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