Hardwired 28

Core Rules

Hardwired 28

0.7.0-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 28 mm miniatures. Anything in the 28 mm to 32 mm range works. Models on bases between 25 mm and 32 mm 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.

What You'll Need

Required
- 5 miniatures per squad (1 Boss, 4 Resources)
- 3-6 Coworker miniatures (placed at setup)
- 5+ Hostile miniatures (for spawns)
- Dice: 2d4, 2d6, 2d8, 2d10, 2d12
- Bag with Activation Tokens (chips, dice, or similar markers: one per model, different colors per faction)
- Measuring tape (inches)
- 2' by 2' board with dense terrain
- Loot Markers (5-6)

Optional
- Condition markers (OoA, Flee, Engaged, Bleed, etc.)
- Warband roster sheet
- Evidence tracker

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.

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

"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

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 16 4" Both Heavy +1 DT to one attribute *
Brute 14 3" Melee Heavy +1 melee damage, ignores armor move penalty 2
Veteran 13 4" Both Medium +1 DT Defense below half Health 2
Gunner 14 4" Ranged Medium Ignores move penalty when shooting 2
Scout 12 5" Both Light Free Disengage, Move 3" after deployment 2
Zealot 12 5" Melee Light +2" Move if ending Engaged, +1 DT Combat vs. 2+ enemies 2
Agent 14 4" Both Light Re-roll failed Wits tests 2
Broadcaster 14 4" 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 Injector Toxic d6 Re-roll 1s 9
6 Mace Blunt d6 Knockback 1" 9
7 Sword Bladed d6 Re-roll 1s when Riposting 10
8 Cable Whip Static d6 2" reach 11
9 Machete Bladed d8 Re-roll 1s 13
10 Stunner Energy d8 Target -1 DT next activation 13
11 Hammer Blunt d8 Re-roll 1s, Knockback 1" 15
12 Static Blade Static d8 +1 DT vs. wounded 15
13 Corrosive Blade Toxic d10 +1 vs. armored 17
14 Arc Claw Static d10 Re-roll 1s, +1 to Critical roll 19
15 Saber Bladed d10 Re-roll 1s and 2s 19
16 Gauntlet Blunt d10 Re-roll 1s and 2s, Knockback 1" 21
17 Plague Fist Toxic d12 Re-roll 1s, +1 damage vs. wounded 22
18 Shock Maul Static d12 Re-roll 1s, Knockback 2" 25
19 Chain Blade Bladed d12 Re-roll 1s and 2s, +2 vs. armored 27
20 Power Fist Energy d12 Re-roll 1s and 2s, Knockback 2" 27

Ranged Weapons

d20 Weapon Type Damage Special Cost
1 Stapler Projectile 2 6" max range 1
2 Pistol Projectile d4 -1 DT beyond 6" 2
3 Needle Gun Toxic d4 +1 damage vs. wounded 4
4 Arc Pistol Static d4 No fumbles 5
5 Dart Gun Toxic d6 Target -1 DT next activation 9
6 Frag Pistol Explosive d6 +1 vs. armored 9
7 Laser Energy d6 +1 DT if not moved this turn 9
8 Screamer Broadcast d6 Ignores cover 11
9 Carbine Projectile d8 Re-roll 1s 13
10 Flamer Energy d8 Ignores cover 15
11 Sonic Gun Broadcast d8 +1 DT vs. wounded 15
12 Tesla Gun Static d8 Hits nearest model within 2" of target 15
13 Cryo Gun Toxic d10 Ignores cover 19
14 Launcher Explosive d10 Re-roll 1s, +1 vs. armored 19
15 Shotgun Projectile d10 Re-roll 1s, Knockback 1" 19
16 Arc Cannon Static d10 Re-roll 1s, also hits 2 nearest models within 2" of target 21
17 Plasma Caster Energy d12 Ignores cover, +1 vs. armored 25
18 Rifle Energy d12 Re-roll 1s and 2s, Overcharge: -1 DT for max damage 25
19 Wail Cannon Broadcast d12 Re-roll 1s, Knockback 2" 25
20 Missile Pod Explosive d12 Re-roll 1s and 2s, +2 vs. armored 27

Grenades

d6 Weapon Effect Cost
1 Smoke 1 damage, leaves smoke column blocking LoS until next round 8
2 Flash 1 damage, target -1 DT next activation 10
3 Gas d6 Toxic damage 10
4 EMP d6 Static damage, -1 DT next activation 12
5 Frag d8 Explosive damage 14
6 Incendiary d6 Energy damage, ignores cover 14

Armor

One armor piece per model; makes 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 Light Vest +1" Move 7
5 Padded Vest Reduce Knockback by 1" 7
6 Defensive Mesh Re-roll 1s on Defense 8
7 Runner's Harness +2" Move 10
8 Scout Suit Re-roll 1s on Defense, +1" Move 11

Medium Armor

Base: 2 damage reduction

d6 Armor Special Cost
1 Standard Cuirass - 8
2 Tactical Breastplate +1" Move 11
3 Patrol Harness Re-roll 1s on Defense 12
4 Assault Rig +2" Move 14
5 Reinforced Plating Re-roll 1s and 2s on Defense 14
6 Operations Suit Re-roll 1s on Defense, +1" Move 15

Heavy Armor

Base: 3 damage reduction

d6 Armor Special Cost
1 Heavy Cuirass - 12
2 Bunker Suit -2" Move, Re-roll 1s and 2s on Defense 14
3 Industrial Frame -1" Move, Re-roll 1s on Defense 14
4 Combat Plating Re-roll 1s on Defense 16
5 Assault Exoskeleton Re-roll 1s and 2s on Defense 18
6 Fortress Plating Re-roll 1s, 2s, and 3s on Defense 20

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

Repair Injury, Critical, or Fumble penalties. Requires matching penalty (e.g., -1 DT Combat for 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 Corporate Blessings (d8 three times)
  2. Add Activation Tokens to a shared bag: one per player model, one per hostile spawn group
  3. Draw a token: that faction activates one model (Hostiles and Coworkers follow their AI table)
  4. Player model OoA: Discard token immediately. Hostile/Coworker groups: Token stays in bag.
  5. Each activation: one Move (up to Move") and one Action, in either order
  6. Repeat from 3 until bag is empty

Once Per Round: Each model activates exactly once. Move Again counts as your activation's single action.

Corporate Blessings

No model can receive two blessings per round.

d8 Blessing Effect
1 Denied No blessing
2 Reroll Reroll a single die
3 Boost +1 DT to one roll
4 Overtime One model takes two actions
5 Severance One attack deals max weapon damage
6 Synergy After activating a model, activate an unactivated model within 6" of it
7 Wellness Restore d4 Health to one model during its activation
8 Surplus 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. +1 DT Combat on your next shot (lost if moved or hit)
Interact Within 1". Grab objective or pick up dropped weapon
Search Within 1" of Loot Marker. Wits vs. 2d6. Not while Engaged
Interrogate Within 1" of Coworker. Wits vs. Wits (+1 DT if wounded)
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 (base edge to base edge) 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: After a hit, attacker may push target directly away. 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)

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 (excluding 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")

Movement Modifiers

  • Attacker moved this activation: -1 DT Combat
  • Target used Move Again this round: -1 DT Combat

These stack with Cover and Shooting into Melee.

Grenades

  • Throw at a point within 6" (action). One use.
  • Roll Combat vs 2d6. Failure: scatters d6" from throw point (ignores terrain). 2d6 doubles you: lands at your feet.
  • 3" blast hits all models (friend and foe). Roll damage for each.

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, remove from play (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 the 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)
  • Offensive powers: roll Wits vs. target Wits
  • Support powers: roll Wits vs. 2d6 (target must be friendly)
  • Triple or more: effect automatically applies to all valid targets within 3" (not chosen by caster)
  • Defender triples or more: roll Broadcast Fumble table

Powers

d8 Power Type Effect
1 Signal Jam Offensive -1 DT all rolls until next activation
2 Weapon Lock Offensive Target drops one weapon
3 Neural Trap Offensive d6 damage (ignores armor) if target moves next activation
4 Resonance Push Offensive Push target d6" in any direction
5 Force Field Support +2 DT Defense vs. ranged until next activation
6 Focus Support Add 2 Activation Tokens for target to the bag
7 Swap Support Switch positions with target (caster sees both, within 12")
8 Ping Support Target ignores cover and sees through walls until next activation

"Every cable is a leash. Every toll is a collar. We will cut them all."
Open Channel Broadcast

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 -1" Move 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 -1" Move permanently
5 Burned Out -1 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 -1" Move 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 the 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 -1 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

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

HERESY BEGINS WITH STATIC: Report wrong-humming cables.

Samples

Boss [12]

16 Health, 4" Move

  • Combat 2d8, Defense 2d6, Wits 2d6
  • Needle Gun (4): d4 Toxic, +1 vs. wounded
  • Shiv (4): d4 Toxic, +1 vs. wounded
  • Flak Wrap (4): 1 reduction

Brute [12]

14 Health, 3" Move

  • Combat 2d8, Defense 2d6, Wits 2d4
  • Sword (10): d6+1 Bladed, re-roll 1s when Riposting
  • Mesh Wrap (2): 1 reduction
  • Can wear Heavy armor

Veteran [12]

13 Health, 4" Move

  • Combat 2d6, Defense 2d6, Wits 2d6
  • Pistol (2): d4 Projectile, -1 DT beyond 6"
  • Shiv (4): d4 Toxic, +1 vs. wounded
  • Protective Lining (6): 1 reduction, -1 Critical rolls against you
  • +1 DT Defense below half Health

Gunner [12]

14 Health, 4" Move

  • Combat 2d8, Defense 2d6, Wits 2d4
  • Laser (9): d6 Energy, +1 DT if not moved this turn
  • Knife (3): d4 Bladed
  • No move penalty when shooting, Medium armor

Scout [12]

12 Health, 6" Move

  • Combat 2d6, Defense 2d4, Wits 2d8
  • Arc Pistol (5): d4 Static, no fumbles
  • Light Vest (7): 1 reduction
  • Free Disengage, 3" Move after deploy

Zealot [12]

12 Health, 5" Move

  • Combat 2d8, Defense 2d4, Wits 2d6
  • Injector (9): d6 Toxic, re-roll 1s
  • Knife (3): d4 Bladed
  • +2" Move if ending Engaged, +1 DT Combat vs. 2+ enemies, Melee only

Agent [12]

14 Health, 4" Move

  • Combat 2d4, Defense 2d6, Wits 2d8
  • Pistol (2): d4 Projectile, -1 DT beyond 6"
  • Sword (10): d6 Bladed, re-roll 1s when Riposting
  • Re-roll failed Wits tests

Broadcaster [12]

14 Health, 4" Move

  • Combat 2d4, Defense 2d6, Wits 2d8
  • Prod (5): d4 Energy, target -1 DT next activation
  • Padded Vest (7): 1 reduction, reduce Knockback by 1"
  • Melee only, can Cast