Relay at center. Discoverer (first to 5 Evidence) deploys on one edge; Interceptor on the opposite edge.
Roll the type once. Each round from R2 spawn Normal; from R4 add Elite; from R6 a second Elite. Random edges.
All Broadcast Powers -1 DT while the relay is active.
Defender places 1 objective at center.
Interact within 1" to pick it up (not while Engaged). Carrier: half Move (round down), no Disengage. Carrier OoA or Flees: drop it where it fell, or at the edge if it fled off. Any model can grab it with Interact. Hostiles ignore it.
Carry it off your deployment edge. At game end: holder wins; no holder, most surviving models.
| Payout | Amt |
|---|---|
| Winner | +1 Lead |
| Carrier at victory | +1 Merit |
No markers.
At game end, count models within 3" of board center. Out of Action and Fleeing models do not count. Hostiles ignore the zone.
Side with more models in the zone. Tied: most surviving models on the board.
| Payout | Amt |
|---|---|
| Winner | +1 Lead |
| Winner's count beats the opponent's by 3+ | +1 Lead |
Control: most models within 3" at round start.
Examine: while controlling, Interact within 1", Wits vs 2d6. Success: 1 Lead. Win by triple or more: 1 Evidence + 1 Lead.
Redirect (once per squad per game): while controlling, Wits vs 2d6 at -1 DT. Success: game ends, gain 2 Evidence + all Leads examined. Failure: all future spawns +1 model.
Redirect wins at once. At game end the controller wins: 1 Evidence + Leads examined. Wipeout: a squad with no models left on the board loses 1 Evidence.
+1 DT Combat. Behavior: faction card.+1 DT Combat. Behavior: faction card.+1 DT Combat. Behavior: faction card.+1 DT Combat. Behavior: faction card.+1 DT Combat. Behavior: faction card.+1 DT Combat. Behavior: faction card.+1 DT Combat.| D6 | No LoS | Has LoS | Engaged |
|---|---|---|---|
| 1-4 | Patrol | Attack | Attack |
| 5 | Patrol | Mob Up | Mob Up |
| 6 | Regroup | Attack | Frenzy |
Roll once per group when its token is drawn. Activate closest to a player model first; all do the same. Remove models that go Out of Action.
Wits vs. Wits 2d8, +1 DT if the Coworker is wounded. Behavior: Coworker card.Cooperate: until end of next round, Interrogate this Coworker at +1 DT.
Hostile: when attacked, mark it. Marked read Attacked; unmarked read Normal.
| Normal | No LoS | LoS | Eng. |
|---|---|---|---|
| 1-4 | Wait | Wait | Wait |
| 5 | Coop. | Coop. | Coop. |
| 6 | Patrol | Patrol | Flee |
| Attacked | No LoS | LoS | Eng. |
|---|---|---|---|
| 1-4 | Patrol | Attack | Attack |
| 5 | Patrol | Cover | Attack |
| 6 | Flee | Flee | Flee |
Roll two dice of your tier and add them. +1 DT: next larger die. -1 DT: next smaller. Never below 2d4 or above 2d12: a modifier past the limit passes to your opponent, reversed, once.
Both roll at once; higher total wins. Tie: lower DT wins. Same DT: re-roll.
Search, Interrogate, tech rolls.
HealthDamage before Out of Action.
MoveInches per activation.
Health.
KnockbackOnly weapons with a Knockback value. Push straight away; stops at obstacles; off an edge: fall damage.
AP NIgnore N points of armor reduction.
Corporate Blessings (d8 three times).OoA: remove its token. Hostile and Coworker tokens stay (remove a group's token when its last model leaves play).| Attack | Combat vs Defense, weapon damage |
| Move Again | Take a second move |
| Disengage | Leave melee safely |
| Aim | Declare target: +1 DT next shot (lost if the aiming model moves or takes damage) |
| Interact | Within 1": grab objective, pick up weapon |
| Search | Within 1" of Loot Marker: Wits vs 2d6. Not Engaged |
| Interrogate | Within 1" of Coworker: Wits vs Wits (+1 DT if the Coworker is wounded) |
| Cast | Broadcasters only: see Casting |
Offensive: Wits vs target Wits. Support: Wits vs 2d6. Triple or better: affects every valid target within 3" of the target. Defender triples: Broadcast Fumble.
Within 1" of an enemy: Engaged. Leaving without Disengage: each enemy left gets a free attack at -1 DT. No melee weapon: Improvised Combat (-2 DT). Engaged models cannot shoot.
| Move | Cost | Limit |
|---|---|---|
| Climb | 2" per 1" up | Climbable surface |
| Jump gap | 1" per 1" across | Max 2" |
| Drop | Free | Up to 3" |
Falling: 1d6 per 3" beyond the first 3" (4–6": 1d6 · 7–9": 2d6 · 10–12": 3d6).
Action, one use: a point within 6". Combat vs 2d6; fail: scatters d6". Fumble: lands at your feet. 3" blast hits friend and foe. Never a Critical.
When a Boss goes Out of Action, every friendly model tests Wits vs 2d6 (+1 DT if a friendly model is within 3"). Fail: Flee. Any Fleeing model retests at the start of each activation until passed.
Defense or Riposte (Combat at -1 DT). Ranged: Defense only.Combat, or Defense (Combat at -1 DT if Riposting).Roll weapon damage, add any Critical bonus, subtract armor (Light 1 · Medium 2 · Heavy 3), take it from Health. 0 or less: Out of Action.
| Cover | -1 DT Combat |
| Shooting on the move | -1 DT Combat (ranged attacks only) |
| Into melee | -1 DT; a miss hits a random model within 1" of the target (none: shot misses) |
Ranged: range as listed on the weapon (grenades 6"), no Riposte. Modifiers stack.
| 1 | Denied | No blessing. One model gains a bonus action |
| 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 | A model you activate with an ally within 6" gains a bonus action |
| 7 | Wellness | Restore d4 Health to one model during its activation |
| 8 | Surplus | Roll twice, ignoring 8s |
No model gets two blessings per round.
| 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* |
Items: roll on their table. *Ignore further 20s.
| 2 | False Data | Lose 1 Evidence |
| 3 | Misdirection | Nothing learned. Gain a bonus action |
| 4 | Bribe Offer | 10 subs |
| 5 | Rumor | 1 Lead |
| 6 | Cooperates | 1 Evidence |
| 7 | Talkative | 1 Evidence, +1 Lead |
| 8 | Full Disclosure | 1 Merit |
| D6 | No LoS | LoS | Eng. |
|---|---|---|---|
| 1–4 | Wait | Wait | Wait |
| 5 | Cooperate | Cooperate | Cooperate |
| 6 | Patrol | Patrol | Flee |
| 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 |
| 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 |
| 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 |
| 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 |
Quadruple: +1 to the Critical roll, quintuple +2, and so on.
| 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 |
| 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, then OoA at end of next round; -2 Injury |
| 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 |
| 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 |
| 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 dmg |
| 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 dmg |
| 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 | Power gone this scenario, d4 dmg |
| 6+ | Broadcast Storm | Forget the power permanently |
| D6 | Who | No LoS | LoS | Eng. |
|---|---|---|---|---|
| 1–4 | All | Patrol | Attack | Attack |
| 5 | Scrapers | Patrol | Cover | Attack |
| 5 | Automata | Wait | Wait | Attack |
| 5 | Wraiths | Phase | Phase | Attack |
| 5 | Callers | Summon | Summon | Attack |
| 5 | Feeders | Patrol | Regroup | Attack |
| 5 | Crews | Patrol | Mob Up | Mob Up |
| 5 | Coworkers, attacked | Patrol | Cover | Attack |
| 6 | All | Regroup | Attack | Frenzy |
| 6 | Coworkers, attacked | Flee | Flee | Flee |