The Rival Hacker wants to sabotage NETSEC until they fail to hack the target node. He's neutral.
Win Conditions[]
Do not let NETSEC win and survive.
Abilities[]
Day Abilities[]
- Hack Target - Try pwning the machine (targets node, leaves log). The more people trying to hack a node, the more likely the capture. He has a moderate chance of succeeding. (Infinite uses)
- Harden Node - Apply security patches and stop unnecessary services to make the hack harder (Two uses, Three day cooldown).
- Jam Network - Same as ISP but cannot be detected by "review connection logs".
Night Abilities[]
- Move Hideout - Move to a safer hideout, making you safe from arrest, murder, and deal attempts (Three uses, because of passive ability)
- Wipe - Wipe all content from this node: this includes all connection logs and possible intel (only works on unhacked/rolled backed nodes) Wiretap - See who emails your target Passive Abilities
- Blackmailed Informer - You have dirt on the Informer that's helping AGENTs, he'll relay intel to you (if Agent Leader asks for it). It will also try to bribe an AGENT Detective...
- Prepared for Anything - Law enforcement can search you as much as they want: they don't know about your hideouts (Move hideout has an additional two charges)