Print kitQuick sheet APrint on A4 landscape at 100% scale, no margins.
Sacred Wire 28Quick reference · rules
SIDE A OF 2 · v0.8.1-beta · CC BY-SA 4.0

Dice tiers (DT)

2d42d62d82d102d12

Roll two dice of your tier and add them. +1 DT: next larger die. -1 DT: next smaller. Never below 2d4 or above 2d12: a modifier past the limit passes to your opponent, reversed, once.

Opposed rolls

Both roll at once; higher total wins. Tie: lower DT wins. Same DT: re-roll.

Attributes · values

CombatAttack rolls. DefenseResisting attacks. WitsSearch, Interrogate, tech rolls. HealthDamage before Out of Action. MoveInches per activation.

Definitions

ActivationMove + Action, or Action + Move. MeasuringBase edge to base edge. LoSThe target's body must be visible; arms and weapons don't count. WoundedBelow maximum Health. KnockbackOnly weapons with a Knockback value. Push straight away; stops at obstacles; off an edge: fall damage. AP NIgnore N points of armor reduction.
Each round
  1. Each player rolls Corporate Blessings (d8 three times).
  2. Bag: one token per player model, one per hostile spawn group, one per Coworker group.
  3. Draw a token: that faction activates one model. Hostiles follow their AI.
  4. Player model OoA: remove its token. Hostile and Coworker tokens stay (remove a group's token when its last model leaves play).
  5. Activation: one Move and one Action, either order. A bonus action is an extra action; max two actions per activation.
  6. Repeat until the bag is empty. "Until end of round" effects expire.

Actions · one per activation

AttackCombat vs Defense, weapon damage
Move AgainTake a second move
DisengageLeave melee safely
AimDeclare target: +1 DT next shot (lost if the aiming model moves or takes damage)
InteractWithin 1": grab objective, pick up weapon
SearchWithin 1" of Loot Marker: Wits vs 2d6. Not Engaged
InterrogateWithin 1" of Coworker: Wits vs Wits (+1 DT if the Coworker is wounded)
CastBroadcasters only: see Casting

Casting

Offensive: Wits vs target Wits. Support: Wits vs 2d6. Triple or better: affects every valid target within 3" of the target. Defender triples: Broadcast Fumble.

Melee engagement

Within 1" of an enemy: Engaged. Leaving without Disengage: each enemy left gets a free attack at -1 DT. No melee weapon: Improvised Combat (-2 DT). Engaged models cannot shoot.

Vertical movement

MoveCostLimit
Climb2" per 1" upClimbable surface
Jump gap1" per 1" acrossMax 2"
DropFreeUp to 3"

Falling: 1d6 per 3" beyond the first 3" (4–6": 1d6 · 7–9": 2d6 · 10–12": 3d6).

Grenades

Action, one use: a point within 6". Combat vs 2d6; fail: scatters d6". Fumble: lands at your feet. 3" blast hits friend and foe. Never a Critical.

Morale

When a Boss goes Out of Action, every friendly model tests Wits vs 2d6 (+1 DT if a friendly model is within 3"). Fail: Flee. Any Fleeing model retests at the start of each activation until passed.

Attack resolution
  1. Declare target and weapon.
  2. Melee: defender picks Defense or Riposte (Combat at -1 DT). Ranged: Defense only.
  3. Both roll at once: Combat, or Defense (Combat at -1 DT if Riposting).
  4. Attacker wins: hit (double damage dice vs. a Riposte). Defender wins: avoided (a winning Riposte deals its weapon damage).

Damage

Roll weapon damage, add any Critical bonus, subtract armor (Light 1 · Medium 2 · Heavy 3), take it from Health. 0 or less: Out of Action.

DOUBLEMax weapon damage.
TRIPLE+Max damage + Critical of the weapon's type. +1 per extra multiple.
FUMBLEDefender triples you: Fumble table.

Cover and ranged

Cover-1 DT Combat
Shooting on the move-1 DT Combat (ranged attacks only)
Into melee-1 DT; a miss hits a random model within 1" of the target (none: shot misses)

Ranged: range as listed on the weapon (grenades 6"), no Riposte. Modifiers stack.

Tables: Blessings, Search, Interrogate, Criticals, Fumbles, hostile behavior → side B