SR5:Security:Device

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5th Edition Lists
Gear // Magic // Hacking // Skills // Qualities // Packs // Creatures
Armor/Clothing // Cyberware // Magical // Vehicles/Drones // Vehicle Mods // Weapons // Electronics // Security // Medical // Others
Devices Restraints B&E Gear Grapple Guns Communications Battering Rams
TYPE NAME AVAIL COST SOURCE
Device Key/Combination lock (Rating 1-6) Rating Rating x 10¥ Core
Device Maglock Rating Rating x 100¥ Core
Device Keypad or card reader - +50¥ Core
Device Anti-tamper circuits (Rating 1-4) +Rating +(Rating x 250)¥ Core
Device Biometric reader +4 +200¥ Core

Key/Combination lock (Rating 1-6)

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AVAIL COST SOURCE
Rating Rating x 10¥ Core


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 Locksmith + Agility [Physical] (Lock Rating, 1 Combat Turn) Extended Test. Autopickers add their Rating in dice to this test; you may also roll their Rating in place of the 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 Hardware + Logic [Mental] (Lock Rating, 1 minute) Extended Test at the same time the lock is picked. If the same character is picking the lock and calibrating the electrical feed, apply a –2 dice pool modifier to both tests.