COMBAT
TUNNELCORE uses Cortex Prime dice pools — not d20. Every fight is an opposed roll between two pools of differently-sized dice. Stress builds on three tracks. Three traumas end a character.
At a Glance
01DICE POOL BASICS
Every action in combat is an opposed roll. You build a pool of dice from your character's stats, roll them all, keep the two highest values, and sum them. The opposition builds their own pool and does the same. Higher sum wins. Ties go to the defender.
Building Your Pool
ATTRIBUTE
d6–d12
Physical / Mental
Social / Ghost
APPROACH
d4–d12
Forceful / Quick
Clever / Quiet / Daring
ASSET
d6–d12
Weapon / Deck
Armor (optional)
CHROME
d4–d12
Archetype ceiling
(if not d4)
Resolution Steps
- 1.Roll all dice in your pool. Any result of 1 is a hitch — add a d6 to the Doom Pool.
- 2.Keep the two highest individual values. Sum them. That's your total.
- 3.Compare totals. Higher total wins. Ties go to the defender.
- 4.Winner's effect die = the largest die from the remaining (unkept) dice in the winner's pool. If only two dice were rolled, effect die defaults to d4.
- 5.Critical: If the two kept dice show the same value, it's a critical — step the effect die up one size.
Example Roll
You attack with Physical d8 + Forceful d6 + Combat Blade d8 + Chrome d6. You roll: 7, 4, 6, 3.
Keep highest two: 7 + 6 = 13 total. Unkept dice: the d6 (rolled 4) and d6 Chrome (rolled 3). Largest unkept die = d6 → effect level Standard.
Opposition rolled 11. You win by 2. Effect die d6 applies Standard stress to one of their tracks.
02STRESS TRACKS
Your character has three stress tracks: Physical, Mental, and Signal. Each starts empty (None) and steps up through die sizes as you take damage. When a track would step beyond d12, it marks you as Stressed Out on that track.
Physical Stress
melee / ranged / physical harmNone
Uninjured
d6
Strained
d8
Hurt
d10
Critical
d12
Desperate
OUT
Stressed Out
Recovery: rest / medkit / treatment steps down one box per scene.
Mental Stress
taunt / psychological / moraleNone
Uninjured
d6
Strained
d8
Hurt
d10
Critical
d12
Desperate
OUT
Stressed Out
Recovery: rest / medkit / treatment steps down one box per scene.
Signal Stress
hack / quickhack / ghost interferenceNone
Uninjured
d6
Strained
d8
Hurt
d10
Critical
d12
Desperate
OUT
Stressed Out
Recovery: rest / medkit / treatment steps down one box per scene.
Stressed Out
When any track is Stressed Out, you are incapacitated on that axis. You cannot take actions that require that attribute class until you recover or receive treatment. If another hit reaches an already-Stressed-Out track, you take a Trauma.
03TRAUMA
Trauma is permanent damage to your character's identity. It happens when you take stress on an already-Stressed-Out track. When trauma occurs, one of your three Distinctions is permanently replaced by the trauma name. That slot is gone. You cannot rewrite it.
1
First Trauma
A distinction slot is overwritten. Your character is changed — but still standing.
2
Second Trauma
Another distinction gone. You are profoundly marked. Consider what you are becoming.
3
Retirement
Three traumas means your character cannot continue. The Wire DM narrates their exit. Your character becomes an NPC — or simply disappears into the city.
Avoiding Trauma
- —Recover stress before a track is fully Stressed Out. Use medkits, stimulants, or seek a Neural Recovery Suite.
- —Flee combat before you are overwhelmed. Retreat is not failure — it is survival.
- —Spend Plot Points (if available) to absorb a hitch before it reaches the Doom Pool.
- —Engage on your terms. Use ambush or terrain advantage to start at Controlled position.
04POSITIONS
Every combat action has a Position: Controlled, Risky, or Desperate. Position is not the same as winning or losing — it describes what's at stake if you fail. The Wire DM and the Doom Pool can worsen all positions simultaneously.
Controlled
CONTROLLEDYou have the upper hand. Limited consequences on failure. Effect is boosted.
Occurs when:
- ›You ambush a target
- ›Terrain advantage
- ›Outnumbered the enemy 2:1
Failure cost:
Setback — a complication, not immediate harm
Risky
RISKYStandard position. Most combat starts here. Win or take a hit.
Occurs when:
- ›Default position in most fights
- ›Even numbers on both sides
- ›No particular advantage
Failure cost:
Harm — stress is applied to the loser
Desperate
DESPERATEYou are exposed. Failure means serious harm. But success is possible.
Occurs when:
- ›Outnumbered
- ›Doom pool spends SceneEscalation
- ›Repeated failures worsen position
Failure cost:
Serious harm + potential complication
05EFFECT DICE
When you win an opposed roll, your effect die determines how much impact you have. The effect die is the largest die from the dice you did not keep when summing your total. If you only rolled two dice, effect die defaults to d4.
Critical Effect
When your two kept dice show the same value, it's a critical. Your effect die steps up one size automatically. A d4 effect becomes d6, a d12 remains d12 (already maximum).
Zero Effect
If you lose the opposed roll, your effect level is Zero — you cause no stress. The opposition may apply their own effect die against you if their result warrants it.
06THE DOOM POOL
The Doom Pool is the Wire DM's resource — a growing threat that represents the world pushing back. It starts at 2d6 when the server boots and grows throughout the day as players roll hitches (1s on any die).
Current Pool (Example)
Pool grows: every hitch (1 rolled by any player) adds +d6 to the pool. Doom dice are never removed by players — only spent by the Wire DM.
When the Wire DM (or auto-spend logic during combat) spends from the pool, it selects the highest applicable die. Spends happen automatically after player actions in active combat scenes:
NPC Interrupt
A non-incapacitated NPC in the scene acts immediately out of turn.
Add Complication
A d6 scene-wide complication appears: Smoke, Alarms, Debris, Bystanders, etc.
Reinforcements
A new zone-appropriate NPC joins the scene against the players.
Scene Escalation
All positions worsen by one step. Requires 3+ active participants in scene.
07COMBAT COMMANDS
All combat commands resolve through opposed rolls. Your pool is built automatically from your CharacterSheet based on the action type. You can override by specifying approach or attribute explicitly with attack <target> using clever.
attack <target>Pool
Physical + Forceful + Melee Asset
Notes
Default melee. Chrome adds to pool if not d4.
attack <target> rangedPool
Physical + Quick + Ranged Asset
Notes
No chrome bonus. Range removes adjacency requirement.
ambush <target>Pool
Physical + Quiet + Melee Asset
Notes
Sets your position to Controlled if successful.
attack <target> recklessPool
Physical + Daring + Melee Asset
Notes
Chrome adds. Your position worsens by one step regardless of outcome.
hack <target>Pool
Mental + Clever + Hack Deck
Notes
Targets Signal stress track. Requires a hack deck asset.
quickhack <target>Pool
Mental + Quick + Hack Deck
Notes
Fast but weaker. No chrome bonus. Good for interrupts.
taunt <target>Pool
Social + Forceful
Notes
Targets Mental stress track. Can force a Risky position on the target.
fleePool
Physical + Quick
Notes
Opposed by a pursuer's pool. Success removes you from the scene.
grapple <target>Pool
Physical + Forceful
Notes
Adds a Restrained complication to the target on success.
intercept <target>Pool
Physical + Quick
Notes
Interrupt another entity's action. Works in or out of combat.
use <item> on <target>Pool
Depends on item tag
Notes
Medkits, stims, EMPs — each resolves with the relevant attribute/approach.
scan <target>before committing to a fight. It reveals the target's attribute dice, stress state, and behavior type — without triggering combat.08NPC BEHAVIORS
Every NPC has a combat behavior hint that determines their auto-action when engaged. LLM-driven agents (Tier-1 named NPCs) can override these defaults based on context, but the behavior hint acts as the fallback and baseline. You can read a target's behavior with scan.
Aggressive
AnyAlways attacks
No hesitation, no flee. Will fight until incapacitated.
FleeWhenHurt
First stress hitAttacks, then flees on any stress
Common among civilians and minor criminals. Pride has limits.
Defensive
When attackedDefends, counter-attacks when safe
Minimizes risk. Uses Physical + Clever + Armor pool.
Coward
ImmediateAlways flees immediately
No combat participation. Runs first. Calls for help if possible.
Boss
Never stopsAlways attacks, immune to FleeWhenHurt
Special rules: starts with a d10+ doom die when a player first engages.
Enforcer
Any rule breachAttacks, applies Restrained complication
Directorate 9. On incapacitation of player, triggers detention. Not killed.
Shopkeeper
When attackedDefends, calls for help
Will not initiate. If they call for help, Enforcers may respond.
Warden
Intrusion attemptDefends, blocks exits
Position is always Controlled within their designated facility.
Psychiatrist
ImmediateAlways flees, cannot be baited
Non-combatant by design. Harming one triggers automatic Severe detention.
Boss NPCs
Boss-type NPCs (faction leaders, named antagonists) enter the scene with special rules. They begin with an additional d10 in the Doom Pool at combat start, their initial position is Controlled regardless of circumstances, and they cannot be scared into fleeing by any social or taunt actions. Only stress can stop a Boss.
ACTION MAPPING REFERENCE
When you enter a combat command, the engine automatically selects the Attribute + Approach combination. This table shows every mapping. Use it to understand which of your dice are relevant.
attack / attack meleePhysical + ForcefulMelee Weapon + Chromeattack rangedPhysical + QuickRanged WeaponambushPhysical + QuietMelee Weaponattack recklessPhysical + DaringMelee Weapon + ChromefleePhysical + Quick—grapple / interceptPhysical + Forceful—defendPhysical + CleverArmorhide / sneakPhysical + Quiet—hackMental + CleverHack DeckquickhackMental + QuickHack DeckscanMental + Clever—tauntSocial + ForcefulChromeintimidateSocial + ForcefulChromepersuadeSocial + Clever—deceiveSocial + Quiet—resist signalGhost + Forceful—perceive substrateGhost + Clever—