a meager 4" away from affecting models.  Canny opponents will note this and try and move around but less canny opponents may walk straight into the hacking zone.


Hacking Help
A few resources exist out there to help with keeping track of hackers, programs, etc. while playing games of N3.

IJW's Reworked Hacking Chart - IJW from the Infinity Forums edited the hacking chart from the N3 rulebook to clarify all the information necessary in a single chart.  The book chart is decent but fails to show which hacking program belongs to which deck (without looking at the deck specific tables)

Locksmith's Hacking Program Reference Cards - Locksmith, another user of the Infinity Forums, created these handy, and very well finished, cards to use at the game table in keeping track of which programs are available.  Very useful.

Captain Spud's N3 Hacking Helper - This handy little program keeps track of hacking programs as well.  First select the device the hacker uses and then the target (distinguishing between enemies and friends).  Up will come a list of valid programs.  Click on one of the programs to get the full details and the list remains up top so you can flip through the programs.  The best part?  Once you load teh program up it is in memory.  So you shouldn't need an active internet connection once you start using it.