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Enter the Combat Zone: Human Interface Proxy War rules – Augmented Edition

Welcome to the Human Interface Proxy War Augmented Edition—where polished chrome meets cracked concrete and the line between hacker and street-samurai finally blurs. Human Interface: Proxy War – Augmented Edition is more than a facelift: it’s a full neural-rebuild that fuses code and gunfire into one breathless, neon-lit brawl : )

More chrome, more grit, zero downtime—and now a fully-fleshed mind-break mechanic.

Flow like a datastream: the new Six-Step Loop
Startup → System Resources → Initiative Bid → Real-World Phase → OPFOR Ops → Clean-Up.

Refined Cybershock & Digital Warfare
That’s it. The once-separate Cyberwarfare phase is gone; hacking is now an Action any time you have an Action Point to spend. Flip a mag-lock, brick an exosuit, or fry an optic implant without pausing the firefight. Every turn becomes a staccato mix of suppressed bursts and cascading malware.

The Cybershock — humanity, quantified
A single D10 track now measures how far each chrome-stuffed fighter has drifted from baseline sanity:

Cybershock rises whenever you overclock a cyberdeck, fail a hostile program save, or squeeze the trigger on smart-linked ordnance one time too many. Desperate? Drop into Autistic Mode, severing all external links and freezing your dial—at the cost of SR income and squad support.

Quick-Hack Arsenal, Refactored
Fifteen signature payloads—Digital Venom (stack Cybershock in bursts), Mind Shockwave (splash mental damage), Panic Protocol (force OPFOR retreat), and more—slot neatly onto a card format that lists AP cost, SR burn, range, and counterplay in plain sight. No lookup tables, just plug-and-play sabotage.

Harder-Hitting Hardware
Clean range bands for every firearm, universal blast templates for grenades, simplified recoil rules, plus weapon mods that actually matter (Smart Munitions, EMP Rounds,Collider Stocks). Firefights feel vicious but predictable—perfect for tactical planning.

Vehicles & Tactical Momentum
Rules for bikes, vans, crawler rigs, and quad-copter gunships drop straight into Real-World actions: acceleration as Move-equivalent, collision dice for smash-throughs, and hijack options for deckers bold enough to jack the autopilot on the fly.

Why Augmented Edition?

Grab the new rulebook, jack the feed into your cortex, and sprint into a city where the next dataline or bullet casing might be the thing that tips you over the edge. Proxy War Augmented Edition — faster, meaner, and almost certainly bad for your mental health.

We hope these rules meet your expectations.

Links to:

Human Interface Proxy War Augmented Edition

Quick Reference Sheet

Human Interface Proxy War Augmented Edition Playing the Game summary

If you have any feedback or suggestions, we kindly encourage you to share them with us. Anything that improves the system will help.

Leave a comment, send a message, or join the Discord community.

Happy reading and playing

UNIT9

Enter the Combat Zone: Human Interface Proxy War rules – Augmented Edition

Comments

Hi, guys, any news about the video tutorial ?

Willdesigns

It's taking me a while to understand grenades. On page 30 it says to make a normal roll (standard test?!), if I score a hit, I roll an opposed test using grenade value+d10 Vs target skill+d10 to deal/avoid damage. On page 81, though, it says to make a standard test based on the sum of physical skill+d10+modifiers. I don't get it... Also, what is the range of a grenade? Do I need to check the damage location as usual? The missed hit example is very clear, I suggest to adapt the text to it. Cheers

Riccardo Caprizzotti

Great job! The rule book is awesome, even if a few typos are still present. Pages 58 and 59 are almost blank, is it on purpose or something missing?

Riccardo Caprizzotti

Ah, I also didn’t understand the part that says a character in Autistic mode is not affected by some program effects, but can be targeted by hacking actions. Aren’t these effectively the same thing?

Kirlian Silvestre

I loved the book, I liked the changes I noticed in vehicles and in the hacking phase, of course I need to read more, but I noticed that some suggestions that were made to clarify certain aspects of the game (such as what mercenaries really are, since almost no card has the mercenary faction icon, how much does a neurochip cost?) were not addressed.

Kirlian Silvestre


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