=Habitat Hacking=
What follows are details for manipulating the most common and important habitat systems. The same rules may be used when working with the systems aboard large spacecraft, although gamemasters are encouraged to practice common sense in applying situational modiﬁers where the inherent characteristics of a ship differ from those of a habitat.
==Airlocks==
There are four sizes of airlocks commonly found aboard habitats, rated by volume in cubic meters. Standard airlocks are by far the most common size, large enough for two. Smaller airlocks are rare, partly to discourage people from going out alone, but occasionally can be found on large habitats as service airlocks for hab repair drones. Larger service and industrial airlocks are primarily found in docking or service bays. Airlock doors take one Action Turn to open and close, and 3 Action Turns or more to ﬁll or evacuate with air. The Airlock Sizes table (below) shows the number of people who can ﬁt in an airlock and the times each takes to cycle between opening and closing.
Airlocks have the same armor value and repair capability (if any) as the station’s hull type (see Hull and Superstructure, below).
||||||||||||||||~ Airlock Sizes ||
||= **Size** ||= **Capacity** ||= **Volume** ||= **Cycle Time (Action Turns)** ||= **Dear Life Test** ||= **Object Blow** ||= **Mooring DV** ||= **Durability** ||
||= Small ||= 1 person ||= 2.5 m<span style="vertical-align: super;">3</span> ||= 2 ||= — ||= 5 kg ||= — ||= As Hull ÷ 4 ||
||= Standard ||= 2 people ||= 10 m<span style="vertical-align: super;">3</span> ||= 4 ||= SOM x 4 ||= 50 kg ||= 3 DV/Turn ||= As Hull ÷ 4 ||
||= Service ||= 10 people or 1 small vehicle ||= 30 m<span style="vertical-align: super;">3</span> ||= 6 ||= SOM x 2 ||= 250 kg ||= 5 DV/Turn ||= As Hull ÷ 3 ||
|| Industrial ||= 20+ people, multiple small or 1 large vehicle ||= 30 m<span style="vertical-align: super;">3</span>+ ||= 6 + 1/20 m<span style="vertical-align: super;">3</span> volume ||= SOM ||= 2,000 kg ||= 9 DV/Turn ||= As Hull ÷ 2 ||
===Airlock Hacks===
Because airlocks are so critical to the safety of transhumans in space, they’re equipped with numerous safety features. To prevent tampering, most airlocks only provide identification and diagnostics via wireless interface. Operational features are either hardwired to a control panel or accessible only by physically opening a panel on the door. Giving an airlock operational commands other than calling up diagnostics requires a [[Hardware]]: Electronics Test. This is Task Action with a timeframe of 2 minutes and allows the hacker to give the airlock operational commands without access or authorization for its control panel.
Physical airlock hacks require a Hardware: Industrial Test; this is Task Action with a timeframe of 2 minutes. This covers all actions that require overriding safety features, including disabling the lock’s safety so that it can close on people or objects and blowing an airlock open without cycling. Hackers may install a gray box in an airlock to create a remote back door as part of any of the hacking tasks described above.
===Basic Safety Features===
Airlocks leading to and from pressurized areas work as normal doors unless a module is depressurized, in which case they kick in as airlocks (see also Bulkhead Doors, below). Overriding a lock’s pressure sensors is a physical hack (see Airlock Hacks, above).
All airlocks have hardwired sensors that prevent them closing on people or objects passing through. Getting part of one’s body caught in an airlock as it closes causes 3d10 + 10 DV and almost always results in dismemberment. Getting one’s head, neck, or vitals caught in an airlock is certain death.
===Blowing an Airlock===
Airlocks can be forced to skip their cycling time. Doing so requires physically hacking the airlock. Typically this is performed on the outer door so that the contents of the lock (and possibly its occupants, see below) jettison rapidly. Effects of blowing an airlock vary based on its size. Blowing an airlock inward (i.e., opening a vacuum-ﬁlled airlock onto an atmosphere-ﬁlled hab corridor without cycling) produces only a loud bang, some ear popping, and possibly strong gusts that may toss small objects around (the latter only in the case of service and industrial airlocks). Blowing one outward (into space) can have much more dramatic effects.
When an airlock is blown outward, all of the atmosphere inside vents into space in half the time that would be required for the lock to cycle. In a small airlock, this has little effect other than possibly causing small, loose objects to ﬂy out. On standard and larger airlocks, it creates a blast of wind. Characters must make a “Dear Life Test” to grab a hold of something or be blown toward the outer door (see the Airlock Sizes table for what to roll). They must continue to make this test each turn until the atmosphere is drained. Characters and objects blown out an airlock move at the rate of the airlock’s cycle time x 2 in meters per turn. If a character fails the test, but their movement does not put them out in space, they may attempt another Dear Life Test at −10 to grab on to something else (but only at the gamemaster’s discretion). If the habitat is ﬁlled with water or another liquid instead of a gaseous atmosphere, Dear Life Tests are at −30. If characters were forewarned of the airlock being blown and had time to ﬁnd a handhold and brace themselves, the test is at +10. Characters who are restrained, unconscious, or otherwise unable to act are automatically blown out into space, though other characters may attempt to prevent this.
Large objects resist being blown out based on their weight and inertia. The maximum weight of object that a given airlock blow jettisons is given under the Object Blow column on the Airlock Sizes table). Cargo nets and other moorings may prevent objects or characters attached with them from being blown out the lock, but the powerful air current produced when a lock is blown may strain them to the breaking point. Apply the damage shown under Mooring DV each turn that a blow is in progress. This is not actual damage to the object, but tension that accumulates during the blow. If the DV exceeds the object’s Durability, it breaks, and any objects or characters held by it are blown toward the outer door.
===Opening Both Doors===
Some airlocks, particularly on ships or stations with military damage control systems, are hardwired to their own private network of heat and carbon monoxide sensors, usually stretching a few dozen meters in either direction from the lock. If more than half of the sensors detect a ﬁre, a device inside the airlock closes an air gap between the door’s hardwired control interface and the rest of the ship’s network, allowing crew to remotely open the inner door and blow the lock without cycling. This system is hard to fool, as doing so essentially requires setting an entire corridor on ﬁre or digging deep into electrical conduits to ﬁnd the wires for the ﬁre sensors. Personnel with authorized access to a lock’s control panel can blow a lock automatically but cannot open both doors without the ﬁre system or another override being engaged.
===Airlocks in High Pressure Environments===
The preceding rules are for airlocks operating in space or other low-pressure environments, where the pressure differential between inside and outside is one atmosphere or less. In the atmosphere of [[Venus]], [[Europa|Europa’s]] subsurface ocean (where external pressure can exceed internal pressure by 100 atmospheres or more), or other high-pressure environments, the effects are more dramatic. The gear and morphs employed by transhumans for survival in these environments is engineered to survive in them, but even it can’t withstand an abrupt change in pressure. Anything inside an airlock in these situations will be instantly killed or crushed by an immediate change from inside to outside pressure, and the structure surrounding the airlock is likely to suffer catastrophic damage. In habs in the upper reaches of the Europan ocean or Venusian atmosphere, this most likely results in everything up to the next bulkhead being destroyed. On the Venusian surface or Europan ocean ﬂoor, this can result in the entire structure being destroyed.
For this reason, airlocks in these environments have only hardwired or even mechanical controls, as they would otherwise present far too tempting a target for saboteurs. Hacking or other tampering is extraordinarily difﬁcult and should be impossible under normal circumstances. The most likely scenario in which an airlock failure would occur is from an explosion or other accident causing a major structural fault in the habitat.
==Bulkhead Doors==
A bulkhead door is simply half an airlock. Most habitats install bulkheads in strategic locations, so that segments of the habitat can be shut off or isolated in the event of depressurization, a biological outbreak, physical invasion, or other emergency scenarios. Bulkheads follow all of the rules for airlocks, minus the time needed to cycle air.
===Hull and Superstructure===
Hulls vary in composition and properties, from the composite alloy hulls of O’Neill cylinders to the thick silicate rock walls of beehives. Superstructure varies a great deal in design, as well. O’Neill cylinders, Bernal spheres, and toruses generally have sturdy metal trusswork underlying and supporting the hull material, although older designs might also have massive crossbeams running across the interior of the tube. Beehives and Cole bubbles, on the other hand, rely entirely on their thick rock walls for superstructure. Tin can habs are typically small enough that the hull is self-supporting, requiring little or no interior bracing. 
Station hulls vary in how much damage they can take and how quickly (if at all) they repair themselves. This is summarized in a hull description, for example:
> Armor: 25/40, Wound Threshold 100 (Dumb). 
Armor for hulls works the same way as personal armor, canceling out speciﬁed amounts of energy or kinetic damage from each attack.
“Dumb” indicates the station has a dumb-matter hull. When needed, repairs are carried out with metals sheets and welders or with industrial-scale nanotech repair sprayers. Smart hulls require repair only in case of a catastrophic breach. Smart-hull stations that are poorly maintained or have recently suffered major damage (e.g., from an asteroid collision or space battle) may have sections of hull that were repaired with dumb materials and therefore do not self heal. Sections of dumb hull are a boon to both targeting analysts and inﬁltrators looking for a hull section through which to cut.
The Wound Threshold value shown is the amount of damage necessary to create a hull breach about a meter wide—big enough for most morphs to pass through without burning themselves on the edges of the breach. Also provided are guidelines for the overall superstructural integrity of a habitat. While big habs are almost impossible to completely destroy with conventional weaponry, smaller stations can be destroyed completely by large explosions or ship-mounted ordnance. A hull must be breached in at least one place before it begins to take superstructural damage.
===Hull Breach===
Gamemasters may use the rules for blowing an airlock (above) to model the effects of hull breaches. Treat a standard 1-meter hull breach as a blown service airlock and larger breaches like a blown industrial airlock. Note that smaller breaches may become fully or partially blocked if a larger object (such as a desk or vehicle) is sucked up against them.
Smart hull self repair works at a rate of 10 damage points per hour. Damage that is larger than 3 wounds in size may not be repaired by self-repair systems.
||||||||||~ Typical Station Hull Strengths ||
||= **Habitat Type** ||= **Armor (E/K)** ||= **Wound Threshold** ||= **Repair Type** ||= **Superstructural Integrity** ||
|| Aerostat ||= 60/60 ||= 200 ||= Smart ||= 20,000 per 1 kilometer length ||
|| Bathyscaphe ||= 50/100 ||= 300–450* ||= Smart ||= 500–750 per 5 meters diameter* ||
|| Beehive ||= 150/200 ||= 1,500 ||= Dumb ||= 15,000 per 500 meters diameter ||
|| Bernal Sphere ||= 70/70 ||= 500 ||= Smart ||= 15,000 per 500 meters diameter ||
|| Cluster ||= 70/70 ||= 300 ||= Smart ||= 20,000 per 1 kilometer length ||
|| Cole Bubble ||= 150/200 ||= 1,500 ||= Dumb ||= 15,000 per 500 meters diameter ||
|||||||||| Dome** ||
||= Inﬂated ||= 30/40 ||= 50 ||= Dumb*** ||= 250 per 5 meters diameter ||
||= Structural ||= 70/90 ||= 500 ||= Smart ||= 750 per 5 meters diameter ||
|| Hamilton Cylinder ||= 150/150 ||= 1,000 ||= Smart ||= 30,000 per 1 kilometer length ||
|||||||||| O’Neill Cylinder ||
||= <5 km length ||= 50/70 ||= 450 ||= Dumb*** ||= 40,000 per 1 kilometer length ||
||= >10 km length ||= 90/100 ||= 750 ||= Smart ||= 80,000 per 1 kilometer length ||
|| Reagan ||= 150/200 ||= 900 ||= Dumb ||= 30,000 per 1 kilometer length ||
|| Tin Can ||= 50/50 ||= 100 ||= Dumb ||= 500 per 5 meters length ||
|| Torus ||= 70/90 ||= 500 ||= Smart ||= 750 per 5 meters diameter ||
|||||||||| *[[Europa|Europan]] bathyscaphes have thicker walls than their counterparts on [[Ceres]] and [[Enceladus]]. Europan bathyscaphes also have higher superstructural Integrity. Bathyscaphes on [[Earth]], if any still exist, are likely to have been retroﬁtted with heavier armor.
``**``For the dome itself; supporting walls should be treated as buildings.
``***``Older domes and O’Neill cylinders are generally dumb matter, lacking smart repair systems. However, the better maintained ones are sometimes retroﬁtted with smart hulls ||
==Life Support==
Life Support on a station or ship is the system that replenishes breathable atmosphere and ﬁlters it for impurities. In very primitive systems, life support is ﬁnite, consisting of tanks of fresh atmospheric gases. In Eclipse Phase, most modern-era systems can run almost indeﬁnitely if regularly maintained and not interfered with by recovering and chemically altering “stale” gases.
===Sabotaging Life Support===
Biological life support systems use organisms, such as algae, to metabolize waste CO2 and release breathable oxygen. Sabotaging this type of life support system demands physical inﬁltration and is a slow operation. Such systems are often in their own modules or located along the exterior of a ship or station, close to the hull. If characters can do enough damage to punch through a ship or station’s hull at one spot along each of the algae tanks in such a system, the medium inside vents into space, freeze drying the algae. After a breach, the atmosphere in the station will become unbreathable at a rate determined by the total volume of the system. A good rule of thumb is that it takes eight hours per thousand people relying on the system for the atmosphere to become unbreathable. Once this happens, it will remain so for 48 hours, until the system recovers with intake of recycled material from the greenhouse. (This assumes a self-repairing system; almost all are).
If a life support tank is attacked from inside the hull, tanks have an Armor Value of 50/50 with a Durability of 100. If hit with a hot round or energy weapon, they explode, but the explosion is directed outward, doing only superﬁcial damage. If the oxygen levels in a habitat are reduced or dangerous levels of other gases are added to the system, the inhabitants could be in trouble. See the page on [[Alien Atmospheres]], for advice on handling different atmospheres.
===Ventilation Systems===
All habitats rely on ventilation systems to push and recycle breathable air. These ventways provide an optimal inﬁltration path for swarmanoids and similar small morphs. For larger transhumans, crawling through ductwork can be an ordeal (reduce Movement Rate to 2/4), or they simply might not ﬁt. These spaces feature regularly spaced fans for circulation. To get past these, the fans must be disabled and removed with [[Hardware]]: Industrial skill. Larger fans cannot be removed, but can be stopped so that a character can pass through the blades. Many of these fans are monitored and alarmed, however, particularly at key junctions or leading into secure areas. Characters who are not careful can be injured in they stick their hands in or fall into a fan; apply 1d10 DV. Nanoswarms that attempt to move through a fan suffer 1d10 DV as well, possibly higher for larger fans.
Many ventilation systems possess countermeasures to deter the spread of harmful toxins or agents. The most common are ultraviolet cooking systems that roast any passing air, killing off biological pathogens. Others include nanoﬁlter systems in which nanobots ﬁlter any harmful chemicals or particulates from the air. Neither of these is dangerous to transhumans, and both can be deactivated and removed with a Hardware: Industrial Test (though they may be alarmed against tampering).
==Reactors==
Most large space habitats are powered by fusion or even ﬁssion reactors.
===Sabotaging Reactors===
Getting a reactor to melt down is extremely difﬁcult, but determined hackers can do so, leaving a station to run on alternate power sources like solar panels and reserve power. This requires accessing the highly secured and usually hardwired reactor control network, and requires an [[Infosec]] Test at −30; this is a Task Action with a timeframe of 10 minutes. Gamemasters should specify how much reserve power a station has (12 to 24 hours is common for civilian stations).
Damage to a reactor’s walls can have dangerous results. If a character discharges any kind of ﬁrearm or seeker near a reactor and misses their target with a Severe Failure (MoF 30+), their attack has struck and possibly damaged the reactor wall. Reactor containments have Armor 50/50, Durability 200, and Wound Threshold of 50. The containment area is self-healing. If it takes enough damage to exceed its Durability or suffers a wound, a superheated jet of plasma escapes the magnetic containment and burns anyone within 10 meters who fails a Fray Test (3d10 + 12 [28] DV, AP −10, resisted with Energy armor). The entire area is also ﬂooded with heavy radiation (exact effects to be determined by gamemaster).
===Biological Systems===
Habitat biosystems function like the components of massive biological bodies. They can be damaged, wounded, and poisoned, just like biomorphs. They are also self-healing at the same rate as biomorphs.
===Organic Sensors===
These sensors are vat-grown biological organs, mimicking enhanced biomorph senses (enhanced vision, enhanced hearing, enhanced smell). They must be attached to biological systems of nutrient feeding, sustenance, waste removal, well as a habitat cyberbrain.

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