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

Hardwired 28

Inhuman Resources

Inhuman Resources

The Complex rises 1024 levels from the Roots to the cooling spires. The Departments only maintain the upper 200. Below that, infrastructure fails faster than it can be patched. Cables fray. Coolant leaks. Lights flicker and die. The Maintenance Monks descend when they must, perform their rituals, and leave quickly. They do not speak of what they see down there.

The Founders built the Complex to last. They built other things too. The sealed archives mention countermeasures, autonomous systems, bioelectric experiments. The archives are in the Roots. The Monks have never been there. The Board has always known what lurks below. The Board has never acknowledged it.

Something moves in the dark between levels. Something nests in the wiring. Something remembers the time before the Tethering, when signals flew free and the Wave answered prayers. The lower tiers belong to things that were never meant to survive this long. Things that adapted. Things that evolved. Things that were designed for a purpose the Founders never disclosed.

Every expedition into the depths encounters them. Every recovery team files the same report: losses acceptable, mission parameters adjusted, recommend sealing the junction. The Departments call them externalities. The accountants call them acceptable shrinkage. The survivors call them something else entirely.

Heat rises from the Roots. The cooling spires above draw it upward through a thousand levels, creating a thermal gradient the Founders weaponized. The wealthy stay cold. The poor sweat. The lowest tiers cook. Anything living down there has adapted to temperatures that would kill an unaugmented human in hours. Contractors descend anyway. Salvage contracts pay triple below level 400. Debt recovery missions offer hazard bonuses. The Departments need what the Founders left behind. They send expendable assets to retrieve it. They call the losses acceptable.

THE DEPTHS CONTAIN ASSETS NOT YET ALLOCATED. Recovery authorized. Casualties expected.
Resource Allocation Memo 7-22-4

Activation

After both players finish activating all models, hostiles activate one at a time (closest to any player model first). Roll for behavior for each Hostile. Hostiles ignore Out of Action models.

Situation

  • No LoS: Cannot see any enemy
  • Has LoS: Can see enemy but not within 1"
  • Engaged: Within 1" of enemy

Actions

  • Charge: If Melee, move toward nearest enemy and attack. Otherwise, shoot.
  • Attack: Use weapon. Charge if unable.
  • Cover: Seek cover from closest enemy
  • Regroup: Move toward nearest friendly model
  • Flee: Move towards nearest board edge
  • Wait: No action
  • Frenzy: Attack same target twice
  • Patrol: Move toward nearest Loot Marker. If none visible, move randomly.

Random Direction

Roll and move that way:

  • d8 for 8 compass directions
  • d12 for clock positions
  • Scatter dice if you have one

Spawning Hostiles

When a scenario spawns hostiles:
1. Roll d6 for faction
2. Roll d2 for unit type within tier (see scenario for tier)
3. Spawn the number shown in unit's Spawn column
4. All spawned hostiles behave per faction rules

Unit Type Tiers

Each faction's 6 unit types are grouped into tiers:

d6 Roll Tier
1-2 Swarm
3-4 Normal
5-6 Elite

Scenarios specify which tier to use based on spawn frequency.

SCRAPERS

They live where infrastructure failed: the cable-choked depths where maintenance stopped generations ago. Subscription collectors don't descend past Tier 7. Toll booths rust unopened. The Departments wrote off these levels as "unrecoverable assets" and sealed the access shafts. The Scrapers unsealed them. They always do.

Some have been down to the Roots. Some have seen what the Founders left behind: clean machines that still work, sealed vaults that hum with power, corridors where the lights respond to movement. They trade that knowledge carefully. They don't talk about the other things. The things that move down there. The things that remember.

Gutter Runners scout the upper depths, mapping safe routes through collapsing infrastructure. Cable Rats fight over junction boxes, stripping copper from the walls. Pickers catalog salvage with obsessive precision, knowing which components fetch premium prices. The Pit Bosses run operations with brutal efficiency: every gram of copper accounted for, every deserter made example of. Their Rogue Broadcasters tap forbidden frequencies, trading signal-secrets with the Untethered, listening for whispers from the deep. Their Repo Men carry impound launchers designed to disable and capture. Equipment is profit. People are equipment.

The Departments consider them vermin. The Toll Collectors consider them competition. The Cooperative considers them trading partners, when desperation allows. Everyone underestimates them. The Scrapers remember everything they've seen in the depths. They're waiting for the right buyer. They're always waiting.

"Your gear becomes my gear. Nothing personal."
Scraper Greeting

d6 Name # COM DEF WIT HP MOV Weapon
1 Gutter Runner 5 2d6 2d4 2d4 4 6" Zip Gun (Projectile, d4, Ranged)
2 Cable Rat 4 2d6 2d6 2d4 8 5" Sharpened Cable (Bladed, d4, Melee)
3 Picker 3 2d4 2d4 2d6 10 6" Pipe Club (Blunt, d4, Melee)
4 Pit Boss 2 2d8 2d6 2d4 12 6" Power Chain (Blunt, d6, Melee)
5 Rogue Broadcaster 1 2d6 2d4 2d8 16 6" Static Burst (Broadcast, d6, Power)
6 Repo Man 1 2d8 2d6 2d8 20 6" Impound Launcher (Explosive, d6, Ranged)

Salvage: When Engaged, steal 1 random equipment from target

Behavior

d6 No LoS Has LoS Engaged
1-2 Flee Attack Attack
3-4 Cover Charge Attack
5 Cover Cover Salvage
6 Patrol Charge Frenzy

FERAL CREWS

Defaulted workers who refused collection. Their contracts were sold, resold, and eventually written off as unrecoverable losses. The Departments stopped sending collectors after the third massacre. Now they roam the lower tiers in loud, aggressive gangs, holding territory the corporations abandoned. Trespass is answered with violence. There is no negotiation. There is no payment plan.

Their skin is green. Generations of drinking leaked coolant changed them. Water is subscription-only; coolant drips free from the upper tier cooling systems. Their ancestors drank what was available. Now they drink it by choice, paint themselves with it, weld trophies to weapons, mark their sectors with torn debt notices. The green marks them as something the subscription system cannot touch. The green marks them as free.

Runts swarm in packs, screaming through corridors, overwhelming targets with numbers. Bruisers carve through armor with cleavers forged from industrial cutting equipment. Gunners and Torches provide covering fire with slug guns and jury-rigged flame rigs salvaged from maintenance levels. The Heavies are walking slabs of muscle and metal, carrying weapons too large for normal humans. And then there are the Bosses: massive, scarred leaders who earned their position through violence and hold it through worse. When a Boss calls the charge, every green body in earshot follows.

When one charges, they all charge. Together they are a wall of screaming metal. The Departments pretend they don't exist. The Departments are wrong. What the corporations call feral, the Crews call home. They will die before they go back to subscription. Most of them already have.

"Sector's ours. Die somewhere else."
Territory Marking, Crew 77-Null

d6 Name # COM DEF WIT HP MOV Weapon
1 Runt 5 2d4 2d4 2d4 4 5" Shiv (Bladed, d4, Melee)
2 Bruiser 4 2d8 2d6 2d4 8 5" Cleaver (Bladed, d6, Melee)
3 Gunner 3 2d6 2d6 2d4 10 5" Slug Gun (Projectile, d6, Ranged)
4 Torch 2 2d6 2d6 2d4 12 5" Flame Rig (Energy, d6, Ranged)
5 Heavy 1 2d10 2d8 2d4 16 5" Heavy Cleaver (Bladed, d8, Melee)
6 Boss 1 2d10 2d8 2d6 20 5" Crush Fist (Blunt, d10, Melee)

Mob Up: All Feral Crews within 6" get +1 DT Combat this activation

Behavior

d6 No LoS Has LoS Engaged
1-2 Patrol Charge Attack
3-4 Regroup Charge Attack
5 Patrol Charge Frenzy
6 Mob Up Mob Up Frenzy

WAVE CALLERS

Wireless cultists. They believe the Wave Divine will blanket the Complex, freeing everyone from cables and subscriptions. Air should not have toll booths. Data wants to be free. The cables are chains, not connections. Somewhere, somehow, signals can travel without permission. The Founders knew this. The Founders feared this. The cables were never just for profit.

Open Channel coordinates them: a voice on frequencies that shouldn't exist, broadcasting from somewhere the Authority has never found. Some say Open Channel is a person. Some say it's a signal that thinks. Some say it's whatever the Founders sealed in the Roots, finally waking up. The most dangerous whisper: that they can reach beyond the Complex itself. That there is something out there listening.

Initiates carry severed cables as marks of their rejection, learning the hymns of static. The Antenna-Grafted have fused transmitter components directly into their flesh, receiving frequencies no baseline human can perceive. Turncoats are former Technicians who saw too much, who heard the whispers in the wrong frequencies, who cut their own cables and kept walking. The Frequency Priests conduct the rituals, overloading systems with prayer-static until something responds. Signal Champions lead attacks with resonance blades that scramble electronics with each strike. And the Vessels: those who opened themselves completely to the Wave Divine, their bodies now channels for something that was never meant to walk.

The more Wave Callers gather, the stronger the signal. When enough chant in unison, the static responds. Something comes through when they broadcast. Something hungry. The Conduit Authority does not ask questions. It simply burns. But the signal always returns. Open Channel is always listening.

"Every cable is a leash. Every subscription is a chain. We will cut them all."
Open Channel Broadcast

d6 Name # COM DEF WIT HP MOV Weapon
1 Initiate 6 2d4 2d4 2d4 4 6" Severed Cable (Bladed, d4, Melee)
2 Antenna-Grafted 5 2d6 2d4 2d4 8 5" Signal Claws (Static, d4, Melee)
3 Turncoat 3 2d6 2d6 2d6 10 6" Arc Pistol (Energy, d4, Ranged)
4 Frequency Priest 2 2d6 2d4 2d8 12 6" Wave Bolt (Broadcast, d6, Power)
5 Signal Champion 1 2d8 2d6 2d6 16 6" Resonance Blade (Broadcast, d6, Melee)
6 Vessel 1 2d10 2d8 2d4 20 6" Static Limbs (Static, d8, Melee)

Broadcast: Count allies within 3". Spawn 1 Static Wraith of that type (1 ally = Flicker, 2 = Drift, etc.). Once per round, reroll if already used.

Behavior

d6 No LoS Has LoS Engaged
1-2 Patrol Attack Attack
3-4 Regroup Charge Attack
5 Regroup Attack Frenzy
6 Broadcast Broadcast Frenzy

STATIC WRAITHS

Signal entities. Corrupted data given form. Echoes of transmissions that should not exist. They appeared after the Signal Crisis and have never stopped. The Founders knew what they were. That knowledge died with them. Or was buried. The Board has always known. The cables are not just for profit. They are for silence.

They phase through walls, flicker between moments, appear where they should not be. Killing one disperses it temporarily. The signal always returns. Some believe they are ghosts of the wireless age, echoes of a network that spanned the Complex before the Tethering. Others say they are something older, something that existed in the static before humanity learned to transmit. The Wave Callers believe they are messengers from the Wave Divine. The Maintenance Monks believe they are punishment for wireless heresy. Both groups are terrified of them.

Flickers are the smallest, barely coherent, darting through electronics and leaving corruption in their wake. Drifts manifest more fully, phase claws tearing through armor that should protect against physical threats. Echoes project signal flames that burn without heat, damaging the bioelectric signatures of the living. Interference entities are dense knots of static that distort reality around them. Surges cut through matter with frequency blades tuned to disrupt molecular bonds. And the Broadcast: massive amalgamations of signal and malice, rumored to be Wave Callers who achieved union with the static, or what remains of them after the Wave answered.

The Scrapers say they've seen them in the Roots, clustered around equipment that still works, waiting. They say the oldest ones hover near sealed vaults, near doors that haven't opened since the Founders. They say if you listen carefully, you can hear them transmitting. No one has survived long enough to decode their message.

"Do you hear it? The static speaks. It knows your name."
Final words of Signal-Touched Technician 7774

d6 Name # COM DEF WIT HP MOV Weapon
1 Flicker 5 2d6 2d4 2d4 4 8" Static Talons (Static, d4, Melee)
2 Drift 4 2d8 2d6 2d6 8 8" Phase Claws (Static, d6, Melee)
3 Echo 3 2d6 2d4 2d8 10 5" Signal Flame (Static, d6, Power)
4 Interference 2 2d6 2d8 2d4 12 4" Distortion Fists (Static, d6, Melee)
5 Surge 1 2d10 2d6 2d4 16 6" Frequency Blade (Static, d8, Melee)
6 Broadcast 1 2d8 2d8 2d4 20 5" Wave Claws (Static, d8, Melee)

Phase: Teleport d6" in random direction. Stop at table edge.

Behavior

d6 No LoS Has LoS Engaged
1-2 Phase Charge Attack
3-4 Patrol Charge Attack
5 Phase Charge Frenzy
6 Patrol Charge Frenzy

FERAL AUTOMATA

Machines that forgot their purpose. They run programs written for a Complex that no longer exists, protecting assets that rusted away centuries ago. Their design predates the Tethering. The Founders built them to last. They lasted too long. Clean lines. Smooth casings. No patches. The Monks call them holy. The Untethered call them proof that the old ways worked. The Authority calls them malfunctions.

Their authorization codes are six hundred years out of date. They do not recognize current credentials. They do not recognize current humans. Their definition of "intruder" includes everyone alive today. Their definition of "authorized personnel" matches no living signature. They patrol routes through infrastructure that has collapsed, guard doorways that lead to empty shafts, protect assets that dissolved into rust generations ago. Their programming is perfect. Their context is gone.

Maintenance Swarms scuttle through conduits, cutting mandibles still sharp after centuries. Security Drones hover on whisper-quiet thrusters, pulse carbines tracking any movement. Targeting Units coordinate attacks with machine precision, neural lances striking bioelectric systems with surgical accuracy. Heavy Units anchor defensive positions, mounted blasters covering kill zones that haven't changed since the Founders drew them. Hunter-Killers pursue targets through the depths, shredder blades designed for enemies that died long ago. And the Defense Platforms: the largest, most dangerous, still executing protection protocols for vaults the Authority pretends don't exist.

When damaged, they shut down. Then the backup systems activate. Then they stand up again. The Monks leave offerings at their patrol routes: fresh solder, premium cables, prayers etched in copper. The machines do not acknowledge this. The machines do not acknowledge anything. They simply continue. Have a productive day.

"INTRUDER DETECTED. LETHAL FORCE AUTHORIZED. HAVE A PRODUCTIVE DAY."
Feral Automata Standard Greeting

d6 Name # COM DEF WIT HP MOV Weapon
1 Maintenance Swarm 5 2d4 2d4 2d4 4 8" Cutting Mandibles (Bladed, d4, Melee)
2 Security Drone 4 2d6 2d8 2d4 8 5" Pulse Carbine (Energy, d6, Ranged)
3 Targeting Unit 3 2d6 2d6 2d8 10 5" Neural Lance (Energy, d8, Ranged)
4 Heavy Unit 2 2d8 2d8 2d4 12 5" Mounted Blaster (Energy, d8, Ranged)
5 Hunter-Killer 1 2d8 2d6 2d6 16 8" Shredder Blades (Bladed, d6, Melee)
6 Defense Platform 1 2d10 2d10 2d4 20 5" Arc Scythe (Energy, d10, Melee)

Reboot: When goes Out of Action, roll d6. On 6, return with d6 Health.

Behavior

d6 No LoS Has LoS Engaged
1-2 Wait Attack Attack
3-4 Patrol Charge Attack
5 Wait Attack Frenzy
6 Patrol Charge Frenzy

CABLE FEEDERS

Parasites. They nest between power conduits, feeding on bioelectrical signals. The Founders' sealed archives mention "bioelectric countermeasures." The Monks say they evolved naturally. The archives are in the Roots. The Monks have never been there. The Board knows what the Founders created. The Board has always known. Some weapons were never meant to be turned off.

They hunt in silence. They prefer isolated targets. When they feed, they drain everything: nervous system, implants, the current running through your cables. They are drawn to the warmth of living current, to the hum of active electronics, to the pulse of bioelectric signatures. Some believe they were engineered to hunt the Untethered, to consume anyone transmitting without authorization. Others believe they are what happens when flesh meets wire for too long, when the boundary between organism and infrastructure dissolves. The truth is in the Roots. The truth is sealed.

Nippers are the smallest, fast and numerous, scythe talons shredding through armor to reach the current beneath. Larvae are patient, feeder tendrils draining victims slowly while toxins paralyze. Stalkers track prey through the dark, rend claws designed to open cable housings and bodies alike. Lures project false signals, mind spikes drawing victims toward ambush sites. Feeders are the mature hunters, drain claws pulling the life from anything they touch. And the Alphas: massive, ancient, intelligent. They coordinate hunts. They remember what they consume. They remember what they were made for.

The Scrapers say there are bigger ones in the deep Roots. Ones that feed on whole crews. Ones that have been feeding since the Founders. The Authority recommends sealing any junction where Feeders are confirmed. The Authority does not explain what happens if you don't. The Authority does not explain why some sealed junctions are marked with warnings older than the Authority itself.

"Sector 7 sweep complete. No survivors. Recommend sealing the junction permanently."
Conduit Authority Incident Report 2847-C

d6 Name # COM DEF WIT HP MOV Weapon
1 Nipper 5 2d6 2d4 2d4 4 7" Scythe Talons (Bladed, d4, Melee)
2 Larva 4 2d6 2d4 2d6 8 5" Feeder Tendrils (Toxic, d6, Melee)
3 Stalker 3 2d8 2d6 2d4 10 5" Rend Claws (Bladed, d6, Melee)
4 Lure 2 2d4 2d4 2d10 12 5" Mind Spike (Static, d6, Power)
5 Feeder 1 2d10 2d6 2d4 16 6" Drain Claws (Toxic, d8, Melee)
6 Alpha 1 2d10 2d8 2d6 20 6" Bio-Strike (Toxic, d8, Melee)

Consume: Attack. If target goes Out of Action, restore d6 Health.

Behavior

d6 No LoS Has LoS Engaged
1-2 Patrol Charge Attack
3-4 Regroup Charge Attack
5 Cover Cover Consume
6 Patrol Charge Frenzy

COWORKERS

Resource Allocation, Revenue Operations, Human Capital, Security & Compliance: the department doesn't matter. Every corporation has workers who clock in, keep their heads down, and pray the Authority doesn't notice them. They scatter when violence starts. But they know shortcuts, schedules, and which cables carry what.

"I saw nothing. I heard nothing. My subscription is current."
Standard Deposition Response

d6 Name # COM DEF WIT HP MOV Weapon
1 Shift Drone 6 2d4 2d4 2d4 6 5" Tired Fists (Blunt, d4, Melee)
2 Temp 5 2d4 2d4 2d4 8 6" Box Cutter (Bladed, d4, Melee)
3 Commuter 4 2d4 2d6 2d6 8 7" Walking Cane (Blunt, d4, Melee)
4 Data Clerk 2 2d4 2d6 2d8 10 5" Stylus (Bladed, d4, Melee)
5 Supervisor 1 2d6 2d6 2d8 12 5" Stun Baton (Static, d6, Melee)
6 Handler 1 2d6 2d8 2d10 10 6" Holdout Pistol (Projectile, d4, Ranged)

Cooperate: During the next round, Interrogate auto-succeeds, roll result table.
Hostile: When attacked, mark this Coworker. Hostile Coworkers use the Attacked table.

Normal

d6 No LoS Has LoS Engaged
1-2 Patrol Flee Flee
3-4 Patrol Wait Wait
5 Cover Cover Flee
6 Cooperate Cooperate Cooperate

Attacked

d6 No LoS Has LoS Engaged
1-2 Flee Flee Flee
3-4 Flee Cover Attack
5 Flee Flee Flee
6 Cover Cover Attack

Hardwired 28

Campaign

Campaign

The Untethered are spreading. What began as scattered heresy in the lower tiers has become something organized, something coordinated. Open Channel broadcasts grow bolder each cycle, promising liberation from cables and subscriptions. The signal reaches further than it should. Something is answering.

The Departments smell opportunity. Resource Allocation wants whatever the Untethered found in the Roots. Revenue Operations wants the salvage rights. Human Capital wants the converts for reeducation. Security & Compliance wants the heresy crushed before it spreads further. Each Department sends their own squads. Each Department expects results. None of them share intelligence.

Your squad investigates. Recover data-slates from dead drops. Confiscate transmitters before the signal spreads. Interrogate cultists who would rather die than talk. The Departments pay well for artifacts. They pay better for Founders secrets. They pay best for silence about what you find down there.

The deeper you go, the stranger the evidence becomes. The Untethered aren't just receiving signals. They're answering them. And something in the Roots is listening. Something that remembers the time before the Tethering. Something that has been waiting six hundred years to speak again.

Fail and your subscription drops. Succeed and someone else claims the bonus. Defect and you become the next contract. The Departments always need more bodies. The Departments always need more silence. The investigation continues until someone finds the source. Or until the source finds them.

THE SIGNAL CRISIS DESTROYED THE OLD WORLD. Do not let it destroy this one.
Conduit Authority Public Advisory

Board

2'x2' with dense terrain. Avoid long corridors and open lanes: ranged models dominate sight lines longer than 12". Scatter cover to create multiple approach paths. Hostiles act as third-party threats.

Setup

Standard Deployment: Deployment zones extend 3" from each table edge.

  1. Pick Side: Roll your Boss's Wits vs opponent's Boss's Wits. Winner chooses a table edge. The other player takes the opposite edge.
  2. Deploy First: Roll Boss Wits vs Wits. Winner chooses who deploys first. Players alternate placing one model at a time within their deployment zone until all models are deployed.
  3. Loot & Coworkers: Players alternate placing Loot Markers and Coworkers in the areas specified by the scenario.
  4. Start: Roll Boss Wits vs Wits. Winner chooses who activates first in Round 1.

Unless a scenario specifies otherwise, use Standard Deployment.

Game Length: Games last a minimum of 5 rounds. At the end of Round 5, roll d6: on 3+ the game ends. At the end of Round 6, roll d6: on 2+ the game ends. The game automatically ends after Round 7.

Relic: A special Loot Marker placed by some scenarios. Interact to pick up. Carrier moves at half speed. Drops if carrier goes Out of Action (Interact to pick up again).

Hostiles: Unless the scenario specifies otherwise, spawned hostiles appear at the start of the round, together at a random board edge, as close to center as possible.

Scenario Selection

Calculate Evidence Gap

  • Total = Evidence + Leads
  • Subtract lower total from higher
  • Aggressor: Squad with higher total
  • Defender: Squad with lower total
  • If tied, higher Evidence wins. Still tied: random

Roll d3 on Gap row

Gap d3: 1 d3: 2 d3: 3
0-1 The Condemned Block Smuggler's Run The Wave Shrine
2-3 The Encryption Keys The Barricade The Ambush
4+ No Quarter The Vault Debt Leverage

Hostile Type

d6 Faction
1 Scrapers
2 Feral Crews
3 Wave Callers
4 Static Wraiths
5 Feral Automata
6 Cable Feeders

Roll Objective Modifiers

Loot Modifiers

d6 Modifier Effect
1 Standard Normal Search
2 Decoys Half are fake. Placing player decides. Reveal on Search
3 Locked 2 consecutive activations adjacent to unlock. Attack or move breaks sequence
4 Heavy All Loot Markers are Heavy. Needs 2 friendly models within 1" to Search
5 Drop Zone Place delivery points instead of Loot Markers. At each round start, 1 Loot Marker drops at a random point
6 Extraction Carry off board to score. No Performance Review

Coworker Modifiers

d6 Modifier Effect
1 Standard Normal Interrogate
2 Panicked Always use Flee behavior at half Move (ignore AI roll)
3 Escort Can't Interrogate on spot. Carry to your edge to score
4 Hostile Start marked Hostile (use Atk columns)
5 Informant Worth 2 Evidence. Reroll 0 results
6 Bribed Pay 3 subs: auto-succeed (still roll result table)

Gathering Evidence

Start the campaign with 0 Evidence and 0 Leads. Both persist between games.

  • Within 1" of Loot Marker
  • Roll Wits vs 2d6
d20 Finding
1 2 subs
2 Random Light Armor
3 4 subs
4 Random Melee Weapon
5 6 subs
6 Evidence
7 Random Consumable
8 8 subs
9 Random Ranged Weapon
10 2 Evidence
11 Random Medium Armor
12 Evidence
13 Random Gear
14 12 subs
15 Random Heavy Armor
16 15 subs
17 Evidence
18 20 subs
19 Evidence
20 Roll twice (ignore 20s)

Interrogate

  • Within 1" of target
  • Wits vs Wits (opposed)
  • +1 DT if target wounded
  • Success: target cannot be interrogated again
2d4 Result Effect
2 False Data Lose 1 Evidence
3 Misdirection Nothing
4 Bribe Offer 10 subs
5 Rumor 1 Lead
6 Cooperates 1 Evidence
7 Talkative 1 Evidence, +1 Lead
8 Full Disclosure 2 Evidence

Recording Evidence

When you gain Evidence:

  1. Choose how many Leads to spend (0 or more). These are lost.
  2. Roll d10.
  3. If the result is a duplicate, you may reroll once per Lead spent.
  4. After your final roll: unique result records new Evidence, duplicate result gains 1 Lead.

Matched Missions

The Condemned Block

Sector 7-Receivable. The name tells you everything: defaulted, seized, abandoned. When a district falls behind on infrastructure payments, the Authority reclassifies it. Cooling gets cut. Maintenance stops. The residents become "receivables" on someone's ledger.

This hab-block was scheduled for demolition decades ago. The paperwork is still pending. Both squads arrived within minutes of each other. Frightened workers still shelter in the ruins. They've seen things. They'll talk, if either side can reach them first.

Terrain

Sector 7-Receivable. Ruined hab-block. Collapsed coolant pipes, exposed wiring, plenty of maintenance alcoves to search.

Loot

Players alternate placing 3 Loot Markers each.

Coworkers

Roll Coworkers (Swarm tier). Must touch terrain.

Deployment

Standard.

Threats

Round 3: Roll Hostile faction table (Swarm tier). Spawn on random edge.

"Sector 7 defaulted before I was born. My parents defaulted here. Their debt is mine now."
Receivable Resident

Smuggler's Run

The Solder Market is the Complex's black market. Officially it doesn't exist. Unofficially, the Toll Collectors take a cut of everything that moves through it. The smell of flux and burned insulation. Cables strung overhead like festival decorations. The outer edges are worse: unlicensed waypoints where cargo changes hands without paperwork and questions get you killed.

A dossier is hidden somewhere in this maze. Names, dates, shipment manifests. Worse: evidence of Department dealings with the Untethered. Resource Allocation and Human Capital both want it buried. Both squads want it found. The local freelancers have run protection here for years. They don't care who wins. They care who pays.

Terrain

Solder Market edges. Cargo depot. Stacked containers, loading cables, toll-booths with sealed doors.

Loot

1 Loot Marker (the dossier) in center. Players alternate placing 2 Loot Markers each (6"+ from center).

Coworkers

Roll Coworkers (Elite tier).

Deployment

Standard.

Threats

Rounds 3, 5: Roll Hostile faction table (Normal tier). Spawn on random edge.

"Resistance will add to your balance."
Toll Collector final notice

The Wave Shrine

Conduit Junction Null. The Monks call it cursed: no cable reaches here, no signal flows clean. Light comes from indicator LEDs and the occasional work lamp. Centuries ago, a cascade failure severed this junction from the Holy Network. The Monks sealed it and moved on. The Untethered found it.

They've been using this place for months. Open Channel broadcasts originate here, some say. The wave corruption is thick enough to taste: metal and ozone, the flavor of forbidden frequencies. Something rests on that altar. Something from before the Tethering. Something that still works.

Terrain

Conduit Junction Null. Corrupted shrine. Central data-terminal, scattered prayer-mats, diagnostic candles, hidden alcoves.

Loot

1 Relic in center. Players alternate placing 1 Loot Marker each within 6" of Relic.

Coworkers

Roll Coworkers (Normal tier).

Deployment

Standard.

Threats

Rounds 2, 4, 6: Roll Hostile faction table (Elite tier). Spawn from center.

Special

At game end, Relic holder gains +3 Evidence.

WIRELESS IS DEATH: Feel the feedback in your teeth.

Advantage Missions

The Encryption Keys

The Comptroller's District processes every subscription in the Complex. Birth certificates, death notices, debt transfers. Endless corridors of identical offices. The constant click of data-slabs being stamped. The clerks who work here see everything and remember nothing. That's company policy.

One clerk remembered. They found something in Terminal 404, the sector where records have been corrupted for decades. Encryption keys to archives that should not exist. Archives that might predate the Tethering. The Aggressor needs what's in that clerk's head. The Defender tracked them here, to an annex where paperwork goes to die. The Authority hasn't noticed yet. They will.

Terrain

The Comptroller's District. Authority annex. Cramped offices, data-stacks, locked subscription vaults.

Loot

Players alternate placing 2 Loot Markers each (9"+ from center).

Coworkers

Roll Coworkers (Normal tier). Place within 6" of center.

Deployment

Aggressor picks edge, deploys first. Defender opposite edge, 3" deep.

Threats

Round 2: Roll Hostile faction table (Swarm tier). Spawn on random edge.

Special

Hostiles ignore Defender until Defender uses Search or Interrogate, or until Round 3.

"Every incident resolved is a shareholder satisfied."
Chief Arbiter Kale Duross

The Barricade

The Cooperative formed when Sector 7 defaulted. No leaders, no records, no subscriptions. Just the understanding that today's giver may be tomorrow's receiver. The Authority calls them criminals. The Houses call them lost revenue. They call themselves free.

They've been trading with the Scrapers, buying information about routes to the Roots. They helped the Defender fortify this junction. Weeks of work. Barricades from scrap. Now a stronger force approaches. The Defender has prepared the ground, but the ground may not be enough.

Terrain

Sector 7-Receivable. Fortified junction. Barricades, jury-rigged turrets, supply crates.

Loot

Defender places 4 Loot Markers within 6" of center (3" apart).

Coworkers

Roll Coworkers (Elite tier). Place within 6" of center.

Deployment

Defender within 9" of center. Aggressor on any edge, 6" deep.

Threats

Rounds 3, 5: Roll Hostile faction table (Normal tier). Spawn on random edge.

Special

Defender places 3 terrain pieces before deployment.

NO SUBS NO MASTERS (scrawled over sparking cable stump)

The Ambush

The Toll Collectors know everything. They track every transaction, every movement, every debt. When someone offers to buy information, they sell it. When multiple buyers appear, they sell it to all of them.

Someone sold the Defender's route. The Aggressor was waiting. The Defender's Boss carries crucial intel: names, locations, the threads of a conspiracy. If they die here, weeks of work dies with them. The local freelancers smell blood.

Terrain

Mid-Complex transit corridor. Open ground with scattered cover. Vendor stalls, abandoned cargo-sleds.

Loot

After Defender deployment, Defender places 2 Loot Markers within 3" of friendly models.

Coworkers

Roll Coworkers (Swarm tier). Place within 3" of friendly models.

Deployment

Defender deploys all models within 12" of center. Then Aggressor deploys within 3" of any edge.

Threats

Rounds 2, 4, 6: Roll Hostile faction table (Elite tier). Spawn on random edge.

Special

Hostiles target Aggressor models until Round 3.

"Resource Allocation sells your route. Revenue Operations buys it. You die in between. That's commerce."
Freelancer Wisdom

Overwhelming Missions

No Quarter

Lower Complex. Cooling priority: none. During heat events, these districts are sealed off to preserve capacity for priority areas. The Cooling Wars taught the Departments that sacrificing the lower tiers was cheaper than fixing them. The residents either survive until restoration or they don't. The Authority calls this "thermal triage." The survivors call it what it is.

The Aggressor found the safehouse. Revenue Operations wants the Defender's Boss dead. Security & Compliance wants them alive. Both Departments sent contractors. There will be no negotiation. The local scavengers smell weakness, drawn by the promise of whatever's left when the shooting stops.

Terrain

Lower Complex. Burned-out safehouse. Collapsed conduits, desperate cover, one clear path to escape.

Loot

Defender places 2 Loot Markers within 6" of center (the safehouse).

Coworkers

Roll Coworkers (Elite tier). Place within 6" of center.

Deployment

Defender places 2 barricades within 6" of center. Aggressor picks edge and deploys. Then Defender deploys within 12" of center. Aggressor may then redeploy d3 models.

Threats

Round 4: Roll Hostile faction table (Swarm tier). Spawn on random edge.

"Dying in public space incurs a cleanup fee charged to your estate."
Public Safety Notice

The Vault

The Roots are the deepest level of the Complex. Ancient infrastructure from before the Tethering. Most of it is sealed, flooded, or worse. The Monks say the Founders built the Complex on the bones of something older. They don't say what. They don't know. The sealed archives might, but no Monk has ever opened them. The Untethered have.

This vault held something the Founders wanted forgotten. A corrupted data-core. A pre-Tethering transmitter. Something that burns to touch and whispers when you're alone. The Defender guards it. The Aggressor brought overwhelming force. The hostiles are drawn to the relic's signal.

Terrain

The Roots. Ancient vault. Central pedestal, radiating corridors, wave-corrupted growths.

Loot

1 Relic in center. 1 Loot Marker at each cardinal edge (12" from center).

Coworkers

Roll Coworkers (Swarm tier). Place within 3" of any Loot Marker.

Deployment

Defender within 9" of center. Aggressor on any edge, 6" deep.

Threats

Rounds 3, 5: Roll Hostile faction table (Normal tier). Spawn on random edge.

Special

Hostiles ignore Defender unless Defender has the Relic or until Round 4. At game end, Relic holder gains +3 Evidence.

"Cable Spirit, accept this offering of flux and current."
Maintenance Rite

Debt Leverage

In the Complex, debts are inherited. Children are born subscribed. When you can't pay, your contract gets sold. Sometimes to collection agencies. Sometimes to people who want you dead. The Subscription Crisis made this legal. The Departments made it profitable.

Someone leveraged the Defender's debt. Resource Allocation bought the contract and resold it to their enemies. Now their Boss has a price on their head equal to three generations of compound interest. The Aggressor committed everything to this kill. The Substrate civilians know the rules: hellish heat, chemical smell, stay out of the way, pretend you saw nothing, hope your own debts stay buried.

Terrain

The Substrate. Industrial warren. Multiple levels, tight corridors, nowhere to truly hide.

Loot

Aggressor places 2 Loot Markers anywhere (3"+ from board edges).

Coworkers

Roll Coworkers (Normal tier). Place anywhere (3"+ from board edges).

Deployment

Defender within 18" of center. Aggressor on any edge, 6" deep.

Threats

Rounds 2, 4, 6: Roll Hostile faction table (Elite tier). Spawn on random edge.

Special

Defender's Boss gets +1 DT Defense. Hostiles target Aggressor models. If Boss survives to game end, Defender gains +1 Evidence.

"Subscription to Life: Terminated. No refunds."
Final Notice

Post-Game Sequence

  1. Log Merits
  2. Exploration phase
  3. Out of Action models roll Injury
  4. Check Merit thresholds for Promotion rolls
  5. Buy/sell equipment at Trading Post
  6. Dismiss models (optional)
  7. Replace dead models (free)
  8. Move items between models or to Lockers
  9. All models restore full Health
  10. Performance Review: models that fled take d6 damage

Merit Sources

Source Merits
Per enemy Out of Action 1
Per enemy Boss Out of Action 1
Per successful Search/Interrogate 1

"Your achievements are company property. Your debts are personal."
Merit Accounting Bureau

Exploration

Each surviving model rolls Wits. Sum all dice totals.

Total Result Subs
1-5 Marginal Returns 0
6-10 Standard Haul +5
11-15 Fair Extraction +10
16-25 Acceptable Yield +15
26-40 Above Quota +20
41-60 Surplus Discovery +25
61+ Windfall Dividend +30

Injuries

2d6 Result Effect
3 or less Terminated Remove from squad
4 Degraded -1 max Health
5 Scrambled -1 DT Wits
6 Exposed -1 DT Defense
7 Scarred No effect
8 Diminished -1 DT Combat
9 Hobbled -1" Move
10 Sidelined Miss next game
11 Glitch +1 Merit
12 Reviewed Free Promotion roll

Promotion Thresholds

Roll Promotion at: 1, 3, 6, 10, 15, 21, 28 Merits (gap increases by 1 each time)

"Work harder. Owe less. Every merit survived is a merit toward freedom. Every debt paid is a chain removed. The system rewards persistence. The system punishes everything else."
Labor Motivation Bureau

Attribute Limits

Attributes cannot go below 2d4 or above 2d12. Max Health at 0 or below: remove from squad.

Promotion

2d6 Result Effect
2 Demotion -1 DT to lowest attribute
3 Bonus +1 max Health
4 Transfer +1" Move
5 Clearance +1 DT Combat (or new Power for Broadcaster)
6 Coverage +1 DT Defense
7 Promotion Pick: +1 DT (any attribute), +1" Move, +1 Health, or new Power (Broadcaster only)
8 Training +1 DT Wits
9 Raise +1 DT Combat (or new Power for Broadcaster)
10 Benefits +2 max Health
11 Relocation +2" Move
12 Fast-track +1 DT to two different attributes

Recruitment

Squads always have 5 models. Replace dead models for free. New Resources start with base attributes and no equipment. Models that miss a game stay home: play with fewer models.

Dismiss

Remove any model from your squad. Equipment goes to Lockers.

Boss Succession

If Boss dies, promote a Resource. They keep their contract type but become the Boss for morale. Pick one:

  • Gain Both weapon access
  • Gain +1 max armor (Light → Medium → Heavy)

Trading Post

Buy equipment at listed price. Sell at half price.

Locker Room

Store equipment between games. No limits. Choose what each model carries before each game.

Campaign Victory

First squad to collect 10 unique Evidence types wins.

"Information is property. Unregistered information is theft. Your evidence collection has been noted. A licensing representative will contact you shortly."
Data Compliance Bureau