Power Grid • Temporal Retrieval • Weapons • Resistance
Check your current Mind Points at the start of your Power Phase, then roll and consult the corresponding table.
| Mind Points | Status | Roll & Go To |
|---|---|---|
| 5 | Power at 100% | Roll 3D6 → Table 1.2 |
| 4 | Power at 80% | Roll 2D6 → Table 1.3 |
| 3 | Power at 60% | Roll 2D6 → Table 1.4 |
| 2 | Power at 40% | Roll 1D6 → Table 1.5 |
| 1 | Power at 20% | Roll 1D6 → Table 1.6 |
| 0 | Power at 0% | Roll 1D6 → Table 1.7 |
Roll 3D6 and see total score.
| 3D6 | Effect |
|---|---|
| 3 | Thermal Generators Failing. Drop to 80%. Power Phase ends. |
| 4–6 | Thermal Generators Stable. No change. |
| 7–9 | Generators produce excess power. Nanomechanics engaged — recover 2 Body Points. |
| 10–12 | Generators produce excess power. Nanomechanics engaged — recover 4 Body Points. |
| 13–15 | Temporal Retraction Engaged. Roll 3D20 → Table 1.8 |
| 16–18 | Temporal Retraction Engaged. Roll 5D20 or 1D10+1D% → Table 1.8 |
Roll 2D6 and see total score.
| 2D6 | Effect |
|---|---|
| 2 | Thermal Generators Failing. Drop to 60%. Power Phase ends. |
| 3–4 | Thermal Generators Stable. No change. |
| 5–7 | Generators produce excess power. Raise to 100%. Power Phase ends. |
| 8–10 | Generators produce excess power. Nanomechanics engaged — recover 2 Body Points. |
| 11–12 | Temporal Retraction Engaged. Roll 2D20 → Table 1.8 |
Roll 2D6 and see total score.
| 2D6 | Effect |
|---|---|
| 2 | Thermal Generators Failing. Drop to 40%. Power Phase ends. |
| 3–4 | Thermal Generators Stable. No change. |
| 5–6 | Generators produce excess power. Raise to 80%. Power Phase ends. |
| 7–10 | Generators produce excess power. Raise to 80%. Reroll on Table 1.3. |
| 11–12 | Temporal Retraction Engaged. Roll 1D20 → Table 1.8 |
Roll 1D6 and see total score.
| 1D6 | Effect |
|---|---|
| 1 | Thermal Generators Failing. Drop to 20%. Power Phase ends. |
| 2–3 | Thermal Generators Stable. No change. |
| 4–5 | Generators produce excess power. Raise to 60%. Power Phase ends. |
| 6 | Generators produce excess power. Raise to 60%. Reroll on Table 1.4. |
Roll 1D6 and see total score.
| 1D6 | Effect |
|---|---|
| 1 | Thermal Generators Failed. Drop to 0%. Reroll on Table 1.7. |
| 2 | Thermal Generators Stable. No change. |
| 3–4 | Generators produce excess power. Raise to 40%. Power Phase ends. |
| 4–5 | Generators produce excess power. Raise to 40%. Reroll on Table 1.5. |
Roll 1D6 and see total score.
| 1D6 | Effect |
|---|---|
| 1–3 | Thermal Generators Failed. System down for one turn while computer reboots. Cannot attack, defend, or move during reboot. System restores at 20% when reboot completes. 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 | Retrieved |
|---|---|
| 00–9 | Rift unstable. Retraction unsuccessful. |
| 10–17 | Nanomechanics booster kit. May be engaged at any time to restore 1 Body Point. |
| 18–24 | Laser Pistol — 6 charges. |
| 25–30 | Phase Blaster — 3 charges. |
| 31–36 | Laser Pistol — 10 charges. |
| 37–42 | 3 Grenades. |
| 43–49 | Phase Blaster — 6 charges. |
| 50–55 | Laser Pistol — 14 charges. |
| 56–62 | Flame Thrower — 4 charges. |
| 63–69 | 6 Grenades. |
| 70–78 | Phase Blaster — 12 charges. |
| 79–87 | Flame Thrower — 8 charges. |
| 88–94 | 9 Grenades. |
| 95–97 | Proton Cannon — 3 charges. |
| 98–100 | Proton Cannon — 6 charges. |
The Cyborg can only hold one of each weapon type. Multiple copies simply add to the current ammunition total. Due to their alien nature, all damage from these weapons is undefendable.
| Weapon | Effect | Max Charges |
|---|---|---|
| Laser Pistol | 1 Body Point of damage to any character the Cyborg can "see." | 14 |
| Phase Blaster | 3 Body Points of damage to any character the Cyborg can "see." | 12 |
| Flame Thrower | Extends 6 spaces horizontal/vertical, 5 spaces diagonal. Damage by distance: 1 adj / — = 5 BP • 2 adj / 1 diag = 4 BP • 3 adj / 2 diag = 4 BP 4 adj / 3 diag = 3 BP • 5 adj / 4 diag = 2 BP • 6 adj / 5 diag = 1 BP |
8 |
| Grenades | Can be thrown up to 8 squares away. Damage by distance from impact point: Direct hit (ground zero): 4 BP Within 1-space radius: 2 BP |
9 total |
| Proton Cannon | 8 Body Points of damage to any one visible target. All characters adjacent to the target roll 4 combat dice — for each skull rolled, lose 1 Body Point. (This is the equivalent of "crossing the streams.") | 6 |
The Cyborg is completely unaffected by all of the following spells, potions, and effects.