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Hack

From FuturePath

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 ship's systems or crew members. This can lead to damage to systems, systems acting weird, or consoles exploding hurting the crew.

Hacking uses the ship's 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 than 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 stack up, and once you reach 3, 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.
    1. General rules for actions while hacking in a Spaceship:
      1. Each round, the Hacker is in the System, and the DC for any check is increased by 1.
      2. Any Failure of a check automatically alerts the target ship's crew of the Hacker's presence.
      3. A failure of more than 5 causes an increase of any future check DC by 1.
      4. A Critical failure will result in the Hacker being automatically kicked from the system.
    2. 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. This provides detailed information about a specific part of the ship. This is similar to a deep scan. The following are valid targets of Gather Information, the 6 core system attributes, Bays, and Hardpoints. Below is a list of what information is obtained for each.
      1. Engines: This informs the Hacker of the Ship's Engines Score/Modifier. Also, if it has anything boosting it. And can provide access to Helm's and Engineer's consoles.
      2. Weapons: This informs Hacker of the Ship's Weapon's Score/Modifier. Also, it tells the Hacker how many HardPoints exist and what its armanent is. It cannot tell the Hacker the classification of a HardPoint, what, if any, special ammo is being used, or any other detail beyond how many hardpoints there are and what type of device is installed per hardpoint. This grants access to the Weapon's Officers console.
      3. Structure: This informs the Hacker of the Ship's Structure's Score/Modifier. Also, it tells the Hacker what the ship's bays are. Although it doesn't inform the Hacker about classifications or levels, the Bays are just what they are installed. This grants access to the Engineer's and Medical Officer's consoles.
      4. Shields: This informs the Hacker of the Ship's Shield's Score/Modifier. Also, it gives access to the Science and Engineers Officers' consoles.
      5. Electronics: This informs the Hacker of the Ship's Electronics Score/Modifier. It also provides access to the Science and Comms Officers' consoles.
      6. Sensors: This informs the Hacker of the Ship's Sensors Score/Modifier. Also, it gives access to the Comms Officer's console. It also grants access to internal comms.
      7. HardPoints: The Hacker can pick HardPoint at random, or if they have already scanned Weapons then they can pick a specific HardPoint. They learn everything about the point, including special ammo, the number of rounds it has, and so on.
      8. Bays: The Hacker can pick a specific Bay to gain temporary control over. They can learn all information pertaining to this Bay and control basic functions, such as locking/unlocking doors, opening doors, controlling lights, monitoring internal sensors that can inform the Hacker of the occupants, and using the intercom. The Hacker doesn't need to know that a Bay exists or that it is of a particular type. They can choose one at random. To choose one without it being random, they must first scan the Structure.
      9. Captian's Console: This console is extra pretected. The Hacker's DC is +10 and decreases by -4 for every successful Gather Information action on the ship. Gaining access to this Console grants access to ship-wide intercoms and allows the Hacker to know, during the Support Phase of combat, what the enemy ship's captain has ordered.
    3. To Disrupt a ship system, the Hacker must pick a target. All the same targets of Gather Information are valid. The Hacker can directly pick one of the 6 C.A.S., or randomly choose a Bay or a Hardpoint. If they have already gathered information about the Bays/Hardpoints, they can also be chosen directly. The DC for System Disruption is DC 10 + Target Electronics Mod + Target System Mod + Misc Mods. Target System mod is the Masterwork/Classification level of the Bay or Hard point.
      1. 6 Core System Attributes: For 1 round, remove 2 points from the target C.A.S Score +1 point for each point the DC was beaten.
      2. HardPoints: Lock/Jam the gimble of the target Hardpoint, causing it to be unable to fire for 1 round. It doesn't affect missiles, but it prevents them from reloading. (Upgrade HardPoints cannot be targeted)
      3. Bays: Cut the power to the Bay and stop it from functioning for 1 round. (Upgrade Bays cannot be targeted)
  3. System Harm: This follows the same rules in the Information Gathering or System Disruption phase of Hacking. However, after committing to any System Hard action, the target ship now knows the Hacker is in the system. And in each round, the DC for committing actions increases by +2 instead of +1. And a Failure of more than 5 increased the DC immediately by +2.
    1. Battle Damage: If any of the 6 C.A.S 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 on a target ship per combat encounter. Also, this damage cannot be done if the Ship has 0 left Battle Damage. This includes Demminutive Ships, which start out as 0. When successful, roll for battle damage as normal, but add no bonuses to repair DC. There is no critical success in this instance.
    2. Ship System Damage: If successful, the Hacker rolls a 1d4 and adds their Intelligence modifier to the total. That is the total amount of damage done to that ship system. The maximum a specific system can receive in one turn is 5. This counts as temporary damage. An Engineer can take 1 turn to restore the damaged system to its original state. The repair DC is 12 + Hacker's Intelligence Score.
    3. Console Damage: Cause a target console to explode. The Hacker has to have gained access to the console. If they have not gained access to the console, they must randomly pick one by rolling a d6. This causes the console or another nearby electronic device to overload and explode on the Officer. This acts like the Blown Capacitor from the Battle Damage Chart.

Counter Hacking

Counter Hacking: Once an enemy ship is alerted to a hacker's presence or a hacking attempt, it can attempt to locate and expel the hacker. The DC to expel a hacker is an opposing roll against the hacker's last roll. For each turn the Hacker remains in the system after being exposed, the Officer attempting to expel them gains +1 on their opposing hacking check. 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.