| 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 |
| D6 | Result | Effect |
|---|---|---|
| 1 | Burned | +d4 damage |
| 2 | Corroding | Take 2 damage at the start of each of its activations this game (no stack) |
| 3 | Weakened | -1 DT Combat permanently |
| 4 | Delirium | -1 DT Wits perm. Next activation: must move toward nearest enemy |
| 5 | Systemic | -1 DT all attributes permanently |
| 6+ | Dissolved | Acts normally, then OoA at end of next round; -2 Injury |
| D6 | Result | Effect |
|---|---|---|
| 1 | Signal Burn | +d6 damage |
| 2 | Freq. Terror | Flee toward board edge |
| 3 | System Drain | -1 DT Combat permanently |
| 4 | Logic Crash | -1 DT Wits permanently |
| 5 | Hijacked | Next activation: whoever dealt the critical controls it (a hostile: acts on its behavior table) |
| 6+ | Total Corrupt. | OoA, -2 Injury roll |
| D6 | Result | Effect |
|---|---|---|
| 1 | Deafening | +d4 damage |
| 2 | Feedback Loop | -1 DT all rolls next activation |
| 3 | Ruptured Ears | -1 DT Combat permanently |
| 4 | Sig. Overload | -1 DT Wits permanently |
| 5 | Mind-Scramble | Flee toward board edge |
| 6+ | Skull-Burst | OoA, -2 Injury roll |
| D6 | Result | Effect |
|---|---|---|
| 1 | Static Overload | Lose next activation |
| 2 | Interference | -1 DT next cast |
| 3 | Feedback | Caster takes d4 damage |
| 4 | Wave Bounce | Ally within 6" takes d4 (or caster) |
| 5 | Freq. Lock | No more of this power this scenario, d4 dmg |
| 6+ | Broadcast Storm | Forget the power permanently |
| 1 | Grenade |
| 2 | Light Armor |
| 3 | 4 subs |
| 4 | Melee Weapon |
| 5 | 6 subs |
| 6 | 1 Evidence |
| 7 | Consumable |
| 8 | 8 subs |
| 9 | Ranged Weapon |
| 10 | 1 Evid. +1 Lead |
| 11 | Medium Armor |
| 12 | 1 Evidence |
| 13 | Gear |
| 14 | 12 subs |
| 15 | Heavy Armor |
| 16 | 15 subs |
| 17 | 1 Merit |
| 18 | 20 subs |
| 19 | 1 Evidence |
| 20 | Roll twice* |
| D6 | Grenade | Effect |
|---|---|---|
| 1 | Smoke | 1 dmg; smoke blocks LoS to next round |
| 2 | Flash | 1 dmg; -1 DT next activation |
| 3 | Gas | d6 TOX |
| 4 | EMP | d6 STC, -1 DT next act. |
| 5 | Frag | d8 EXP |
| 6 | Incendiary | d6 ENG, ignores cover |
Combat vs 2d6; fail: scatters d6". Fumble: lands at your feet. Hits friend and foe. Any contract type may throw.| D8 | Item | Effect |
|---|---|---|
| 1 | Adrenaline | +2" Move to end of round |
| 2 | Combat Stim | +1 DT Combat this scenario |
| 3 | Reflex Stim | +1 DT Defense this scenario |
| 4 | Coagulant | End Bleed or Punctured, adjacent |
| 5 | Antidote | End Corroding, adjacent |
| 6 | Medkit | Restore d6 Health, adjacent |
| 7 | Rage Stim | +2 DT Combat this scenario; d4 dmg in Performance Review (step 10) |
| 8 | Trauma Kit | Reaction: negate a Critical, adjacent |
| D8 | Item | Effect |
|---|---|---|
| 1 | Mask | +1 DT Defense vs Toxic |
| 2 | Scanner | +1 DT Wits to Search |
| 3 | Scope | +1 DT ranged beyond 12" |
| 4 | Camo | +1 DT Defense in cover |
| 5 | Periph. Sensors | +1 DT Defense vs 2+ engaged |
| 6 | Mag Boots | Ignore Knockback |
| 7 | Grapple | No climb cost, up to 3" vertical |
| 8 | Inhibitor | No free attacks when leaving melee |