I know I posted the first article about hacking in Infinity 3rd Edition quite a while ago but I really wanted to get more experience with the hacking programs under my belt before wrote about them.  Now that I have 6 months of N3 under my belt, including a number of tournaments, I feel comfortable discussing the individual programs. I feel the need to warn readers that this is a long post and I could have spent a post on each group of programs but I'd rather handle it in one single post so I don't take a month to finish off the hacking series of articles.



For each group of programs I will post the appropriate information regarding damage, burst, etc.  I'll try and explain best uses for each program and any experiences I've had with these programs.


CLAW-1 Programs
All of the programs in CLAW-1 attempt to put the targets of the attack into various states that limit their effectiveness or open them up to more conventional attacks.  All of the common hacking devices have access to these programs making them common on the tabletop.

Blackout.  Blackout has high DAM, low Burst and can be used in the active turn or as an ARO to shut down comms equipment.  The high damage makes this a very good ARO when opposing hacking attempts as, if successful, the enemy hacker is disabled until an Engineer fixes the hacking device.  Also remember that equipment can't declare AROs so a repeater, sniffer, or other marker that contains comms equipment is targeted, it can't declare a reset.  This can be used to disable deployable comms equipment that hasn't been deployed.  Worried about the enemy infiltrator placing some repeaters?  Get them in your hacking area and hit them with blackout and any repeaters they are still carrying are disabled.

Gotcha!.  The Gotcha! program is an average DAM and high burst (for a hacking program) used as a short skill or ARO to temporarily immobilize enemy targets vulnerable to hacking.  This takes the place of the standard immobilize attack that players are familiar with from N2.  Gotcha! is most useful for removing a deadly HI/REM/TAG threat during the active turn due to the higher than usual burst value.  Remember the immobilize - 1 state only lasts 2 player turns.  If you don't take care of them then they will be able to ARO during your next active turn.  Also remember that, since the Burst value is 2 that the hacker can target multiple models (up to the burst value) with a single attempt.

Overlord.  Overlord allows a hacker to make an attempt to possess a TAG with a good DAM value and breaker ammo to halve the BTS of the target.  Since this can be used during both the active and reactive turns TAGs must be wary of hackers.  Remember that possessed troops replace their MOV, CC, BS, and WIP with those found in the possessed trooper profile.  This means that while hacking successes occur more frequently in N3, the impact isn't quite so harsh as the controller of the TAG is still vying for control.

Spotlight.  Spotlight allows the hacker to put the target into the "targeted" state but is only usable during the active turn.  The user suffers a small, but meaningful, penalty to their WIP when trying to spotlight enemies.  Spotlight can be used to complete several classified objectives in ITS scenarios. This only requires the target to enter the hacker's hacking range instead of LOS.


CLAW-2 Programs
Claw-2 programs continue the trend of allowing hackers to impose states on targets but in somewhat different, sometimes hilarious, ways.  These programs are found on the common assault hacking devices as well as the ever elusive hacking device plus.

Expel.  I admit I laughed when I first saw this program and then I read the details and decided this was one hacking program that will almost never be used except for laughs.  The reason for that assessment centers around TAGs themselves.  Most of them have super-high BTS and with a DAM of only 13, burst 1, and no special ammo rules most TAGs stand little chance of being affected by this.  Additionally, many of the most dangerous TAGs in Infinity aren't manned TAGs. Nonetheless, expelling the pilots of manned TAGsdoes offer a new tool to deal with these beasts of war. Eject the pilot, shoot the pilot, ignore the big beefy (and empty) TAG armor nearby.  Of course if you can't deal with the pilot then don't even bother as they will simply remount their TAG during their active turn.  Typically hackers will be better off trying to possess the TAG.

Oblivion.  Oblivion puts a legal target into the isolated state and does so quite effectively with a high DAM of 16.  This program will prove useful in both the active and reactive turn to prevent the enemy from assigning orders to the model in question.  Realize however that they can use a command token at any time to remove the isolated state.  So if they are sitting on a stack of command tokens still, this skill may not be the best to use unless you are trying to get them to burn those command tokens. Don't forget that the isolated stated disables all comms equipment on the isloated model so Oblivion is a great way to disable enemy hackers in the reactive turn.  This method is more reliable than blackout if they have a high BTS.


CLAW-3 Programs
Claw-3 programs stick to the same task of assigning states to targets but makes the programs more effective by upping the DAM or Burst of the program.  So while none of the states these programs afflict are new, these programs are typically more effective.  These programs are only found on assault hacking devices.

Basilisk.  Basilisk expands on the Gotcha! program by increasing the burst up to 3.  For this reason Basilisk is far better in the active turn but essentially follows the same tactics as Gotcha!

Carbonite.  Carbonite offers the most reliable method for immobilizing potential targets and is THE reason players should consider taking assault hacking devices.  AGain, the basic premise behind this program follows that of Gotcha! but makes it more likley to hack the enemy target by giving the hacker a +3 bonus and then layers double trouble ammo over that.  So every success of Carbonite forces the target to make two BTS rolls.

Total Control.  This program afflicts the possessed state on a  TAG in a similar way to Overlord but with DAM16 and substituting Double Trouble ammo for the breaker ammo.  Against low BTS Total Control has an obvious advantage.  Against BTS9 hackers will likely stick to overlord as the numbers skew ever so slightly in that direction.


GADGET-1 Programs
The first level of gadget programs offers a utility belt of programs useful in a number of situations.  These are available on defensive, plus, and standard hacking devices.

Fairy Dust.  Fairy Dust is a supportware program that gives all heavy infantry on the table access to Firewall modifers to protect them from hacking attacks.  Heavy infantry armies breathed a sigh of relief with this program on the table.  Just remember this program only lasts 2 player turns so it will need to be executed every active turn to stay effective.

Lockpicker.  Lockpicker allows security terrain to be hacked and activated/deactivated or closed/opened in the case of doors.  This one will largely be relegated to campaign scenarios and home campaigns unless ITS scenarios contains secure doors or other terrain.  One thing to note with Lockpicker is that if you use this to open the security doors of the objective room in ITS scenarios such as Armory, it will only open the door affected.  So this can be used to sneak in friendly forces and set up inside the room while your opponent can't see inside.

Controlled Jump.  This program makes AD:Combat Jump troops more reliable when they choose to use AD3 to come on the board.  Most of these troops hover around 11-13 PH and a +3 boost to PH equates to an increase of 15% that those units will stick the landing.  Also note that this effects all AD3 for the rest of the active turn.


GADGET-2 Programs
These programs offer some useful boosts for remotes that make them more effective in both active/reactive turns.  These programs are available to defensive, plus, and standard hacking devices.

Assisted Fire.  This program gives a remote the Marksmanship L2 skill.  This applied to a total reaction remote is pretty crazy.  One of the downsides of TR bots is their low-to-mediocre BS (usually 11).  So firing at units in cover usually means a hefty penalty and takes away some of their offensive stature.  Assisted Fire negates that penalty and helps them versus Camo/TO who are trying to bunker behind cover as well.  Lasting two players turns, remember to keep this up on any remotes.

Enhanced Reaction.  This is another supportware that targets a friendly remote.  This one grants B2 during ARO.  Useful for all remotes but especially deadly when looking at Feuerbachs, HMGs, Heavy Flamers, etc.  This one is pointless on a Total Reaction remote but just about every other remote finds this useful. For the CA players out there, this one is positively hideous on Unidron Batroids with heavy weapons.  A plasma Sniper that is ALWAYS B2?  Yup.  I'll take it.



SHIELD-1 Programs
The shield programs offer protection from high-tech toys such as possession, combat jumping troops, or guided ammunition.  The Shield-1 programs are found on defensive, plus, and standard hacking devices.

Exorcism.  Exorcism is a program that allows a hacker to clear the possessed state of of a friendly TAG.  At DAM18, Burst 2, and applying the rules for double trouble ammo this program is very effective at removing it and even gives a penalty to the enemy trying to retain control.  That said, possessed can be cleared by a command token as well.  So a player must make a choice on whether they need a command token or they need all of their orders to carry out their plans.  Usually it's the orders.

Hack Transport Aircraft.  The Hack Transport Aircraft program allows, with some difficulty, a hacker to attempt to interfere with the combat jump attempt of an enemy player.  This makes the PH roll made by the jumping troop a face-to-face roll and should the hacker succeed and win the face-to-face roll then the jumping model applies dispersion rules regardless of whether they succeeded the PH roll.  If your forces have a hacking device with this program it should always be used as their is no downside.  In fact, if you have multiple hackers with this program, use them all.

U-Turn.  U-Turn provides some defensive against that pesky guided ammunition that, if performed right doesn't need LOS and usually means the enemy needs an 18 or less to succeed.  Any hacker with the program may declare the use of this program when guided ammunition is rolled and they don't need to roll any dice.  It simply imposes a cumulative -3 penalty to the shot.  Have 3 hackers with the right hacking devices?  That's -9 to the shot.  While the best defense against guided ammo is still killing all of the forward observers/hackers so they can't put models in the targeted state, U-Turn is a good passive alternative that is open to most players and makes guided ammo far less reliable.


SHIELD-2 Programs
Shield-2 level consists of a single program that assist a hacker who is being actively hacked.  This program is available only to defensive and plus hacking devices.

Breakwater.  This program is confusing when only staring at the table as the devil is in the details.  Breakwater applies a -6 penalty to teh an enemy hackers attack that targets the model using breakwater.  Meaning the enemy declares a hacking attack against your hacker, you declare breakwater, that turns it into a face-to-face hacking roll but the enemy receives a -6 to their WIP roll. This can't be used to negate hacking attacks against other models but is a great way for lower WIP hackers to stand up to the high WIP beasts like Charontids and Interventors.


SHIELD-3 Programs
Shield-3 programs offer up new ways to protect the hacker from assault.  These are only available to defensive hacking devices and, as such, are rarely seen outside of Ariadna and Tohaa.

Counterstrike.  Counterstrike is similar to Breakwater at the Shield-2 level but both models take a penalty.  If the hacker using counterstrike wins, he redirects the attack back at the attacker.  Keep this in mind when choosing to use counterstrike as reflecting a Brain Blast back onto a TAG won't do anything and breakwater would be a better option.  The -3 penalty for both hackers means this program is best used by high WIP hackers facing low WIP hackers.   This is a great program for such duels as two out of three possible results (both fail/tie, attacker wins, defender wins) are beneficial to the user and, because of the higher WIP, they are more likely to occur.

Zero Pain.  This program offers up something unique in that it remains B2 during ARO.  An enemy hacker targeting a friendly hacker would still roll two dice to resist.  I would use this program sparingly though as Breakwater will likely be a better go-to defensive program unless the WIP difference between the hackers greatly favors the reactive player.


SWORD-1 Programs
The sole sword program offers a method to cause physical harm to an enemy hacker for when afflicting them with a state just won't do.  Only plus and standard hacking devices can use sword programs.  This seems somewhat counter-intuitive by some standards as assault devices seem to go-to aggressive hacking devices but yet they can't actually cause physical harm to a hacker.

Brain Blast.  Brain Blast is a decent mtehod for tacking out hackers since it is DAM14, Burst 2 and can be used in active and reactive turns.  I like to picture this as my hacker overloading the enemy with so many pictures of cute kittens, useless memes, and other internet drivel straight into the brain.  It's like downloading Imgur straight into their brain with no filters.  The Burst 2 gives it an aggressive edge while the DAM14 means that most hackers still need to be wary of this program.  This has been one of my default AROs when opponents are trying to hack my hackers.  It lets them know I'm not kidding around and because my Nomad hackers typically have superior WIP, it strikes terror into opponents everywhere.


UPGRADE Programs
Upgrade programs offer useful tricks that can make hackers more of an offensive threat or additional tricks to help them move around the board and interfer with the sensors of the enemy.  Most of these programs are found on Plus hacking devices but some are found, and exclusive to, the standard hacking devices of the EI.  Some special hackers will have upgrade programs without hacking access to the appropriate hacking device and these exceptions are listed in the unit profile (ex.  Zoe from Bakunin has access to Stop! despite not having an EI Hacking Device).

Cybermask.  Worried your hacker is going to get shot-up crossing the street to reach an objective?  Take one with access to cybermask and then they can wear a hologram of a friendly enemy and enter into the Impersonation-2 state. Then they can just stroll across the street at their leisure.  Now the Impersonation-2 state isn't perfect.  It offers no penalties to discover so don't just walk around with no purpose or thinking you are protected.  Cybermask offers the hacker a way to force the enemy to waste AROs or protect the hacker when move in and out of line of sight in a single order.  Leave them exposed and they are just as toast as before, only the enemy must spend an additional order to discover the marker first.

Stop!.  Stop offers an interesting and effectie way to immobilize troops.  If a hacking device has access to Stop! then the increase DAM and the addition of breaker ammo cause this to shoot far ahead of Gotcha!  I haven't used this as I don't typically play Zoe and my combined consists of Morats which has only a single standard hacking device, but, it seems horribly useful on paper if my experience with Gotcha! is anything to go by.

Sucker Punch.  This is a jumped up version of Brain Blast and boy, is it effective.  Sporting a higher DAM of 16, double trouble ammo, and a -3 penalty to the opponent's reaction, Sucker Punc is a serious threat, particularly as an ARO.  If the enemy has a high BTS score, Sucker Punch is a great alternative to Brain Blast
White Noise.  Many armies have problems with MSV.  Some armies rely heavily on smoke for their tactics to work and MSV can just spoil their day.  White Noise can be used to create a White Noise template within their hacking area that can shut down the MSV wearer.  Use the opportunity to take out the MSV bearer by standing a sniper in the middle of the cloud or whatever you feel is necessary.


There you have it folks.  I don't have any future articles about hacking in general but I will try and write up one on hacking with Nomads.  I don't see myself getting to that before August though.