| D6 | Result | Effect |
|---|---|---|
| 1 | Gash | +d4 damage |
| 2 | Bleed | Take 2 damage at the start of each of its activations this game (no stack) |
| 3 | Hamstrung | -1" Move permanently |
| 4 | Disarmed | Drop weapon where it stands |
| 5 | Maimed | -1 DT Combat permanently |
| 6+ | Severed | OoA, -2 Injury roll |
| 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 |
| D6 | Result | Effect |
|---|---|---|
| 1 | Grazed | +d4 damage |
| 2 | Punctured | Take 2 damage at the start of each of its activations this game (no stack) |
| 3 | Staggered | -1 DT Defense permanently |
| 4 | Shot Through | Drop weapon where it stands |
| 5 | Riddled | -1 DT all attributes permanently |
| 6+ | Gutshot | OoA, -2 Injury roll |
| D6 | Result | Effect |
|---|---|---|
| 1 | Scorched | +d4 damage |
| 2 | Slag Armor | Armor down one tier permanently |
| 3 | Flash Blind | -1 DT Combat permanently |
| 4 | Nerve Dmg | -1" Move permanently |
| 5 | Burned Out | -1 DT ranged attacks permanently |
| 6+ | Overloaded | OoA, -2 Injury roll |
| 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 dmg) |
| 5 | Dropped | Drop weapon, take weapon damage |
| 6+ | Shattered | Weapon destroyed, take max weapon dmg |
| 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 dmg) |
| 5 | Dropped | Drop weapon, take weapon damage |
| 6+ | Exploded | Weapon destroyed, take max weapon dmg |
| D8 | Power | Effect |
|---|---|---|
| 1 | Signal Jam | -1 DT all rolls, next act. |
| 2 | Weapon Lock | Target drops one weapon |
| 3 | Neural Trap | d6, no armor, if it moves next act. |
| 4 | Res. Push | Push target d6" any direction |
| 5 | Force Field | +2 DT Defense vs ranged, next act. |
| 6 | Focus | Bonus action next activation |
| 7 | Swap | Switch places (sees both, 12") |
| 8 | Ping | Ignore cover, see through walls, next act. |
Wits vs Wits. 5–8 support: Wits vs 2d6. Triple+: all valid targets within 3".| 2D6 | Result | Effect |
|---|---|---|
| ≤3 | Terminated | Remove from squad. Equipment goes to Lockers |
| 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 |
| 11–12 | Glitch / Reviewed | No effect |
| 2D6 | Result | Effect |
|---|---|---|
| 2 | Demotion | -1 DT lowest attribute |
| 3 | Bonus | +1 max Health |
| 4 | Transfer | +1" Move |
| 5 | Clearance | +1 DT Combat (or Power) |
| 6 | Coverage | +1 DT Defense |
| 7 | Promotion | Pick: +1 DT any, +1" Move, +1 HP or Power |
| 8 | Training | +1 DT Wits |
| 9 | Raise | +1 DT Combat (or Power) |
| 10 | Benefits | +2 max Health |
| 11 | Relocation | +2" Move |
| 12 | Fast-track | +1 DT to two attributes |