I'm in a group that's starting up a 5e game. None of us are really that familiar with the rules, including the GM, and none of us are interested in playing hackers, so that's where we're weakest. But since there isn't going to be a designated hacker for the group, and 5e has significant bonuses for leaving wireless on, I want to know what a bunch of non-hackers can do to get some basic cybersecurity.
I know that in 4e, a group without a hacker could do a lot of things to improve their security. They could upgrade the firewalls on all their gear, use laser or microwave transmitters for their wireless networks, buy agents to patrol their PANs with black IC, and put high-level databombs with the Pavlov mod on everything, forcing hackers to take a ton of damage if they couldn't make their disarm rolls. None of these would keep a determined enemy hacker out forever, but they could buy a few rounds for the combat guys to waste the opposition (and maybe get lucky and take out the hacker if he's on-site) before their high-tech gear went down. On the other hand, there were some security measures that seemed useless, like slaving devices, since that did nothing to prevent spoofing.
Are there any equivalent tricks in 5e for securing electronic gear? I haven't found laser or microwave transmitters in the books, and it looks like data bombs now take a dedicated hacker to set up. I'm not sure how much can be done to secure a commlink or any other devices, like smartguns, medkits, goggles, earbuds, etc.