Difference between revisions of "Equipment (Starfinder)"

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(Tier)
(Tier)
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====Tier====
 
====Tier====
 
{| class="aside zebra c1c c2r c3c c4xs" id="table7–22"
 
{| class="aside zebra c1c c2r c3c c4xs" id="table7–22"
|+ 7–22: Computer Tiers
+
|+ 7–22: Computers
 
|-
 
|-
!Tier!!Price!!Hack DC!!Examples
+
!Tier!!Price!!{{abbr|Hack|base DC to hack it}}!!Examples
 
|-
 
|-
 
|class=in1|1||50||17||class=ml|• Datapad (common)<br>• Comm. (personal)
 
|class=in1|1||50||17||class=ml|• Datapad (common)<br>• Comm. (personal)
Line 792: Line 792:
 
|class=in1|5||10,000||33||class=ml|• PC (mainframe)<br>• Security (high-grade)
 
|class=in1|5||10,000||33||class=ml|• PC (mainframe)<br>• Security (high-grade)
 
|-
 
|-
|class=in1|6||20,000||37||&mdash;
+
|class=in1|6||20,000||37||• Tier 12 starship
 
|-
 
|-
|class=in1|7||40,000||41||&mdash;
+
|class=in1|7||40,000||41||• Tier 14 starship
 
|-
 
|-
|class=in1|8||80,000||45||&mdash;
+
|class=in1|8||80,000||45||• Tier 16 starship
 
|-
 
|-
|class=in1|9||160,000||49||&mdash;
+
|class=in1|9||160,000||49||• Tier 18 starship
 
|-
 
|-
|10||320,000||53||&mdash;
+
|10||320,000||53||• Tier 20 starship
 
|}
 
|}
 
The computer’s tier indicates its overall technological sophistication, from 1 to 10. A tier-1 computer might be something as simple as a common datapad, a door lock, or a lighting controller, whereas a tier-10 computer represents the systems managing the engine core of a space station or the mainframe of an Aspis Consortium intersystem office. Note that the workstation of a tier-10 computer mainframe might itself be only a tier-3 computer, but it cannot in any way access or control the full mainframe, even if hacked; it can interface with only the components to which it has been granted access. Thus, access to the mainframe itself and features it controls requires hacking its tier-10 defenses.
 
The computer’s tier indicates its overall technological sophistication, from 1 to 10. A tier-1 computer might be something as simple as a common datapad, a door lock, or a lighting controller, whereas a tier-10 computer represents the systems managing the engine core of a space station or the mainframe of an Aspis Consortium intersystem office. Note that the workstation of a tier-10 computer mainframe might itself be only a tier-3 computer, but it cannot in any way access or control the full mainframe, even if hacked; it can interface with only the components to which it has been granted access. Thus, access to the mainframe itself and features it controls requires hacking its tier-10 defenses.

Revision as of 03:19, 6 December 2020

Armor

Armor Lev. Price Type EAC KAC Dex ACP Spd US Bulk Special Source
AbadarCorp travel suit, gold 9 12,100 Light +9 +10 8 L CRB
AbadarCorp travel suit, platinum 12 34,600 Light +12 +13 8 L CRB
AbadarCorp travel suit, silver 7 7,250 Light +6 +7 7 L CRB
Acrochor hide, advanced 8 8,250 Light +10 +10 6 L Archaic AP04
Acrochor hide, basic 4 2,100 Light +5 +5 5 L Archaic AP04
Acrochor hide, elite 12 28,000 Light +15 +15 7 L Archaic AP04
Carbon skin, diamond 15 126,400 Light +17 +19 7 −1 4 1 CRB
Carbon skin, graphite 3 1,220 Light +3 +4 4 −1 1 1 CRB
Carbon skin, nanotube 20 825,000 Light +21 +23 8 −1 6 1 CRB
Carbon skin, white carbon 10 19,650 Light +12 +14 5 −1 3 1 CRB
Clearweave I 3 1,350 Light +3 +3 5 L AR
Clearweave II 9 13,150 Light +12 +12 5 2 L AR
D-suit I 5 2,980 Light +5 +6 5 1 L CRB
D-suit II 7 6,900 Light +8 +9 5 2 L CRB
D-suit III 9 13,300 Light +11 +12 6 3 L CRB
D-suit IV 13 45,800 Light +16 +17 6 4 L CRB
D-suit V 17 244,300 Light +20 +21 7 5 L CRB
D-suit VI 19 552,000 Light +21 +22 8 6 L CRB
Defrex hide 4 2,250 Light +5 +5 4 1 L CRB
Defrex hide, advanced 12 33,000 Light +14 +16 5 3 L Dermal plat. AA3
Defrex hide, elite 16 142,000 Light +19 +21 6 4 L Dermal plat. AA3
Defrex hide, mature 8 9,000 Light +9 +11 4 2 L Dermal plat. AA3
Dust manta hide, advanced 12 43,250 Light +15 +16 6 L AA2
Dust manta hide, basic 6 5,150 Light +5 +7 5 L AA2
Echelon fashion, bespoke 17 285,000 Light +18 +19 8 L CRB
Echelon fashion, ready to wear 14 71,300 Light +15 +16 8 L CRB
Estex suit I 1 410 Light +0 +1 5 −1 2 1 CRB
Estex suit II 5 2,700 Light +4 +5 5 −1 3 1 CRB
Estex suit III 7 5,500 Light +7 +8 5 −1 4 1 CRB
Extex suit IV 13 49,250 Light +15 +16 6 −1 6 1 CRB
Freebooter armor I 2 750 Light +2 +3 4 L CRB
Freebooter armor II 6 4,720 Light +6 +8 5 1 L CRB
Freebooter armor III 10 16,900 Light +12 +13 6 3 L CRB
Freebooter armor IV 14 60,600 Light +17 +18 6 4 L CRB
Freebooter armor V 18 367,650 Light +20 +21 8 5 L CRB
Grave mantle, enlisted 4 2,100 Light +4 +5 4 L AR
Grave mantle, officer 17 256,500 Light +20 +22 5 3 L AR
Grave mantle, specialist 10 17,950 Light +13 +15 4 2 L AR
Hardened resin 3 1,200 Light +2 +3 5 −1 1 1 PW
Hardlight series, elite 15 123,500 Light +18 +18 7 4 L CRB
Hardlight series, specialist 20 928,000 Light +22 +22 8 6 L CRB
Hardlight series, squad 12 30,750 Light +15 +15 6 4 L CRB
Kasatha microcord I 2 460 Light +1 +3 3 −1 1 CRB
Kasatha microcord II 6 3,670 Light +6 +8 4 −1 1 1 CRB
Kasatha microcord III 8 9,000 Light +9 +11 5 −1 2 1 CRB
Kasatha microcord IV 11 23,800 Light +13 +15 5 −1 3 1 CRB
Lashunta mind mail I 6 4,250 Light +6 +6 6 2 L AR
Lashunta mind mail II 11 24,800 Light +13 +14 6 2 L AR
Lashunta mind mail III 16 166,500 Light +20 +20 7 3 L AR
Lashunta mind mail IV 19 556,000 Light +22 +22 7 5 L AR
Lashunta tempweave, advanced 8 8,500 Light +9 +10 6 3 L CRB
Lashunta tempweave, basic 4 1,950 Light +4 +4 5 1 L CRB
Peacekeeper’s aegis I 4 2,000 Light +4 +5 4 −1 1 1 NS
Peacekeeper’s aegis II 8 8,100 Light +9 +10 5 −1 3 1 NS
Peacekeeper’s aegis III 12 33,500 Light +14 +15 6 −1 3 1 NS
Plexigrass bodysuit I 5 2,700 Light +3 +4 6 2 L NS
Plexigrass bodysuit II 9 13,500 Light +9 +10 8 3 L NS
Plexigrass bodysuit III 13 51,000 Light +15 +16 8 4 L NS
Polyplate, advanced 10 17,400 Light +11 +13 5 3 L DR 5/varies AP15
Polyplate, basic 6 4,200 Light +5 +7 4 2 L DR 3/varies AP15
Polyplate, elite 14 65,000 Light +15 +17 6 4 L DR 7/varies AP15
Polyplate, paragon 18 345,000 Light +19 +21 7 5 L DR 9/varies AP15
Preserver’s mantle I 2 520 Light +1 +2 6 L AR
Preserver’s mantle II 7 6,400 Light +6 +9 6 1 L AR
Preserver’s mantle III 12 35,400 Light +12 +15 7 3 L AR
Regimental dress I 3 1,450 Light +2 +3 5 1 L AR
Regimental dress II 10 18,600 Light +13 +13 5 2 L AR
Regimental dress III 18 387,000 Light +22 +22 6 4 L AR
Second skin 1 250 Light +1 +2 5 1 L CRB
Shiftskin I 9 13,850 Light +10 +11 7 −1 2 1 AR
Shiftskin II 14 76,830 Light +16 +17 7 −1 3 1 AR
Shiftskin III 20 886,500 Light +22 +24 7 −1 5 1 AR
Shobhad harness, chieftain 13 46,900 Light +15 +17 5 −1 3 1 AR
Shobhad harness, recruit 1 150 Light +0 +2 4 −1 1 AR
Shobhad harness, veteran 4 1,850 Light +3 +5 5 −1 1 1 AR
Shobhad harness, warleader 8 8,600 Light +9 +11 5 −1 2 1 AR
Shotalashu armor 16 149,500 Light +19 +20 7 5 L CRB
Skitterhide I 3 1,200 Light +2 +3 5 L AA2
Skitterhide II 9 12,500 Light +10 +11 7 2 L AA2
Skitterhide III 16 144,000 Light +19 +19 8 4 L AA2
SpecOps armor, AG 7 7,500 Light +7 +8 5 −1 3 1 Aeon slot (2) AA
Stationwear, business 5 2,600 Light +2 +3 6 L CRB
Stationwear, casual 3 1,300 Light +1 +2 6 L CRB
Stationwear, elite 6 4,100 Light +4 +5 7 L CRB
Stationwear, flight suit 1 95 Light +0 +1 6 L CRB
Swarmsuit 15 95,200 Light +18 +19 6 4 L CRB
Vesk brigandine I 2 950 Light +2 +2 5 1 L AR
Vesk brigandine II 5 2,650 Light +5 +5 5 2 L AR
Vesk brigandine III 8 8,800 Light +10 +10 5 2 L AR
Vesk brigandine IV 11 23,500 Light +14 +14 5 3 L AR
Vesk brigandine V 15 99,900 Light +19 +20 5 4 L AR
Void hide I 10 20,000 Light +13 +15 4 −1 1 1 Reflecting AA3
Void hide II 14 90,000 Light +16 +18 5 −1 2 1 Reflecting AA3
Void hide III 18 382,500 Light +20 +22 6 −1 3 1 Reflecting AA3
Ysoki reflractor suit 6 4,120 Light +7 +7 5 2 L CRB
Zeizerer diffractor I 2 650 Light +2 +2 4 L PW
Zeizerer diffractor II 6 4,150 Light +6 +6 6 1 L PW
Zeizerer diffractor III 9 12,500 Light +11 +11 7 2 L PW
Zeizerer diffractor IV 13 48,500 Light +15 +15 8 3 L PW
Zeizerer diffractor V 18 340,000 Light +20 +20 9 4 L PW
Aegis series, elite 17 209,000 Heavy +23 +27 3 −5 −10 6 3 CRB
Aegis series, specialist 20 932,000 Heavy +25 +28 4 −4 −10 7 3 CRB
Aegis series, squad 12 45,200 Heavy +17 +19 3 −5 −10 5 3 CRB
Battle dress, AG command 10 18,750 Heavy +15 +17 3 −3 −10 2 3 Aeon slot (3) AA
Battle dress, AG trooper 3 1,650 Heavy +5 +7 2 −3 −10 1 3 Aeon slot AA
Ceremonial plate, commander 7 7,350 Heavy +10 +12 2 −3 −10 5 3 CRB
Ceremonial plate, officer 4 2,275 Heavy +6 +8 2 −2 −5 1 2 CRB
Ceremonial plate, troop 1 110 Heavy +1 +3 2 −3 −10 3 3 CRB
Defiance series, elite 7 6,300 Heavy +10 +13 2 −4 −10 2 3 CRB
Defiance series, specialist 10 16,950 Heavy +15 +18 2 −4 −10 3 3 CRB
Defiance series, squad 3 1,220 Heavy +5 +8 1 −4 −10 1 3 CRB
Dendron armor, ash 4 2,100 Heavy +5 +8 3 −2 −5 2 AR
Dendron armor, oak 10 18,450 Heavy +14 +18 3 −2 −5 2 2 AR
Dendron armor, sequoia 17 256,500 Heavy +23 +25 4 −2 −5 5 2 AR
Dendron armor, yew 7 6,600 Heavy +10 +13 3 −2 −5 1 2 AR
Enforcer armor I 5 3,100 Heavy +9 +10 2 −4 −10 2 3 AR
Enforcer armor II 11 23,725 Heavy +17 +19 2 −4 −10 4 3 AR
Enforcer armor III 15 101,150 Heavy +21 +23 3 −3 −10 5 3 AR
Enginerunner 15 120,900 Heavy +21 +22 4 5 2 CRB
Formian hide, advanced 7 6,100 Heavy +10 +12 3 −3 −5 3 2 PW
Formian hide, basic 4 2,400 Heavy +7 +8 2 −3 −5 2 2 PW
Formian hide, superior 10 16,500 Heavy +15 +17 3 −4 −5 3 2 PW
Formian plate, myrmarch 19 557,000 Heavy +24 +27 3 −4 −10 3 3 ER sonic 5 AA2
Formian plate, taskmaster 12 42,000 Heavy +16 +19 3 −4 −10 1 3 ER sonic 5 AA2
Formian plate, warrior 4 1,830 Heavy +5 +8 1 −3 −5 3 AA2
Formian plate, worker 2 480 Heavy +3 +6 1 −3 −5 3 AA2
Fossilwrap I 5 3,100 Heavy +9 +9 2 −2 −5 1 2 AA2
Fossilwrap II 13 55,000 Heavy +19 +19 4 −2 −5 5 2 AA2
Fossilwrap III 19 645,000 Heavy +25 +25 6 −2 −5 6 2 AA2
Golemforged plating I 1 250 Heavy +2 +5 0 −3 −10 3 CRB
Golemforged plating II 3 1,610 Heavy +5 +7 2 −2 −10 1 3 CRB
Golemforged plating III 7 5,500 Heavy +10 +12 3 −2 −5 2 2 CRB
Golemforged plating IV 11 24,800 Heavy +15 +17 3 −3 −10 6 3 CRB
Golemforged plating V 14 63,750 Heavy +18 +20 4 −3 −10 7 3 CRB
Hardplate, advanced 9 12,000 Heavy +15 +16 3 −2 −5 2 Archaic AP04
Hardplate, basic 5 3,000 Heavy +10 +11 3 −2 −5 2 Archaic AP04
Hardplate, elite 13 48,000 Heavy +19 +20 4 −3 −5 2 Archaic AP04
Hellknight plate, armiger 2 980 Heavy +4 +5 2 −2 −10 2 3 PW
Hellknight plate, lictor 5 3,300 Heavy +9 +10 2 −2 −10 2 3 PW
Hellknight plate, maralictor 9 14,500 Heavy +16 +17 2 −2 −10 4 3 PW
Hellknight plate, paralictor 14 80,000 Heavy +21 +22 3 −2 −10 6 3 PW
Hidden soldier armor 2 465 Heavy +3 +5 2 −2 −5 1 2 CRB
Inheritor’s grace I 6 4,450 Heavy +9 +10 3 −2 −5 2 2 AR
Inheritor’s grace II 14 67,400 Heavy +20 +21 3 −2 −5 5 2 AR
Inheritor’s grace III 19 591,000 Heavy +25 +27 4 −2 −5 7 2 AR
Iridishell, advanced 9 13,100 Heavy +13 +15 3 3 2 CRB
Iridishell, basic 2 755 Heavy +3 +6 2 −2 −5 2 CRB
Iridishell, superior 12 42,250 Heavy +17 +18 4 4 2 CRB
Kalo encounter suit I 4 1,980 Heavy +7 +8 2 −3 −10 1 3 AR
Kalo encounter suit II 9 12,900 Heavy +15 +16 2 −3 −10 3 3 AR
Kalo encounter suit III 13 48,500 Heavy +20 +21 3 −3 −10 4 3 AR
Kalo encounter suit IV 18 360,000 Heavy +25 +26 4 −3 −10 6 3 AR
Kyokor plating I 2 800 Heavy +2 +4 3 −1 −5 1 1 AA
Kyokor plating II 6 4,820 Heavy +8 +10 4 −1 −5 3 1 AA
Kyokor plating III 10 17,100 Heavy +13 +16 4 −2 −5 3 1 AA
Kyokor plating IV 14 76,000 Heavy +17 +19 5 −2 −5 4 1 AA
Kyokor plating V 18 371,000 Heavy +23 +24 5 −2 −5 6 1 AA
Lashunta ringwear I 1 415 Heavy +2 +4 2 −2 −5 2 CRB
Lashunta ringwear II 5 2,970 Heavy +8 +10 2 −2 −5 1 2 CRB
Lashunta ringwear III 8 8,420 Heavy +12 +14 3 −2 −5 3 2 CRB
Lashunta ringwear V 15 94,200 Heavy +20 +22 4 −2 −5 5 2 CRB
Lasunta ringwear IV 11 27,100 Heavy +16 +18 4 −3 −5 4 2 CRB
Mining jack I 2 825 Heavy +4 +6 1 −3 −10 1 3 AR
Mining jack II 5 2,750 Heavy +8 +11 1 −3 −10 2 3 AR
Mining jack III 10 17,150 Heavy +15 +19 1 −3 −10 3 3 AR
Night plate I 8 9,400 Heavy +11 +13 4 −2 −5 2 2 AR
Night plate II 12 37,500 Heavy +15 +17 5 −2 −5 4 3 AR
Night plate III 16 177,300 Heavy +21 +24 5 −1 −5 4 2 AR
Night plate IV 20 866,500 Heavy +25 +26 6 6 2 AR
Reinforced EVA suit I 1 200 Heavy +1 +4 1 −3 −5 1 2 AR
Reinforced EVA suit II 3 1,300 Heavy +4 +8 1 −3 −5 1 3 AR
Reinforced EVA suit III 6 4,060 Heavy +8 +12 2 −3 −10 2 3 AR
Skittersuit I 9 13,200 Heavy +13 +15 3 −2 −5 5 2 NS
Skittersuit II 13 52,000 Heavy +18 +20 3 −3 −5 6 2 NS
Skittersuit III 17 240,000 Heavy +22 +24 4 −3 −5 7 3 NS
Skyfire armor, exident 13 53,600 Heavy +18 +20 4 −2 −5 5 2 CRB
Skyfire armor, pinion 9 14,200 Heavy +14 +16 3 −2 −5 4 2 CRB
Steelbones 16 145,500 Heavy +21 +23 4 −3 −5 6 2 CRB
Terramold plate I 8 9,900 Heavy +13 +14 2 −3 −10 3 3 NS
Terramold plate II 12 38,500 Heavy +17 +18 3 −5 −10 4 4 NS
Terramold plate III 16 147,500 Heavy +22 +23 3 −5 −10 4 4 NS
Thinplate 2 1,000 Heavy +4 +6 2 −3 −10 1 3 CRB
Vesk monolith I 12 39,650 Heavy +16 +18 4 −2 −5 5 2 CRB
Vesk monolith II 16 163,400 Heavy +22 +24 4 −3 −5 6 2 CRB
Vesk monolith III 20 827,250 Heavy +26 +27 5 −2 −5 7 2 CRB
Vesk overplate I 6 3,910 Heavy +9 +11 3 −2 −5 1 2 CRB
Vesk overplate II 8 10,250 Heavy +13 +15 2 −3 −10 3 3 CRB
Vesk overplate III 11 23,400 Heavy +16 +18 3 −2 −5 4 2 CRB
Vesk overplate IV 14 71,850 Heavy +19 +21 4 −2 −5 5 2 CRB
Vesk overplate V 18 415,800 Heavy +24 +26 4 −3 −5 7 2 CRB
Vitrum plate 18 365,650 Heavy +23 +24 5 4 1 CRB
Voidshield armor 19 610,250 Heavy +25 +26 5 −3 −5 7 2 CRB

Light

Armored “Clothing”
Armor Lev. Price Type EAC KAC Dex ACP US Bulk Source
Stationwear, flight suit 1 95 Light +0 +1 6 L CRB
Second skin 1 250 Light +1 +2 5 1 L CRB
Carbon skin, graphite 3 1,220 Light +3 +4 4 −1 1 1 CRB
Stationwear, casual 3 1,300 Light +1 +2 6 L CRB
Clearweave I 3 1,350 Light +3 +3 5 L AR
Lashunta tempweave, basic 4 1,950 Light +4 +4 5 1 L CRB
Stationwear, business 5 2,600 Light +2 +3 6 L CRB
Stationwear, elite 6 4,100 Light +4 +5 7 L CRB
AbadarCorp travel suit, silver 7 7,250 Light +6 +7 7 L CRB
Lashunta tempweave, advanced 8 8,500 Light +9 +10 6 3 L CRB
AbadarCorp travel suit, gold 9 12,100 Light +9 +10 8 L CRB
Clearweave II 9 13,150 Light +12 +12 5 2 L AR
Carbon skin, white carbon 10 19,650 Light +12 +14 5 −1 3 1 CRB
AbadarCorp travel suit, platinum 12 34,600 Light +12 +13 8 L CRB
Echelon fashion, ready to wear 14 71,300 Light +15 +16 8 L CRB
Carbon skin, diamond 15 126,400 Light +17 +19 7 −1 4 1 CRB
Echelon fashion, bespoke 17 285,000 Light +18 +19 8 L CRB
Carbon skin, nanotube 20 825,000 Light +21 +23 8 −1 6 1 CRB

AbadarCorp travel suit

Core Rulebook, p.197

Silver • Gold • Platinum

AbadarCorp executives popularized these light armor business suits for boardrooms and diplomatic meetings. Contingent force fields and concealed rebreathers protect the wearer in hostile environmental conditions. Higher grades of travel suits offer more protection—along with a designer label.

Carbon skin

Core Rulebook, p.197

Graphite • White Carbon • Diamond • Nanotube

Though these suits of light armor appear to be made of stiff fabric, they are actually woven from carbon fibers. Higher-quality carbon skins are reinforced with carbon allotypes, such as white carbon or diamond, and the heightened sheen of the fabric hints at their expensive construction.

Clearweave

Starfinder Armory, p.68

I • II

The formfitting fabric of clearweave light armor is completely transparent to better display the fashion choices beneath it. Discrete force field generators along each side resemble intricate tattoos as much as they resemble circuitry. Clearweave darkens automatically when exposed to harmful solar radiation or laser fire.

Clearweave II contains built-in microprojectors that allow the wearer to display glowing patterns, simple art, and even icons and logos through the armor’s fabric. These displays can be controlled via a personal comm unit or a more advanced computer. The glow emitted by the suit when displaying such patterns isn’t bright enough to provide useful illumination, but it does reveal the wearer’s position in darkness or dim light.

Echelon fashion

Core Rulebook, p.197

Ready to Wear • Bespoke

Modeled after the universe’s most cutting-edge fashions, this lightly armored clothing is available in daring modern designs, using force fields and the highest-tech fibers to create any sort of outfit imaginable. Bespoke echelon fashions are often tailormade for the orderer and meant to look unique.

Lashunta mind mail

Starfinder Armory, p.70

I • II • III • IV

Each link in a suit of mind mail is a nanotechnological marvel: a psychically active circuit reactive to the thoughts of its wearer. When donned, mind mail floats just above the skin and alternates between rigidity and supple motion in response to its wearer’s thoughts and movement, with hundreds of tiny force fields filling the gaps between links as needed. The mail covers the entire body except for the face. The coif retracts into the collar at a mental command, and the mesh gloves likewise unlink and recede into the sleeves when a delicate touch is required. Mind mail offers a comfortable alternative to climate control in tropical environs such as Castrovel, as the armor does not make direct contact with the body and the open mesh provides ample airflow. The wearers of mind mail often personalize their armor with intricate designs woven with varicolored metals into the pattern of the mail. These designs can be altered with an Engineering check at the same DC as a check for adjusting armor.

Lashunta tempweave

Core Rulebook, p.197

Basic • Advanced

Lashuntas developed tempweave light armor by threading temperature-regulating wires through reinforced clothing. The result is a protective, flexible outfit that maintains a comfortable temperature for the wearer. Most tempweave outfits feature a fitted tunic over breeches, making them a popular choice for explorers venturing to hot or humid environments.

Second skin

Core Rulebook, p.197

This flexible body stocking fits tightly against its wearer and can be worn under ordinary clothes. If a second skin matches the wearer’s skin tone, this type of light armor can be difficult to detect. A second skin can also accept upgrades, making it popular for celebrities, diplomats, and other individuals who want protection without appearing to wear armor.

Stationwear

Core Rulebook, p.197

Flight Suit • Casual • Business • Elite

Many types of reinforced clothing afford protection without sacrificing comfort or fashion. The prevalence of this kind of light armor on Absalom Station has led to the colloquial term “stationwear”. Stationwear ranges in style from casual wear to business suits and more formal garb. The usual environmental protections of armor are concealed in the design of these outfits. The grades of armor—business, casual, elite, and flight suit—refer to the quality of the garments, not the style.

Shotalashu armor

Core Rulebook, p.197

The lashunta shotalashu cavalry wear this protective gear while riding their bonded saurian mounts. Layers of thin, ablative plates make for light armor that moves with the rider while providing maximum protection. Military merchants have taken to creating knock-off shotalashu armor in more modern styles, as some of the traditional nature themes are no longer fashionable.

Heavy

Lashunta ringwear

Core Rulebook, p.198

I • II • III • IV • V

These beautiful suits of heavy armor feature engraved metal bands that fit above and below the body’s major joints. Metal guards, woven chain sheets, and force fields stretch between the bands to form a complete set of protective gear. Tinted crystals are often added during the forging process to the ore used for ringwear to create glimmering suits of different hues.

Upgrades

Name Lev. Price Slots Type Cap. Usage Bulk
Weapon Spikes Tech. 1 1 Heavy, Pow.
Pet Carrier Tech. 1 100 1 Any L
Easy Access Kit Tech. 1 125 1 Any L
Grim Trophies Magic 1 125 1 Any
Light Projector Tech. 1 150 1 Any 20 1/hour 1
Tensile Reinforcement Tech. 1 150 1 Any
Thermal Regulator Hybrid 1 150 1 Any L
Concealed Compartments Tech. 1 175 1 Any
Aversion Coating Tech. 1 200 1 Light, Heavy L
Infrared Sensors Tech. 1 200 1 Any L
Radiation Buffer Tech. 1 200 1 Any L
Leapers Tech. 1 205 1 Light 20 1
Slickskin Tech. 1 300 1 Light L
Quick-Release Sheath Tech. 1 325 1 Any L
Agility Enhancer, Mk 1 Tech. 1 375 1 Light, Heavy
Stabilizer Springs Tech. 1 400 1 Light, Heavy
Descent Thrusters Tech. 1 800 1 Any L
Snarl Barbs Tech. 1 1,500 1 Any L
Automated Loader Tech. 2 750 1 Pow. 1
Auto-CPR Unit Tech. 2 850 1 Any
Jump Jets Tech. 2 1,000 1 Light, Heavy 20 2/action L
Omnidirectional Camera Tech. 2 1,000 1 Any 10 1/rnd. L
Thrower Arms Tech. 2 1,000 1 Any
Juggernaut Boosters Tech. 3 1,200 1 Heavy, Pow. 1
Quicksuit Hybrid 3 1,300 1 Light, Heavy
Glamer Projector Magic 3 1,350 1 Light, Heavy L
Hydrojet Tech. 3 1,400 1 Light, Heavy 20 2/hour
Mobility Enhancer, Mk 1 Tech. 3 1,500 1 Heavy
Reactive Polarization Tech. 3 1,600 1 Any 5 1 L
Force Field, Brown Tech. 3 1,600 2 Any L
Exit Pod Tech. 4 1,750 1 Heavy, Pow. 2
Remote-Link Module Tech. 4 1,750 1 Pow. 20 1/hour 1
Hover Field Tech. 4 1,800 1 Light L
Climate Control Unit Tech. 4 1,950 1 Light, Heavy
Flashblinders, Mk 1 Tech. 4 2,000 1 Any 1 1 1
Backup Generator Tech. 4 2,100 1 Any 1
Longstrider Module Tech. 4 2,200 1 Light
Targeting Computer Tech. 4 2,250 1 Any
Load Lifter Tech. 5 2,250 1 Any
Telepathic Dampener Magic 5 2,700 1 Any L
Rampart Plates Tech. 5 2,850 1 Heavy 1
Ghost Armor Magic 5 2,900 1 Any L
Agility Enhancer, Mk 2 Tech. 5 3,000 1 Light, Heavy
Electrostatic Field, Mk 1 Tech. 5 3,000 1 Any
Jetpack Tech. 5 3,100 1 Light, Heavy 40 2/rnd. 1
Thermal Capacitor, Mk 1 Tech. 5 3,600 1 Any
Brightlight Projector Hybrid 6 3,000 1 Any 20 1/hour
Phase Shield Tech. 6 4,325 1 Heavy, Pow. 40 2 1
Tactical Scaffold Tech. 6 4,450 2 Heavy 2
Endurance Module Hybrid 6 4,500 1 Any 1 1
Force Field, Purple Tech. 6 4,550 2 Any L
Filtered Rebreather Tech. 6 4,600 1 Any 1
Lightwrap Inlay Tech. 6 5,000 1 Any 10 1/rnd. L
Computer Interface Tech. 7 6,000 1 Any L
Glider Foils Tech. 7 6,000 2 Light 1
Absorption Shield Hybrid 7 6,500 1 Heavy, Pow. 40 10 1
Ferrofluid Suspension Tech. 7 6,500 1 Any
Adaptive Defense, Mk 1 Hybrid 7 6,500 1 Any
Microspur Spray Hybrid 7 6,700 1 Heavy, Pow. 3 1 1
Auto-Injector Tech. 7 7,000 1 Any L
Sonic Dampener Tech. 7 7,150 1 Any L
Deflective Reinforcement Tech. 7 7,500 1 Any 1
Explosive Defense Unit Tech. 8 9,000 1 Any
Haste Circuit Magic 8 9,250 1 Light, Heavy 10 1/rnd. L
Mindlink Servos, Mk 1 Hybrid 8 9,500 2 Light, Heavy 5 1/rnd. 2
Mobility Enhancer, Mk 2 Tech. 8 9,500 1 Heavy
Flashblinders, Mk 2 Tech. 8 10,000 1 Any 1 1 1
Grandchild's Cloak, Normal Hybrid 8 10,000 1 Light 10 3/rnd. L
Force Field, Black Tech. 8 10,500 2 Any L
Battery Unit Tech. 9 12,000 1 Any
Haze Field Hybrid 9 13,000 1 Any 10 1/rnd.
Agility Enhancer, Mk 3 Tech. 9 13,000 1 Light, Heavy
Electrostatic Field, Mk 2 Tech. 9 13,000 1 Any
Forcepack Hybrid 9 13,100 1 Light, Heavy 100 2/rnd. 1
Reaction Accelerator Hybrid 9 13,500 1 Any
Medical Interface, Mk 1 Hybrid 9 14,000 1 Any
Invisibility Detector Hybrid 10 17,000 1 Any 5 1/min.
Adaptive Energy Shield Tech. 10 17,500 1 Any
Holodouble Module Hybrid 10 18,000 1 Light, Heavy 10 1/rnd.
Courage Module Hybrid 10 18,300 1 Any 1 1
Echolocation Detection Unit Tech. 10 19,000 1 Any 10 1/min.
Force Field, White Tech. 10 20,000 2 Any L
Magic Resistor, Mk 1 Magic 11 2,350 1 Any 1
Attractor Field Hybrid 11 24,000 1 Any 5 1
Bodyguard Module Magic 11 24,400 1 Heavy, Pow.
Lingual Scrambler Hybrid 12 32,800 1 Any L
Electrostatic Field, Mk 3 Tech. 12 35,000 1 Any
Privacy Shield Magic 12 35,500 1 Any L
Thermal Capacitor, Mk 2 Tech. 12 36,250 1 Any
Neutronium Shell Hybrid 12 37,500 2 Heavy, Pow. 1
Flashblinders, Mk 3 Tech. 12 38,000 1 Any 1 1 1
Force Field, Gray Tech. 12 40,000 2 Any L
Agility Enhancer, Mk 4 Tech. 13 46,000 1 Light, Heavy
Spell Reflector, Mk 1 Magic 13 47,950 1 Light, Heavy 1 1 1
Indomitability Module Hybrid 13 50,000 1 Any 1 1/day
Teleportation Unit Hybrid 13 52,000 1 Any 2 1 1
Magic Resistor, Mk 2 Magic 14 7,000 2 Any 2
Life Shield Magic 14 64,000 1 Any 10 1/min.
Fortified Plates, Mk 1 Tech. 14 65,500 1 Heavy, Pow. 2
Mindlink Servos, Mk 2 Hybrid 14 71,000 2 Light, Heavy 5 1/rnd. 2
Titan Shield Tech. 14 75,000 1 Pow. 40 10 2
Adaptive Defense, Mk 2 Hybrid 14 75,000 1 Any
Force Field, Green Tech. 14 80,000 2 Any L
Medical Interface, Mk 2 Hybrid 15 100,000 1 Any
Fortified Plates, Mk 2 Tech. 15 104,000 1 Heavy, Pow. 2
Displacement Field Hybrid 15 120,000 2 Any 10 1/rnd. 1
Grandchild's Cloak, Greater Hybrid 15 120,000 1 Light 10 3/rnd. L
Thermal Capacitor, Mk 3 Tech. 15 120,000 1 Any
Fortified Plates, Mk 3 Tech. 16 151,000 1 Heavy, Pow. 2
Emergency Defense Sphere Hybrid 16 162,000 1 Any 3 1/rnd. L
Flashblinders, Mk 4 Tech. 16 180,000 1 Any 1 1 1
Force Field, Red Tech. 16 180,000 2 Any L
Agility Enhancer, Mk 5 Tech. 17 216,000 1 Any
Magic Resistor, Mk 3 Magic 17 240,000 2 Heavy, Pow. 2
Adaptive Defense, Mk 3 Hybrid 17 250,000 1 Any
Fortified Plates, Mk 4 Tech. 17 262,000 1 Heavy, Pow. 2
Force Field, Blue Tech. 17 280,000 2 Any L
Vibration Sensors Tech. 18 360,000 1 Any L
Spell Reflector, Mk 2 Magic 18 360,000 1 Light, Heavy 1 1 1
Force Field, Orange Tech. 18 400,000 2 Any L
Fortified Plates, Mk 5 Tech. 19 550,000 1 Heavy, Pow. 2
Ghostmarch Unit Magic 19 590,000 1 Light 5 1/rnd. 1
Medical Interface, Mk 3 Hybrid 19 6,000,000 1 Any
Magic Resistor, Mk 4 Magic 20 800,000 2 Heavy, Pow. 2
Force Field, Prismatic Tech. 20 1,000,000 2 Any L

Computers

Computers control most of the modern tools and conveniences in the Starfinder universe, from simple door locks to advanced overminds controlling all incoming and outgoing traffic from a spacedock. Almost anything can be found hiding inside their mainframes, from the plans for wondrous new technological marvels to some of the darkest corporate secrets imaginable. That said, most computers consist of simple information and control systems. Gaining access to computers in order to reach their files and control modules is a common occurrence in the game—and even sometimes required. The following rules are designed to give GMs the tools necessary to design computer systems that are both interesting and challenging.

Basics

Each computer system is made up of various simple statistics that tell the GM how the computer functions, what it knows, what it controls, and what it can do to defend itself. This information is presented in the following terms.

Tier

7–22: Computers
Tier Price Hack Examples
1 50 17 • Datapad (common)
• Comm. (personal)
2 250 21 • Datapad (nice)
• Console (game)
3 1,250 25 • PC (typical)
• Security (low-grade)
4 5,000 29 • PC (workstation)
• Security (mid-grade)
5 10,000 33 • PC (mainframe)
• Security (high-grade)
6 20,000 37 • Tier 12 starship
7 40,000 41 • Tier 14 starship
8 80,000 45 • Tier 16 starship
9 160,000 49 • Tier 18 starship
10 320,000 53 • Tier 20 starship

The computer’s tier indicates its overall technological sophistication, from 1 to 10. A tier-1 computer might be something as simple as a common datapad, a door lock, or a lighting controller, whereas a tier-10 computer represents the systems managing the engine core of a space station or the mainframe of an Aspis Consortium intersystem office. Note that the workstation of a tier-10 computer mainframe might itself be only a tier-3 computer, but it cannot in any way access or control the full mainframe, even if hacked; it can interface with only the components to which it has been granted access. Thus, access to the mainframe itself and features it controls requires hacking its tier-10 defenses.

The tier of a computer determines its base price and the base DC to hack into its system using a Computers check. Both of these are modified by the modules and countermeasures installed on a system (see Modules and Countermeasures). The base DC to hack a computer is equal to 13 + 4 per tier.

User Interface

A computer’s control module is the input device and display designed to allow you to enter commands into and receive data from the computer. In the Pact Worlds, most user interfaces include a keyboard, view screen, microphone, and speakers, to allow typed, spoken, or gesture-based commands to be given to the computer and to deliver graphic or audio data from the computer. These kinds of user interfaces come free with any system, and a computer can have as many as ten user interfaces per point of bulk the computer has (though normally only public systems or computers used by large companies do this).

It is also possible for a user interface to exist only as a broadcast device (such as a comm unit), or even to have another smaller computer act as a user interface (using a control module). You can set a computer to use this kind of user interface for free when you buy it, though you must pay for the additional device separately, or you can install (or remove) user interfaces using the disable or manipulate module task of the Computers skill to alter a user interface. Such additional user interfaces do not count against the total modules a computer can have.

You can use a hacking kit to access a computer without using a user interface, but this requires you to have physical contact with the computer or to make contact through an infosphere or similar network that is linked to the computers.

Size

Computers can be extremely small, but miniaturizing such units without sacrificing computational power or durability increases a computer’s price. At base, a computer has a bulk equal to its tier squared. Computers with light bulk or negligible bulk can be worn easily on the wrist or clipped to communications devices and used without having to hold them in a hand. Any computer with a bulk of 1 or more must be held or set on a sturdy surface to be used. Computers with a bulk of 25 or more are not designed for portability, and normally they are permanently mounted to furniture or a vehicle or starship. You can reduce the size of a computer with the miniaturization upgrade.

Access and Authorization

Computers are designed for users to quickly and easily gain access to their files and functions. A computer may have unsecured access, which allows anyone able to interact with its user interface to perform basic functions. In such cases it usually has secured root access, so more crucial features remain available to only a select few. A computer can have unsecured root access, but this is normally only the case for a newly-purchased computer, and the first owner is expected to establish secure root access as soon as possible.

Access

Access means you are able to use all the basic functions of the computer, which generally includes retrieval of any information not stored in a secure data module, the ability to send and receive messages from other devices or systems connected to the computer (which may include access to a planetary infosphere), and control of any minor functions (such as door controls, entertainment systems, light switches, and other common household devices) controlled by the computer.

In most cases, it is obvious at a glance whether a computer’s user interface has unsecured access or whether it is necessary to attempt a Computers check to hack the system.

Root Access

Root access is a more advanced form of access that allows you to use all of a computer’s functions and modules, bypass or set conditions for its countermeasures, and look at, copy, add to, and delete any of its secured data. With root access, you can also grant a specific individual with access the ability to use a specific module or countermeasure you control that would not normally be available to the base access level.

You can gain root access only when a computer is first purchased, when it is granted by another creature that already has root access, or when you make a successful Computers check to hack the system and beat the computer’s normal DC by 20 or more. Normally, root access applies to a computer as a whole, but modules behind a firewall can have their own separate root access permissions.

Secured Computers

Most systems attempt to balance access and security with a two-step verification process to confirm authorized access, entailing both a physical security key (which might be nearly any tangible object, such as a keycard, palm print, or even another computer) and a password (often a fairly long string of characters entered through a keyboard, but also potentially a voiceprint or song, a telepathic command, or a riddle easily understood if you know the context).

Characters who are authorized, have the security object, and know the password can access a computer and use it for its intended purpose without needing to hack into it. Both a security key and a password can limit a character’s access to only some modules or tiers of a computer and don’t allow the user to access other functions. If you attempt to hack a computer, you gain a significant advantage if you acquire its security key or password, each giving you a +5 bonus to Computers checks to hack. However, the access granted by such security measures can easily be revoked by someone who already has access to the computer if that individual knows you have somehow obtained a security key or learned a password. Similarly, if you use either a security key or password to gain a bonus to a Computers check and then fail that check by 5 or more, the system automatically locks access against further attempts from the specific security credential used, which no longer grants its bonus to future checks.

Basic Functions

Computers are good at storing data, making calculations, manipulating and sorting information, performing rote tasks, and combining these tasks (often in the form of apps or programs). A computer may be set up to perform any of these functions in a general way, and it’s impossible to define everything a computer can possibly do. In general, computers can be treated as tools that streamline tasks that would otherwise demand significant bookkeeping, computation, sorting, tracking, or viewing, as long as the needed data can be input. Such tasks are normally part of a computer’s basic functions (though the data they need might well be kept behind a firewall, in a secure data module, or both), and ultimately it is up to a GM to determine a computer’s total capacity for performing such basic functions.

A basic function can also control a simple device such as a fire-suppression system, remote door, or a video camera— anything with simple on and off functions. New basic functions of this type can be added with a successful DC 10 Computers check, though the GM has final say on what an appropriate basic function is for a computer. Anything more complex that would normally require a creature to operate must be controlled through a control module.

Modules

Modules define what a computer is capable of doing beyond its basic functions. Computers can have any number of modules. These typically fall into one of four categories: control, secure data, spell chips, and upgrades. Control modules can operate a device or object that is in some way linked to the computer, such as a video camera or even a connected robot. A secure data module contains a vast amount of information, from technical blueprints to financial ledgers or perhaps personal correspondence. Spell chips are special magic items that allow a computer to generate spell effects. Finally, upgrades are simply improvements to the computer system that increase the difficulty of hacking the computer, expand its reach, or make it faster and easier to use.

Countermeasures

Countermeasures are specific actions that occur if someone tries to hack into a computer system. Some spring into action only if someone attempts and fails a Computers check to hack the system, while others activate whenever anyone tries to access the machine in any way. The most basic countermeasures simply remove access from a user or specific user interface, whereas more advanced countermeasures might alert robot sentries or even emit a lethal shock. A computer can have a maximum number of countermeasures equal to its tier.

7–23: Module, Upgrade, and Countermeasure Pricing
Feature Price
Modules
Control, complex 10% of controlled device
Secure data, average 10 credits
Secure data, large Varies
Secure data, specific 1 credit
Spell chip 110% of component spell gem
Upgrades
Artificial personality 10% of computer’s base price
Hardened 50% of computer’s base price
Miniaturization 10% of computer’s base price
Range I (100 feet) 5 credits
Range II (1 mile) 50 credits
Range III (planetwide) 100 credits
Security Varies (see the Security Modules table for more details)
Self-charging 10% of computer’s base price
Countermeasures
Alarm 10 credits
Fake shell 50% of computer’s base price + 10% of price of control and data modules
Feedback 500 credits
Firewall 20% of computer’s base price
Lockout 100 credits
Shock grid Varies (see the Shock Grids table for more details)
Wipe 10 credits

Modules

Computers can have any number of modules installed. Modules can be partitioned off from other parts of a computer if placed behind firewall countermeasures, which increases their security. A computer can have multiple modules of the same type, but the bonuses they grant to a system generally do not stack with themselves. For example, a system could have three copies of the security I module (which each grant a +1 bonus to the DC), but they do not stack to increase the DC to break into the computer.

Note that modules are a combination of both hardware and software, and as such they typically cannot be physically removed without damaging the system or rendering it inoperable. With the right amount of skill and time, a module can be disabled or manipulated, but this typically cannot be done during combat. See the Computers skill for more information.

Control

The control module allows the computer to operate a complex device, to which it must be in some way connected. (Simpler devices can be controlled as part of a computer’s basic functions.) Some countermeasures might make use of a computer’s control modules when activated. Gaining control of a computer allows the user to activate the devices in any way allowed by the control module. The price of a control module depends on the complexity of the object being controlled. The control module for a more complex device, such as a spy drone, starship, vehicle, or weapon turret, costs 10% of the device to be controlled.

When controlling a basic device that essentially has an on/off switch, the computer simply gains access to that switch and can activate or deactivate the connected device as instructed. When in charge of a device that can already operate autonomously (such as a robot or another computer), the controlling computer can give orders to that device. When operating a device that requires a skill check or attack roll (such as a computer hooked to a med-bed or weapon), the controlling computer can either allow a creature with authorized access to attempt a skill check or attack roll, or attempt the skill check or attack roll itself. When making its own check, the computer is assumed to have an attack bonus equal to its tier, proficiency with any weapon it controls, and a total skill bonus equal to 2½ × its tier. Such controlled objects are normally mounted to a specific location (such as a controlled longarm placed in a turret with line of sight to the computer’s terminal), in which case the mount and related components are included in the control unit price.

A computer can also control another computer. In this case, hacking one computer allows you to attempt to hack any computer it controls, but this does not automatically give you access to those other computers. It’s common for a lower-tier computer to be set up to control a higher-tier computer, such as when a clerk’s desk computer is linked to a company mainframe. In these cases, the lower-tier computer can only send specific, authorized commands to the higher-tier computer, though it can still be used as an access point in an attempt to hack the higher-tier computer.

Secure Data

This module contains secured data relative to a specific topic, and is almost never available without root access or an action by someone with root access to grant another user the ability to access the secure data module. Since a secure data module serves to store information too important or sensitive to let fall into the hands of your average hacker, it is frequently also kept behind a firewall.

Secure data might consist of a few simple documents or a vast library of technical specifications. The only requirement is that the data be limited to one general topic (such as a ship’s design, correspondence among members of a group, local maps and charts, etc.); additional topics require additional data modules. The price of the module depends on the topic’s size. A data module suitable for a specific small topic (such as a video log, a financial ledger, or a building schematic) costs 1 credit. A data module for an average topic (such as engineering specifications for a gun, a company’s employee database, or a large array of maps) costs 10 credits. Modules for large topics (such as the plans for a starship, a space station’s operations log, or a company’s master records) cost at least 100 credits and might cost as much as 1,000 credits. In addition to storing data that might be valuable on its own (such as plans for a military invasion), a data module allows a character with access to it to take 20 when attempting a skill check to recall knowledge on a topic related to the data module’s contents.

Spell Chips

It is possible to create spell gems (see page 224) in the form of chips that can be slotted into a computer system. A user capable of utilizing an equivalent spell gem with access to the computer in which such spell chips are installed can cast the related spells whenever controlling the computer and gains a +2 circumstance bonus to any skill check involving these spells. Spell chips cost 110% of a spell gem (page 224) with the same spells. When a spell is expended from a spell chip, the chip itself is not destroyed, and the spells can be reloaded into the spell chip for 90% of the normal price of a new spell chip.

Upgrades

These modules improve the overall effectiveness, security, and utility of a computer system. A computer system can have any number of these modules, but their effects generally do not stack. For a better effect, a more expensive module must be purchased and installed on the computer.

Artificial Personality

An artificial personality is a program designed to allow a computer to hold conversations in plain language with both users and creatures that lack access. Such computers are often given a name and are capable of parsing expressions, slang, social cues, tone of voice, and similar elements beyond a literal understanding of spoken or written words. They can respond appropriately through algorithms and lists of billions of known phrases and expressions, developed by programmers over centuries to allow for extremely naturalsounding conversations. Such computers can even display what appear to be emotions and insights. However, unlike androids, computers with artificial personalities have not attained true consciousness. The ability of an artificial personality to hold a conversation, learn names and habits, and even give advice is based purely on its complex code and extensive lexicons.

The primary advantage of an artificial personality is that an authorized user can operate the computer by giving simple spoken or typed commands in plain language and receive information from the computer the same way. On starships traveling far from civilized systems for months or years at a time, some owners also appreciate hearing a friendly voice and having someone to talk to, despite knowing that the “someone” isn’t an actual conscious being. Artificial personalities are sophisticated enough that the computer can attempt Bluff, Diplomacy, Intimidate, and Sense Motive checks with a total bonus equal to 2 × its tier. This upgrade costs 10% of the base price of the computer.

Hardened

The computer and its systems are encased in armored and energy-resistant shells. The computer’s hardness increases by 10, and it gains a +8 bonus to saving throws against energy attacks and effects that specifically target computers or electronic systems. This upgrade costs 50% of the base price of the computer.

Miniaturization

Treat your computer as 1 tier lower when calculating its bulk, to a minimum of tier –1. A tier-0 computer has light bulk, and a computer of tier –1 has negligible bulk. You can buy this upgrade multiple times. Each time it costs 10% of the base price of the computer.

Range

While most computers have access to remote systems and local infospheres, this connection does not necessarily extend to other devices. A computer that controls a comm unit can use that comm unit to send and receive messages but cannot use it to control devices. The range upgrade provides a secure, remote connection to a device which allows it to be controlled from a distance. Without this upgrade, a computer must be physically connected to the devices it controls with its control modules. Range I allows the computer to control a device wirelessly within 100 feet, and costs 5 credits (this includes the adjustments to both the computer and the connected device). Extending this range to 1 mile (Range I) costs 50 credits, while increasing it to planetwide (Range III) costs 100 credits (requiring an infosphere connection for both the computer and device).

Security

This bolsters the overall security of the computer, increasing the DC of the Computers check to hack the computer and gain access to its modules. This upgrade comes in multiple ranks, each stronger and more secure than the last. Refer to Table 7–24: Security Modules to determine the DC increase and the price (in percentage of the base price of the computer). A computer cannot benefit from more than one security upgrade.

7–24: Security Modules
Rank DC increase Price
Security I +1 25% of computer’s base price
Security II +2 50% of computer’s base price
Security III +3 75% of computer’s base price
Security IV +4 100% of computer’s base price
Self-Charging

While most computers can operate for up to 24 hours on internal batteries, this upgrade makes it so that the computer can function for up to 1 week on its internal power alone. Multiple purchases of this upgrade each extend the time by 1 additional week. This upgrade costs 10% of the base price of the computer.

Countermeasures

Countermeasures form a computer system’s last defense against hackers trying to compromise it. Countermeasures are specifically designed to activate when an unauthorized user attempts unsuccessfully to access the system, usually by entering an incorrect password or by failing to bypass other security precautions. Some activate the moment a user tries to get into the system and deactivate only once the correct password has been entered. In either case, a computer can have a number of countermeasures equal to its tier.

Alarm

One of simplest countermeasures, this program sends an alert to a specific individual or station if someone attempts to breach the system. If the computer has a control module connected to an actual alarm, this countermeasure can trigger that alarm. If the computer controls a robot, trap, or weapon, an alarm can also activate them. The alarm countermeasure costs 10 credits.

Fake Shell

This particularly cunning countermeasure creates an entirely fake network and system directory for anyone accessing the system that fails to bypass this countermeasure. The phony network has cloned control modules and data modules to make it appear to be the actual system, but the control modules do not actually work and the data modules contain garbage files. A character can uncover this ruse with a successful Computers check with a DC equal to the system’s DC + 5. You automatically get a new check each minute with a cumulative +2 circumstance bonus until you discover the ruse. The fake shell countermeasure costs 50% of the base price of the computer plus 10% of the price of its control and data modules.

Feedback

This countermeasure unleashes insidious virus software into any system that tries to hack it, causing damage to that system and its programming. If you fail a check to hack the computer by 5 or more, any device used in the attempt to break into the system is infected and becomes unreliable, resulting in a –5 penalty to all skill checks involving the infected equipment. You can remove a virus from an infected system if you succeed at a Computers check with the same DC as hacking the computer that has the feedback countermeasure. At the GM’s discretion, feedback viruses can have other effects instead, such as granting a +5 circumstance bonus to anyone attempting to hack the infected system. A feedback countermeasure costs 500 credits.

Firewall

This countermeasure does nothing to the intruder but instead partitions off modules behind an additional layer of security. Accessing the hidden modules requires another successful Computers check, usually with a DC equal to the original DC + 2. A computer can have multiple firewalls to block off multiple modules, but no one module can be protected by more than a single firewall. A firewall costs 20% of the base price of the computer.

Lockout

A lockout countermeasure freezes a system if a user repeatedly fails attempts to access it, causing it to become entirely inaccessible. Generally, this does not mean that the system is powered down, and other modules and countermeasures can still take automated actions. Lockouts last a specified period of time, typically 10 minutes, 1 hour, or 1 day, but any time frame can be specified. A lockout cannot be disabled, even by a user with the correct passwords and credentials. It is possible to bypass a lockout by accessing physical components of the computer, requiring a successful Engineering check with the same DC as the check to hack the computer.

A standard lockout activates if there are three failed attempts to access or hack the computer within 24 hours and costs 100 credits. A lockout can be set to allow a different number of failed attempts before activating or to last a different amount of time. If the computer has an alarm, it can be set to inform a specific terminal or communication device when each failed attempt occurs and when the lockout is activated.

Shock Grid

7–25: Shock Grids
Rank DC Damage Price
1 20 8d6 500
2 22 10d6 2,000
3 24 12d6 5,000
4 27 14d6 20,000
5 30 16d6 50,000

The computer and its surrounding environment are protected by a grid of conductive material that transmits a shock to anyone who fails to access the system. This has two settings: one meant to stun and one meant to kill. Normally, the stun setting happens first, with a warning about lethal force should the intruder make another attempt. The stun setting forces all creatures within 10 feet of the terminal to succeed at a Fortitude saving throw or be stunned for 1 round. The lethal setting affects nearby creatures like the stun setting but also deals electricity damage to all creatures within 10 feet of the computer, allowing a Reflex save for half damage. The save DC, damage dealt, and price all depend upon the rank of the shock grid, as indicated on Table 7–25: Shock Grids. Each rank added counts as one countermeasure when determining the total number of countermeasures a system can have. Only computers fixed permanently to a floor or similar surface can have shock grids.

Wipe

The system deletes specified data when an unauthorized breach is detected. This usually causes a number of data modules to be deleted from the system. Unless the owner is incredibly paranoid, this countermeasure is usually set to trigger only after two or more failed attempts to enter the system (so as to prevent accidental deletion due to a failed password attempt). Wipes don’t definitively remove data, however, unless the physical module containing the data is destroyed. Information deleted through a wipe can be recovered with 8 hours of work and a successful Computers check (DC = 10 + the DC to hack the computer). A wipe countermeasure costs 10 credits.

Creature Companions

Alien Archive 2, pp.118–119 • Alien Archive 3, p.149