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SKALA hacks

SKALA · seven reactor computers · "A reactor computer has been hijacked, keep going!"

In lore, Phase 2 of a Hostile Raid gives the attackers 13 minutes 20 seconds to hack seven SKALA computers; complete SKALA failure guarantees a meltdown. The Control Room’s SKALA panel displays the hacked computers. The TCG keeps the seven.

  • A Personnel with HACK n that strikes the reactor unblocked may instead of dealing heat put n HACK counters on the defender’s SKALA panel. The striker’s controller is prompted: heat or hack.
  • HACK values add: a Federal Ranger (HACK 1) with a WN Hacking Device (HACK 1) hacks 2 per strike; a Hostile Raid in play adds +1 to every HACK value.
  • At 3 or more counters the defender’s Base Load rises from +150 K to +200 K a shift.
  • At 7 counters: complete SKALA failure — the defender’s core is set to 3,120 K immediately (SCRAM check, otherwise the loss). Counters then reset to 0.
  • Counters are permanent until removed.
SourceEffect
Plant Maintenance Intern — RepairExhaust: remove 1 HACK counter (or restore 1 Integrity)
Control RoomShift Start: remove 1 HACK counter
Senior GuardBlocking a strike removes its hack entirely (any block does)
LOCKDOWNNo HACK counters can be added while it lasts
CardHACKNotes
Federal Ranger1SCAN-IMMUNE; carries a Q-Card
1SFA Operator1DISGUISE: its first strike of the game cannot be blocked
WN Hacking Device+1 to the attached RAIDERAlso counts your Level as A for hostile cards
Hostile Raid+1 to all HACK valuesSITE-WIDE, 3 shifts

Two hackers at HACK 2 under a raid (HACK 3 each) reach seven counters in two unblocked shifts. The answer is the same as for heat — station guards — plus a Control Room ticking one counter off every Shift Start and Interns to Repair.