Thread Snap Rules

Combat & Damage Mechanics • Version 3.0

"When a thread snaps, it feels like your finger's being ripped off. But you can't scream...you're strapped inside a coffin. So you just... keep moving the other nine."

Overview

Neural Threads are the bio-mechanical strings that connect a pilot's fingertips to their Casket's control systems. When combat damage severs a thread, the pilot loses control of that limb function and experiences excruciating nerve shock.

Important: Each pilot has 10 threads total (5 per hand). Each thread controls a specific casket function. Lose too many threads = casket becomes uncontrollable.

Quick Reference

Thread Snap Triggers

Combat Damage (Primary Trigger)

When a Casket takes 10 or more damage in a single hit, roll 1d6:

Roll Result
1-4 No Thread Snap (threads hold)
5-6 Thread Snap (random thread severs, see Thread Function table)

Example: Casket takes 12 damage from enemy attack. Roll 1d6 = 5. Thread Snap! Roll 1d10 to determine which thread severs.

Other Thread Snap Triggers

Trigger Snap Chance Notes
Overheating 1d6, snap on 6 When Heat reaches maximum, threads fray from bioelectric discharge
High Taint (16-20) Automatic Random thread snaps at start of mission (Void corruption degrades threads)
Void Breach (Taint 21+) Multiple snaps 1d3 threads snap when Corruption Event "Thread Rebellion" triggers
Emergency Disconnect Intentional Pilot can manually sever threads to prevent feedback overload (player choice)

Thread Function Table (1d10)

When a Thread Snap occurs, roll 1d10 to determine which thread severs:

Roll Thread Function Disabled Casket Effect
1 Right Thumb Right hand grip Cannot use right-hand weapon/tool. Must drop or switch to left hand.
2 Right Index Right arm bend/extend Right arm locked in current position. Cannot aim, attack, or manipulate with right arm.
3 Right Middle Right leg step/lift Right leg locked. Movement speed halved, cannot dodge right.
4 Right Ring Right shoulder rotate Right shoulder locked. Cannot turn right arm, limited weapon arc.
5 Right Pinky Torso rotation (right) Cannot turn right. Attacks from right side gain Advantage against you.
6 Left Thumb Left hand grip Cannot use left-hand weapon/tool. Must drop or switch to right hand.
7 Left Index Left arm bend/extend Left arm locked in current position. Cannot aim, attack, or manipulate with left arm.
8 Left Middle Left leg step/lift Left leg locked. Movement speed halved, cannot dodge left.
9 Left Ring Left shoulder rotate Left shoulder locked. Cannot turn left arm, limited weapon arc.
10 Left Pinky Torso rotation (left) Cannot turn left. Attacks from left side gain Advantage against you.

Immediate Effects of Thread Snap

On Pilot (Always Occurs)

  1. Nerve Shock: Pilot must pass Grit DC 15 or lose next turn (writhing in pain)
  2. Phantom Pain: Feels like finger was amputated (ongoing narrative effect)
  3. Blood Loss: Thread tears through flesh/bone, fingertip bleeds (minor, not mechanical damage)
  4. Thread Stump Sparks: Severed thread discharges purple Void energy (visible to allies)

On Casket (Depends on Thread)

Narrative Moment: When a Thread Snap occurs, pause combat briefly. Describe the pilot's scream (audible through radio), the casket stumbling, the severed thread sparking. Let other players react with horror/encouragement.

Field Repair (Emergency Fix)

Requirements

Procedure

  1. Locate severed thread end (inside casket, may require opening access panel)
  2. Strip damaged section (cut away frayed/melted portion)
  3. Splice thread to backup neural line (jury-rigged connection)
  4. Seal with bio-adhesive (temporary bond, not as strong as original)
  5. Test connection (pilot wiggles finger, casket responds?)

Results

Check Result Effect
12+ (Success) Thread is functional but fragile. -1 penalty to checks using that thread. Will snap again if casket takes 5+ damage in one hit. Must be properly repaired at settlement.
8-11 (Partial) Thread barely works. -2 penalty to checks using that thread. Will snap again if casket takes ANY damage. Must be repaired immediately after mission.
7 or less (Failure) Thread unfixable in the field. Function remains disabled until settlement repair.

Permanent Repair (Settlement)

Settlement Thread Replacement

Service Cost Time Result
Single Thread Replacement 50 Credits 1 week Thread fully restored, no penalties
Multiple Threads (2-3) 40 Credits each 10 days Bulk discount, all threads restored
Full Thread Overhaul (all 10) 300 Credits 2 weeks All threads replaced, recalibrated

Faction-Specific Repair Methods

Faction Time Cost Special
Church 1 week 30 Credits (subsidized) Includes prayer ritual, blessed thread wrapping
Dwarves 10 days 60 Credits (premium) Runic enhancement, +1 durability (Thread Snap on 6 only, not 5-6)
Ossuarium 3 days 50 Credits Industrial speed, no frills, bone fiber wrapping
Elves 2 weeks 40 Credits Living vine threads, slower but self-repairing over time

Multiple Thread Snaps

Cumulative Effects

Threads Snapped Casket Status Recommendation
1 Thread Minor inconvenience Adapt, compensate with other threads, continue mission
2-3 Threads Moderate disability Fight defensively, consider field repair if possible
4-5 Threads Severe disability One limb mostly non-functional, retreat strongly recommended
6+ Threads Critical failure Casket barely controllable, must retreat or risk total loss
All 10 Threads Complete paralysis Casket immobile, pilot helpless. Allies must extract pilot immediately.

Emergency Extraction: If all 10 threads snap (or casket destroyed), pilot must be extracted within 1d6 turns or suffer permanent psychological trauma (Morale permanently reduced by -3).

Long-Term Effects

Nerve Damage (Repeated Thread Snaps)

Each time a pilot suffers 3 Thread Snaps (cumulative across entire campaign), they gain permanent -1 penalty to all Pilot checks (nerve damage from repeated trauma).

Total Thread Snaps Permanent Penalty Narrative Effect
3 -1 to all Pilot checks Hands shake slightly, phantom pains
6 -2 to all Pilot checks Chronic nerve damage, difficulty with fine control
9 -3 to all Pilot checks Severe scarring, pilot must retire or risk permanent disability

Thread-Based Abilities (Optional Advanced Rules)

Precision Control (Advanced Pilots)

Cost: 1 SP
Effect: Make DC 15 Pilot check. On success, +2 to attack roll (perfect thread coordination). On failure, random Thread Snap (overuse).

Overcharge Threads (Desperate Measure)

Cost: 3 SP
Effect: Force all threads to maximum bioelectric output. +3 damage on next attack, Advantage on attack roll.
Risk: Take 1d6 damage (nerve overload), +2 Heat.

Emergency Disconnect

Cost: Free action (can be done mid-turn)
Effect: Sever 1 thread to prevent feedback damage. Useful when casket is about to explode or suffer massive Void corruption.
Example: Casket is about to detonate → Disconnect all threads → Survive explosion (no feedback pain).

GM Guidelines

When to Trigger Thread Snaps

Balancing Thread Snaps

Cross-References

Topic See Also
Neural Thread Lore Neural Thread Interface
Combat Damage Combat Rules
Component Damage Component Damage
Pilot Grit Pilot Grit System