Thread Snap Rules
Combat & Damage Mechanics • Version 3.0
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 Trigger: When casket takes 10+ damage in one hit
- Pilot Effect: Grit DC 15 or lose 1 turn (nerve shock)
- Casket Effect: Corresponding limb/function disabled
- Field Repair: DC 12 Repair check, 1 turn, ally required
- Permanent Fix: 1 week downtime, 50 Credits per thread
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)
- Nerve Shock: Pilot must pass Grit DC 15 or lose next turn (writhing in pain)
- Phantom Pain: Feels like finger was amputated (ongoing narrative effect)
- Blood Loss: Thread tears through flesh/bone, fingertip bleeds (minor, not mechanical damage)
- Thread Stump Sparks: Severed thread discharges purple Void energy (visible to allies)
On Casket (Depends on Thread)
- Corresponding function disabled (see Thread Function table)
- Casket lurches/stumbles (sudden loss of control, narrative)
- Error alarms (audio/visual warning, other players notice)
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
- Ally with Repair skill (or pilot themselves if not in active combat)
- 1 full turn (cannot attack, cannot move, vulnerable to enemy attacks)
- DC 12 Repair check (Repair skill + 1d20)
- Access to casket (must be within 1 hex of damaged casket)
Procedure
- Locate severed thread end (inside casket, may require opening access panel)
- Strip damaged section (cut away frayed/melted portion)
- Splice thread to backup neural line (jury-rigged connection)
- Seal with bio-adhesive (temporary bond, not as strong as original)
- 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
- Every 10+ damage hit: Roll 1d6 (snap on 5-6)
- Critical hits (20): Automatic Thread Snap (no roll)
- Overheating: Roll 1d6 when Heat maxed (snap on 6)
- High Taint caskets: Automatic snap at mission start (Taint 16+)
- Dramatic moments: Use Thread Snap as narrative tension (boss final phase, desperate last stand)
Balancing Thread Snaps
- Frequency goal: ~1-2 Thread Snaps per 3-mission arc (impactful but not constant)
- If too frequent: Reduce to 1d6 snap on 6 only
- If too rare: Increase to 1d6 snap on 4-6
- Field repair availability: Ensure at least one ally has Repair skill
Cross-References
| Topic | See Also |
|---|---|
| Neural Thread Lore | Neural Thread Interface |
| Combat Damage | Combat Rules |
| Component Damage | Component Damage |
| Pilot Grit | Pilot Grit System |