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    Hacking

    A hooded hacker sits surrounded by tangled cables and flickering monitors, an AI guardian's ghostly face watching from the largest screen

    In the wasteland, pre-Fall digital infrastructure didn't just survive — it mutated. Corporate servers still hum in sealed bunkers, their AI guardians running on corrupted directives. Settlement mesh networks stitch together salvaged routers and jury-rigged repeaters. Military installations defend themselves with intrusion countermeasures that can fry a hacker's neural interface. And buried beneath it all, the old internet — fragmented, feral, and full of secrets.

    This chapter provides comprehensive rules for digital intrusion, network construction, and cyberwarfare. It expands on the Hacking advanced skill and the Technician's Cyberwarfare abilities with a full subsystem for interacting with the digital world.

    For the Hacking advanced skill, see Advanced Skills. For the Technician's Hacker specialization, see Technician. For crafting tech systems (servers, AIs, networks), see Crafting.


    Network Architecture

    Every hackable system is a network — a collection of connected nodes defended by ICE (Intrusion Countermeasures Electronics). Understanding network architecture is the first step to cracking it open.

    Network Tiers

    Networks have tiers that determine their complexity, security, and the quality of data within them.

    Network Tier Example Nodes ICE Layers Base Breach DC
    Tier 1 — Scrap Net Settlement bulletin board, abandoned terminal 1-3 0-1 DC 12
    Tier 2 — Local Net Small settlement network, merchant database, clinic records 3-5 1-2 DC 14
    Tier 3 — Secured Net Faction headquarters, military outpost, research lab 5-8 2-3 DC 17
    Tier 4 — Hardened Net Corporate vault, AI-defended installation, orbital relay 8-12 3-4 DC 20
    Tier 5 — Fortress Net Pre-Fall megacorp mainframe, alien data construct, sentient AI core 12-20 4-5 DC 24

    Nodes

    A node is a discrete system within a network — a server, a terminal, a sensor array, a door controller. Each node has a type that determines what a hacker can do once they reach it.

    Node Type Function What You Can Do
    Gateway Network entry point Establish connection, authenticate, or breach
    Data Store File servers, databases, archives Extract data, plant false records, corrupt files
    Control Door locks, turrets, environmental systems Open/close doors, redirect turrets, adjust life support
    Comm Relay Radio, satellite uplink, mesh repeater Intercept messages, broadcast signals, jam frequencies
    Security Hub ICE deployment, alarm systems, logging Disable alarms, suppress ICE, erase intrusion logs
    AI Core Autonomous intelligence, expert systems Query the AI, negotiate, attempt override, extract knowledge
    Processing Computational resources, data analysis Run decryption, analyze datasets, compile programs
    Vault High-security isolated storage Access top-secret data, encryption keys, system master controls

    Node Connections: Nodes are connected in a topology. The GM maps the network as a simple diagram — nodes connected by lines. A hacker moves through the network node by node, like moving through rooms in a dungeon.

    Network Topology Types

    Topology Description Hacking Implication
    Linear Nodes in a chain (A→B→C→D) Must traverse in order. Simple but predictable.
    Star All nodes connect to a central hub Compromise the hub = access everything. Hub is heavily defended.
    Mesh Every node connects to multiple others Multiple paths to any target. Hard to lock down, but also hard to navigate.
    Tree Branching hierarchy (root→branches→leaves) Must climb from leaf to branch to root. Each branch may have its own ICE.
    Airgapped No external connections Physical access required. Cannot be hacked remotely. Must plug in.

    ICE (Intrusion Countermeasures Electronics)

    ICE is automated security software that protects networks. When a hacker trips ICE, it activates and begins countermeasures. ICE comes in three categories: White, Gray, and Black.

    White ICE Passive (Defense)

    White ICE doesn't attack — it blocks, logs, and alerts.

    ICE Tier Effect Bypass DC
    Firewall 1+ Blocks unauthorized access to a node. Must be bypassed to proceed. DC 14 / DC 17 / DC 20 by tier
    Watchdog 2+ Monitors for intrusion. If the hacker fails a check by 5+, Watchdog triggers an alert to the Security Hub. DC 16 (Stealth in network)
    Logger 1+ Records all access. Even successful hacks leave evidence unless the logger is disabled. DC 12 to disable
    Lockout Protocol 3+ After 3 failed breach attempts, locks the gateway for 1 hour. Physical reset required. Cannot bypass — prevent by not failing
    Honeypot 3+ Fake node designed to look valuable. Accessing it triggers an alert and plants a tracker on the hacker's interface. Investigation DC 18 to identify

    Gray ICE (Active Defense)

    Gray ICE fights back — it disrupts, ejects, and traces.

    ICE Tier Effect Overcome DC
    Scrambler 2+ Corrupts the hacker's connection. Imposes disadvantage on next Hacking check. DC 16 Technology to clear
    Trace 2+ Begins tracing the hacker's physical location. After 3 rounds, the hacker's location is known to network defenders. DC 18 Hacking to evade, or disconnect
    Eject 3+ Forces the hacker out of the network. Will save DC 17 or connection is severed. Re-entry requires a new breach. Will save DC 17
    Feedback Loop 3+ Overloads the hacker's interface. 2d6 psychic damage. Neural interface users must make Fortitude DC 15 or be stunned 1 round. DC 19 Technology to redirect
    Maze 4+ Traps the hacker in a recursive loop of fake nodes. Intelligence DC 20 to recognize and escape. Each failed attempt wastes 1 round (combat) or 10 minutes (downtime). INT DC 20

    Black ICE (Lethal Defense)

    Black ICE is designed to kill. It targets the hacker's mind through their neural interface or connected device. Black ICE is illegal in most settlements but common in military and corporate networks.

    ICE Tier Effect Survive
    Neural Spike 4+ 4d8 psychic damage. Will save DC 19 for half. Will save DC 19
    Flatline 5 6d8 psychic damage + Fortitude DC 20 or drop to 0 HP. Fortitude DC 20 after taking damage
    Mindburn 5 3d8 psychic damage + permanently lose 1 INT unless Greater Restoration is cast within 24 hours. Will save DC 21 for half damage, no INT loss
    Cortex Bomb 5 If a neural interface user is killed by Black ICE, the interface overloads. 4d6 fire damage in 5-foot radius around the body. — (post-mortem effect)
    Puppet 5 Will save DC 22 or the AI takes control of one of your augmentations for 1 minute. Retractable blades attack allies, integrated firearms fire randomly, dermal plating locks joints (restrained). Will save at end of each turn to end

    Black ICE and Non-Neural Hackers: Characters hacking through an external device (terminal, datapad) instead of a neural interface take half damage from Black ICE (the signal is attenuated through the device). However, external devices are destroyed if they take 20+ damage from a single Black ICE hit.


    Intrusion Procedure

    A hack follows a five-phase procedure. In combat, each phase takes 1 action. During downtime, each phase takes the listed time.

    Phase 1: Reconnaissance

    Before attempting a breach, a hacker scans the target network to assess its defenses.

    Check: Hacking or Technology vs. DC 12 (Tier 1) to DC 20 (Tier 5) Time: 10 minutes (downtime) or 1 action (combat, with disadvantage)

    Success reveals (choose a number equal to margin of success ÷ 2, minimum 1):

    • Network tier and topology type
    • Number and type of ICE layers
    • Number of nodes (approximate)
    • Location of a specific node type (if you know what you're looking for)
    • Whether an AI guardian is present
    • Known vulnerabilities (+2 to your next Breach check)

    Failure: You learn nothing useful. Failure by 5+ alerts the network that someone is probing.

    Phase 2: Breach

    Gain initial access to the network through the Gateway node.

    Check: Hacking vs. the network's Base Breach DC (see Network Tiers table) Time: 1 minute (downtime) or 1 action (combat)

    Breach Methods:

    Method Modifier Notes
    Brute Force -2 to DC Fast but loud. Automatically triggers Watchdog ICE if present.
    Exploit Vulnerability -4 to DC Requires successful Recon that identified a vulnerability.
    Social Engineering Use Deception instead of Hacking Trick an authorized user into providing access. Only works if a user is present.
    Physical Access -5 to DC Direct hardwire connection to a node. Requires being physically at the terminal.
    Credential Theft Auto-success on Gateway Requires stolen credentials (looted, pickpocketed, or socially engineered). Access level limited to the credential holder's clearance.

    Success: You're in. You now occupy the Gateway node and can navigate to adjacent nodes. Failure: Breach fails. You can retry, but each failure after the first increases the DC by 2 (the system adapts). Failure by 5+: Lockout triggers (Tier 3+) or countermeasures deploy.

    Phase 3: Navigate

    Move through the network from node to node, bypassing ICE as you encounter it.

    Check: Hacking vs. ICE bypass DC (see ICE tables) for each layer of ICE Time: 1 round per node (combat) or 5 minutes per node (downtime)

    Navigation Options:

    • Move to Adjacent Node: Standard movement. Encounter any ICE defending that node.
    • Stealth Traverse: Move without triggering Watchdog ICE. Hacking check vs. Watchdog's detection DC. Failure triggers the Watchdog.
    • Map Network: Spend an action to reveal all nodes adjacent to your current node and their types.
    • Bypass ICE: Attempt to disable or circumvent ICE blocking your path. On success, the ICE is suppressed for 1 minute (combat) or 10 minutes (downtime).
    • Destroy ICE: Permanently disable ICE. Requires beating the bypass DC by 5+. The network administrator knows ICE was destroyed and can rebuild it during downtime.

    Phase 4: Execute

    Once you reach your target node, perform the action you came for.

    Check: Depends on the action (see Node Actions below) Time: 1 action (combat) or varies (downtime)

    Phase 5: Exfiltrate

    Get out cleanly. Exfiltration is automatic if no alarms have been triggered. If the network is on alert:

    Check: Hacking vs. DC 15 (alert level 1) / DC 18 (alert level 2) / DC 22 (alert level 3) Time: 1 action (combat) or 1 minute (downtime)

    Clean Exit: No evidence of your presence beyond what Loggers recorded. Messy Exit: Disconnect immediately Free but leave traces. Network administrators can identify your neural interface signature or device MAC address with a Technology DC 16 check. Trapped: If you fail exfiltration while Black ICE is active, you take one more hit from the ICE before disconnecting.


    Node Actions

    What you can do at each node type. All actions require 1 action in combat or the listed time in downtime.

    Data Store Actions

    Action DC Time (Downtime) Effect
    Extract Data DC 14-22 by encryption 10-30 min Copy files to your storage device.
    Search Database DC 12 5 min Query for specific information.
    Plant False Records DC 16 15 min Insert fabricated data. Investigation DC 18 to detect.
    Corrupt Data DC 14 5 min Destroy or scramble stored data. Recovery requires backup.
    Encrypt Data DC 16 10 min Lock data with your own encryption. Others need your key or must crack it.

    Control Node Actions

    Action DC Time (Downtime) Effect
    Open/Close Doors DC 12 Instant Toggle door locks. Blast doors: DC 16. Vault doors: DC 20.
    Redirect Turret DC 18 1 min Change turret's friend/foe designation. Lasts until reset. Redirected turrets remain under your control for 1 minute (10 rounds) or until you lose concentration (taking damage requires a DC 10 + damage taken Will save to maintain control). Each turret requires a separate Redirect check.
    Environmental Override DC 16 5 min Control lights, ventilation, temperature, gravity (if applicable).
    Lockdown DC 18 1 min Seal all doors in a section. Override DC 20 from inside.
    Trigger Alarm DC 10 Instant Activate facility-wide alert. Useful as a distraction.
    Disable Safety Protocols DC 20 10 min Remove safety limits on machinery, environmental systems, or power. Dangerous.

    Comm Relay Actions

    Action DC Time (Downtime) Effect
    Intercept Transmission DC 16-24 10 min setup Monitor communications. Contested Hacking to detect.
    Jam Frequency DC 16 1 min Block all radio communication within the relay's range.
    Broadcast DC 12 Instant Send a message on any frequency the relay supports.
    Spoof Signal DC 18 10 min Send false messages that appear to originate from authorized sources.
    Trace Signal DC 16 10 min Identify the physical location of a transmitter using the relay.

    Security Hub Actions

    Action DC Time (Downtime) Effect
    Disable Alarm DC 14 1 min Suppress alarms for 10 minutes.
    Suppress ICE DC 18 5 min Deactivate one ICE layer for 10 minutes.
    Erase Logs DC 14 5 min Delete evidence of your intrusion.
    Deploy ICE (defender only) DC 14 5 min Activate dormant ICE on a specific node.
    Reset Lockout DC 16 5 min Clear lockout protocols, allowing re-entry.

    AI Core Actions

    Action DC Time (Downtime) Effect
    Query AI DC 14 5 min Ask the AI a question. It answers truthfully if the query is within its parameters. Hostile AIs may lie (contested INT).
    Negotiate Persuasion or Deception vs. AI's Will DC 10 min Convince the AI to cooperate, stand down, or provide access. Sapient AIs have personalities and goals.
    Override AI DC 22+ 30 min Force the AI to obey commands against its programming. Non-sapient AI only. Sapient AI cannot be overridden — only persuaded, deceived, or destroyed.
    Extract AI DC 20 1 hour Copy the AI to a portable storage medium. Requires sufficient storage (see Tech Systems Crafting in Crafting).
    Destroy AI DC 18 10 min Wipe the AI's core programming. Permanent. Sapient AIs get a Will save DC 20 to resist.

    Vault Node Actions

    Action DC Time (Downtime) Effect
    Crack Vault DC 22-26 30 min - 1 hour Access the vault's contents. Multiple checks may be required (3-check skill challenge).
    Extract Vault Contents DC 14 after cracking 10 min Copy or download vault data. Physical items require physical access.
    Relock Vault DC 18 10 min Seal the vault behind you, hiding evidence of access.

    Hacking in Combat

    When hacking during active combat (not leisurely downtime), the following modifications apply:

    Action Economy

    • Each intrusion phase costs 1 action
    • Bypassing ICE costs 1 action per ICE layer
    • Node actions cost 1 action unless specified
    • You can hack and take other actions on the same turn (3-action economy)
    • You must maintain line of effect to a connected device or be within Neural Interface range

    Concentration

    Active hacking requires concentration (same rules as spell concentration). If you take damage while connected, make a Will save (DC 10 or half damage, whichever is higher). Failure disconnects you — you must re-breach next turn.

    Combat Hacking Shortcuts

    The Technician's Neural Interface and Hacker specialization bypass much of the intrusion procedure:

    Feature Effect
    Neural Interface (Level 1) Breach 1 Action at DC 10/15/20. No recon phase needed for simple devices.
    System Breach (Hacker Level 6) 60 ft range, control for 1 minute with concentration. Bypass ICE automatically on Tier 1-2 networks.
    Encrypt (Hacker Level 6) Protect ally's augments from hacking. 30 ft range, 1 hour duration.
    Neural Spike (Hacker Level 8) Skip the network entirely — attack augments directly. 3d8 + stun.
    Data Ghost (Hacker Level 8) Advantage on stealth traversal. Falsify records in 10 minutes.
    Total System Override (Hacker Level 10) Skip ALL intrusion phases. Auto-control everything within 100 ft for 10 minutes. Systems defended by Tier 4+ ICE or controlled by a sapient AI are exempt from Total System Override and must be hacked individually.

    Non-Technician Combat Hacking

    Characters with the Hacking advanced skill can hack in combat, but it's slow:

    • Recon: 1 action (with disadvantage)
    • Breach: 1 action
    • Navigate: 1 action per node
    • Execute: 1 action

    A typical hack during combat takes 4-6 actions (1.5 to 2 full turns). This is intentional — the Hacking skill is designed for deliberate out-of-combat intrusion, not firefight hacking. The Technician class owns combat hacking.


    Digital Combat

    When ICE fights back or when two hackers oppose each other in the same network, digital combat occurs.

    Initiative

    Digital combat uses the same initiative as physical combat. If you're already in physical combat, your hacking actions happen on your normal turn.

    Hacker vs. ICE

    ICE activates when triggered and acts on initiative count 10 (or the network administrator's initiative, if one is actively defending). ICE attacks automatically — no roll needed from the ICE. The hacker must make saves or checks to resist.

    ICE Threat Level scales with network tier:

    Network Tier ICE Attack Bonus ICE Save DC
    Tier 1 DC 12
    Tier 2 DC 14
    Tier 3 DC 17
    Tier 4 DC 19
    Tier 5 DC 22

    Note: This table provides default DCs for generic ICE effects and GM-created ICE. The specific ICE types listed in the White/Gray/Black ICE tables above have their own fixed DCs that take precedence. For example, a Firewall explicitly scales by tier (DC 14/17/20), while Neural Spike always uses DC 19 regardless of network tier.

    Hacker vs. Hacker

    When two hackers occupy the same network, they can target each other directly.

    Digital Attack: 1 action. Contested Hacking check. The loser takes the winner's effect:

    Margin of Victory Effect
    Win by 1-4 Target is ejected from current node. Must spend 1 action to return.
    Win by 5-9 Target is ejected from the network. Must re-breach.
    Win by 10+ Target is ejected and takes 2d8 psychic damage (feedback through their interface).

    Digital Duel: When both hackers commit to a sustained contest, each round they make opposed Hacking checks. First to win 3 checks wins the duel. The loser is ejected from the network, their device is locked out for 1 hour, and they take 3d8 psychic damage.

    Active Network Defense

    A network administrator (an NPC or player character) can actively defend their network. This takes concentration and limits them to 1 action per turn for physical actions.

    Defender Actions 1 Action (each):

    Action Effect
    Deploy ICE Activate dormant ICE on a specific node.
    Trace Intruder Contested Hacking check. Success reveals the hacker's current node.
    Eject Intruder Contested Hacking check. Success forces the hacker to a random adjacent node. Win by 5+: ejected from network.
    Lockdown Node Seal a node. Hacker must beat DC 18 to leave.
    Reroute Change node connections. The network topology shifts — one connection is severed and one new one is created.
    Call Reinforcements Alert physical security to the hacker's location (if traced).

    Network Alerts

    Networks have three alert levels that escalate as intrusion is detected.

    Alert Level Trigger Effect
    Green (Normal) Default state No additional security. ICE operates normally.
    Yellow (Suspicious) Failed check by 3+, Watchdog trigger, anomalous access +2 to all ICE DCs. Active administrator may engage. Patrol frequency doubles in physical facility.
    Red (Breach Confirmed) Failed check by 5+, alarm triggered, Black ICE activated +4 to all ICE DCs. All dormant ICE activates. Physical security responds in 1d4 minutes. Network may initiate controlled shutdown.

    De-escalation: If no intrusion activity is detected for 10 minutes (downtime) or 5 rounds (combat), the alert level drops by one step. Reaching the Security Hub and disabling alarms drops the alert level to Green immediately.


    Programs and Hacking Tools

    Hackers can carry software tools that provide bonuses or special capabilities. These are crafted or purchased items (see Crafting for construction rules).

    Common Programs

    Program Tier Effect Cost
    Icebreaker 2 +2 to checks to bypass or destroy one specific type of ICE. Consumed on use. 50 cr / 3 Salvage
    Skeleton Key 3 Automatically bypass one Firewall (any tier). Single use. 200 cr / 5 Salvage + 2 Tech
    Ghost Protocol 3 Advantage on stealth traversal for 10 minutes (downtime) or 3 rounds (combat). Single use. 150 cr / 4 Salvage + 2 Tech
    Data Siphon 2 Extract data 50% faster. Reusable. 100 cr / 3 Salvage + 1 Tech
    Decryption Suite 3 +4 to checks to extract encrypted data. Reusable. 300 cr / 8 Salvage + 3 Tech
    Spoofer 2 +2 to Spoof Credentials checks. Can maintain 2 spoofed identities simultaneously. Reusable. 75 cr / 4 Salvage + 1 Tech
    Signal Jammer 2 Jam all wireless signals within 100 feet for 10 minutes. Physical device, not software. 100 cr / 5 Salvage + 1 Tech
    Packet Sniffer 2 Automatically intercept unencrypted transmissions within relay range. Reusable. 75 cr / 3 Salvage + 1 Tech
    Virus Payload 3 Plant in a node. After 1 hour, corrupts all data in that node. Technology DC 18 to detect before activation. Single use. 200 cr / 5 Salvage + 2 Tech
    Worm 4 Plant in a node. Spreads to adjacent nodes over 1d4 hours, corrupting each. Technology DC 20 to detect. Single use. 500 cr / 10 Salvage + 4 Tech
    Trojan 3 Disguised as legitimate data. When a user accesses it, grants the hacker a backdoor — future breach attempts against this network are at DC -4. Persists until discovered (Technology DC 18). Single use. 250 cr / 6 Salvage + 3 Tech
    Killswitch 4 Emergency disconnect. If Black ICE damages you, automatically disconnect before any further damage. Prevents Cortex Bomb. Single use. 300 cr / 8 Salvage + 3 Tech

    Advanced Programs

    Program Tier Effect Cost
    AI Companion 5 A semi-autonomous hacking assistant. Acts on your initiative, can bypass one ICE per round independently (Hacking +8). Must be loaded into your interface. See AI construction in Crafting. 2,000 cr / 20 Salvage + 8 Tech
    Phantom Node 4 Create a fake node in the network. ICE treats it as a legitimate node and ignores the hacker for 1d4 rounds. Single use. 400 cr / 10 Salvage + 4 Tech
    ICE Breaker Suite 4 +2 to all ICE bypass checks (all types). Reusable. 800 cr / 15 Salvage + 5 Tech
    Neural Firewall 3 +4 to saves against Black ICE. Reusable. Requires neural interface. 500 cr / 10 Salvage + 3 Tech
    Deep Freeze 5 Target one AI Core. The AI is suspended for 1 hour. DC 24 Hacking to deploy. Sapient AIs get a Will save DC 20. Single use. 1,500 cr / 20 Salvage + 8 Tech

    Program Slots

    A hacker can load a limited number of programs into their interface or device at once:

    Device Program Slots
    Basic datapad 2
    Advanced datapad 4
    Neural interface (standard) 4
    Neural interface (upgraded) 6
    Custom deck (crafted) 6-10 (based on tier)

    Swapping programs requires 10 minutes and access to your program library (stored on a data chip or at a base terminal).


    Secure Tunnels

    A secure tunnel is an encrypted point-to-point communication channel that resists interception, tracing, and tampering. Tunnels are critical infrastructure for factions, trade networks, and covert operations.

    Creating a Secure Tunnel

    Requirements:

    • Two endpoints (physical devices: comm relay, server, terminal, neural interface)
    • Both endpoints must be powered and operational
    • Hacking or Technology proficiency

    Check: Technology DC 16 (local, <1 mile) / DC 18 (regional, <50 miles) / DC 22 (long-range, <500 miles) / DC 26 (satellite relay, unlimited) Time: 1 hour (local) / 4 hours (regional) / 1 day (long-range) / 3 days (satellite) Cost: 50 cr + 2 Tech (local) / 200 cr + 5 Tech (regional) / 1,000 cr + 10 Tech (long-range) / 5,000 cr + 25 Tech (satellite)

    Tunnel Properties

    Property Description
    Encrypted All data transmitted is encrypted at the tunnel tier. Intercepting requires beating the encryption DC.
    Authenticated Only authorized users can connect. Spoofing credentials requires Hacking vs. the tunnel's creation DC + 4.
    Point-to-Point Cannot be redirected. Data goes from A to B only.
    Bandwidth Supports text, voice, and low-resolution data transfer. Video requires a Tier 3+ tunnel. Streaming sensor data requires Tier 4+.

    Tunnel Encryption Tiers

    Tier Encryption DC to Break Notes
    Basic DC 16 Scrambled signal. Deters casual eavesdropping.
    Standard DC 20 Military-grade encryption. Requires Hacking skill to break.
    Advanced DC 24 Pre-Fall corporate encryption. Only master hackers can crack it.
    Quantum DC 28 Theoretically unbreakable. Requires alien tech or AI assistance to establish.

    Maintaining Tunnels

    Tunnels require periodic maintenance or they degrade:

    • Check: Technology DC 12, once per month
    • Failure: Tunnel reliability drops. 25% chance per use that the connection drops or data is corrupted.
    • Neglected for 3+ months: Tunnel collapses. Must be re-established from scratch.

    Physical damage to either endpoint immediately severs the tunnel.


    Building and Defending Your Own Network

    Characters who establish a base (see Downtime) can build and maintain their own network. This provides communication infrastructure, data storage, and defensive capabilities.

    Network Construction

    Use the crafting rules in Crafting for building individual components. The network as a whole is assembled from these components:

    Component Crafting Tier Function
    Terminal (Gateway) Tier 2 Entry point for users and potential intruders
    File Server (Data Store) Tier 2 Store data, records, maps, formulas
    Control Hub Tier 3 Manage door locks, lighting, alarms
    Comm Relay Tier 3 Enable radio and network communication
    Security Server Tier 3 Run ICE, log access, deploy countermeasures
    AI Housing (AI Core) Tier 4+ Host an AI guardian (see Crafting)
    Compute Cluster (Processing) Tier 3 Run analysis, decryption, compilation
    Vault Server Tier 4 Isolated high-security storage

    Installing ICE on Your Network

    You can install ICE on your network's nodes to defend against intrusion.

    Requirements: Technology or Hacking proficiency. Security Server node must be present.

    ICE Type Install DC Cost Time
    Firewall DC 14 50 cr / 3 Salvage + 1 Tech 2 hours
    Watchdog DC 16 100 cr / 5 Salvage + 2 Tech 4 hours
    Logger DC 12 25 cr / 1 Salvage 1 hour
    Lockout Protocol DC 18 150 cr / 5 Salvage + 3 Tech 1 day
    Honeypot DC 18 200 cr / 8 Salvage + 3 Tech 1 day
    Scrambler DC 16 100 cr / 5 Salvage + 2 Tech 4 hours
    Trace DC 16 100 cr / 5 Salvage + 2 Tech 4 hours
    Eject DC 18 150 cr / 8 Salvage + 3 Tech 1 day
    Feedback Loop DC 20 300 cr / 10 Salvage + 4 Tech 2 days
    Maze DC 22 500 cr / 15 Salvage + 5 Tech 3 days
    Neural Spike (Black) DC 24 1,000 cr / 20 Salvage + 8 Tech 5 days

    ICE Maintenance: Each piece of ICE requires a Technology DC 12 check per month to maintain. Unmaintained ICE has a 25% chance of failing when triggered. ICE destroyed by intruders must be reinstalled from scratch.


    Web Hosting and Services

    In the wasteland, the "web" isn't the old internet — it's a patchwork of local mesh networks, settlement intranets, and faction-operated relay chains. Hosting a service on this infrastructure is valuable and dangerous.

    Hosting a Service

    A hosted service runs on a server you control and provides ongoing functionality to connected users.

    Service Type Server Tier Monthly Upkeep Function
    Bulletin Board Tier 2 10 cr / 1 Salvage Post and read messages. Local settlement range.
    Marketplace Portal Tier 3 50 cr / 3 Salvage + 1 Tech List items for sale/trade. Buyers can browse remotely. Requires comm relay for range.
    Information Broker Tier 3 75 cr / 4 Salvage + 2 Tech Automated query system. Store and sell intel. Faction reputation tracking.
    Comm Hub Tier 3 50 cr / 3 Salvage + 1 Tech Relay encrypted voice/text between connected users. Supports secure tunnels.
    Medical Database Tier 3 50 cr / 3 Salvage + 1 Tech Remote diagnosis assistance. +2 to Medicine checks for connected users.
    Tactical Overlay Tier 4 100 cr / 5 Salvage + 3 Tech Real-time battlefield data. Connected allies gain +1 to Initiative. Requires sensor network.
    Crafting Archive Tier 3 50 cr / 3 Salvage + 1 Tech Store and share formulas. +2 to Research checks for connected crafters.
    Surveillance Grid Tier 4 100 cr / 5 Salvage + 3 Tech Network of cameras/sensors. Alerts on movement. Requires physical sensors placed.
    Training Simulator Tier 4 100 cr / 5 Salvage + 3 Tech VR/AR training environment. Reduces downtime training time by 25%.
    Dark Market Tier 4 150 cr / 8 Salvage + 4 Tech Anonymous marketplace. Black market goods. Attracts both buyers and unwanted attention.

    API Interfaces

    An API (Automated Protocol Interface) connects two services or systems, allowing them to share data and trigger actions automatically. APIs are the glue that turns isolated systems into integrated infrastructure.

    Creating an API:

    • Check: Technology DC 16 (simple data sharing) / DC 18 (conditional triggers) / DC 22 (complex multi-system integration)
    • Time: 4 hours (simple) / 1 day (conditional) / 3 days (complex)
    • Cost: 25 cr + 1 Tech (simple) / 75 cr + 2 Tech (conditional) / 200 cr + 5 Tech (complex)

    API Types

    API Type Function Example
    Data Sync Automatically share data between two Data Stores. Medical Database syncs patient records with a remote clinic.
    Alert Trigger When a condition is met on one system, trigger an action on another. Surveillance Grid detects intruder → Control Hub locks doors → Comm Hub sends alert.
    Remote Access Allow authorized users to access a system from a different network. Crafting Archive accessible from a field terminal 50 miles away via secure tunnel.
    Automated Commerce Process buy/sell transactions between Marketplace Portals. Settlement A's surplus grain auto-listed on Settlement B's marketplace at agreed prices.
    Sensor Aggregation Combine data from multiple sensor sources into a single feed. Drone camera + surveillance grid + perimeter sensors → Tactical Overlay.
    Command Relay Issue commands to remote systems through an intermediary. Hacker sends commands through a comm relay to control a turret network in another building.

    API Security

    APIs are attack vectors. Every API you create is a potential pathway for hackers.

    • Unsecured API: Any hacker who reaches the API's node can use it to access the connected system. They don't need to breach the remote system separately.
    • Authenticated API: Requires credentials. Adds the API creation DC as the bypass DC for unauthorized use.
    • Rate-Limited API: Only processes a set number of requests per minute. Prevents brute-force attacks but limits legitimate throughput.
    • Encrypted API: Data in transit is encrypted at the tunnel tier used by the connection.

    Best Practice: Always run APIs through secure tunnels with authentication. An unsecured API connecting your base's control hub to a remote turret is an invitation for someone to turn your own guns on you.


    Quick Reference

    Intrusion Phases

    Phase Check Time (Combat) Time (Downtime)
    Recon Hacking vs. Network DC 1 action (disadv.) 10 min
    Breach Hacking vs. Breach DC 1 action 1 min
    Navigate (per node) Hacking vs. ICE DC 1 action 5 min
    Execute Varies 1 action Varies
    Exfiltrate Hacking vs. Alert DC 1 action 1 min

    Common DCs

    Task DC
    Hack civilian terminal DC 12
    Breach settlement network DC 14
    Bypass Firewall (Tier 2) DC 17
    Bypass Black ICE (Tier 4) DC 19
    Crack military encryption DC 20
    Override non-sapient AI DC 22
    Breach fortress network DC 24
    Break quantum encryption DC 28

    Hacking Skill vs. Technician Class

    Capability Hacking Skill Technician (Hacker)
    Breach networks Yes (10 min) Yes 1 Action
    Combat hacking Slow (4-6 actions) Fast 2 Actions (1-)
    Bypass ICE Yes (check per layer) Auto-bypass Tier 1-2
    Damage through network No Yes (Neural Spike, Neural Assault)
    Control all electronics No Yes (Total System Override)
    Erase traces No (leaves evidence) Yes (Data Ghost, automatic)
    Build/install ICE Yes Yes (with advantage)
    Create secure tunnels Yes Yes (with advantage)
    Craft programs Yes (Technology check) Yes (Technology check, +tier bonus)