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

  1. Each player rolls for Corporate Blessings (d8 three times)
  2. Bosses roll Wits vs Wits. Winner chooses who activates first. If a Boss is Out of Action, the model with highest Wits rolls at -1 DT.
  3. Alternating activations (one model at a time)
  4. 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

  1. Attacker declares target and weapon
  2. In melee, defender chooses Defense or Riposte
  3. Both roll simultaneously:
  4. Attacker: Combat DT
  5. Defender: Defense DT (or Combat -1 DT if Riposting)
  6. Compare results:
  7. Attacker wins: Hit
  8. Defender wins: Avoided (Riposte: also deal weapon damage to attacker)
  9. Tie: Attacker wins

Ranged Defense

  • Roll Defense DT (no Riposte option)

"Trajectory data is logged automatically. Missed shots are billed at standard rates."
Ballistics Training Manual

Shooting Into Melee

  • -1 DT Combat
  • 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 DT Combat for 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

  1. Roll weapon damage (Double+: use max value instead)
  2. Subtract armor reduction
  3. Deduct from target's Health
  4. Health at 0 or below: Out of Action (cannot act, roll Injury post-game)
  5. 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 Boss goes Out of Action: all friendly models immediately test Wits vs 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 Wits vs target Wits
  • Success with damage: deal damage directly (no separate Combat roll)

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 Broadcast Critical table
  • Fumble: roll Broadcast Fumble 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 DT when Riposting
  • Flak Wrap (4): 1 reduction
  • Melee only, can wear Heavy armor

Veteran [12]

14 HP, 5" MOV

  • COM 2d6, DEF 2d6, WIT 2d6
  • Pistol (4): d4 Projectile, -1 DT beyond 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 DT Defense next activation, can wear Medium armor

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
  • Move 3" after deployment, Ranged only

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" Move if ending Engaged, Melee only

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 DT next activation
  • Padded Vest (7): 1 reduction, reduce Knockback by 1"
  • Melee only, can Cast