Hacking
Using Hacking Tools
If you are proficient with and have hacking tools you can use an action to begin a hack, making a hacking tools check against a DC determined by the security of the device you are hacking. On a success you begin hacking that device. While hacking a device you cannot attempt to hack another device until the previous hack attempt ends.
Uncontested Hacks
Most minor devices have little security to speak of and once in its system a hacker has full control over a device once a hack has begun.
A hacker can continue hacking an uncontested hack indefinitely, and can perform any hacking maneuvers appropriate to that device without spending hacking countdown dice (see below).
Locked Out. On a failed hacking tools check for an uncontested hack, or when the hacker chooses to end the hack, the hacker is locked out of the device.
Device |
Hacking DC |
---|---|
Beverage Vending Machine | DC 5 |
Automatic Doors | DC 10 |
Communication Device | DC 10 |
Computing Device | DC 12 |
Private Apartment | DC 15 |
Warehouse Door | DC 15 |
Camera System | DC 20 |
Private Encrypted Datapad | DC 25 |
Contested Hacks
More advanced devices are integrated with anti–hacking defenses or intelligent enough to actively resist intrusion. Once a device begins defending itself, it is only a matter of boldness and time before intruders are rooted out.
Hacking Countdown. After successfully making the initial hacking tools check to begin a contested hack, you create a countdown pool with a number of six-sided dice equal to the result of your hacking tools check divided by 5 (round down), added to your Intelligence modifier. For example, a check of 15 by a hacker with a +2 Intelligence modifier results in a countdown pool of 5 dice.
Hacking Countdown Pool = |
The dice within the dice pool are called hacking countdown dice. At the end of each of your turns that you spend hacking, roll these dice and remove any with a result of 6. Until a hacking countdown ends, the hacker can perform any hacking maneuvers appropriate to the hacked device.
Locked Out. On a failed hacking tools check, when there are no more hacking countdown dice, or when the hacker chooses to end the hack, the hacker is locked out of the device.
Device |
Hacking DC |
Saving Throw |
---|---|---|
Communication Device | DC 10 | +0 |
Civilian Vehicle | DC 12 | +1 |
Computing Device | DC 12 | +1 |
Automated Turret | DC 15 | +2 |
Military Vehicle | DC 18 | +3 |
Hackable Armor | DC 20 | +4 |
Shielding Device | DC 25 | +6 |
Hacking Lockouts
When a hacker is locked out of a device its internal security has identified them as an intruder, expelled the threat, and has gone on high alert.
A hacker that has been locked out of a device cannot attempt to hack that same device using the same hacking tools or method while it remains on high alert. In addition, a device that is on high alert gains an expertise die on saving throws made against hacking maneuvers.
The duration of a high alert varies between devices depending on their security sensitivity. The High Alert Duration table provides some examples but exactly how long a high alert lasts on any given device is up to the Narrator’s discretion.
Device |
High Alert Duration |
---|---|
Private Datapad | 1d10 rounds |
Commercial Hovercar | 1d10 minutes |
Security Cameras | 1d10 hours |
Capital Ship Deck | 24 hours |
Secure military Installation | 1d10 days |
Networks and Terminal Access
Trying to penetrate security through a network can be infinitely more difficult than directly accessing a closed system through a terminal. By using hacking tools a hacker can attempt a hack on any device currently connected on the same network. Some networks are small and more closed off, consisting of only a single capital ship’s systems or the systems of a single military installation, but others are vast interconnected webs covering whole worlds or even solar systems.
Network Access. Checks made to initially access a device remotely using only a network are made with disadvantage. Once initial access is acquired, further checks are made normally.
Terminal Access. Checks made to initially access a device using a physical access point or directly connected terminal are made normally.
It is up to the Narrator how closed-off or easy to access a network is, but generally if a device is broadcasting or connected to any sort of internet or web it is accessible to anyone who can pick up a wireless signal (including anyone with hacking tools). Most ships have countless computer terminals and access points, while robots and other large machines typically only have a single access point. Often such access points are intentionally difficult to get to, either hidden behind panels or blocked by security measures. Most vehicles, starfighters, and constructs have their access points blocked in this way, and a thieves’ tools check with a DC equal to their hacking DC is required before the device can be hacked directly.
Hacking Capital Ships
Capital ships are great technological marvels containing numerous interconnected systems. For the purposes of hacking, each deck is considered to be a separate device. The hacking DC and saving throw bonus of a capital ship is shown in the ship’s statistics.
Counter Hacking
The same techniques used for hacking into a device can be used to lock someone out of it. You can attempt to counter hacking as an action if:
- You are operating a device that is being hacked.
- You are operating in the same network as a device that is being hacked.
- You are the device being hacked.
When you attempt counter hacking, you make a computers check against the hacker’s hacking maneuver DC. On a success you remove one of the countdown dice from that hack’s dice pool. If you critically succeed, you remove 2 dice instead.
Power Down. You can also force a hack to end early by completely unpowering the hacked device. Devices must be completely severed from their power source to end a hack in this way as hackers can still access devices that are switched off but are still receiving power. Most small or handheld devices can be completely unpowered as an action, by pulling power cords or removing batteries. Larger devices such as starfighters, vehicles, and starship decks may be unpowered as an action but doing so requires access to the appropriate control panels and a successful DC 15 Engineering check. Construct creatures can voluntarily choose to unpower themselves as an action; if they do they are stunned until their power is restored. Devices can have their power restored as an action. A device is unusable while unpowered.
Tracing. Alternatively, you can attempt to trace the hacker rather than simply remove them from the system. On a successful check when counter hacking, you may choose to trace the hack instead of removing a countdown die. A critical success counts as 2 successful hacking traces instead of 1. If you successfully trace the hack 3 times during the same hack, you learn the exact location of the hacker and what device they’re using.