This is a repository for rules that don't really fall under anything else that I needed to address. If you're wondering how to handle something and you can't find it anywhere else, look in here.
Barriers in SilCORE function like vehicle armor; in other words, a barrier of rating 5 is the same as vehicle armor of rating 5. If a weapon is fired at a barrier, the same thing happens as if the weapon was fired at a vehicle with the same armor.
Griggs tries to break through a concrete wall with a barrier rating of 10. Unfortunately, he doesn't have anything to do it with, so he tries to do it with his bare hands. Griggs is pretty tough, with a UD of 9, and manages to roll a 7. The Threshold to hit the stationary wall is only 1, but even a MoS 6 only results in 54 personal scale damage, well below the light damage rating of the wall (10 x 10 = 100). The wall is unaffected, and Griggs' hand is smarting. He'll have to find another way out.
Wraith is trapped behind a pane of security glass with a barrier rating of 5. She fires her Predator at the barrier, rolling a 5. The window isn't moving, so she has a MoS 4, for 72 personal scale damage. This is above the light damage rating for the window (10 x 5 = 50), so she manages to damage it (reducing the barrier rating to 4). The window is cracked, but it's still intact. She'll have to shoot it a few more times to get it to break away.
If the barrier's rating is reduced to 0, or an attack results in an overkill result for the barrier, the barrier has been broken. If the barrier is small, like a window, it has been shattered, cracked, or otherwise destroyed. If it is a large barrier, like a wall, a man-sized hole has been created (or can easily be created by hand in one round).
Fake identities are rated from 3 to 10+. The rating of the identity is the Threshold for attempts to check on the identity. A fake identity includes, at the very least, a credstick in that name. As the rating increases, the identity includes entries in national, state, local, and corporate databases, each one making the identity even stronger.
Each time a character uses a fake identity to make a major purchase, obtain a license, or perform an action that is more than an everyday transaction, the person verifying the identity makes a Computer (KNO) test against a Threshold equal to the rating of the fake identity. If the identity is being checked with more than just a credstick scan, the GM can simulate this with an Investigation (CRE) test instead by the principal investigator. Below is a list of modifiers to this test.
|Credstick Reader Rating||-2 to +2|
|Real Estate Transaction||+1|
|Security Grade Permit
(weapons, armor, augments)
|Employment Screening||0 to +4|
If the test succeeds, the validation fails. Reduce the character's identity rating by one; if this brings it below 3, the identity is effectively busted -- it cannot be used again, and attempting to do so will point the identity back to the character's real identity after a while.
If the test fails, the identity comes back as valid. If the test is for some sort of license, real estate, or of similar significance, the character may make a Bureaucracy (CRE) test using the identity's rating as the Threshold; if this test succeeds, add one to the identity's rating.
Cyberware and weapons scanners both use a variety of detection methods, such as MAD, ultrasonic scans, and chemsniffers, to determine if the subject has cyberware or is carrying weapons. These scanners come in a variety of grades; the best can detect almost any weapon and even advanced cyberware, but these are generally only seen in the most secure areas, since the scan can take up to 30 seconds.
Both cyberware and weapons scanners are rated from -2 to +2. The rating of the scanner is used as a modifier for a Notice (KNO) test by the scanner operator against a Threshold equal to the scanner Concealability rating of the cyberware or the Concealability of the weapon. The results of this test can be interpreted in a similar way to a normal Notice test. For weapons, a single MoS is usually enough to send up red flags; for cyberware, operators may need more depending on the type of cyberware they detect.
Weapon scanners are rather prevalent in the world of Shadowrun; scanners with a -2 or -1 rating generally guard the entrance to low-security buildings, such as department stores, malls, or normal office buildings. These scanners can perform a scan in a few seconds, as someone walks through the door. Rating 0 weapon scanners are used at medium-security buildings; corporate headquarters lobbies, laboratories, banks, or other such locations. These require a bit more time to scan someone; 5-10 seconds, generally, and are attended by armed guards usually. Rating +1 and +2 scanners are handheld devices, used by security guards to search persons for weapons; a full scan of one person with one of these scanners can take more than 30 seconds, but will detect most conventional weapons and explosives. Precautions like this are a second line of defense in airports, and commonly used to screen visitors to corporate CEOs and other important personages.
Cyberware scanners are larger and bulkier than weapons scanners, and are not used with as much frequency. Low-rated cyberware scanners are placed at corporate offices, entrances to important corporate facilities, and hospital entrances. Rating 0 scanners are the type deployed at airports, corporate headquarters, and other major security checkpoints. They can perform a cyberware sweep in about ten seconds, and detect most obvious forms of controlled cyberware. Higher rating scanners require the subject to lie down on a bed while a probe runs the length of his body, which takes almost a minute. These are generally only used in medical facilities or laboratories, or, in extreme cases, to screen visitors to extremely secure locations.