-Malignant code that has neen designed to affect targets with machine trait.
-Has to be tailored against specific target group (Servitor, Skitarii) or individual (specific tech-priest, machine spirit, etc).
-Cannot permanently alter Novabyte command lines of the Imperial technology.
-Malignant code influenced by the warp, that can be infested to any machine. It can be used used to distort a Noospheric feeds, to bypass a hexamathic coding or to alter a root Novabyte coding of individual with a machine trait.
-Heretek using a scrap code may alter or control behavior of Imperial machines and hacked individual with a machine trait.
-Requires MIU connection, scrap code generator or data-spike to infest it to a target.
-Forms of scrap code use is seen heretical programming and may bring wrath of Lords of Mars (for affecting dominions of tech-priest) or Inquisition (for endangering the Imperium)
Hacking He’s more machine now than man…page 11, edited for Ultima Tectum campaign
All Tech-Adepts are equipped with interface systems which connect them to the outside world, to the systems of their Forge World or ship, and ultimately, to the Omnissiah. These interfaces include such things as high-speed auditory vox-channels, binaric fields, tight-beam coders, MIU interfaces to noosphere, data tethers, wireless frequency networks and aethyrnet links.
When the disagreements and arguments between Tech-Adepts descend into outright combat, the battles are not just on the physical plane (and, in the case of the machina-mentors, on the aetheric plane) but also across these technological interfaces as the adepts attempt to hack into one another’s systems and either take control of, or shut down, their opponent’s internal systems.
The vast majority of bionics issued to characters such as Imperial Guardsmen, Rogue Traders and even Inquisitors are not susceptible to this form of attack as they have no interfaces to the outside world. However, servitors and other characters who can be controlled from a distance (such as individuals augmented with cortex implants, arco-flagellants, servo-skulls and cyber-mastiffs) can be attacked in this way as the MIU links, vox-pickups or comm-interfaces that allow their master to control them also act as conduits through which a determined attacker can hack.
A Tech-Adept character can spend actions attempting to hack into the systems of an opposing Tech-Adept, servitor or character with machine trait as long as the target is within 25 yards and in line-of-sight. As with shooting, close combat and psychic powers, a test is required to successfully hack an opponent’s systems.
- The basic percentage chance of a successful hack is based upon the character’s Tech-use skill test which is opposed by targets Tech-use skill test.
- This chance is modified by the difficulty rating of the hack as listed below.
- If a Tech-Adept fails a hacking test, the feedback is likely to damage his cranial circuitry. For every DoF that an adept fails a hacking test by, he loses temporarily D10 from his Intelligence characteristic. Gained back 1 per day or by system reboot (Unconsious for an Int bonus amount of hours).
The character who is the target of the hacking attempt is unlikely to be defenseless when it comes to this form of attack and will be protected by all manner of encryption systems, intrusion countermeasure electronics, security lock-outs and data-seals.
- The target character may attempt to defeat the hacking attempt by resisting opposed tech-use test.
- The amount he passes the test by is a negative modifier to the attacking Tech-Adept’s hacking test.
- The target character’s defences will however be weakened by the hacking attempt; and should he fail his Sagacity test he will lose D10 from his Sagacity characteristic for every full 10% the test was failed by.
System Paralysis – Difficulty of attckers Tech-use test:: -20
The Tech-Adept attempts to access systems such as the target’s power source or respiratory system with the intention of temporarily shutting them down and thus rendering the target helpless. The target is stunned for one turn, +1 turn for every DoS, that the hacking test is passed by. The target may spend actions attempting to restart the disabled systems at the start of each turn and will succeed in restoring full functionality if he can pass a Tech-use test with difficulty equal to attackers DoS.
System Overload – Difficulty of attckers Tech-use test:: -10
The adept attempts to causeas much damage to the target as possible by burning out power relays, overloading data channels or shredding neural links. The target gains 1d5 wounds that bypass armor for every DoS of attackers Tech-use test. This damage can be repaired using the normal rules for wound recovery.
Shut-down System – Difficulty of attckers Tech-use test: -20
The adept attempts to shut-down specific systems within the target’s body; for example disabling mechadendrites, shutting off stimm injectors or crippling bionic legs. The precise effect may need to be determined by the GM but in general the system effected is unusable for one turn for every 10%, or part thereof, that the hacking test is failed by. If the system is a life-critical one, such as a bionic respiratory system, then the effect is the same as the System Paralysis hack above. The target may spend actions attempting to restart the affected system, and will need to pass a Sagacity test to be successful.
Dominate – Difficulty of attckers Tech-use test:: -40
The adept attempts to breach the target’s control systems and take control himself. The target counts as being on the same side as the Tech-Adept for one turn for every 10%, or part thereof, that the hacking test is passed by.However, the control is not complete and the target deducts 1 from his Speed and has an additional -25% from any rolls required to perform actions whilst under the adept’s control. The target may attempt to re-establish control over his systems at the start of every subsequent turn and will succeed if he can pass a Sagacity test.
Where the target is a servitor-type character controlled by an opposing Tech-Adept, he may make a Sagacity test to attempt to disrupt the attempt to hack into his servitor’s systems as long as he is within 15 yards and line-of-sight of the servitor.
- If successful, he can use his Sagacity to fight off the hacking attempt rather than the servitor’s.
- If the target of the attack has no Sagacity characteristics, a servo-skull or cyber-mastiff for example, then use a standard value of 15 when resolving this form of attack.
- No Tech-Adept would go so far as to disable his interface systems in order to make himself immune to this form of assault; to do so would cut-off him from the Omnissiah and severely hamper his ability to interface with technology – a Tech-Adept who does try this will lose any bonus to interacting with technology due to his rank, and suffer a-10% penalty on top as his technological ‘senses’ are inoperative.
- In addition to using these remote interface systems to hack the systems of an opposing character, a Tech-Adept will be able to remotely access any technology that has a compatible interface. If the GM declares that the systems are compatible, then the Tech-Adept does not have to move into base to base contact with the machine in order to access it’s systems, but can do so as long as it is within 25 yards and in line-of-sight.
There are two ways in which these rules can be used; either you can assume that all Tech-Adepts are capable of employing the above forms of attack and their proficiency with them is denoted by their Sagacity; or a Tech-Adept may be capable of some, all, or none of these attacks, and any he is capable of performing are listed in his profile in much the same way as psychic powers. Which way you choose is entirely up to you, your GM and the rest of your gaming group
Attack methods against targets with mechanical trait
-Used to damage Intelligence and to extract digital information from a target with the machine trait.
-Unlike scrap code which affects directives or programming of individual with machine or white noise which disables sensory augmentations Haywire affects, through EMP and radiation damage, directly cogitators and cybernetic systems of a machine or an individuals with the machine trait.
Haywire Pulse He’s more machine now than man… page 9
The Tech-Adept has concealed a small haywire pulse generator within his augmented torso. The pulse can be activated once per game at a cost of one action, and has the same effects as a haywire grenade being set off centred on the adept’s location – if the adept moves while the pulse is active, the field will move with him. The Tech-Adept has hardened his systems against the effects of the haywire pulse and will only be affected by the pulse for a maximum of one turn (the hardening is only effective against the haywire pulse emitted by the character’s own haywire pulse generator).
Highly dangerous devices to possess as they are mechanisms of tech-heresy of the highest kind. By being coupled with sanctified Imperial machine trait, they are able to inflict electronic virus-patterns into the data-currents. They function by disrupting the currents and inducing electronic seizures leaving the shattered remnants of the servitor, the tech-priest or the machine spirit being reformatted into a more pliable as well as useful configuration. This leaves the machine spirit with new functions and new loyalties.
White noise: (Archeotech)
-Jamming transmissions of code that overloads sensors and suppress transmitted signals and leaves target with Imperial machine trait deaf and blind.