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Shadowrun - Satellite Constellation Extra Material

The document provides information on various commercial and independent satellite constellations, including their input/output speeds and bandwidths. It also discusses rules for accessing satellites, maintaining connections, and security measures used by constellation operators. Geostationary satellites are briefly covered at the end.

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Damien Kilcannon
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0% found this document useful (0 votes)
43 views4 pages

Shadowrun - Satellite Constellation Extra Material

The document provides information on various commercial and independent satellite constellations, including their input/output speeds and bandwidths. It also discusses rules for accessing satellites, maintaining connections, and security measures used by constellation operators. Geostationary satellites are briefly covered at the end.

Uploaded by

Damien Kilcannon
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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SATELLITE CONSTELLATION EXTRA MATERIAL

(REVISED)

COMMERCIAL CONSTELLATIONS
The satellite uplink listed on p. 34, Matrix is an average value of all the satellite constellations. For more
realism and diversity the gamemaster may instead use the following values for each satellite constellation.
Players and gamemasters should consult pp. 34-35 of Matrix for additional rules regarding satellite
uplinks.

Angel SatCom
I/O Speed: 800
Base Bandwidth: 50
One of the oldest and largest commercial satellite constellations, Angel SatCom has come under increasing
competition in recent years as newer constellations have come online that outperform it and undersell it. In
particular it has lost significant market share to the Tricom systems that offer much better performance at
an attractive price.

The only advantage Angel currently has is the fact it has the highest density of comsats in the world, but
that lead is quickly being eroded. Angel is considering a bold plan to upgrade its aging constellation,
though noone is betting on its chances of becoming a competitor again anytime soon.

Renraku GlobalLink
I/O Speed: 500
Base Bandwidth: 50
GlobalLink was a very popular service before the Arcology Shutdown in 2059. The fear of Deus and his
possible tendrils into this system caused a plummet in subscription. GlobalLink has been offering insanely
competitive rates and special bonuses but even that has not lured many users back. The fear of Deus is too
high.

TriCom Global
I/O Speed: 200
Base Bandwidth: 30
TriCom is a service owned and operated by TranSys Neuronet. The network is state of the art, has a high
density, and available in both the "consumer" Global package and the "professional" Prime service (see
below). It has become the primary competitor to Angel SatComs dominance, and is expected to overtake it
in number of subscribers by next year.

Nova Teledyne
I/O Speed: 300
Base Bandwidth: 30
Teledyne is a comparatively small constellation primarily intended to be a private communications network
for Fuchi. When the company broke apart the Villiers factionseized the network and has become selling
subscriptions to anyone willing to spend the nuyen, no questions asked. Of all the networks Teledyne has
quickly acquired a reputation as the "shadiest" of the constellation providers, and several high profile
decker attacks have been traced back to Teledyne ground stations, though so far the company has refused to
cooperate with investigations.

TriCom Prime
I/O Speed: 500
Base Bandwidth: 50
TriCom Prime is the professional version of the Global package. It uses the same satellites but works off of
separate transponders. Security on the Prime transponders is borderline ridiculous. But the network has put
its reputation on the line in providing high speed, secure communications anywhere in the world at any
time.

Ares SkyFire
I/O Speed: 1,000
Base Bandwidth: 40
The SkyFire network is the most advanced satellite constellation currently in service. The network went
online only two years ago, and has quickly become well know both for its speed and scarcity of active
satellites. Ares hopes to expand the network threefold in the next two years, which would make it the
second largest constellation provider, and a valid competitor to TriCom.

INDEPENDENT NETWORKS

HackerNet
I/O Speed: 1D6 x 50
Base Bandwidth: 5
HackerNet is an independent operator of several LEO comsats that they have acquired over the years.
These satellites are of limited utility and power, and in most cases they were deactivated satellites that are
just waiting to fall into the atmosphere.

Never ones to let technology go unused, HackerNet works with the Denver Data Haven in tracking down
these unused satellites (and even a few satellites that ARE still being used but can 'spare' a few
transponders. It then makes the information freely available over the shadownets for anyone who wants to
use the satellites.

The low bandwidth and density is not only because the satellites are of limited utility, but also because the
shadownets have first dibs on the channels and tend to hog them when they get the chance. Anyone with
access to Shadowland can make a Etiquette (4) Test using the Decker specialization of the skill. A
successful roll enables the decker to get an updated database of satellites, transponder codes and free Black
Box decryption keys. This database will be good for a number of weeks equal to the number of successes
the decker scored. After that the database will be out of date and worthless.

SATCOM RELIABILITY
Communications through a satellite connection is not perfect, sunspots, random interference on the uplink
channels, routing errors, latency, dropped connections, the list goes on. This, combined with harsh security
is what ultimately prevents satellite communications from being strictly used by deckers. To simulate the
somewhat unreliable nature of Sixth World high-speed satellite communications the following rules are
recommended.

LOSING CONNECTION
The user will not lose a satellite connection unless his signal is interfered with in some way (he starts
moving, objects get in way of antenna, etc.). Gamemasters should require another Logon to RTG Test if the
conditions of the users access change (essentially anything that would involve a modifier listed in the
Satlink Connection Table (p. 35, Matrix). The user does not have to worry about the satellite he is
connected to, as the user moves out of the footprint of one satellite he will be automatically handed off to
another satellite in the same constellation without interruption.
SATCOM RESTRICTIONS
Before using a satellite constellation the gamemaster may require the player to use a special “black box”
decoder in order to properly send and receive signals on the constellation. Trying to access a satellite
constellation without a valid black box means the characters Hacking Pool is halved (round down) since he
must compensate for the constellation encryption in realtime.

Black Box Software


Multiplier: Constellations Access Rating
System Operations: Logon to RTG (Specific satellite constellation)
Black Boxes are the generic term applied to special decryption utilities designed to defeat the constellation
providers ever-changing security protocols, encryption, and frequency shifting algorithms. Each Black Box
is specific to a constellation and will not work on any other. In addition it is not uncommon for Black
Boxes to be made useless when the providers switch security algorithms. Valid subscribers are mailed new
software or hardware cards to upgrade their systems. Deckers must start from scratch, it is not possible to
simply upgrade an existing software package. Typically the constellation providers switch their security
methods every 6 months.

A Black Box must have a Rating equal to the Control Rating of the constellation. Because of the time
involved these programs are typically purchased from other, specialized deckers known as “Crunchers.”

Instead of instant obsolescence the gamemaster may instead apply the SOTA rules (p. 29, Matrix), with
every point of program degradation resulting in a +1 TN modifier for all Logon to RTG System Operations
made on that constellation.

STG SECURITY
Constellation operators have an easier time of curtailing illegal access of their networks then the public
grids do.

Account Validation
Due to the strict security on all satellite grids the gamemaster should feel free to make a decker using a
spoofed account conduct Access Tests at irregular intervals to simulate the grids account verification
systems checking his access.

Trace IC
Because of the unique nature of satellite communications it’s not the satellites that run IC, it’s the ground
stations that actually route the connections onto the public grids. If a user starts racking up a security tally
the ground station will notice. Noone wants to be known as a haven for criminals so the constellation
provider will immediately begin looking for the connection. Treat this as a standard telco trace, but if
successful not only are you immediately dumped from the network your Black Box software (if used) is
immediately invalidated. The exact trigger step that this trace is triggered varies by ground station, specific
network, and recent security problems. As a general rule roll 3D6. This will be the trigger step at which the
trace is triggered. The trace will be of a rating equal to the networks Access Rating.
GEOSTATIONARY SATELLITES
GEO satellites are less useful to most people, they are usually set up either as simple repeaters –
broadcasting whatever is sent to them, or as relays between fixed points (such as between
telecommunications centers). However, in certain rare instances it may be necessary to access a GEO
satellite for a specific reason, such as to inject a pirate video feed into a DBS satellite.

CONTACTING GEO SATELLITES


GEO satellites use a Density Rating for purposes of contact attempts, but the gamemaster is the final arbiter
if the satellite is visible from the users current location. Most GEO satellites have a Density of +7 for
purposes of the Logon to RTG Test. Many GEO satellites also have their uplink transponder locked to a
specific area, if the user attempting access is outside that area contact is impossible.

Thus, in most cases a user attempting to access a GEO satellite must possess at least a portable dish antenna
(for more information on satlink antennas, see Satellite Interface, p. 61, Matrix).

ACCESSING GEO SATELLITES


For game purposes, connection attempts on a GEO satellite work in the same manner as a for a LEO
constellation. The user must make a successful Logon to RTG Test. A successful Test on a comsat means
he can then use it much like an LEO constellation and attempt to access any RTG within the satellites
coverage, note that like LEO satellites certain areas are specifically excluded from many satellites
coverage. Atzlan has threatened to destroy any satellite broadcasting without authorization on their territory
for instance; so most satellites have the Aztlan region blocked from their transmission footprint.

Access to a DBS satellite means the user may attempt to control the satellites broadcasting capabilities
(Control Test). This will last until the satellites owners figure out what is going on change the access codes
through their control links, booting any intruders out. Treat this as a telco trace at a rating equal to the
Access rating of the satellite.

Signal Lag
GEO satellites have an enormous amount of signal lag (at least compared to what most users are used to).
To represent this, a user may only use Tortoise Mode connections (p.42, Matrix) over a GEO satlink, and
even then is at -4 Reaction.

BANDWIDTH
Without access to a large ground station a user will be quite limited in the amount of data he can send.
However, geostationary satellites are quite capable of very high downlink speeds (they are primarily used
to beam trideo programming either to ground stations or subscribers over a very large area). For game
purposes, a user has an I/O and Base bandwidth of 20 on GEO satellites.

Advanced Bandwidth Rule


If the gamemaster wishes to better illustrate the capabilities of GEO satellites he can give the decker a split
bandwidth, one that applies to uploads and is affected by his persona bandwidth, and the other, which
represents the very high downlink speeds of the satellite. In this case the I/O bandwidth is suggested to be
set at 10 for uploads, and 100 for pure downlink speeds.

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