Weapon Jam
Weapon Jam
Weapon Jam (2 Dice)
Action, Save (Construct creatures, Starfighters, Vehicles, Weapon Decks)
Even the most advanced weaponry is made up of multiple moving parts with their own exploitable vulnerabilities.
The next time the device makes an attack or an attack is made using one of the device’s weapons, it or its operator makes a Dexterity saving throw. On a failed save the weapon jams and cannot be used to make attacks while you are hacking the device. The device or the device’s operator may then immediately make an attack using a different weapon with the same Attack action, assuming they have another weapon to use. Once your hack ends, the device returns to normal functionality.
Spoof Readings
Spoof Readings
Spoof Readings (2 Dice)
Action, Check (Science Decks, Scientific Devices)
Armies sometimes march on one piece of trusted data and scientific equipment is just so precise. All it takes is a little unseen tweak to make a huge difference.
You determine the result of the next test or Scan the device makes. Your fictitious result must be a possible result of this next action, but you can determine the displayed result. Examples include detecting dangerous radiation where there is none, concealing implants from an x–ray scan, or fabricating different results from a ship Scan.
Self-Destruct
Self-Destruct
Self–Destruct (5 Dice)
Action, Check (Bridge Decks, Engine Decks)
Most capital ships either have self–destruct emergency systems by design or react catastrophically when the right combination of failsafes go awry.
You bypass an internal safeguard. Once you successfully bypass 3 internal safeguards you activate the device’s self–destruct sequence. You may choose the duration of this self–destruct sequence (minimum 30 seconds and maximum 10 minutes) after which the capital ship explodes (see Capital Ship Explosions in Chapter 7: Starships).
Spam
Spam
Spam (1 Die)
Bonus Action, Check (Communications Devices, Computing Devices, Construct creatures, Hackable Armors, Starfighters)
You fill the device with pop–up images and nonsense, drowning out its actual functions with useless and distracting chatter.
While you are hacking the device it is rattled, or if the device is operated the creature operating it is rattled until it is no longer operating the device. Once your hack ends, the device returns to normal functionality.
Search Files
Search Files
Search Files (1 Die)
Bonus Action, Check (Communications Devices, Computing Devices)
All sorts of valuable and personal data is yours for the taking once you’ve cracked a system.
You look through the device’s data as if you had direct access to it. You retrieve one specific piece of information.
Remote Control
Remote Control
Remote Control (4 Dice)
Action, Check (Construct creatures, Hackable Armors, Starfighters, Vehicles)
Most controls don’t have mechanical meaning anymore, it’s all just electrical signals sent to moving parts—why not send those signals from somewhere else?
You bypass an internal safeguard. Once you successfully bypass 3 internal safeguards you take control of the device. When you take control of a starfighter or vehicle in this way you are treated as if you were the operator while you are hacking it. You can direct the actions of a construct creature hacked in this way as a bonus action while you are hacking it. Once your hack ends, the device returns to normal functionality.
Construct creatures are aware that they have been hacked in this manner.
Scramble Sensors
Scramble Sensors
Scramble Sensors (2 Dice)
Action, Save (Construct creatures, Hackable Armors)
You fill the device’s sensors with so much noise that it temporarily loses grip on its subroutines.
The device makes a Wisdom saving throw or is confused while you are hacking it. Once your hack ends, the device returns to normal functionality.
Overheat
Overheat
Overheat (3 Dice)
Action, Check (Computer Systems, Construct creatures, Hackable Armors, Starfighters, Vehicles)
By disabling enough safeguards you can cause the inner workings of most devices to grind and burn.
The device takes 2d6 ongoing fire damage while you are hacking it.
Overclock
Overclock
Overclock (3 Dice)
Action, Check (Construct creatures, Hackable Armors)
Most machine intelligences have untapped processing potential just waiting to be unlocked at the mere cost of system integrity and operating life.
While you are hacking the device it gains an expertise die on attack rolls, ability checks, and saving throws. However, for the duration of the hack the device takes 2d4 ongoing lightning damage plus an additional 1d4 lightning damage for each round past the first. Once your hack ends, the device returns to normal functionality.
Open/Close
Open/Close
Open/Close (1 Die)
Bonus Action, Check (Doors, Vehicles)
Sometimes you just need access or to deny access to others.
You force the door or its doors to either unlock and open or to close and lock shut.