Mind Points | Effect |
---|---|
5 | Power at 100% Roll 3D6 & go to table 1.2 |
4 | Power at 80% Roll 2D6 & go to table 1.3 |
3 | Power at 60% Roll 2D6 & go to table 1.4 |
2 | Power at 40% Roll 1D6 & go to table 1.5 |
1 | Power at 20% Roll 1D6 & go to table 1.6 |
0 | Power at 0% Roll 1D6 & go to table 1.7 |
3D6 | Effect |
---|---|
3 | Thermal Generators Failing, Down to 80%. Power Phase Ends |
4-6 | Thermal Generators Stable, No change. |
7-9 | Thermal Generators produce excess power. Nanomechanics engaged, recover 2 Body Points |
10-12 | Thermal Generators produce excess power. Nanomechanics engaged, recover 4 Body Points |
13-15 | Temporal Retraction Engaged Roll 3D20 & see table 1.8 |
16-18 | Temporal Retraction Engaged Roll 5D20 -or- 1D10 + 1D% and see table 1.8 |
2D6 | Effect |
---|---|
2 | Thermal Generators Failing, Down to 60%. Power Phase Ends |
3-4 | Thermal Generators Stable, No change. |
5-7 | Thermal Generators Produce excess power: Raise to 100% Power Phase Ends |
8-10 | Thermal Generators produce excess power. Nanomechanics engaged, recover 2 Body Points |
11-12 | Temporal Retraction Engaged Roll 2D20 & see table 1.8 |
2D6 | Effect |
---|---|
2 | Thermal Generators Failing: Down to 40%. Power Phase Ends |
3-4 | Thermal Generators Stable, No change. |
5-6 | Thermal Generators Produce excess power: Raise to 80% Power Phase Ends |
7-10 | Thermal Generators Produce excess power: Raise to 80% Reroll on table 1.3 |
11-12 | Temporal Retraction Engaged Roll 1D20 & see table 1.8 |
1D6 | Effect |
---|---|
1 | Thermal Generators Failing: Down to 20%. Power Phase Ends |
2-3 | Thermal Generators Stable, No change. |
4-5 | Thermal Generators Produce excess power: Raise to 60% Power Phase Ends |
6 | Thermal Generators Produce excess power: Raise to 60% Reroll on table 1.4 |
1D6 | Effect |
---|---|
1 | Thermal Generators Failed: Down to 0%. Reroll on 1.7 |
2 | Thermal Generators Stable, No change. |
3-4 | Thermal Generators Produce excess power: Raise to 40% Power Phase Ends |
4-5 | Thermal Generators Produce excess power: Raise to 40% Reroll on table 1.5 |
1D6 | Effect |
---|---|
1-3 | Thermal Generators Failed: Down for one turn while computer reboots. Cannot Attack, Defend, or move while reboot is in process. When reboot's completed computer will restore at 20%. TURN ends. |
4-5 | Brain kicks in reserve power: Raise to 20%. Power Phase Ends |
6 | Brain kicks in reserve power: Raise to 20% Reroll on table 1.6 |
Dice Total | Effect |
---|---|
00-9 | Rift unstable. Unable to make retraction. |
10-18 | Nanomechanics booster kit. May be engaged at any time. This booster kit will restore 1 Body Point. |
18-24 | Laser Pistol with 6 charges. |
25-30 | Phase Blaster with 3 charges |
31-36 | Laser Pistol with 10 charges. |
37-42 | 3 Grenades |
43-49 | Phase Blaster with 6 charges. |
50-55 | Laser Pistol with 14 charges. |
56-62 | Flame Thrower with 4 charges. |
63-69 | 6 Grenades |
70-78 | Phase Blaster with 12 charges. |
79-87 | Flame Thrower with 8 charges. |
88-94 | 9 Grenades |
95-97 | Proton Cannon with 3 charges. |
98-100 | Proton Cannon with 6 charges. |
Name | Effect | Maximum Charge Held |
---|---|---|
Laser Pistol | 1 Body Point of Damage to any character the cyborg can "see". | 14 charges |
Phase Blaster | 3 Body Points of Damage to any character the cyborg can "see". | 12 charges |
Flame Thrower | The flame extends 6 spaces horizontal & vertical, 5 spaces diagonal. Damage is assessed by distance. 1 space adj.=5 Body Points 2 spaces adj, 1 spaces diag.=4 Body Points 3 spaces adj, 2 spaces diag.=4 Body Points 4 spaces adj, 3 spaces diag.=3 Body Points 5 spaces adj, 4 spaces diag.=2 Body Points 6 spaces adj, 5 spaces diag.=1 Body Point | 8 Charges |
Grenades | Grenades can be thrown up to 8 squares away. Damage is also done by distance. If a character is standing on the square where the grenade lands, it suffers 4 Body Points of Damage. If a character is standing within a one space radius of ground zero, it suffers 2 Body Points of Damage. |
9 total can be held at any 1 time. |
Proton Cannon | 8 Body Points of Damage to any one
target the cyborg can "see". All characters adjacent roll 4 combat die. For each skull rolled, their Body Points go down by 1 Point. This is the equivalent of "crossing the streams". | 6 Charges |