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Shadowrun Seattle Shutdown

Security Devices

Doors, Windows, & Locks

The rules for security devices (and bypassing them), specifically the section on Doors, Windows, & Locks in Shadowrun Fifth Edition Core Rulebook (p. 358) and the tools used in conjunction with them don't make a huge amount of sense as written.

Key Locks & Transponder-Embedded Keys

Change the basic test from Locksmith + AGI Test to Locksmith + LOG Test. Nimble fingers help, but really, it's a brain game.

In line with the changes to Active Skills, use an Electronics + LOG Test for dealing with transponder-embedded keys.

Maglocks

Cracking the Case
 

Cracking a maglock's case to access the electronics requires a Locksmith + Agility [Physical] (Maglock Rating × 2, 1 Combat Turn) Extended Test. Reassembling the case afterwards requires the same test.

Whether or not physical violence (treat it as attempting to destroy a Barrier with Structure and Armor equal to the Maglock's Rating) is beneficial to bypassing a maglock depends on the site's security design. If the lock is designed to fail-safe, smashing it will in fact open whatever it is securing, but will also inform the security system of the breach. If the system is instead designed to fail-secure, destroying the lock will not open whatever it is securing... and it will still inform the security system of the breach.

As described in the book, a maglock can have one (or more) authentication methods — keypads, card readers, print scanners, voice recognition, DNA scanner, or facial recognition. The first error is stating that the first step requires accessing the maglock's electronics. This step is only required if the goal is to bypass the authentication method completely.

In the case of keypads, either the character has the code or they don't. If they don't have they code, they have to access the innards as described to the right. They can then attempt to rewire the circuits and/or bypass the code. The character makes a Locksmithing+LOG [Mental] (Maglock Rating × 2, 1 Combat Turn) Extended Test Test, and may add the rating of a sequencer to thier die pool and limit.

For cardreaders there are multiple approaches:

  • Obviously, just getting the real keycard or RFID tag is the best method.
  • Failing that, the quickest and simplest method does not require bypassing the lock. With a Maglock Passkey[1] the character simply swipes the passkey and crosses their fingers. Make a Maglock Passkey Rating vs. Maglock Rating Opposed Test Test. If the key wins, the lock opens. If the lock wins, it doesn't open. If it includes an Anti-Tamper System, make a Simple Test using the Anti-Tamper Rating × 2 against a Threshold equal to the Maglock Passkey's Rating. If the Anti-Tamper System is successful, it identifies the maglock passkey as an attempted breach and sounds the alarm. If it fails, it assumes a bad swipe and asks for a repeat.
  • If the character can get their hands on a legitimate keycard long enough to use a keycard copier, they can make a duplicate as described under the device. The duplicate card makes a Keycard Copier Rating × 2 vs. Maglock Rating Opposed Test Test. The Anti-Tamper System functions as described above, but note that the Keycard Copier Rating is not doubled.
  • Lastly, there's always cracking the case as described to the right and funging the electronics as described to the right. There's no special tool to help with this method.

For print scanners, voice recognition, and DNA scanners, the rules in Shadowrun Fifth Edition Core Rulebook (p. 360) are sufficient. Note that an Anti-Tamper System still gets to make one test as described above.

References