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Critical · d6EXP
Explosive
Triple+ the defender: max dmg + roll
D6ResultEffect
1Shrapnel+d6 damage
2Shell ShockedLose next activation
3Disoriented-1 DT Wits permanently
4Blown BackMove d6" directly away from attacker
5Shattered-1" Move permanently
6+DevastatedOoA, -2 Injury roll
Grenades never roll Criticals.
SW28 · REFERENCEREV 0.8.1
Critical · d6TOX
Toxic
Triple+ the defender: max dmg + roll
D6ResultEffect
1Burned+d4 damage
2CorrodingTake 2 damage at the start of each of its activations this game (no stack)
3Weakened-1 DT Combat permanently
4Delirium-1 DT Wits perm. Next activation: must move toward nearest enemy
5Systemic-1 DT all attributes permanently
6+DissolvedActs normally, then OoA at end of next round; -2 Injury
SW28 · REFERENCEREV 0.8.1
Critical · d6STC
Static
Triple+ the defender: max dmg + roll
D6ResultEffect
1Signal Burn+d6 damage
2Freq. TerrorFlee toward board edge
3System Drain-1 DT Combat permanently
4Logic Crash-1 DT Wits permanently
5HijackedNext activation: whoever dealt the critical controls it (a hostile: acts on its behavior table)
6+Total Corrupt.OoA, -2 Injury roll
Quadruple +1 to the roll, quintuple +2.
SW28 · REFERENCEREV 0.8.1
Critical · d6BRD
Broadcast
Triple+ the defender: max dmg + roll
D6ResultEffect
1Deafening+d4 damage
2Feedback Loop-1 DT all rolls next activation
3Ruptured Ears-1 DT Combat permanently
4Sig. Overload-1 DT Wits permanently
5Mind-ScrambleFlee toward board edge
6+Skull-BurstOoA, -2 Injury roll
For Broadcast weapons: Screamer, Sonic Gun, Wail Cannon, and hostile Static Hiss, Wave Bolt, Resonance Blade.
SW28 · REFERENCEREV 0.8.1
Fumble · d6Cast
Broadcast Fumble
Defender triples the caster or more
D6ResultEffect
1Static OverloadLose next activation
2Interference-1 DT next cast
3FeedbackCaster takes d4 damage
4Wave BounceAlly within 6" takes d4 (or caster)
5Freq. LockNo more of this power this scenario, d4 dmg
6+Broadcast StormForget the power permanently
SW28 · REFERENCEREV 0.8.1
Findings · d20On a success
Search
Wits vs 2d6 · success removes the marker
1Grenade
2Light Armor
34 subs
4Melee Weapon
56 subs
61 Evidence
7Consumable
88 subs
9Ranged Weapon
101 Evid. +1 Lead
11Medium Armor
121 Evidence
13Gear
1412 subs
15Heavy Armor
1615 subs
171 Merit
1820 subs
191 Evidence
20Roll twice*
Items are random rolls on their table. *Ignore further 20s.
SW28 · REFERENCEREV 0.8.1
Equipment · d6One use
Grenades
Point within 6" · 3" blast · no Criticals
D6GrenadeEffect
1Smoke1 dmg; smoke blocks LoS to next round
2Flash1 dmg; -1 DT next activation
3Gasd6 TOX
4EMPd6 STC, -1 DT next act.
5Fragd8 EXP
6Incendiaryd6 ENG, ignores cover
Combat vs 2d6; fail: scatters d6". Fumble: lands at your feet. Hits friend and foe. Any contract type may throw.
SW28 · REFERENCEREV 0.8.1
Equipment · d8One use, one action
Consumables
One per action
D8ItemEffect
1Adrenaline+2" Move to end of round
2Combat Stim+1 DT Combat this scenario
3Reflex Stim+1 DT Defense this scenario
4CoagulantEnd Bleed or Punctured, adjacent
5AntidoteEnd Corroding, adjacent
6MedkitRestore d6 Health, adjacent
7Rage Stim+2 DT Combat this scenario; d4 dmg in Performance Review (step 10)
8Trauma KitReaction: negate a Critical, adjacent
SW28 · REFERENCEREV 0.8.1
Equipment · d8Passive
Gear
Works while equipped
D8ItemEffect
1Mask+1 DT Defense vs Toxic
2Scanner+1 DT Wits to Search
3Scope+1 DT ranged beyond 12"
4Camo+1 DT Defense in cover
5Periph. Sensors+1 DT Defense vs 2+ engaged
6Mag BootsIgnore Knockback
7GrappleNo climb cost, up to 3" vertical
8InhibitorNo free attacks when leaving melee
SW28 · REFERENCEREV 0.8.1