Hack: Difference between revisions

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== Special Hacking Options ==
== Special Hacking Options ==


;Counter Hacking:  Once an enemy ship is alerted of the presence of a hacker or hacking attempt they can attempt to find and expel the hacker. The DC to expel a hacker is an opposing roll against the hacker's last roll. If the crew is not aware of an attempt they cannot preform a counter hacking roll.
;Counter Hacking:  Once an enemy ship is alerted of the presence of a hacker or hacking attempt they can attempt to find and expel the hacker. The DC to expel a hacker is an opposing roll against the hacker's last roll. If the crew is not aware of an attempt they cannot perform a counter-hacking roll. Each round the enemy ship is aware of the hack the hacker takes one disadvantage.

Latest revision as of 06:17, 21 January 2019

Hack is a function of a Space ship. Space Ships and other functions can be found here. This allows for cyber warfare between ships. This can be preformed by either the Science or Sensor Officer. However both cannot be hacking at the same time. If both attempt to Hack one will have to assist the other. The Chief Engineer can also perform Counter Hacking duties which is regulated to defending against hacking attempts only.

Description

Hack into the systems of a target ship to disrupt that ships systems or crew members. This can lead to damage to systems, systems acting weird, or consoles exploding hurting the crew.

Hacking uses the ships Computers and Communications systems (Electronics and Sensors) to attempt to gain access to an enemy ship’s systems. Hacking is similar to Grappling in that it occurs over multiple turns and has stages. There are 3 stages.

  1. Attempting to gain access: The DC is 10 + Target Electronics Mod + Target Sensors Mod + Misc Mods Miscellaneous mods come from additional ship improvements that help counter cyber warfare. You can add your own Electronics and Sensor mod to the d20 roll. If successful then you are in. If you fail by more then 5 then the enemy ship knows you attempted to hack them and you have to take disadvantage on further attempts until the end of combat. Disadvantages can stake up and once you have 3 disadvantages you cannot try again.
  2. Information Gathering or System Disruption: Once you are 'in' any previous disadvantages earned from attempting to gain access are ignored. However, a failure of more then 5 automatically provides a disadvantage that stays until the hacker is removed from the system. A failure that is less then 5 simply alerts the target ship that a hacker is present in the system.
    1. To Gather information the DC is 10 + Target Electronics Mod + Misc Mods. The hacker can add their ship's Electronics mod to the d20 roll but the hacker doesn't get the ship's Sensor mod for hacking unless it is to Gain access. This provides detailed information about a specific part of the ship. This is similar to a deep scan. A valid target of the Gather Information is any of the 6 core system attributes which provides information on that particular system and any sub-system, bay, or hard point that is associated with it. Structure provides a generic summary of the ship hull size, configuration, layout what bays/hard points are being used and its occupants. Any hard point or bay that isn't directly associated with one of the 6 Core System attributes is revealed when Gathering Information on the ship Structure. Once a System's information has been obtained that system and its associated components are vulnerable to direct system harm via hacking.
    2. To disruption a ship system the Hacker must pick a target. All Hard points and Bays are valid systems. The DC for System Disruption is DC 10 + Target Electronics Mod + Target System Mod + Misc Mods. Target System mod is the Masterwork level of the Bay or Hard point. The disruption lasts for only 1 turn at appears to come from part of the battle. A Chief Engineer can during the response phase of combat attempt to reverse the disruption. The disruption simple disables the system making it unable to be used for one round. If a hacker attempts to target a system that has already be disrupted in the past they gain disadvantage for each time the target has been disrupted.
  3. System Harm: In order to harm a system, ie: disrupt it in such a way that causes damage, the hacker must have first gathered information on it. The DC is DC 10 + Target Electronics Mod + Target System Mod + Misc Mods. A failure of more then 5 automatically provides a disadvantage that stays until the hacker is removed from the system. A success of 5 or more, or a critical success causes damage and the target ship is unaware of the hack. However, roll that is within 5 of the DC results in detection.
    1. Battle Damage: One any ship system has had information gathered on it the Hacker can use this information to do Battle Damage. However, only 1 Battle Damage can be done by hacking. If this choice is taken only a critical success avoids detection. When successful roll for battle damage as normal. Critical success applies like it normally does for weapons fire.
    2. Ship System Damage: If successful the Hacker roll's a 1d4 and adds there Intelligence modifier to the total. That is the total amount of damage done to that ship system. The max a specific system can received in one turn is 6 unless the Hacker had a critical success then it is 10. This is unless targeting specific ship systems via weapon fires, and implies that with a critical success of a hack there is a chance that you could totally destroy the target system.
    3. Console Damage: Cause a target console to explode. The Hacker picks a crew member and has a console or other close by electronic device to overload and explode. These deals 4 Advantage Die worth of Electric damage to the target.

For every round that a Hacker is in the target system the target systems DC gains a miscellaneous +1.

Special Hacking Options

Counter Hacking
Once an enemy ship is alerted of the presence of a hacker or hacking attempt they can attempt to find and expel the hacker. The DC to expel a hacker is an opposing roll against the hacker's last roll. If the crew is not aware of an attempt they cannot perform a counter-hacking roll. Each round the enemy ship is aware of the hack the hacker takes one disadvantage.