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This is the section of the site dedicated to the Security Rules that have been a part of the campaign and their impacts on the game world. When runners get up to their nefarious deeds, it is the security forces of the sixthed world's job to stop them. Their job is not an easy one, as runners are generally more skilled, and better equipped. This section provides information about the security techniques you can throw at your players to keep them on their toes. |
Shadowrun RPG Rules - Security
Shadowrun RPG Rules - Overview
- Automated Defences - Automated gun systems, Containment systems, Gas delivery systems, Marking systems.
- Barriers - Types of different physical barriers in the game.
- Doors and Locks - Doors and windows, Key locks, transponders-embeded keys, power magenetic locks, keypads, cardreaders, scanners, voice, DNA, and facial systems.
- HRT - High Threat Response
- Landscaping - Placement can mean everything.
- Sensors - Lighting, Alarms, Wire, beams, pads, mesh, motion, capacitance, sound, visual, olfactory, magnetic, cyberware systems.
Shadowrun RPG Rules - Automated Defences
- Automated gun systems are simply weapon-mounted drones placed in fixed location (usually with a 180-degree firing arc) or on slide-mounted track systems. These systems are typically loaded with basic sensors and Targeting autosofts and follow all the standard rules for drones.
- Containment systems entail a kind of trap mechanism: when an alarm is triggered, shutters drop down over windows, doors shut and lock, and sliding walls or gates may be activated. They may also include laser or monowire mazes and radio jamming. The objective is to detain intruders within a confined area, after which they may be either removed or “neutralised”.
- Gas delivery systems can be insidious, dispersing gas in a potentially undetectable manner. Dispersal systems can fill an area of 30 cubic meters in one Combat Turn. The gamemaster determines how far and how quickly a gas spreads. The gamemaster may secretly conduct Perception Tests to see if any characters detect the gas, bashing the threshold on how noticeable the gas is (many gases are colourless and odorless). Characters equipped with an olfactory scanner may be alerted by their gear.
- Marking systems are designed to tag intruders with a discreet mark so that they can be identified later if captured. Marking methods include ultraviolet dye, RFID tags, DNA-encoded material, or even nanite tags. The markers are typically sprayed unobtrusively over exits and other traffic areas.
Shadowrun RPG Rules - Barrier
- Barriers incude fences, walls, and other obstructions that serve as a deterrent to keep people and animals out, prevent intruders from escaping, or deter surveilance or terrorist attacks (like car bombs). These can be strewn about the perimeter, set along restricted roadways, or intergrated into a building’s internal or outer security. They may be supplemented with various sensors, cameras, gun turrets, or scanners.
- Wooden, stone, chain-link, and electrified fences are most likely set around the parimeter and may feature barbed wire, concertina wire, or even monowire along the top. Climbing past fencetop wiring requires a Test: if the character fails, she takes damage.
- The threshold needed to spot an electrified fence (as opposed to a regular fence) or monowire with a Perception Test, as well as the damage these defensive features can cause to someone who fails to bypass them. Damage is resisted as per normal. Note that protective mats may be thrown over barbed/concertina wire or electric fencing to climb over them without damage.
- Walls come in all sorts of compositions – usually brick, stone, plascrete, concrete, or drywall – and may be specifically intended to protect against explosions or penetration. For details on attacking through or bypassing walls. Plumbing, heating, ventilation, and air conditioning systems are often found within walls and can increase the wall’s Armour rating.
Shadowrun RPG Rules - Doors and Locks
- Doors and Windows are common entrance and egress points not only for normal use but also for breaking-and-entering. Doors follow the standard rules for Barriers and are typically augmented with locks, alarms, and/or sensors. Windows tend to be mirrored in 2075 (preventing an outside spellcaster from targeting anything inside), though their tinting is often voice or wireless controlled. Transparent concrete is also used, providing all the lighting of glass with the barrier value of a concrete wall.
- Key locks are the simplest kind, involving the use of tumblers and metal keys or combination code dials to open doors instead of cards or some other device. They are also not in very common use due to reliance on more sophisticated means of security, but some places (like private safes or low end businesses) may still use them out of nostalgia, because they can’t afford better, or because rarity equates to better security. Defeating a key lock requires a Extended Test. Autopickers add their Rating in dice to this test: their Rating may also be used in place of Locksmith skill.
- Transponder-embedded keys contain a calibrated resistor that completes a circuit in the lock. In order to pick such a lock by hand, an electronics kit is needed to generate the appropriate electrical characteristics. This requires a successful Extended Test at the same time the lock is picked. If the same character is picking the lock and calibbrating the electrical feed, apply a -2 pool modifier to both tests.
- Powered magnetic locks, maglocks, are widespread in 2075 and come in a wide range of sophistication, Maglock “keys” can be physical (keypad, swipe card, proximity card, memory string), biometric, or any combination thereof. Maglocks are often accessible via the local network (wired or wireless) and may be monitored by a security hacker/rigger. Maglock systems often log all usages, keeping track of the time, date, and identity of each user. The first step to bypassing a maglock is to remove the case and access the maglock’s electronic guts. This requires a successful Extended Test. If all else fails, the case can be smashed or shot off; treat the case as if it has a Barrier rating equal to the maglock rating. Overzealous attempts to break the case may harm the electronics inside. Re-assembling the case afterwards requires the same test. Some maglocks systems come equipped with anti-tamper systems, rated between 1 and 4. In order to bypass the anti-tamper circuits, an additional Test must be made. If this fails, an alarm is triggered.
- Keypads utilize an access code (often different access codes for different users). Unless the code is known, defeating a keypad requires rewiring the internal electronics. This means cracking open the case (as with Maglocks) and then rewiring the circuits – another Extended Test. A maglock sequencer may also be used instead; make an Opposed Test between the sequencer and maglock ratings. If the sequencer wins, the maglock opens. (Note that the case must still be opened for a sequencer to be applied.)
- Cardreaders verify the authenticity of swipe cards or RFID proximity cards. They can be defeated using the same method as for keypads – by removing the case and tampering with the works. Maglock passkeys may also be used to defeat cardreaders and don’t require breaking the case open. If a valid keycard is acquired, it can be copied with a keycard copier in order to create a forged keycard. Make an Opposed Test between the passkey/forged keycard rating and the maglock rating. If the passkey/forged keycard wins, the maglock opens.
- Print scanners scan fingerprints, palm prints, retinal prints or even the pattern of blood vessels in the face or palm. One method to defeat a print scanner is to coerce an authorised user to apply their prints Alternately, a synthetic print glove-like membrane (a “sleave”) can be manufactured for fingerprints and thumbprints with a cellular glove molder (an authorised print is necessary to copy from). Retinal prints may also be duplicated with the retinal duplication cybereye accessory. If a fake print is used, make an Opposed Test between the duplicate and the maglock rating; if the fake wins, the maglock accepts it.
- Voice recognition systems require a vocal response from an approved user’s voice, usually within a certain amount of time. If the response is not given within the time limit, or someone not approved answers, the system sounds an alarm. Characters can only defeat voice recognition systems by “speaking” with the voice of an approved user – by using a recording, some other simulation, or the real voice. Voice modulator cyberware can also be used. An Opposed Test must be made between the voice recognition system and the equipment used to bypass it: whichever generates more hits, wins.
- Breath, cellular, and DNA scanners collect a sample of the user’s cells, either off the finger/palm, via hair suction, though exhaled particles, or something similar, and analyze the genetic material. In order to fool such a system, you need a sample of the correct genetic material, preserved in a specially formulated enzyme bath. The enzyme bath can be sythesized in a chemistry shop with a Extended Test.
- Facial recognition scanners use imaging lasers, thermographic, and/or ultrasonic waves to map a person’s face. These are one of the least intrusive, but also least accurate, biometric recognition systems. Facial recognition systems are useful not just for letting authorised people in, but also for identifying unwanted people and keeping them out. Prosthetic makeup and biosculpting can be used with varying degrees of effectiveness against facial recognition: make an Opposed Test against the Device rating. Apply a +2 dice pool modifier to the character if the system is picking the disguised character out of a crowd.
Shadowrun RPG Rules - HRT
Hight Treat Response - By this time in the Sixthed World, megacorporations and other power groups have being using and defending against professional shadowrunners for decades. Having to deal with runners is nothing new and thus the tactics to counter runners in a cost-efficient manner have had time to mature. Any organization with assets that are worthy (potentially) sending a team of runners to steal or destroy will have spent some time thinking about how they are going to protect against the possibility.
By this time in the Sixthed World, megacorporations and other power groups have being using and defending against professional shadowrunners for decades. Having to deal with runners is nothing new and thus the tactics to counter runners in a cost-efficient manner have had time to mature. Any organization with assets that are worthy (potentially) sending a team of runners to steal or destroy will have spent some time thinking about how they are going to protect against the possibility.
What these organisations havev is some kind of High Treat Response (HTR) or backup team in place. These teams consist of forces that are roughly equivalent to the kind of training and equipment that a runner team fields. HTR teams can be part of the overall security forces of the organisation that owns the facility, or they can be from a different organisation that has been contracted to provide HTR services for the owners. This is done by security companies such as Lone Star, Knight Errant, Eagle Security, and many others. Competition is fierce in this market, and security threats are widespread enough in the Sixthed Word that these services are fairly affordable. Even companies with a fairly modest income can afford to have an HTR team on call. Of course, there are varying price points for this service, so the level of response and how quickly it can be mobilized varies. Runners will often use this to their advantage, but time is not on their side.
HTR Team Response Time - The idea of having some kind of High Threat Response is ubiquitous is the Sithed World, since it’s only a matter of time before some threat materializes somewhere. They can be a public law enforcement contractor like Lone Star, or a private team employed by the organization that owns the location. How quickly an HTR team responds to a situation depends on the security level of the location where the threat is occuring. Higher security levels mean that the government or corporation that owns the location paid for better security and thus response times. Lower security levels represent areas that cannot afford top flight security. At the lowest (most basic) level, HTR happens only when the general public is threatened on a large scale. Determining the security level of a location is entirely up to the gamesmaster.
- AAA – Downtown Seattle, megacorp HQ, military installation – 1d6 minutes
- AA – Luxury residential area – 1d6+4 minutes
- A – Mid to High level resdential, common corporations – 2d6+3 minutes
- B – Mid level residential, industrial – 1d6x5 minutes
- C – Low end residential, storage areas – 1d6x10 minutes
- Z – Redmond Barrens, Chicago Containment Zone – 2d6 hours
Shadowrun RPG Rules - Landscaping
Landscaping, sometimes an overlooked component of physical security, can help provide obstacles or barriers. This includes everything from the placement of trees and shrubs to working with the surrounding land or creating hills, gullies, and lakes. The idea is to make it difficult for unorthorized personnel to enter the grounds without being spotted, trapped, intercepted, or maybe even killed. Landscaping may also be designed to prevent an intruder (or protected personnel) from escaping easily, so that security personnel can easily catch and detain them if alerted to their presence. Trees, dense bush, and hedges can provide cover for sensors, wires, cameras, tiger pits, secret entrances or exits, or automated gun systems. Along with ponds and lakes, they can also provide natural barriers. These features are not usually planted adjacent to buildings themselves, so as not to provide cover or entry assistance for intruders (such as a tall tree allowing for entry into a second or third story window). Dense brush and ground cover are also difficult for an intruder to bypass without creating noise (apply an appropriate modifier to a character’s Infiltration Tests) and may be coupled with acoustic sensors. Foilage also increases Noise for anyone trying to acces wireless devices on the other side of the landscaping.
Shadowrun RPG Rules - Sensors
- Lighting - Good lighting, both indoor and outdoor, can be a further deterrent to intrusion, as it raises the chances for security to spot unauthorised personnel. Lights are usually controlled via wireless to activate at pre-determined times (like outdoor lights, which are only needed at night) or events (like when a sensor detects movement in its area). Indoor lighting can either be manually controlled with a regualr on/off switch, or programmed to respond to motion or daily activity (such as the start of the business day). Most switches can be subverted with a Extended Test. Most lighting is incandescent, flourescent, LED, or white halogen quartz, though occasionally gas-discharge may be used for high-wattage exterior lighting (taking 5 minutes to warm up).
- Alarms - Alarms, a form of passive security, are one of the most basic elements of a security system. Alarms serve to alert guards, security hackers/riggers, or remote monitoring services that something is amiss and must be dealth with. Alarms may be silent, alerting only the security or police in order to catch intruders unaware, or they may go off flashing lights and loud warning klaxons that resound throughout the building. Individual components of a security system may be alarmed, like a fire door that triggers a warning bell when opened. Many alarms, particularly on doors and windows, are based on electronic circuits. While closed, the circuit is complete and no alarm will sound. If the door or window is opened, however, the circuit is broken, triggering the alarm. Windows may have alarm circuits wired into the glass, so if the glass is broken an alarm goes off. To bypass such alarms, the circuit’s electrical contacts must be fooled while the door/window is open. This requires a Extended Test, though depending on the design it may be more difficult.
- Wire - A wire is one of the most basic types of security scanners. Breaking the beam or wire is often tied to some sort of alarm system to notify security personnel, but can also trigger other kinds of automated security systems. In some rare cases, the wire may have a more lethal purpose and is intended to harm the target. Stringing monowire across a potential intrusion point is a common choice for this purpose. If a character fails a Perception test they will run into the wire and trigger its effect. This could be activating the alarm system, or taking damage. For wires intended to harm, use the damage listed in the Fencing section of Barriers.
- Beams - Trip beams are used as perimeter alarms or across entrances. Trip beams consist of laser emitters (visible or infrared), mirrors, and laser detectors. If the beam of lights is interrupted (by someone or something passing through it), the alarm goes off. These systems can be very complex and sometimes labyrinthine, requiring anywhere from several to twenty or more mirrors and reflectors in order to aim the light beam where desired. Noticing a trp beam requires a Test for visible beams, or a threshold of 3 for infrared beams. Laser beams are more noticable in smoke or if an aerosol spray is used, reducing the threshold to 1. Squeezing past a trip beam maze requires an Test against a gamemaster determined threshold. Trip beams may also be fooled by simultaneously lining up proxy laser emitters of the proper wattage into each detector on the system, requiring a similar Test. A calibrated system of mirrors may also be used to re-arange the trip pattern so that someone can pass through.
- Pads - Pressure pads complement any indoor security in area that are restricted or off-limits to unauthorised personnel (particularly at night, when no one should be about.) These are weight-triggered sensors that will react to any amount of weight, or when there is too much weight beyond a pre-programmed amount (where the maximum allowable weight is five or ten pounds heavier than the heaviest authorised individual.
- Mesh - A pressure mesh works simularly, but is largely for outdoor use and installed in the ground, and is less sensitive that pads. Noticing pressure mesh or pards is very difficult, requiring a Perception Test threshold of 3 for pads and 4 for mesh. If a character steps on a pad, however, it is more apparent (reduce the threshold by 2) – but by then it is usually too late. After a character steps onto a mesh or pad, however, a second Perception Test should be rolled: Threshold 1 for pads and Threshold 3 for mesh. If successful, the character can attempt to remove the pressure before it exceeds the device’s weight allowance. This is very difficult, requiring a Test, with the character’s Body serving as a negative dice pool modifier.
- Motion - Motion sensors pick up on movement. They transmit an ultrasonic field, and react to changes in that field when anything enters it. Intruders may detect the ultrasonic field by using an ultrasound sensor set to passive mode within 5 meters. Defeating a motion sensor requires that characters move very slowly through the field, one half-meter oer Combat Turn, and succeeding in an Test. Twitchy, wired-up characters will find this very uncomfortable; apply a negative dice pool modifier equal to their extra Initiative Dice (that is, any dice beyond the first one).
- Capacitance - Capacitance wire, or proximity wire, detects the electrical charge of a metahuman body (or animal) within 2 meters. It is often used around a building’s perimeter fencing, on secure entranceways, or on special objects, and either triggers a regular alarm or switches on security cameras and other measures. For redundancy, it might be used in conjuction with motion sensors.
- Sound - Sound detectors and vibration detectors utilize sensitive microphones to pick up sounds/vibrations. They can be programmed with pattern recognition algorithms to ignore some sounds/vibrations, but will easily pick up everything else not fitting within those parameters. Characters attempting to sneak by a known sound detector must succeed at an Test (Silence or Stealth spells can also be used). Some sound detectors may be programmed to trigger an alert only when certain sounds are detected, such as gunshots (perhaps even triangulating the sound’s origin with multiple detectors).
- Visual - Security cameras fill a broad spectrum, from the standard visual type to low-light, infrared, and ultraviolet cameras or sensors. Cameras help security personnel maintain a secondary eye on every significant area of traffic when guards are patrolling, and maintain watch when personnel are not in physical or astral proximity. Infrared, also known as thermographic, picks up on body heat signatures (but may be fooled with an Improved Invisibility spell). One security trick is to use surfaces that are refletive on the infrared spectrum on corner areas, so that thermographic cameras can detect intruders from around corners where the cameras themselves cannot be easily seen. Low-light sensors amplify the ambient light in order to produce an image in darkened spots (making the camera harder to spot), but may be overpowered with bright light. Shadowrunners may take advantage of this with flash bang grenades. How well any of these cameras or sensors may be spotted will depend partially on how wel they are hidden. Typically cameras on fixed or pivoting mounts can be easily seen if the characters are looking for them. Smaller micro-cameras have a threshold of 3 to be spotted with a Perception Test. If the camera is hidden, modify the Threshold to spot it applying any appropriate modifiers.
- Olfactory - Olfactory scanners, also known as chemical detection
systems or chemsniffers, analyze molecules in the air for nitrogen-rich
particles like those given off by explosives or firearm ammunition. To detect
explosives or ammunition, roll a dice pool equal to the chemsniffer’s rating
against a threshold 2 (3 is the explosives/ammo are hemetically sealed). Apply
modifiers as noted on the table below.
- Situation – Modifier
- Every 10 rounds of ammunition +1
- Every grenade +1
- Every 30 grams of (non-plastique) explosive +1
- Every 100 grams of plastique +1
- Item contained in plastic -1
- MADs - Magnetic anomaly detectors (MADs) detect metallic substabces for the purpose of finding concealed weaponry. Naturally, MADs do not work against non-metallic substances like wood, stone, or plastic. To determine if the detector finds a weapon, make a test using the device’s rating as the dice pool; a single hit detects any ferrous-metal weapons or objects (guns, knives, etc).
- Cyberware - Millimeter wave detecton systems, also known as cyberware
scanners, process video taken in the millimeter wave spectrum to identify the
energy signature of cyberware and concealed items (specifically weapons) on a
person. These devices can “see through” think layers of clothing and other
concealment to identify items from a distance of fifteen meters away. To
determine if the device scans cyberware or a prohibited item, roll the Device
Rating and compare the hits scored to the thresholds given on the Cyberware
Scanner table below. Millimeter wave scans can detect any non-biological item
by its shape and composition, assuming the item is listed in the device’s
database. If the threshold is reached, the scanner detects the item/implant and
notes its general locations and type: additional hits provide more detail
(function, model, grade, etc).
- ITEM – THRESHOLD
- Standard cyberware, weapons – 1
- Alphaware, other items – 2
- Betaware – 3
- Deltaware – 5+
- SITUATION – THRESHOLD
- 2 or more implants/items +1 dice
- 4 or more implants/items +2 dice
- 6+ implants/items +3 dice
Games Master Section of Shadowrun RPG Rules
Shadowrun Rules - GM Section
Shadowrun Rules - References
References still to come
- Source Material -
- Cyberpunk (https://cyberpunk.fandom.com/wiki/Category:Cyberpunk_2020_Corporations)
- Netrunner (https://tvtropes.org/pmwiki/pmwiki.php/Characters/NetrunnerCorporations)
- Shadowrun (https://shadowrun.fandom.com/wiki/Category:Corporations)
Shadowrun Rules - Notes
Work In Progress Information
Content Updates
- 2024-06-14 - Cleaned up the layout to the scripting model version. The content is still located in the page.
- 2022-12-17 - Page created and content migrated and updated.
- 2021-12-29 - Automated Defenses, Barriers, Security Doors, HRT, Landscaping and Sensors published on WordPress.