Hardwired 28 - Quick Reference

0.7.0-beta

Dice Tiers (DT)

2d4 → 2d6 → 2d8 → 2d10 → 2d12

← -1 DT | +1 DT →

Roll 2 dice, add results. Never below 2d4 or above 2d12.

Opposed Rolls

Both players roll simultaneously. Higher total wins. Lower DT wins ties. Same DT: reroll.

Attributes

Attribute Use
Combat Attack rolls
Defense Resist attacks
Wits Search, Interrogate, tech-related rolls

Values

Value Use
Health Damage until Out of Action
Move Distance per activation (inches)

Your Activation

Move + Action OR Action + Move

Move up to your Move value in inches.

Measuring

Measure from base edge to base edge.

Line of Sight

Must see target's body (legs, torso, head). Arms and weapons don't count.

Wounded

Model below max Health.

Knockback

After a hit, attacker may push target directly away. Stops at obstacles. Takes fall damage if pushed off edge.

Each Round

  1. Roll Corporate Blessings (d8 three times)
  2. Add one token per model to bag
  3. Draw a token: that faction activates one model (Hostiles/Coworkers: AI table)
  4. All models OoA: discard token (Hostile and Coworker tokens stay in bag)
  5. Each activation: Move + Action OR Action + Move
  6. Repeat from 3 until bag is empty

Actions

Action Effect
Attack Roll Combat vs. Defense
Move Again Move a second time
Disengage Leave Engaged safely
Aim Declare target. +1 DT Combat on your next shot (lost if moved or damaged)
Interact Use objective within 1"
Search Wits vs. 2d6 for Loot Marker. Not while Engaged
Interrogate Wits vs. Wits for Evidence (+1 DT if wounded). Success: remove Coworker
Cast Offensive: Wits vs. Wits. Support: Wits vs. 2d6

Melee Engagement

  • Within 1" of enemy: Engaged
  • Leaving without Disengage: free attack at -1 DT
  • No melee weapon: use Fallback Melee

Vertical Movement

Action Cost
Climb up/down 2" per 1" climbed
Jump across 1" per 1" jumped (max 2")
Drop (up to 3") Free, no damage

Falling: d6 damage per 3" after the first 3".

Casting

  • Action, LoS, no range limit
  • Offensive: Wits vs. target Wits
  • Support: Wits vs. 2d6 (friendly target)
  • Triple+: affects all valid targets within 3"

Attack Resolution

  1. Declare target and weapon
  2. Melee: defender chooses Defense or Riposte
  3. Both roll: Combat DT vs. Defense DT (If Riposte: roll Combat at -1 DT)
  4. Higher wins (lower DT wins ties). Hit: roll damage. Riposte wins: defender also deals damage

Damage

  1. Roll weapon damage (Double+: max value)
  2. Subtract armor (Light: 1, Medium: 2, Heavy: 3)
  3. Deduct from Health
  4. 0 or below: Out of Action
  5. Triple+: roll Critical table for bonus effect

Criticals and Fumbles

  • Double: Max damage. Triple+: Max damage + Critical table (quadruple: +1, etc.)
  • Fumble: Defender triples+ attacker (roll Fumble table). Quadruple: +1, etc.

Cover and Ranged

  • Cover (body obscured): -1 DT Combat
  • Attacker moved: -1 DT Combat
  • Target used Move Again: -1 DT Combat
  • Into melee: -1 DT, miss hits random model within 1" (not target), fumble is Critical against it
  • Ranged: No range limits, no Riposte

Grenades

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

Morale

When Boss goes Out of Action: all friendlies immediately test Wits vs. 2d6. Fail: Flee. Retest each activation.

Flee: Move toward the nearest edge (stops at edge). Cannot act. If exits: drops items, no Merits. Performance Review: d6 damage after restoring Health.

"Your subscription is your freedom."

Chief Executive Sovereign

Corporate Blessings

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

Search Findings

d20 Finding
1 Random Grenade
2 Random Light Armor
3 4 subs
4 Random Melee Weapon
5 6 subs
6 1 Evidence
7 Random Consumable
8 8 subs
9 Random Ranged Weapon
10 1 Evidence, +1 Lead
11 Random Medium Armor
12 1 Evidence
13 Random Gear
14 12 subs
15 Random Heavy Armor
16 15 subs
17 1 Merit
18 20 subs
19 1 Evidence
20 Roll twice (ignore 20s)

Interrogate Results

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 1 Merit

Criticals: Bladed

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

Criticals: Blunt

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

Criticals: Projectile

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

Criticals: Energy

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

Criticals: Explosive

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

Criticals: Toxic

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

Criticals: Static

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

Fumbles: Melee

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

Fumbles: Ranged

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

Fumbles: Broadcast

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

Hostile Behavior

d6 No LoS Has LoS Engaged
1-4 Patrol Attack Attack
5 Scrapers Patrol Cover Attack
5 Automata Wait Wait Attack
5 Wraiths Phase Phase Attack
5 Callers Broadcast Broadcast Attack
5 Feeders Patrol Regroup Attack
5 Crews Patrol Mob Up Mob Up
5 Coworkers Patrol Cover Attack
6 Regroup Attack Frenzy

Coworkers (Normal)

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