Overriding and subverting digital security systems could be seen as an art form. On this page you'll find several optional rules designed to flesh out Hacking in a game of Stars Without Number.
Hacking security systems roughly falls into two main sections, breaking any digital securities systems and manoeuvring though the cracked system. As such I only have three main rules to be considered for use in a Stars Without Number game. Security, navigation and modifiers.
Gaining access to a regular system is a compute/Int or Computer/Wis skill check with a difficulty set by your GM. This covers most public systems using commercial security systems. Such as a minor mining base's internal computer system or an auto crop duster drone's navigation system.
For more advanced systems using military or private security systems such as a battleship observation system or a Nemesis security unit command system, then an additional Security/Int or Security/Wis skill check will be required. More advanced systems may required multiple checks as you move through them while alien or Pretech systems will require different skills altogether.
The final side of hacking is the mechanical side, what good is codeslinging skills if you don't have a computer to use them on. To be able to hack you need a digital device equal or greater than a standard compad with connection to an extranet linked to the target system.
Compad, the bare minimum of what you need to subvert systems: -1 to hacking attempts using this level of device. [100 Credits]
Dataslate, the standard in portable computing, this device is able to perform much greater tasks than a compad: +0 to hacking attempts using this level of device. (Artificial Intelligence characters count at this level by default) [300 Credits]
Dedicated Shipboard or facility Computer, from cobbled supercomputers to dedicated electronic warfare systems these devices are the pinnacle of system crackers: +2 to hacking attempts using this level of device. [15,000 Credits Average]
Local System Tap, onsite hardware that improves connection between hacker and target: +1 to hacking attempts on a system with an allied system tap installed. [150 Credits]
Targeted Security Scrambler, direct interface hardware that works to circumvent a Security system: allows for the hacker to re-roll a failed security check during a hacking attempt on a system with the Scrambler attached. [5000 Credits]
Blitzer Charge, rare, expensive and very powerful. A piece of Prescream wonder-tech: A single drive no larger than a human thumb that, when imputed into a TL4 or lower system. Blasts through any and all security measures in there way. Giving the wielder complete access into the deepest level of the systems. Unfortunately, Blitzer Charges often burn themselves out after one or two uses. [100,000 Credits]
And that it. I deliberately wanted to keep these rules as simple an possible yet adding some depth for players and GMs to play with.