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So how hackable are starships?

if anyone uses jump cassettes, there's an open invitation to a ship hack. "here, plug this into your computer." "ok." whirrrr ....

if a ship has robots or cyborgs that have comm links then there's another open invitation to hack, not the ship, but its crew.

Both, for Bounty Hunting ops. You can also hack the Domestic Bots that are present in T4 especially if they're hooked into the "houseNET" (eg, the smoke alarms go off, so they execute their firedrill programming, which may be to go open the doors and windows)... :smirk:

T4 does offer some security considerations...

Code:
Using Locks

Most locks or scanners are a Fomidable Intrusion task to bypass, with a #1 DM
for each U of appropriate tools used that is higher than the locks
technology, and -2DM for each TL below it. Very mpIe locks would be Average
or Difficult tasks. The negative DM’s can also apply to thefl background of
the skill itself. TL6 safecracker will obviousty have a tougher time with a
TL9 safe than his U9 counteipart, regardless of the tools used. A suggested
method of appldng DMs based on a locks effectiveness is to allow a -1DM for
each multiple of the locks basic price spent on the lock in question. For
irstance, a 2KCr liii metabolic scanner would be a •3DM to bypass, since this
is doubling the basic price three times. However, a 1115 character with a
suitable forgery and disguise kit could get a -i-40M, and end up with a net
+1DM to get by it. Failing to bypass an electronic or computer controlled
lock usually results in a record made of the intrusion attempt, or an alarm
alerting whomever is to look into such things. Failing to bypass a mechanical
device usually means you just ty again. Spending 10 turns is worth a +1DM,
and spending 100 turns is good for a -i-2DM, if extra preparations would make
a difference in the chance of suCcess.
From the T4 Central Supply Catalog, copyright Far Future Enterprises


So you could apply similar mods to breaking into computer systems.

>
 
I love the idea of jump cassettes!

Evokes a picture of the navigator hunched over her console listening intently to a series of trills and whistles, eyes closed as she tweaks the volume and tone controls, trying for the sixth time in a row to load that damnable program !!!!

Are these 8 track or DAT jump cassettes ?

Of course, they would be digitally signed with some enormously big private key so that you knew exactly where it came from and that it had not been tampered with.
 
I love the idea of jump cassettes!

Evokes a picture of the navigator hunched over her console listening intently to a series of trills and whistles, eyes closed as she tweaks the volume and tone controls, trying for the sixth time in a row to load that damnable program !!!!

Are these 8 track or DAT jump cassettes ?

Of course, they would be digitally signed with some enormously big private key so that you knew exactly where it came from and that it had not been tampered with.

Hey - this is the Third Imperium, technology has moved on. These tapes go to 11 tracks!
 
Mine are more like a server blade. A crystal data storage slice encased in a tamper proof sealed covering that slots into your computer in place of the Generate program.

In MTU authentic cassettes are available at Class A and B Starports for a reasonable cost of Cr1,000* per jump number to properly registered starships. Each is useful, safely, for only a narrow set of parameters (ship, departure x,y,z, and time for a jump to arrival x,y,z, and time) but can be programmed well in advance, even for multiple jumps in sequence (one cassette per jump). Used a little outside the parameters (different ship, x,y,z and/or time) may result in misjump. Beyond a certain variance they simply don't work and you don't go anywhere.

* not the Cr10,000 per the book as at that cost they'd never sell, everybody would buy or write a Generate program instead

Black Market jump cassettes are available for anywhere from 1D6 xCr100 per jump (typical of cassettes that another Captain has purchased but wont' be able to use within it's window and is desperate to sell for some small recoup before it's expired and worthless) to 1D6 xCr1,000 per jump (typical of hacked expired jump cassettes). Used and expired cassettes have a small Black Market value to hackers (about 1D6 xCr10), double that for one with intact seals (i.e. not previously hacked). Typically though they are used as an introduction and discount to getting a freshly hacked one.

In the first case the cassette is authentic and good with seals still intact. As long as your ship is a close match and it's going where you want to go and you can use it in time (1D6 days) reliability is fine.

In the second case the cassette seals are broken and it's obviously use at your own risk. Generally these are only used to avoid filing a legit jump or when travelling off the beaten path (they are available at Class C and D starports). Occasionally they are used to enter interdicted systems (being they bypass the usual Generate program protocols that require authorization to do so). Reliability of hacked cassettes is questionable and impossible to verify. At the very least there is a chance of misjumping, at the worst you won't be going where you wanted to.

Black Market jump cassettes are obviously illegal. Punishment if caught being a small fine in simple cases (such as the first and the more innocent uses of the second) and ranging as high as imprisonment and forfeiture of ship in serious cases (such as in commission of a crime).
 
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Mine are more like a server blade. A crystal data storage slice encased in a tamper proof sealed covering that slots into your computer in place of the Generate program.

Wow. That big, huh? I always describe them as similar to a current SD card, but with a crystal holo memory (so it's like multiple terabytes, required to hold the jump program - actually, mine can hold multiple jump programs).
 
Reliability of hacked cassettes is questionable and impossible to verify. At the very least there is a chance of misjumping, at the worst you won't be going where you wanted to.

Interesting option for piracy. You slot the thing in, hit the 'go' button, and a week later you emerge in an empty hex. Four weeks after that, a lone pirate ship with a reserve tank jumps into the empty hex and leisurely opens the coffin...
 
Are these 8 track or DAT jump cassettes ?

I always saw them as physically like 8-track ... because of being handled by thick Apollo-spacesuit-style vacc suit glooves.

(And software on old Atari game cartridges. But maybe I'm just showing my age.) :o
 
pirated nav tapes

you know, not only that, but if 'port officials in charge of releasing the tapes were corrupted, it could even apply to non-pirated nav tapes. You obviously could not use this plot device more than once or so, but imagine your surprise when you end up someplace entirely different than expected (not sure how the navigate skill would apply: would there be a check when loading the tape to verify it is going where you expect it to? I would imagine so but it all depends on YTU)

Consider a player managing to bribe or whatever the official so that you could make certain that another ship goes someplace specific.
 
Interesting option for piracy. You slot the thing in, hit the 'go' button, and a week later you emerge in an empty hex. Four weeks after that, a lone pirate ship with a reserve tank jumps into the empty hex and leisurely opens the coffin...

And gets the surprise of their lives when the crew, in suits, awaits their arrival after figuring out in the first couple days what happened, then setting up a system to awaken them from the low berths when the sensors detect a ship scanning for the supposed "easy pickings"....

Much Traveller-esque combat and fun ensues...
 
Call me paranoid...

Me personally I always figured that Starships were NOT hackable for a variety of reasons, such as separate systems for the various components much like modern aircraft and such, and not having terminals in staterooms that in any way connect to the ship's mainframe and the like.

But hey that just me and I don't go for such things, and frankly I just can't see it happening. I mean if I have a multi-million CrImp Starship the last thing I want is it to be vulnerable to some moron hacker taking control of it. More so if I am the Company manufacturing such an item. I mean think of the negative publicity when Joe Hacker subverts your ship's programming...ick. And the lawsuits, not fun either so, I hire the best Computer Programmers I can and Engineers to render such an option impossible.

But again, I tend to go with some real world biases in such matters, and I can just imagine what Airbus, Boeing, Lockeed-Martin, etc would do to prevent such things, silly movie crap not withstanding.

Hijack on the other hand, now that is an entirely different can of worms, a really hard to open can, but it's there. Again, much like real life...still if one locks the Bridge and Engineering as stated in the Operations manual...:p
 
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