How to keep Dimension Door technomancers from easily stealing every ship in dock


Advice

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1. Everyone buys max levels of the Anti-Hacking Systems and Computer Countermeasures ship security upgrades they can afford, plus Biometric Locks.

2. Big ships always leave crew on board patrolling for intruders and keep the computer access points under guard. Small ships use security robots.

3. Logic Bomb spell.

4. Install a custom space distributor cap in your engine core. Pull it out and take it with you when in port.

5. For rich owners of small ships, put permanent Planar Barriers throughout the interior spaces.

6. Traps.

7. Let the insurance company worry about it.

Scarab Sages

I mean, even without super anti-hacking systems . . . getting root access of a starship is like, really hard. You have to beat the hacking DC of the computer in question by TWENTY. If not you have to hack for EVERYTHING you want to do . . . sooooooo. . . . . that's really hard if you are in the middle of combat or whathaveyou.


8.) Ask nicely that they not hack every ship in sight.

9.) Bribes

10.) Excessive laser fire


11.) Booby-trapped captain's chair - if the wrong butt plants itself in that chair *deadly nastiness* happens. Spare chair or two stored elsewhere in the ship. Wanna be really mean, use sedatives-loaded injectors or a radiation weapon of some sort, preferably one firing gamma rays. Super-mean is that the captain's chair is the captain's cohort mimic - who really loves its pets from 13.

12.) Let your computer HAL-9000 do its job. ;)

13.) Hope that your drooling attack canines are up to the task of eating intruders that get to the bridge.

14.) Install anti-personnel weaponry in the bridge. HAL-9000 will be appreciative.


15) reaffirm 12, an AI on your ships computer negates this situation.


16) Just say "no" you're the GM, you can do that.

Otherwise,

17) They're all infested with Tribbles.

Lantern Lodge

Well, for ships that you do not need access to, you could pop a bunch of specially designed "foam" cannisters that fill the ship with a substance a lot like styrofoan, or a maybe a 3-D wire mesh, that fills all the major spaces. It'd have to be designed not to get inside equipment. When you want to access the ship, a special chemical or perhaps a specialty nanite swarm, reduces the substance to something the life support system can suck up. The 3-D wire version might be built into the ship, and could be retracted as needed, perhaps even room by room or corridor by corridor, so you can have limited access.

Remember, you can't teleport into anything solid. It doesn't have to be steel or rock, a room of styrofoam packing peanuts will stop a teleporter.


18) creative application of high explosives.


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Tiny Coffee Golem wrote:
18) creative application of high explosives.

This brings to mind the question if what won't this fix?


Tiny Coffee Golem wrote:
18) creative application of high explosives.

That's what the Technomancer saboteurs use against the ship.

Acquisitives

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Pathfinder Adventure Path, Lost Omens, Starfinder Roleplaying Game Subscriber

19 - Remember, he's a technomancer. Punch him in the face.


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20. Switch the direction the throttle control uses to operate without changing the label. Don't forget about the change, BTW.


21. internal auto turrets which attack anyone who is not within (half ships length) meter of a registered crew member


22. Create a hackable fake retina scanner attached to your helm that drives a spike through the eye of anyone using it.


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Pathfinder Roleplaying Game Superscriber
J4RH34D wrote:
Tiny Coffee Golem wrote:
18) creative application of high explosives.
This brings to mind the question if what won't this fix?

As the size of the explosion grows, the number of problems it is incapable of solving approaches zero.


Keep a guard on your ship while at dock and or security robots.


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Fumarole wrote:
J4RH34D wrote:
Tiny Coffee Golem wrote:
18) creative application of high explosives.
This brings to mind the question if what won't this fix?
As the size of the explosion grows, the number of problems it is incapable of solving approaches zero.

... and that would be wrong.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

I'd say use the same methods that prevent a Pathfinder wizard with dimension door from stealing every ship in port.


Zaister wrote:
I'd say use the same methods that prevent a Pathfinder wizard with dimension door from stealing every ship in port.

A wizard can't sail a ship by himself. Any individual can pilot a medium or smaller starship by himself.


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Xenocrat wrote:
Zaister wrote:
I'd say use the same methods that prevent a Pathfinder wizard with dimension door from stealing every ship in port.
A wizard can't sail a ship by himself. Any individual can pilot a medium or smaller starship by himself.

Like hell he can't.

The Exchange

Each port has several fake ships that they shuffle around with nearby ports. The inside of each such ship is a completely open space and occupied only by auto turrets and a a squad of gaurds tasked with eliminating/arresting anyone who teleports in.


23. Only use android pilots. Remove life support to make room for comfier chairs.


QuidEst wrote:
23. Only use android pilots. Remove life support to make room for comfier chairs.

Androids can be technomancers too...


24) Have a dockmaster in the port that authorizes all departures. Any that aren't authorized has to deal with a plurality of laser turrets...


Zombie Jesus wrote:
24) Have a dockmaster in the port that authorizes all departures. Any that aren't authorized has to deal with a plurality of laser turrets...

Disguise Self, that vocal cyberware, and you own the computer anyway, they may not even do a video call to check you against a photo or voice print.


When you dock an auto dimension lock field springs up around you ship's foot print.
If you do not pay the docking fees then you do not get the field.
MDC

Scarab Sages

OTHER technomancers hunt you down, because they would like the law not to come down on them like a ton of bricks because they could do the jerk thing you are doing now.


Have a tech or magical item that creates a field that blocks dimension door. While it could be used to block entry to ships, it would be more evil to set them up to block egress by dimension door.

Sort of like how gravity wells can be used to yank ships out of hyperspace in other SF settings.


Ashikaider wrote:
Have a tech or magical item that creates a field that blocks dimension door. While it could be used to block entry to ships, it would be more evil to set them up to block egress by dimension door.

"Oh no! I'm trapped on the empty ship in dock and can't escape except by fulfilling my plan of hacking the computer and flying it away to a different port!" Or hacking/disabling the external airlock and using Dimension Door after you step through.


Yea, I'd take a cue from the Riddick universe, a detachable and portable widget that connects to its core, is specific to each vessel, and must be in place to make the ship run.

Variance would not be mechanical, but power. If attempted to hack and the wrong power setting is used, anything from nothing happens to the vessel explodes, and the device is set to lock for (?) hours after the first try at connection whether right or wrong, and any fluctuation (cracking) shuts it all down. So it's either right the first time, or its locked in for quite a while.

Which leads to other issues re: sleight of hand and messing w/someone's widget and replacing it so they are trapped in dock.

For every solution, Players are going to find SOMETHING.


25) The ship is alive and can decide for itself who may pilot it.


25. They'll have some crew abord. Same thing that stops a band of rogue sailors from theifing a Gallion.

26. The ship will broadcast a tracking alarm if AI is disabled.

27. The ship is infested with dragon spiders.

28. You just stole a short range junker with half a power cell. They parked their real ship in the drift.

29. The starmetal in the hull frame makes teleportation bug out. although this isn't fair, Dimension Door should get some use as a boarding method.

You could always just let them, it seems like the sort of thing you can get away with just once.


Scarvexx wrote:
28. You just stole a short range junker with half a power cell. They parked their real ship in the drift.

Ok, now I have an adventure seed - mammoth ghost ship in the Drift that shouldn't be there because it shows signs of being present there more than 314 years ago detected because a shuttle ejected into normal space around Absalom Station.

Shadow Lodge

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Or, hear me out here, your ship requires a key.


I ran the runners on hacking a computer with zero security upgrades for a level 10 Technomancer (earliest they can try this) and they aren't promising.

Bonuses:
Skill: 10
Class skill: 3
Attribute: 7 (assumes starting with a 18 and buying a +4 booster)
Insight: 3 (techlore)
Datajack: 2 (accelerated)

Total bonus: 25

DC for root access:

Tier 1: 37 (45%)
Tier 2: 41 (25%)
Tier 3: 45 (5%)

So low tier ships (up to tier 7, computer is half ship tier) need to spend some money on countermeasures, but past that your worries drop quickly unless you face a really high level and optimized Mechanic or Operative hitching a ride.

The max bonus a level 20 Technomancer working solo to jack someone's ride can get is +40 (attribute to 9, insight to 6, skill to 20). They auto succeed at a baseline Tier 2 computer (Tier 5 ship), can't succeed at a Tier 7 (Tier 15 ship). They have a 20% chance at a Tier 6 computer, and it improves 20% for each lower tier.

Each of those numbers is of course for one attempt. Countermeasures can not only make that attempt harder, they can impose penalties for failure that make retries dangerous or ultimately futile.

That's the simplified(!) version. You can still get theme bonuses, racial bonuses, or steal an access card or password. Or just ambush the crew when they return and force them to give you root access. Don't assume your ship or home is empty when you return.

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

30. Let 'em have it.

Based on your math, their ability to steal their tier of ship is very low. Have some other reasonable defenses. If it gets excessive, make some good guys to go after them as they have chosen an evilish route. If it is just one person, start up some starship combat for which they will likely lose horribly.


Remember that a Technomancer casting Dimension Door on a docked ship can get his entire party (assuming a total party of 6 or fewer PCs) onto that ship, so that is the most likely scenario that a GM would have to deal with.


How do you stop someone that can teleport from robbing your house?
It's an incredibly strong spell for thieves.

I guess insurance companies has several bountyhunters on staff to hunt down any starship thieves, and I doubt they will follow any laws outside of pact space.
Selling stolen ships will probably be pretty hard since there are several ways to identify ships.
Hidden low-jacks is a possibility, preferably ones who aren't connected to any other systems and thus can't be hacked easily. And if they're dormant until activation, they'll be harder to detect until it's too late.
Plus, if you're at a big spacedock, like Absalom station, there will probably be pretty strict takeoff protocols. Failure to follow them likely means you have to deal with the pact fleet.


Aside from a lot of good suggestions in the thread (computer security, actual physical security, magical countermeasures), it's also worth noting that you'll need one minute per size category to activate the thrusters to get out of the dock. (I'm assuming that you don't just activate Drift engines right in space dock, here, which may not actually be correct. Maybe you can, but it seems weird to me.)

So you'll not only need to hack the ship, you will need to hack or spoof the spacedock, as well, or you may be recognized as driving off with someone else's ship.

Then, once you get out of spacedock, you'll need to spend the same time deactivating the thrusters before you can activate the Drift engines. So it seems like it would need to be a rather clever plan, rather than a dash and grab.


31. Include a fake bridge on your ship. Make sure there's a webcam to catch the techie's reaction when they figure it out.

Grand Lodge

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Pathfinder Adventure Path Subscriber
avr wrote:
20. Switch the direction the throttle control uses to operate without changing the label. Don't forget about the change, BTW.

*CRUNCH*

<Duck Dodgers> Oopth! Had the thilly thing in reverthe!


32. See the spell Planar Barrier, if you have a Technomancer of level 16+ on the side trying to prevent people from teleporting onto a ship.


Ships don't dock, just shuttles. The ships orbit
This prevents teleporting to a moving ship.
Also makes sense that Space stations and planets would not want A starships reactor that close.


One other trick is stack a lot of boxes in the airlock and hallways. Good chance of really messing up people doing this trick with few safe landing spots.


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kaid wrote:
One other trick is stack a lot of boxes in the airlock and hallways. Good chance of really messing up people doing this trick with few safe landing spots.

You only take 1d6 damage if there's a safe space within 100', and why wouldn't there be? 3d6 total if the closest safe place is within 1000'.


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in a space ship with some strategic clutter to should be easy to bounce them twice and at that point they scatter to safe spot within 1000 yards which probably is not inside the ship even first bounce is pretty likely to not be in the ship as it is random spot within 100 feet.


kaid wrote:
in a space ship with some strategic clutter to should be easy to bounce them twice and at that point they scatter to safe spot within 1000 yards which probably is not inside the ship even first bounce is pretty likely to not be in the ship as it is random spot within 100 feet.

Your plan to secure your ship is to make it too full of stuff for anyone to fit inside?

It's a technique.


Note once you get bounced it is random where you blip next the to port into an airlock there way more viable safe spots in ship hanger than in the ship.


Xenocrat wrote:
kaid wrote:
in a space ship with some strategic clutter to should be easy to bounce them twice and at that point they scatter to safe spot within 1000 yards which probably is not inside the ship even first bounce is pretty likely to not be in the ship as it is random spot within 100 feet.

Your plan to secure your ship is to make it too full of stuff for anyone to fit inside.

It's a technique.

Not whole ship mostly fill air locks with enough to make it unlikely you can land there and some halls near it. Boxes can even be empty so easy to place and remove. Hell you could just hang strings s of beads lol key a hippy van in every hallway and set them to retract when airlock is opened normally. Blind teleporting has some basic countermeasures for the paranoid.

Stupid tablet typing


kaid wrote:
Note once you get bounced it is random where you blip next the to port into an airlock there way more viable safe spots in ship hanger than in the ship.

You aim for the far side of the ship to maximize ship interior and minimize non-ship surfaces within that 100'. In many cases it's probably a standard ship design with publicly available plans, so you know the interior layout and where to aim.

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