I4.1Wave 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, others that it's a signal that thinks. The most unsettling theory: it's whatever the Founders sealed in the Roots, finally waking up. The most dangerous whisper: that Open Channel 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 | 4+4 | 2d4 | 2d4 | 2d4 | 6 | 5" | Arc Spitter (Energy, d4, Ranged) |
| 2 | Antenna-Grafted | 2+2 | 2d6 | 2d4 | 2d4 | 8 | 4" | Signal Claws (Static, d4, Melee) |
| 3 | Turncoat | 3 | 2d6 | 2d6 | 2d6 | 10 | 5" | Arc Blade (Energy, d4, Melee) |
| 4 | Frequency Priest | 2 | 2d6 | 2d4 | 2d8 | 12 | 5" | Wave Bolt (Broadcast, d6, Power) |
| 5 | Signal Champion | 1 | 2d8 | 2d6 | 2d6 | 12 | 5" | Resonance Blade (Broadcast, d6, Melee) |
| 6 | Vessel | 1 | 2d10 | 2d6 | 2d4 | 14 | 5" | Static Burst (Static, d8, Power) |
Summon: Count the largest group of friendly models (Wave Callers and Static Wraiths) within 1". If 3+, spawn that many Flickers minus 2, more than 1" apart from each other. Once per round. Summoned Flickers join the summoner's spawn group and act on its token. If that group already activated this round, they wait until next round, when they draw a token in the bag like any hostile.
Behavior
| d6 | No LoS | Has LoS | Engaged |
|---|---|---|---|
| 1-4 | Patrol | Attack | Attack |
| 5 | Summon | Summon | Attack |
| 6 | Regroup | Attack | Frenzy |