<Cybercore>

Every station is a maze of doors that somebody locked for a reason. Doors & Barriers covers the four ways through one (hack it, cut it, blow it, force it) and the two ways to make sure nothing else comes through after you (lock it again, weld it shut).

Sec and Hits

Every door or hatch has two tracks. Walls only have the second.

  • Sec (1-5) is the electronic lock. Hacking wears it down; at Sec 0 the door unlocks.
  • Hits (1-5) is the physical door. Cutting, explosives and forcing wear it down; at 0 Hits you're through.

The two usually track each other (a vault door is high on both), but they measure different things. A flimsy door can sit on a high-security network; a blast door on a forgotten deck might still be running factory defaults.

ConstructionExampleHits
FlimsyCabin door, locker, partition1
ToughInterior wall, hard office door2
SturdyStandard bolted steel door, viewport3
Very sturdyBulkhead, pressure hatch4
ReinforcedBlast door, vault door, armoured hull5

What You Roll Against

Every roll on this page is against the Door TL if the door has its own, otherwise the Mission TL. Most doors use the Mission TL. The ones that matter (the bank vault, the server room, the armoury) get their own.

Time

  • In combat: each roll is 1 Action and works on 1 Sec or 1 Hit.
  • Out of combat: you work the whole door in one Sweep (about a minute), but you still make every roll. The GM may let other players act between them; a five-Hit door being cut while the alarm is spreading is a scene, not a formality.

Hacking

Skill: Electronics-Hacking. Each success reduces Sec by 1. At Sec 0 the door unlocks and opens normally; nothing is damaged.

Hacking a door is node work, so the Intrusion Ladder applies: a critical failure (fail by 10+) gets you noticed.

Re-locking: hack a door you control to put Sec back, +1 per success. You can push Sec above its original value if you want the next person to take longer getting through.

Cutting

Skill: Electronics-Hardware & Security. Tool: a Fusion Cutter or UniWelder (required; you can't cut steel by hand).

Each success removes 1 Hit. At 0 Hits you have cut through the lock and the door opens. The door isn't destroyed: it can be welded back to working order.

  • Power: each roll drains 1 E-Cell charge, success or failure.
  • Failure: the tool makes a Glitch Check.
  • Critical failure (fail by 10+): Glitch Check, and the jet catches you for 1 Thermal Hit.

Explosives

Skill: Engineering-Demolitions. Tool: a breaching charge.

One successful roll strips the charge's Hits in one go:

ChargeHits strippedGets through
C4 Breaching Charge (Pin)2Flimsy and tough
C4 Breaching Charge (Burst)3A standard door
C4 Breaching Charge4A bulkhead
C4 Breaching Charge (Bloom)5Anything
C4 Breaching Charge (Nova)6Anything, and the room

Two charges stack: a Pin and a Burst together take down a bulkhead.

  • The door is destroyed. It can't be welded, re-locked or sealed; it's a hole now.
  • It's always loud. Everything on the deck knows where you are.
  • Failure and critical failure follow Demolitions: partial damage or a dud on a failure; premature detonation on a critical failure.

Forcing

Skill: Engineering-Demolitions. Tool: a crowbar or breaching ram.

Each success removes 1 Hit, like cutting, but it's the slow, ugly way:

  • A crowbar rolls with Disadvantage and takes 2 Actions per Hit in combat.
  • A breaching ram rolls normally at 1 Action per Hit.
  • A forced door is destroyed, the same as one you blew.
  • No power, no Glitch Checks; just noise and sore shoulders.

Welding

Skill: Engineering-Repair or Engineering-Rigging (either works). Tool: a Fusion Welder or UniWelder.

  • Repair: each success restores 1 Hit to a door or wall that isn't destroyed, up to its normal Hits.
  • Seal: weld a door shut. The first success makes it Sealed, and each success adds 1 Hit (to a maximum of 5). A Sealed door can't be hacked open: dropping its Sec to 0 releases the lock, but the door stays welded. It has to be cut, blown or forced.
  • Power: 1 E-Cell charge per roll.

Cutting a Sealed door open and welding a cut door shut are the same job in reverse; the UniWelder does both.

Holding a Door

When something on the other side is trying to get through (a Zod breach team cutting the bulkhead, a security team overriding the lock), the players roll, not the enemy. Each round of the assault, a defender rolls against the attackers' TL:

  • Electronics-Hacking to hold the lock: on a failure the door loses 1 Sec.
  • Engineering-Repair or Engineering-Rigging to hold the welds: on a failure the door loses 1 Hit.

When the track hits 0, they're through. Nobody defending? The door loses 1 Sec or 1 Hit every round.

Tools

ToolCutsWeldsActions per rollSkill
Fusion CutterYesNo1Electronics-Hardware & Security
Fusion WelderNoYes1Engineering-Repair or Engineering-Rigging
UniWelderYesYes2Either, depending on the job

Each comes as a (Std) model and Mk-I to Mk-V. Every Mark adds +5% to cutting and welding rolls (Mk-V: +25%). Prices and Sec Levels follow the toolkit ladder; the UniWelder costs half as much again.

Worked Example; The Vault

The squad reaches a bank vault: Sec 4, 5 Hits, Door TL 70. Hush starts hacking; two successes and a failure take it to Sec 2 before a security patrol rounds the corner.

Combat. Brick holds the corridor while Hush keeps hacking (1 Action per roll). Second round, Hush fails by 12: the system flags the intrusion and locks the terminal out. Rook switches to plan B, sets a Bloom charge and rolls Demolitions: success. Five Hits, gone. The vault is open, the vault door is scrap, and every guard on the station heard it.

On the way out, Brick seals the corridor door behind them with his UniWelder: two successes, 2 Actions each, and the pursuit has to cut through a Sealed door that hacking won't open.