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Equipment Failure

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nezumi.hebereke nezumi.hebereke's picture
Equipment Failure
It seems like equipment reacting inappropriately (or not at all) comes up as a regular concern. You lose a finger off your space suit glove, and the glove repairs itself - severing your finger. Your oxygen tank recognizes it's at critical levels, so enforces rationing, knocking you unconscious. Your biomorph has significant genetic errors, requiring regular treatments to keep it maintained. Your gun fires and... no, it doesn't fire, it's ON fire. So much technology is smart, perhaps too 'smart', cobbled from multiple different sources, distributed for free, via pirated sources, or sold by corporations hoping for repeat customers, and that results in unexpected results when put under fire. Yet despite this, the only mechanic available to us to reflect this is botching a roll (failure + multiple of 11). Has anyone given further thought to this? How to reflect especially dependable or undependable equipment, common, uncommon and hilarious failures, reliability rolls or the such?
Arenamontanus Arenamontanus's picture
Re: Equipment Failure
nezumi.hebereke wrote:
Has anyone given further thought to this? How to reflect especially dependable or undependable equipment, common, uncommon and hilarious failures, reliability rolls or the such?
I sketched out a (possibly too complex) system for the problems of cobbling together tech in this thread. One of my players sketched out a system for the cost (in credit or rep) for betatesting and debugging such systems. For dependable/undependable, maybe one could have a general +1/-1 price class rule? Say that a weapon normally costs [Moderate]. A dependable version would then be [High] and a crappy version would cost [Low]. In the case of a dependable version you need to critically fail by more than (say) 50 points of MoS to get an equipment failure, while in the undependable version a failure with more than 30 MoS will lead to breakage (not certain of if or how to make this symmetric). Or maybe it just gets the Lemon trait. "What?! My *knife* just crashed!" "What do you expect when you download ad-sponsored shareware weapons?"
Extropian
root root's picture
Re: Equipment Failure
root@Equipment Failure "Almost all equipment shares a similar weakness: it was built in a nanoforge from nanoprints. An h-corp that has issues with @-rep groups "liberating" nanoprints might release a bunch of poisoned nanoprints that are designed to fail at critical moments. Nanite stocks can also be embedded with tracers, tags, and broadcasters, even a timer that causes a "demo" version to turn back into a pumpkin at the stroke of midnight. "Even uglier is equipment aimed at hurting Firewall teams. Say Project Ozma wants to teach Firewall a lesson, so they get some h-corps to "accidentally" leak or lose plans that have a special structure built into them, some gear for scanning for Exsurgent corruption. It might only be useful once, but once can be enough, depending on what they are trying to grab."
[ @-rep +1 | c-rep +1 | g-rep +1 | r-rep +1 ]
Thampsan Thampsan's picture
Re: Equipment Failure
More importantly I would imagine that a lot of weapons come with remote activated 'safeties'. So if you are squaring off against a DirectAction hit squad, you probably don't want to be packing DirectAct Firearms in case the hit squad has a 'IFF' that locks your weapon down (or perhaps just prevents them from being used against the squad itself). It just makes sense, and smart weapon-dealing anarchists would likely use just such a trick to prevent power struggles or being shot in the back. Of course knives, swords, etc are another kettle of fish but there is nothing to stop a ruthless manufacturer from encoding a 'self destruct' into the weapon so that it breaks down when the command is given. Also it makes sense if local law enforcement has a list of such code over-rides.
King Shere King Shere's picture
Re: Equipment Failure
"What?! My weapon isn't responding; child safe lockdown...?" "You may want to check & renew your status as an adult; apparently its been revoked"
urdith urdith's picture
Re: Equipment Failure
Ah, reminds me of the moment in the [url=http://www.sleepydog.net/tvproduction/slingers/]Slingers[/url] sizzle reel when Gun won't fire because her operator is too stressed out and his blood pressure is to high... "Click!" "That's not funny!"

"The ruins of the unsustainable are the 21st century’s frontier."
— Bruce Sterling

Arenamontanus Arenamontanus's picture
Re: Equipment Failure
King Shere wrote:
"What?! My weapon isn't responding; child safe lockdown...?" "You may want to check & renew your status as an adult; apparently its been revoked"
This is a beautiful way for a creative hacker to sabotage the enemy weapons. Just confuse their AIs about which age verification server to use. In fact, some weapons might malfunction when the Mesh is down. "This weapon cannot fire until it has contacted the licence server. In the meantime, here is some pause music."
Extropian
King Shere King Shere's picture
Re: Equipment Failure
Another idea: Equipment that has the "wrong" software version. And somehow decide to update, perhaps entering a unfamiliar mesh or have been away for a while. Or yet another succesfull sabotage attempt. " This equipment software is of the wrong version. Updating file 1337 of 57411... Please hold." *cue pause music* I wouldnt have Equipment failing only from unlucky rolls; Successes, local laws & environment could cause them in various forms as well. Some equipment could also candidate for oyster awards (exceptionally difficult to open).
Quote:
“As manufacturers create packaging that more aggressively discourages theft and tampering they are concurrently creating a package opening nightmare for many consumers.” Tod Marks, a Senior Editor at Consumer Reports.
Quincey Forder Quincey Forder's picture
Re: Equipment Failure
heheh I bet the music is an easy-listening version of a song from the late 20th century "Fight fire with fire, ending is near! Fight fire with fire, bursting with fear. We all shall die!" (a computer archeologist would probably know it's from a band called Metallica) I like the idea of a hacker doing an exploit on opposed forces' weapons. especially some hyperdense exo-skelletons now, what about vehicles malfunctions?
[center] Q U I N C E Y ^_*_^ F O R D E R [/center] Remember The Cant! [img]http://tinyurl.com/h8azy78[/img] [img]http://i249.photobucket.com/albums/gg205/tachistarfire/theeye_fanzine_us...
Thunderwave Thunderwave's picture
Re: Equipment Failure
Thampsan wrote:
More importantly I would imagine that a lot of weapons come with remote activated 'safeties'. So if you are squaring off against a DirectAction hit squad, you probably don't want to be packing DirectAct Firearms in case the hit squad has a 'IFF' that locks your weapon down (or perhaps just prevents them from being used against the squad itself). It just makes sense, and smart weapon-dealing anarchists would likely use just such a trick to prevent power struggles or being shot in the back. Of course knives, swords, etc are another kettle of fish but there is nothing to stop a ruthless manufacturer from encoding a 'self destruct' into the weapon so that it breaks down when the command is given. Also it makes sense if local law enforcement has a list of such code over-rides.
Just imagine combining the two. Combat knives that explode when swung/stabbed at someone with the correct IFF reading. Obviously if your stabbing at one of your "own" you either got the weapon illegally, or you are deranged. Either way, you didn't really need that hand, did you?
urdith wrote:
Ah, reminds me of the moment in the [url=http://www.sleepydog.net/tvproduction/slingers/]Slingers[/url] sizzle reel when Gun won't fire because her operator is too stressed out and his blood pressure is to high... "Click!" "That's not funny!"
"You need to enhance your calm, Citizen."
root root's picture
Re: Equipment Failure
Don't forget the Hygiene Officer. "Now Citizen, don't you know that a dirty railgun is a Commie Treason waiting to happen? Have you confessed to Friend Computer recently?"
[ @-rep +1 | c-rep +1 | g-rep +1 | r-rep +1 ]
King Shere King Shere's picture
Re: Equipment Failure
Arnt vehicles now also morphs? body & machine malfunctions & car manufactures reasons for recall is where I would seek inspiration. [b]Tremor & Vibrations[/b] something inside "involuntary" or unexpectedly start a rhythmic distinct vibration & perhaps a noisy ruckus. [b]Faulty sensors, displays & warnings[/b] Despite a full tank, low fuel warnings are issued. Probably caused by a malfunctioning auditing fuel tank sensor. [b]Steering lock problems[/b] Depite course heading is neutral its still steers right, (or another direction determined by scatter dice) [b]Extra weight[/b] "I think it uses up more fuel" "Yes of course, Its become fat -obese even" "My ship isnt fat...Oh it is" "From my experience: the hull repair systems needs a complete overhaul"
Arenamontanus Arenamontanus's picture
Re: Equipment Failure
King Shere wrote:
"I think it uses up more fuel" "Yes of course, Its become fat -obese even" "My ship isnt fat...Oh it is" "From my experience: the hull repair systems needs a complete overhaul"
"Captain, do I look fat in this stealth armor?" Hmm, too smart weapons are always fun. Suddenly the grenades in your belt start tweeting: "Are we there yet?" "I wanna explode!" "Have you seen Dark Star?" "Have you checked that I am securely fastened?" "How much do we get paid?" "Are we theeere yet?" Overactive safety systems can also be fun. As the characters engage in a firefight while pursued by nasty people, the vehicle starts to slow down: "Sir, I detect unsafe driving conditions due to weapons discharges. As per the traffic code, I slow down for your safety."
Extropian
nezumi.hebereke nezumi.hebereke's picture
Re: Equipment Failure
Smart systems (including safety systems) I imagine would be THE most common interference - they're specifically programed to interact with the user, to limit certain behaviors, and will never be programmed for all of the myriad of situations a Firewall Agent may put them through. Reading Sunward, by default vehicles will keep you at a 'safe speed', even if you're running away from a giant Exsurgent robo-monster. The smart system just can't account for things like robo-monsters. It would seem that yes, the second thing to go would be the interaction between parts. Your smartlink incorrectly links with your smartmagazine, and when you swap ammo types it thinks the magazine is empty and ejects it. Your hyper-linguist and multiple personalities implants conflict, so no two personalities can speak in the same language. Third maybe put in sabotage. You downloaded the free blueprints for the new railgun handgun, however it was actually seeded by DA and is intentionally buggy. Should've just paid for it. Sunward mentions this is common with morphs, forcing people to buy subscription packages. Fourth would be standard breakdowns due to poor maintenance or age, which I've never seen used in an RPG (except as a plot device), and probably would be uncommon here what with smart systems. All of those are trumped by environmental hazards. If you're talking your light vacsuit through Mars, the extreme cold may cause systems to stop functioning, or a sandstorm will jam up your electronics (and if you take it to Venus, the whole suit will melt into a puddle of slag). Sudden decompression causes your gun to misfire or jam. The rules account for environmental effects on morphs, but not equipment.
Thunderwave Thunderwave's picture
Re: Equipment Failure
root wrote:
Don't forget the Hygiene Officer. "Now Citizen, don't you know that a dirty railgun is a Commie Treason waiting to happen? Have you confessed to Friend Computer recently?"
Not what I was intended, but...lol
nezumi.hebereke wrote:
Fourth would be standard breakdowns due to poor maintenance or age, which I've never seen used in an RPG (except as a plot device), and probably would be uncommon here what with smart systems.
Dark Heresy has a mechanic for that for weapons. Sometimes your weapon just breaks in the middle of combat. They have a tier system for equipment that comes into play when a crit failure is rolled. Reliable equipment, stuff that's brand new or just rugged as hell, tends to weather those okay. Unreliable stuff, the old and/or fragile, tends to break/detonate thanks to age. Given the setting, I think it's awesome they threw that in there.
nezumi.hebereke nezumi.hebereke's picture
Re: Equipment Failure
That's true. Cyberpunk 2020 has mechanics for it as well. Just saying, I've never actually seen them used :P
Thunderwave Thunderwave's picture
Re: Equipment Failure
nezumi.hebereke wrote:
That's true. Cyberpunk 2020 has mechanics for it as well. Just saying, I've never actually seen them used :P
I've used it for both for differing reasons. CP2020 it was for an old assault rifle picked up out of the mud after it was dropped. Dark Heresy the PC grabbed an old bolt pistol off an altar that was placed there when the Saint died...2,000 years ago. Needless to say, he didn't need that hand anyways. >.>
Arenamontanus Arenamontanus's picture
Re: Equipment Failure
We shouldn't forget the charmingly nasty environments the solar system delivers. The moon, like most asteroids, is covered with very fine and abrasive dust. It is abrasive, it gets into everything (during the Apollo missions astronauts had problems with it getting into their underwear), covers lenses, seals, windows etc., cannot be brushed off due to electric properties, and irritates the lungs. Some of it is also magnetic. Now imagine that getting into hightech equipment like, say, a railgun... Similarly, going out on Titan means dipping your equipment in a dense atmosphere of very cold nitrogen with some oily carbon compounds. I would rule that if a non-native character goes to the outside (and their Muse fails at the relevant roll to warn them) equipment not specifically intended for outdoors use will have a decent chance to malfunction. When you fire the railgun it attracts a flurry of abrasive nanoparticles on Luna, and the next few shot will seriously abrade all internal mechanisms. That nice covert operations tool is rated for indoors temperatures, not -179C - the nanomachines get sluggish and just stop when you go out on Titan. The feedstock supply to the nanohive freezes in the martian air. And those guardian bots will never get clean again after moving over a dusty lunar Mare... which is too bad, since the dust really messes up their joints.
Extropian
nezumi.hebereke nezumi.hebereke's picture
Re: Equipment Failure
"Outside" being 'anywhere except a vacuum, the location it's designed for, interior of habitats and (presumably) Earth'?
Thunderwave Thunderwave's picture
Re: Equipment Failure
nezumi.hebereke wrote:
"Outside" being 'anywhere except a vacuum, the location it's designed for, interior of habitats and (presumably) Earth'?
You know, I had a thought. Some equipment might be specifically tailored to environments that won't allow it to work in a Hab without adjusting something or modifying it. Like, say, a sensor package that is designed for scouting extremely cold areas. The designers stripped off the heat sinks/cooling fans because, hey, where it's going to be used heat won't be an issue. Now bring that inside and it overheats constantly, gives false readings, and generally raises hell because it's operating a much much higher temp then it's supposed to be. Or a weapon, like a gyrojet or traditional ballistic, that is designed to be used in low-G environs but is brought to Venus where it craps all over itself because of gravity and it can't hit anything at range. Or a weapon designed to be used in around 1G being shot in less then that. A traditional Thompson Submachine Gun would be absolute hell to fire in .5G as the already absurd recoil would only be much much worse (all the forces the SMG puts out from recoil stays the same, but no Gravity to help control muzzle climb). Laser weapons would have to be calibrated to the local environments. Not hard, especially with Smart weapons, but what if the user forgets or does not have time? Does the shot go wildly out of control? Make the atmosphere explode, or simply act as a really expensive flashlight? Or, perhaps, is it doubly effective?
nezumi.hebereke nezumi.hebereke's picture
Re: Equipment Failure
Actually, this already appears with one of the morphs in Sunward. I forget the term they use, but I don't see reason why it couldn't be applied to equipment as well.
valen valen's picture
Re: Equipment Failure
Arenamontanus wrote:
King Shere wrote:
"What?! My weapon isn't responding; child safe lockdown...?" "You may want to check & renew your status as an adult; apparently its been revoked"
This is a beautiful way for a creative hacker to sabotage the enemy weapons. Just confuse their AIs about which age verification server to use. In fact, some weapons might malfunction when the Mesh is down. "This weapon cannot fire until it has contacted the licence server. In the meantime, here is some pause music."
I am saving this for the first time one of my players rolls a fumble with a firearm. It's going to be glorious.
The Doctor The Doctor's picture
Re: Equipment Failure
Arenamontanus wrote:
In fact, some weapons might malfunction when the Mesh is down. "This weapon cannot fire until it has contacted the licence server. In the meantime, here is some pause music."
DRM on weapons - what a horrible thought. Hmm... Why bother attacking the weapon when you can erase the license keys or the unique private crypto certificate in the weapon? The weapon links into the mesh and tries to phone home. The DRM server returns a no-go, and the weapon's CPU shuts itself down. Erasure of the firmware is optional.
Dry Observer Dry Observer's picture
Re: Equipment Failure
I usually don't try to mess with PCs on every piece of equipment, but on the other hand I let them pick up a lot, with the understanding that pretty much everything is fair game, and that some people will specifically target their resources. Having said that... Weapons can be a relatively straightforward case when characters want to massively augment them. First, why isn't everyone -- or at least everyone who needs a rail gun assault rifle or sniper rifle -- using as many useful modifications as possible? That's usually an easy question to answer. I start with the assumption that most weapons and ammunition come with at least one modification that relates to their purpose. Rail-gun rounds intended for heavily armored reaper drones or TITAN constructs may be armor-piercing or explosive. Assault rifle ammunition used by deep-space habitat security for moderately lethal opponents may be frangible, more to save on hull damages than to savage their foes. The weapon itself is apt to have one or more basic add-ons. Sniper rifles will have scopes, and possibly advanced sensors or compensators for specific environmental conditions (Titanian cold snaps, or Martian winds). Assault rifles, like many 20th and 21st Century versions, may have an underslung second weapon ("grenade launcher"), removable/retractable scope, and other assorted options. So what limits player abuse? A number of factors. First off, realize that the universe of Eclipse Phase has been beset by horrifically powerful invaders/infiltrators who have already killed off about 95% of the human/transhuman race. There are a [i]lot[/i] of people about sporting weapons designed for an apocalypse that could be just around the corner or, depending on your perspective, already here. So, most first-rate military weapons are already intended for the kind of intense firefights a combat-heavy game could see. The limits on weapon/ammunition modification tend to be mass/volume, operability, hackability, visibility, cost/resources and "social acceptability" (whether people kill you when you approach their habitat carrying your monster supergun). To sum up: You can build a gun that has eight barrels, fires giant armor-piercing guided rail-gun rounds filled with compressed antimatter, EMP bursts, autonomous lasers, particle beams/plasma plumes, brilliant fusion warheads, nanoswarms and the odd biochem weapon, all while offering a full suite of advanced sensors, providing AGI targeting and serving as a full body shield. It can also be so distastefully designed as to offend the senses of every sentient being who dares to approach who is not summarily destroyed. In fact you can buy these more or less of the shelf, practically unmodified. They're called tanks, or possibly destroyers. To sum up the problems with the above you have mass/volume -- a weapon could be built with those capabilities, but would be far to heavy to move. Even a less ambitious version would require at least a very strong biomorph or a synth or vehicle morph -- again, bringing up the tank. So any weapon or ammunition can be built fairly simply with advanced features, if you can, among other things, haul it around. Which brings us to operability. Now, we already have multi-feature weapons in the real world. If anything, Eclipse Phase will be even better at building them and have far more reasons to do so. Usually, you will only hit operability issues when you try to have your weapon do a really remarkable number of things at once, like firing from three different barrels simultaneously, especially at three different targets. Are your reflexes up to this? Your targeting software? The limbs you're wielding it with? On the other hand, it's quite possible to have a perfectly reasonable, say, handgun, that fires off 20 separate, devastating attacks with a single pull of the trigger. How, you ask? By firing one handgun and setting off 19 other contingencies, from EMP bursts to preset botnet attacks against preselected targets to triggering other weapons. The downside here is that you can't get that kind of effect with your next shot, and you had best "be certain of your targets" if all of them get hit or at least attacked upon the same signal. Which brings us to hackability. In an era of basilisk hacks, Exsurgent psis, AGI hackers and random nanoswarms, there's a host of entities that might try to tamper with your electronics in case they ever need to distract, mislead, manipulate or kill you. Hence, there are far fewer palm-recognition gunlocks and hackable electronics on most handweapons that could easily shut down or otherwise sabotage them. Physical sabotage is also a concern with complex systems -- a gun that allows you to feed in your choice of ammo from multiple magazines can have that option controlled manually or electronically, but still get shut down by scattered adhesives or nanites, where a simple railgun with high tolerances and external diamondoid construction could weather substantial degradation without complaint. Antimatter and other forms of ultra-high-density power storage are another, even greater concern, given what could happen if they were abruptly released (by, say, industrious nanoswarms). Visibility is another concern. Dragging around a weapon that is not only military class, but has obvious, unconcealable mods that scream "ultimate mega-weapon" is a good way to get yourself marked out as either a lunatic or a heavy-handed foreign agent -- either being a really bad result for Firewall agents. So whether you show up at customs or are found wandering around in the wilderness, the nature of the weapon in your possession speaks volumes about you. Not that there aren't locations where it will be seen as logical. But, say, trying to egocast into a habitat and then going to pick up the mega-cannon you had assembled at a local nanofab can create all kinds of problems, *especially* if no one makes a fuss. Remember, as a high-level agent, other intel people, criminals, Exsurgents and so forth may be far more interested in your allies than in you alone. After all, when you pick up that weapon, you probably don't look all that bright at all. Cost/resources are an ever-present consideration for most characters. One of the best twists to Eclipse Phase is that you can be incredibly well prepared and still not have access to all your gadgets and allies in places you can otherwise get to quite easily. Even if you could conceivably have the weapon you're looking for with little trouble at the hab you're visiting... do you really want to build some incredibly expensive weapon on site for a place where you're just looking for leads or rumors? Where you'll have to leave it behind almost immediately, and where you may fight no one at all? Social acceptability is, again, mostly whether people kill you outright when they see your reaper morph coming over the horizon, dragging a giant howitzer as it comes. Most significant habitats have the firepower to absolutely crush an ordinary transport, or any raiding party trying to come through their main docking stations. No when they say "No," you'll have few options. You'll have even fewer when they tell you to put down your weapon and to come away for a bit of questioning. Just remember that new habitats watch you very carefully when you seek entrance, and that most significant powers can deploy massive military resources against a clear threat. Like nanoswarms, waves of reaper drones or orbital killsats. Having said all of that, I have nothing against PCs using clever and powerful devices if they can get around the obvious drawbacks inherent in them. Exceptional characters probably should have the savvy to pull something formidable together, and the skills, tech or even raw physical strength to use it. That's why some PCs are actual combat specialists, and why it's sometimes hard to replace them with just a few security drones and mercenaries and a huge security budget.

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Rhyx Rhyx's picture
Re: Equipment Failure
Well first off I think that the system doesn't do enough to limit the "firmpoints" on a weapon so opportunistic players might try to exploit that. Either that or your game might have guns that look like this: https://sites.google.com/site/rhyxslair/home/whats-up/untitledpost-1 So I would say that one top mounted, one barrel and one under barrel would be more than enough. Besides the Rules say that all you really need to do to get a combo weapon is pay twice the price for it. Meaning you can get: An assault rifle/plasma rifle combo with under barrel seeker launcher, integral smartgun, rangefinding T-scope, and silencer. If you have that, and a backup pistol and still need more firepower then you better get into a military exo-suit, a HOPLITE or a reaper morph... (While on the weapon subject I will also note that I'll disallow or cut down the damage on silenced rail weaponry in my game simply because the only advantage a rail gun has over a basic chemical slugthrower is that it goes many times the speed of sound for a bigger kinetic kill. Silencers slow down that speed so that it doesn't break the sound barrier and thus undoes all the good the rail does in the first place.)
Arenamontanus Arenamontanus's picture
Re: Equipment Failure
Rhyx wrote:
Well first off I think that the system doesn't do enough to limit the "firmpoints" on a weapon so opportunistic players might try to exploit that.
But even if all weapons have few firmpoints, there is nothing to stop a weapons hacker from making a design with the maximum geometrically possible number and open source it for everyone. This is why I prefer to use the system that the risk of a failure grows with the square number of the components. If it is not an amazingly well-built and well-tested compound device there are going to be plenty of misfeatures that show up at the wrong moment. Besides the many other soft constraints Dry Observer mentioned.
Extropian
Dry Observer Dry Observer's picture
Re: Equipment Failure
Arenamontanus wrote:
Rhyx wrote:
Well first off I think that the system doesn't do enough to limit the "firmpoints" on a weapon so opportunistic players might try to exploit that.
But even if all weapons have few firmpoints, there is nothing to stop a weapons hacker from making a design with the maximum geometrically possible number and open source it for everyone. This is why I prefer to use the system that the risk of a failure grows with the square number of the components. If it is not an amazingly well-built and well-tested compound device there are going to be plenty of misfeatures that show up at the wrong moment. Besides the many other soft constraints Dry Observer mentioned.
I should add -- I think weapons are technically a special case in Eclipse Phase. The vulnerabilities of other systems, even if you stick to my concept of soft constraints, are *much* more significant with any other technology where the PCs are apt to slap together multiple augmentations -- software, sentient AIs, morphs, etc. Weapons have a long history of being used in concert, coming with modifications, getting modified by garage tinkerers, being built for harsh-to-apocalyptic field conditions, and having vast amounts of research money poured into them by 20th, 21st and 22nd Century governments. And then, in the wake of the Fall, the fact that everyone with a powerful weapon knows they may have to use it against unspeakably dangerous forces. What's more, many of the most effective EP weapons are potentially much *simpler* in themselves than a lot of 20th Century weapons. The rail gun, for example, could be built -- even using incredibly advanced ultratech -- to be a very, very simple weapon, triggered using only a manual trigger, and employing only non-digital tech for its nightvision scopes and so forth. Such that even if you have some on-board, hackable sensors, your Ultimate mercenary or Fury security specialist (or Reaper morph) can ignore them. Tech like morphs, AGIs and ordinary software have a *lot* more vulnerabilities. Hence, the person -- synth, bio, pod, infomorph or otherwise -- *behind* that weapon may be far more hackable than the railgun itself could ever be. That doesn't mean an industrious nanoswarm won't ping a false positive on its optional sensors, or occlude its digital scope just in case someone is foolish enough to use it, but neither is apt to be a priority. Remember, though, that one of the reason many characters can dispense with specific weapons upgrades or security measures (like swarms of defense robots) in combat is because they themselves represent extremely complex technologies and/or mental/physical disciplines. The "bad guys" are far more interested in you than in your "hack-proof" slingshot. ;)

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