Skip to main content

Breadcrumb

Self-Destruct

Self-Destruct

Self–Destruct (5 Dice)

Action, Check (Bridge Decks, Engine Decks)

Most capital ships either have self–destruct emergency systems by design or react catastrophically when the right combination of failsafes go awry.

 

You bypass an internal safeguard. Once you successfully bypass 3 internal safeguards you activate the device’s self–destruct sequence. You may choose the duration of this self–destruct sequence (minimum 30 seconds and maximum 10 minutes) after which the capital ship explodes (see Capital Ship Explosions in Chapter 7: Starships).

Spam

Spam

Spam (1 Die)

Bonus Action, Check (Communications Devices, Computing Devices, Construct creatures, Hackable Armors, Starfighters)

You fill the device with pop–up images and nonsense, drowning out its actual functions with useless and distracting chatter.

 

While you are hacking the device it is rattled, or if the device is operated the creature operating it is rattled until it is no longer operating the device. Once your hack ends, the device returns to normal functionality.

Search Files

Search Files

Search Files (1 Die)

Bonus Action, Check (Communications Devices, Computing Devices)

All sorts of valuable and personal data is yours for the taking once you’ve cracked a system.

 

You look through the device’s data as if you had direct access to it. You retrieve one specific piece of information.

Remote Control

Remote Control

Remote Control (4 Dice)

Action, Check (Construct creatures, Hackable Armors, Starfighters, Vehicles)

Most controls don’t have mechanical meaning anymore, it’s all just electrical signals sent to moving parts—why not send those signals from somewhere else?

 

You bypass an internal safeguard. Once you successfully bypass 3 internal safeguards you take control of the device. When you take control of a starfighter or vehicle in this way you are treated as if you were the operator while you are hacking it. You can direct the actions of a construct creature hacked in this way as a bonus action while you are hacking it. Once your hack ends, the device returns to normal functionality.

Construct creatures are aware that they have been hacked in this manner.

Scramble Sensors

Scramble Sensors

Scramble Sensors (2 Dice)

Action, Save (Construct creatures, Hackable Armors)

You fill the device’s sensors with so much noise that it temporarily loses grip on its subroutines.

 

The device makes a Wisdom saving throw or is confused while you are hacking it. Once your hack ends, the device returns to normal functionality.

Overheat

Overheat

Overheat (3 Dice)

Action, Check (Computer Systems, Construct creatures, Hackable Armors, Starfighters, Vehicles)

By disabling enough safeguards you can cause the inner workings of most devices to grind and burn.

 

The device takes 2d6 ongoing fire damage while you are hacking it.

Overclock

Overclock

Overclock (3 Dice)

Action, Check (Construct creatures, Hackable Armors)

Most machine intelligences have untapped processing potential just waiting to be unlocked at the mere cost of system integrity and operating life.

 

While you are hacking the device it gains an expertise die on attack rolls, ability checks, and saving throws. However, for the duration of the hack the device takes 2d4 ongoing lightning damage plus an additional 1d4 lightning damage for each round past the first. Once your hack ends, the device returns to normal functionality.

Open/Close

Open/Close

Open/Close (1 Die)

Bonus Action, Check (Doors, Vehicles)

Sometimes you just need access or to deny access to others.

 

You force the door or its doors to either unlock and open or to close and lock shut.

New Target

New Target

New Target (1 Die)

Bonus Action, Check (Construct creatures, Starfighters, Vehicles, Weapon Decks)

In the chaos of battle it can be easy to miss a few subtle tweaks to the targeting system.

 

The next time the device makes an attack, it or its operator makes an Intelligence saving throw or you select a new target for that attack. New targets must be eligible within reach or range of the triggering attack.

Jam Comms

Jam Comms

Jam Comms (2 Dice)

Action, Save (any Deck, Communications Systems, Construct creatures)

Information and coordination are key to any battle—turn those off and it’s chaos.

 

The device or its operator makes a Wisdom saving throw. On a failed save, while you are hacking it the device is deafened, it cannot transmit audio information, and any signals it’s connected to are jammed and cannot send or receive data transmissions. If you hack a capital ship deck in this way this effect applies to all of those ship’s comms and ship comms held by creatures crewing it. Once your hack ends, the communications system regains full functionality.

Pagination