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.
The rule
Section titled “The rule”- 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.
Removing counters
Section titled “Removing counters”| Source | Effect |
|---|---|
| Plant Maintenance Intern — Repair | Exhaust: remove 1 HACK counter (or restore 1 Integrity) |
| Control Room | Shift Start: remove 1 HACK counter |
| Senior Guard | Blocking a strike removes its hack entirely (any block does) |
| LOCKDOWN | No HACK counters can be added while it lasts |
Hackers in Critical Mass
Section titled “Hackers in Critical Mass”| Card | HACK | Notes |
|---|---|---|
| Federal Ranger | 1 | SCAN-IMMUNE; carries a Q-Card |
| 1SFA Operator | 1 | DISGUISE: its first strike of the game cannot be blocked |
| WN Hacking Device | +1 to the attached RAIDER | Also counts your Level as A for hostile cards |
| Hostile Raid | +1 to all HACK values | SITE-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.