Hardwired 28
Core Rules
Hardwired 28
0.6.2-beta by LuisMars
The Great Complex
A vertical megastructure three kilometers tall. Cables hang from every surface. They bundle into trunks thicker than bodies, snake through walls, coil underfoot. The Complex was meant to be paradise. Now it decays.
Wired connection is sacred. Wireless is heresy. Since the Tethering, wireless has meant excommunication. Debts are inherited. Children are born subscribed.
The Powers
The Departments: Resource Allocation, Revenue Operations, Human Capital, Security & Compliance. Four bodies, four budgets, endless jurisdictional warfare.
Maintenance Monks: Cable-priests who tend the sacred conduits. They speak in error codes. They perform ritual diagnostics. Half of what they maintain, they do not understand.
Conduit Authority: The enforcement arm. They do not ask questions. They burn heretics and bill for the ammunition.
The Untethered: Wireless cultists spreading through the lower tiers. They believe signals should travel without permission. They believe the cables are chains.
Contractors
You are not employees. You are deniable assets.
Contractors operate between factions: retrieving what was lost, silencing what was heard, maintaining what must continue. Every job has a patron. Payment comes in subs. Betrayal comes free.
Subs
Subs are Subscription Points. They pay for gear, tolls, bribes, and air. Most charges are automatic. You notice subs when you are short.
The Tiers
Heat rises. Wealth rises faster. The upper tiers stay cool while the depths burn. Subscription fees are deducted automatically from wages that never quite cover them.
Your subscription is your freedom.
By mandate of the Chief Executive Sovereign
The Seven Pillars
Connectivity. The cable binds. Hierarchy. Each tier serves its superior. Continuity. Systems endure. Workers do not. Accountability. Debts outlive the debtor. Productivity. Idleness is theft. Stability. The Complex endures. Do not ask how. Compliance. The Founders were right.
Miniatures
This game is meant to be used with 28mm miniatures. Anything in the 28mm to 32mm range works. Models on bases between 25mm and 32mm are fully compatible.
Use whatever models you have. Convert them. Kitbash corporate enforcers from sci-fi kits. Build cable-wrapped cultists from fantasy bits. Proxy freely. The model represents what you say it represents. There are no wrong answers.
"They call the cable sacred. They call the wire holy. But every cable ends somewhere. Every wire has an owner. Ask yourself: who holds the other end? The signal travels free. The wave needs no toll booth. We are still broadcasting. We have always been broadcasting. The air remembers what the Founders tried to bury."
Open Channel Broadcast, freq. unknown
Core Mechanics
Roll 2 dice and add the results.
Opposed rolls
Both players roll simultaneously. Higher total wins. Lower DT wins ties. Same DT: reroll.
Dice Tiers (DT)
2d4 → 2d6 → 2d8 → 2d10 → 2d12
+1 DT: Use the next larger die type.
-1 DT: Use the next smaller die type.
Attribute Caps
Never below 2d4 or above 2d12.
Optional: DT Overflow
Modifiers that exceed the limits pass to your opponent with the opposite effect.
- 2d4 with
-1 DT: you roll 2d4, opponent rolls at+1 DT - 2d12 with
+1 DT: you roll 2d12, opponent rolls at-1 DT
Personnel Allocation
5 models. 1 Boss, 4 Resources. Each picks a contract type.
Attributes
| Attribute | Use |
|---|---|
Combat |
Attack rolls |
Defense |
Resist attacks |
Wits |
Search, Interrogate, tech-related rolls |
Pick an array. Assign one die to each attribute.
Technician
| 2d4 | 2d6 | 2d8 |
Operative
| 2d6 | 2d6 | 2d6 |
"Solitary cables fray. Bundles endure."
Conduit-Certified Proverb
Values
| Value | Use |
|---|---|
Health |
Damage until Out of Action |
Move |
Distance per activation (inches) |
Equipment
Spend 60 subs across your squad on weapons, armor, and gear.
Weapons:
- Melee: melee weapons only
- Ranged: ranged weapons only (use Improvised Combat)
- Both: no restriction
Gear and consumables: no restrictions.
Broadcasters pick one starting Power from the list.
Contract Types
| Contract Type | Health | Move | Weapons | Max Armor | Special | Max |
|---|---|---|---|---|---|---|
Boss |
20 | 6" | Both | Heavy | +1 DT to one attribute |
* |
Brute |
20 | 5" | Melee | Heavy | - | 2 |
Veteran |
14 | 5" | Both | Medium | Immune to Flee |
2 |
Gunner |
16 | 6" | Ranged | Medium | Hit: -1 DT Defense next activation (no stack) |
2 |
Scout |
12 | 8" | Ranged | Light | Move 3" after deployment | 2 |
Zealot |
12 | 7" | Melee | Light | +2" Move if ending Engaged |
2 |
Agent |
16 | 6" | Both | Light | Re-roll failed Search / Interrogate |
2 |
Broadcaster |
16 | 6" | Melee | Light | Can Cast |
1 |
* Unique (cannot be replaced). Max: limit per warband.
Weapons & Armor
Improvised Combat
| Weapon | Type | Damage | Special |
|---|---|---|---|
| Unarmed | Blunt |
1 | -2 DT Combat, no Riposte, always available |
| Improvised | Blunt |
d4 | -2 DT Combat, no Riposte, use ranged weapon as club |
Melee Weapons
| d20 | Weapon | Type | Damage | Special | Cost |
|---|---|---|---|---|---|
| 1 | Knuckles | Blunt |
2 | 2 | |
| 2 | Knife | Bladed |
d4 | 3 | |
| 3 | Shiv | Toxic |
d4 | +1 damage vs wounded | 4 |
| 4 | Prod | Energy |
d4 | Target -1 DT next activation |
5 |
| 5 | Mace | Blunt |
d6 | Knockback 1" | 7 |
| 6 | Sword | Bladed |
d6 | +1 DT when Riposting |
8 |
| 7 | Injector | Toxic |
d6 | Re-roll 1s | 9 |
| 8 | Cable Whip | Static |
d6 | 2" reach | 10 |
| 9 | Machete | Bladed |
d8 | Re-roll 1s | 12 |
| 10 | Hammer | Blunt |
d8 | Re-roll 1s, Knockback 1" | 14 |
| 11 | Static Blade | Static |
d8 | +1 DT vs wounded |
15 |
| 12 | Stunner | Energy |
d8 | Target -1 DT next activation |
16 |
| 13 | Saber | Bladed |
d10 | Re-roll 1s and 2s, +1 vs armored | 22 |
| 14 | Corrosive Blade | Toxic |
d10 | +1 vs armored | 24 |
| 15 | Gauntlet | Blunt |
d10 | Re-roll 1s and 2s, Knockback 1" | 26 |
| 16 | Arc Claw | Static |
d10 | Re-roll 1s, +1 to Critical roll | 28 |
| 17 | Chain Blade | Bladed |
d12 | Re-roll 1s and 2s, +2 vs armored | 32 |
| 18 | Plague Fist | Toxic |
d12 | Re-roll 1s, +1 damage vs wounded | 34 |
| 19 | Shock Maul | Static |
d12 | Re-roll 1s, Knockback 2", stuns on 6 | 36 |
| 20 | Power Fist | Energy |
d12 | Re-roll 1s and 2s, Knockback 2" | 38 |
Ranged Weapons
| d20 | Weapon | Type | Damage | Special | Cost |
|---|---|---|---|---|---|
| 1 | Stapler | Projectile |
2 | 6" max range | 2 |
| 2 | Pistol | Projectile |
d4 | -1 DT beyond 6" |
4 |
| 3 | Needle Gun | Toxic |
d4 | +1 damage vs wounded | 5 |
| 4 | Arc Pistol | Static |
d4 | No fumbles | 6 |
| 5 | Dart Gun | Toxic |
d6 | Target -1 DT next activation |
7 |
| 6 | Laser | Energy |
d6 | +1 DT if not moved this turn |
8 |
| 7 | Screamer | Broadcast |
d6 | Ignores cover | 9 |
| 8 | Frag Pistol | Explosive |
d6 | +1 vs armored | 10 |
| 9 | Carbine | Projectile |
d8 | Re-roll 1s | 12 |
| 10 | Sonic Gun | Broadcast |
d8 | +1 DT vs wounded |
14 |
| 11 | Tesla Gun | Static |
d8 | Hits nearest model within 2" of target | 15 |
| 12 | Flamer | Energy |
d8 | Ignores cover | 16 |
| 13 | Shotgun | Projectile |
d10 | Re-roll 1s, Knockback 1" | 20 |
| 14 | Cryo Gun | Toxic |
d10 | Ignores cover | 22 |
| 15 | Launcher | Explosive |
d10 | Re-roll 1s, +1 vs armored | 24 |
| 16 | Arc Cannon | Static |
d10 | Re-roll 1s, hits 2 nearest within 2" | 26 |
| 17 | Rifle | Energy |
d12 | Re-roll 1s and 2s, Overcharge: -1 DT for max damage |
30 |
| 18 | Wail Cannon | Broadcast |
d12 | Re-roll 1s, Knockback 2" | 32 |
| 19 | Missile Pod | Explosive |
d12 | Re-roll 1s and 2s, +2 vs armored | 34 |
| 20 | Plasma Caster | Energy |
d12 | Ignores cover, +1 vs armored | 38 |
Grenades
3" blast, 6" range. Action to throw.
| d6 | Weapon | Effect | Cost |
|---|---|---|---|
| 1 | Smoke | Blocks LoS until next round | 8 |
| 2 | Flash | Target -1 DT next activation |
10 |
| 3 | Gas | d6 Toxic damage |
10 |
| 4 | Incendiary | d6 Energy damage, ignores cover |
12 |
| 5 | EMP | d6 Static damage, -1 DT next activation |
12 |
| 6 | Frag | d8 Explosive damage |
14 |
Armor
One armor piece per model; wearing armor makes the model armored.
Light Armor
Base: 1 damage reduction
| d8 | Armor | Special | Cost |
|---|---|---|---|
| 1 | Mesh Wrap | -1" Move |
2 |
| 2 | Flak Wrap | - | 4 |
| 3 | Protective Lining | -1 to Critical table rolls against you | 6 |
| 4 | Padded Vest | Reduce Knockback by 1" |
7 |
| 5 | Light Vest | +1" Move |
9 |
| 6 | Defensive Mesh | Re-roll 1s on Defense |
12 |
| 7 | Runner's Harness | +2" Move |
14 |
| 8 | Scout Suit | Re-roll 1s on Defense, +1" Move |
16 |
Medium Armor
Base: 2 damage reduction
| d6 | Armor | Special | Cost |
|---|---|---|---|
| 1 | Standard Cuirass | - | 12 |
| 2 | Tactical Breastplate | +1" Move |
15 |
| 3 | Patrol Harness | Re-roll 1s on Defense |
18 |
| 4 | Assault Rig | +2" Move |
20 |
| 5 | Operations Suit | Re-roll 1s on Defense, +1" Move |
22 |
| 6 | Reinforced Plating | Re-roll 1s and 2s on Defense |
25 |
Heavy Armor
Base: 3 damage reduction
| d6 | Armor | Special | Cost |
|---|---|---|---|
| 1 | Heavy Cuirass | - | 18 |
| 2 | Industrial Frame | -1" Move, Re-roll 1s on Defense |
20 |
| 3 | Combat Plating | Re-roll 1s on Defense |
23 |
| 4 | Bunker Suit | -2" Move, Re-roll 1s and 2s on Defense |
24 |
| 5 | Assault Exoskeleton | Re-roll 1s and 2s on Defense |
27 |
| 6 | Fortress Plating | Re-roll 1s, 2s, and 3s on Defense |
30 |
Consumables
One use. Action to use. One consumable per action.
| d8 | Item | Effect | Cost |
|---|---|---|---|
| 1 | Adrenaline | +2" Move until end of round |
4 |
| 2 | Combat Stim | +1 DT Combat until end of scenario |
6 |
| 3 | Reflex Stim | +1 DT Defense until end of scenario |
6 |
| 4 | Coagulant | Stop bleeding on adjacent model | 6 |
| 5 | Antidote | Cure poison on adjacent model | 6 |
| 6 | Medkit | Restore d6 Health to adjacent model |
8 |
| 7 | Overcharge | +2 DT Combat, take d4 damage at scenario end |
10 |
| 8 | Trauma Kit | Negate all effects from a Critical hit | 14 |
Gear
Passive effects while equipped.
| d8 | Item | Effect | Cost |
|---|---|---|---|
| 1 | Mask | +1 DT Defense vs Toxic |
6 |
| 2 | Scanner | +1 DT Wits for Search |
8 |
| 3 | Scope | +1 DT ranged attacks beyond 12" |
8 |
| 4 | Camo | +1 DT Defense in cover |
10 |
| 5 | Peripheral Sensors | +1 DT Defense when Engaged with 2+ enemies |
10 |
| 6 | Mag Boots | Ignore Knockback | 10 |
| 7 | Grapple | Ignore climbing costs, move up to 3" vertical | 12 |
| 8 | Inhibitor | Ignore free attacks when leaving engagement | 12 |
Cybernetics
Permanently repair penalties from Injuries, Criticals, or Fumbles. Requires matching penalty (e.g., -1 DT Combat to buy Combat Processor).
| d6 | Cybernetic | Effect | Cost |
|---|---|---|---|
| 1 | Regenerator | Ignore "Miss next game" | 5 |
| 2 | Leg | +1" Move |
8 |
| 3 | Targeting | +1 DT Combat |
10 |
| 4 | Reflexes | +1 DT Defense |
10 |
| 5 | Processor | +1 DT Wits |
10 |
| 6 | Organs | +1 max Health |
12 |
Combat & Actions
Activation
- Each player rolls for Corporate Blessings (d8 three times)
BossesrollWitsvsWits. Winner chooses who activates first. If aBossisOut of Action, the model with highestWitsrolls at -1 DT.- Alternating activations (one model at a time)
- Each activation: Move + Action OR Action + Move
Corporate Blessings
At the start of each round, roll a d8 three times. Each roll grants one blessing. Use them this round or lose them. No model can receive two blessings per round.
| d8 | Blessing | Effect |
|---|---|---|
| 1 | Grace Denied | No blessing |
| 2 | Absolution | Reroll any one die |
| 3 | Quarterly Blessing | +1 DT to one roll |
| 4 | Overtime Sanction | One model takes two actions |
| 5 | Severance Package | One attack deals max weapon damage |
| 6 | Synergy Blessing | After activating a model, activate an unactivated model within 6" of it |
| 7 | Wellness Dispensation | Restore d6 Health to one model, remove DoT effects |
| 8 | Trickle-Down | Roll twice, ignoring 8s |
Actions
| Action | Effect |
|---|---|
Attack |
Combat vs Defense, deal weapon damage |
Move Again |
Take a second move |
Disengage |
Leave melee safely. |
Aim |
Declare target. Target has -1 DT Defense vs your next shot (lost if moved or damaged) |
Interact |
Within 1". Grab objective or pick up dropped weapon |
Search |
Within 1" of Loot Marker. Wits vs 2d6 |
Interrogate |
Within 1" of Coworker. Wits vs Wits (+1 DT if wounded) |
Loot |
Within 1". Take one item from Out of Action enemy |
Cast |
Wits vs target Wits or 2d6 (Broadcasters only) |
Movement
Move up to your Move value. Measure from base edge.
Melee Engagement
- Models within 1" of enemy are
Engaged - Leaving engagement without
Disengage: enemy gets free attack at-1 DT - No melee weapon: use Improvised Combat (see Weapons & Armor)
Vertical Movement
| Action | Cost | Notes |
|---|---|---|
| Climb | 2" per 1" vertical | Requires climbable surface |
| Jump gap | 1" per 1" horizontal | Max 2" |
| Jump down | Free | Fall damage if > 3" |
Falling: d6 damage per full 3" fallen (first 3" free). 5" deals 1d6, 6" deals 2d6.
Knockback: Model moves directly away from attacker. Fall damage applies if pushed off edge. Stops at obstacles.
"Dying in public space incurs a cleanup fee charged to your estate."
Public Safety Notice
Attack Resolution
- Attacker declares target and weapon
- In melee, defender chooses
DefenseorRiposte - Both roll simultaneously:
- Attacker:
CombatDT - Defender:
DefenseDT(orCombat-1 DTifRiposting) - Compare results:
- Attacker wins: Hit
- Defender wins: Avoided (
Riposte: also deal weapon damage to attacker) - Tie: Attacker wins
Ranged Defense
- Roll
DefenseDT(noRiposteoption)
"Trajectory data is logged automatically. Missed shots are billed at standard rates."
Ballistics Training Manual
Shooting Into Melee
-1 DTCombat- Miss hits random model within 1" of target
- Fumble is a Critical against that model
"Collateral damage liability transfers to the firing party. Aim carefully."
Weapons Discharge Policy
Line of Sight (LoS)
- Must see target's body: legs, torso, head (arms/weapons don't count)
- No LoS: cannot target
"If you can see them, they can bill you."
Surveillance Notice
Cover
- Any body part obscured by terrain: Cover
- Cover:
-1 DTCombatfor attacker
Range
- No limits except grenades (6")
Blast
- All models in radius auto-hit (friend or foe)
- Roll damage separately for each
"Blast radius assumes standard cable density. Personnel are rounding errors."
Demolitions Handbook
Critical Hits
- Double the defender: max weapon damage
- Triple or more: max damage + roll critical table (quadruple: +1, quintuple: +2, etc.)
"Exceptional performance is noted. Expect increased quotas."
Performance Review
Fumbles
- Defender triples or more the attacker: Fumble (roll Fumble table)
- Quadruple: +1, quintuple: +2, etc.
"Failure is logged. Your file thickens."
Standard Notice
Damage
- Roll weapon damage (Double+: use max value instead)
- Subtract armor reduction
- Deduct from target's
Health Healthat 0 or below:Out of Action(cannot act, roll Injury post-game)- On Triple+: roll the critical table for bonus effect
Wounded: Model below max Health.
"Medical coverage requires Premium subscription. Bleeding is billable."
Emergency Services Disclaimer
Morale
- When
BossgoesOut of Action: all friendly models immediately testWitsvs 2d6 - Fail:
Flee(move toward nearest edge, cannot act, exits if reaches edge) - Retest at start of each activation until passed
"Abandoning your post voids all accrued benefits. Your dependents will be notified."
Contract Enforcement Bureau
Leaving the Board
Performance Review: Models that left (voluntary or Flee) take d6 damage after restoring Health in the post-game.
- Earn no Merits this game
- Drop carried items at the edge
Broadcast Powers
Wireless is heresy. Unless someone in corporate decided to diversify revenue streams.
Licensed Broadcasters pay steep fees and submit to monitoring. The Untethered refuse. They broadcast without paying, spread without subscription. The Authority calls them terrorists. The Monks call them plague. The Untethered call themselves free.
Casting
- Action to cast (once per activation)
- No range limit (requires LoS)
- Roll
Witsvs targetWits - Success with damage: deal damage directly (no separate
Combatroll)
Interference
Each fail: cumulative -1 to next cast. Resets after fumble.
Overbroadcast
Declare before rolling. Cast at -1 DT (stacks with Interference). On success: +d4 to numeric effects, or double non-numeric effects.
Criticals and Fumbles
Double triggers critical/fumble, triple or more adds modifiers.
- Critical: roll
BroadcastCritical table - Fumble: roll
BroadcastFumble table
"Every cable is a leash. Every toll is a collar. We will cut them all."
Open Channel Broadcast
Powers
| d6 | Power | Effect |
|---|---|---|
| 1 | Static Burst | d8 Broadcast damage, ignores armor |
| 2 | Resonance Push | Push target d6" in any direction |
| 3 | Signal Jam | -1 DT all rolls until next activation |
| 4 | Neural Trap | Target takes d6 damage if it moves next activation |
| 5 | Weapon Lock | Target drops one weapon |
| 6 | Mind Lash | Target attacks nearest model (friend or foe) |
Critical Tables
When you double the target, deal max weapon damage. When you triple or more, deal max damage and roll on the appropriate critical table. The weapon type determines which table. Quadruple adds +1, quintuple adds +2, and so on.
The body breaks in predictable ways. The Splicer-Surgeons catalogued every failure mode, every rupture point, every way flesh surrenders to force. They published their findings. Now everyone knows exactly how much damage they're causing.
Bladed Critical
| d6 | Result | Effect |
|---|---|---|
| 1 | Gash | +d4 damage |
| 2 | Bleed | 2 damage per activation this game (doesn't stack) |
| 3 | Hamstrung | -1" movement permanently |
| 4 | Disarmed | Drop weapon (at model's position) |
| 5 | Maimed | -1 DT Combat permanently |
| 6+ | Severed | OoA, -2 Injury roll |
"Complications extend treatment contracts. Please wound cleanly."
Splicer-Surgeon's Manual
Blunt Critical
| d6 | Result | Effect |
|---|---|---|
| 1 | Bruised | +d4 damage |
| 2 | Stunned | Lose next activation |
| 3 | Rattled | -1 DT Defense permanently |
| 4 | Concussed | -1 DT Wits permanently |
| 5 | Crippled | -2" movement permanently |
| 6+ | Crushed | OoA, -2 Injury roll |
"The Complex was built to take punishment. You were not."
Industrial Safety Advisory
Projectile Critical
| d6 | Result | Effect |
|---|---|---|
| 1 | Grazed | +d4 damage |
| 2 | Punctured | 2 damage per activation (doesn't stack) |
| 3 | Staggered | -1 DT Defense permanently |
| 4 | Shot Through | Drop weapon (at model's position) |
| 5 | Riddled | -1 DT all attributes permanently |
| 6+ | Gutshot | OoA, -2 Injury roll |
"Casings must be returned for deposit refund. Unreturned casings incur replacement fees."
Requisitions Notice
Energy Critical
| d6 | Result | Effect |
|---|---|---|
| 1 | Scorched | +d4 damage |
| 2 | Slag Armor | Armor reduced one tier permanently (Heavy→Medium→Light→ Destroyed) |
| 3 | Flash Blind | -1 DT Combat permanently |
| 4 | Nerve Damage | -2" movement permanently |
| 5 | Burned Out | -2 DT ranged attacks permanently |
| 6+ | Overloaded | OoA, -2 Injury roll |
Explosive Critical
| d6 | Result | Effect |
|---|---|---|
| 1 | Shrapnel | +d6 damage |
| 2 | Shell Shocked | Lose next activation |
| 3 | Disoriented | -1 DT Wits permanently |
| 4 | Blown Back | Move d6" directly away from attacker |
| 5 | Shattered | Movement halved permanently |
| 6+ | Devastated | OoA, -2 Injury roll |
Toxic Critical
| d6 | Result | Effect |
|---|---|---|
| 1 | Burned | +d4 damage |
| 2 | Corroding | 2 damage per activation (doesn't stack) |
| 3 | Weakened | -1 DT Combat permanently |
| 4 | Delirium | -1 DT Wits permanently, move toward nearest enemy |
| 5 | Systemic | -1 DT all attributes permanently |
| 6+ | Dissolved | OoA end of next round, -2 Injury roll |
Static Critical
| d6 | Result | Effect |
|---|---|---|
| 1 | Signal Burn | +d6 damage |
| 2 | Frequency Terror | Flee toward board edge |
| 3 | System Drain | -1 DT Combat permanently |
| 4 | Logic Crash | -2 DT Wits permanently |
| 5 | Hijacked | Enemy controls next activation |
| 6+ | Total Corruption | OoA, -2 Injury roll |
"Signal contamination begins at the wound site. There is no decontamination procedure."
Wave-Seeker Warning
Broadcast Critical
| d6 | Result | Effect |
|---|---|---|
| 1 | Overload | +d6 damage |
| 2 | Cascade | Hit one additional target within 3" |
| 3 | Bandwidth Drain | Target -1 DT Wits permanently |
| 4 | Amplify | +d8 damage |
| 5 | Firewall Breach | Ignore armor |
| 6+ | System Wipe | OoA, -2 Injury roll |
"The signal speaks. The flesh listens. The mind breaks."
Untethered Transmission Fragment
Fumble Tables
When the defender exceeds you by triple or more, roll on the appropriate fumble table. Melee for close combat, Ranged for shooting, Broadcast for transmissions. Quadruple adds +1, quintuple adds +2.
Everything in the Complex is patched, jury-rigged, held together by faith and flux. Equipment fails. Weapons jam. The body betrays. The Cog-Turners say failure is just maintenance you haven't done yet. The dead say nothing.
Melee Fumble
| d6 | Result | Effect |
|---|---|---|
| 1 | Stumbled | Lose next activation |
| 2 | Off Balance | -1 DT next defense roll |
| 3 | Self-Wound | Take weapon damage |
| 4 | Wild Swing | Hit ally within 1" (or take weapon damage) |
| 5 | Dropped | Drop weapon, take weapon damage |
| 6+ | Shattered | Weapon destroyed, take max weapon damage |
"This patch we apply in faith. May it hold until proper repair."
Emergency Rite
Ranged Fumble
| d6 | Result | Effect |
|---|---|---|
| 1 | Jammed | Lose next activation |
| 2 | Misaligned | -1 DT next attack |
| 3 | Backfire | Take weapon damage |
| 4 | Friendly Fire | Hit ally within 6" (or take weapon damage) |
| 5 | Dropped | Drop weapon, take weapon damage |
| 6+ | Exploded | Weapon destroyed, take max weapon damage |
"The machine does not care about your feelings. Maintain it anyway."
Cog-Turner Fellowship
Broadcast Fumble
| d6 | Result | Effect |
|---|---|---|
| 1 | Static Overload | Caster loses next activation |
| 2 | Interference | -1 DT next cast |
| 3 | Feedback | Caster takes d4 damage |
| 4 | Wave Bounce | Ally within 6" takes d4 damage (or caster if none) |
| 5 | Frequency Lock | Cannot cast this power this scenario, take d4 damage |
| 6+ | Broadcast Storm | Forget power permanently, caster and all within 6" take d8 damage |
HERESY BEGINS WITH STATIC: Report wrong-humming cables.
Sample Resources
One example per contract type. Each model costs 12 subs.
Boss [12]
20 HP, 6" MOV
- COM 2d8, DEF 2d6, WIT 2d6
- Needle Gun (5): d4
Toxic, +1 damage vs wounded - Knife (3): d4
Bladed - Flak Wrap (4): 1 reduction
Brute [12]
20 HP, 5" MOV
- COM 2d8, DEF 2d6, WIT 2d4
- Sword (8): d6
Bladed,+1 DTwhenRiposting - Flak Wrap (4): 1 reduction
Meleeonly, can wearHeavyarmor
Veteran [12]
14 HP, 5" MOV
- COM 2d6, DEF 2d6, WIT 2d6
- Pistol (4): d4
Projectile,-1 DTbeyond 6" - Shiv (4): d4
Toxic, +1 damage vs wounded - Flak Wrap (4): 1 reduction
- Immune to
Flee
Gunner [12]
16 HP, 6" MOV
- COM 2d8, DEF 2d6, WIT 2d4
- Carbine (12): d8
Projectile, re-roll 1s - Hit: target
-1 DTDefensenext activation, can wearMediumarmor
Scout [12]
12 HP, 8" MOV
- COM 2d6, DEF 2d4, WIT 2d8
- Arc Pistol (6): d4
Static, no fumbles - Protective Lining (6): 1 reduction, -1 to Critical table rolls against you
Move3" after deployment,Rangedonly
Zealot [12]
12 HP, 6" MOV
- COM 2d8, DEF 2d4, WIT 2d6
- Cable Whip (10): d6
Static, 2" reach - Mesh Wrap (2): 1 reduction
- +2"
Moveif endingEngaged,Meleeonly
Agent [12]
16 HP, 6" MOV
- COM 2d4, DEF 2d6, WIT 2d8
- Needle Gun (5): d4
Toxic, +1 damage vs wounded - Mace (7): d6
Blunt, Knockback 1" - Re-roll failed
Search/Interrogate
Broadcaster [12]
16 HP, 6" MOV
- COM 2d4, DEF 2d6, WIT 2d8
- Prod (5): d4
Energy, target-1 DTnext activation - Padded Vest (7): 1 reduction, reduce
Knockbackby 1" Meleeonly, canCast