Sacred Wire 28Quick reference · tables
SIDE B OF 2 · v0.8.1-beta · CC BY-SA 4.0
Corporate Blessings d8 · declare first
| 1 | Denied | No blessing. One model gains a bonus action |
| 2 | Reroll | Reroll a single die |
| 3 | Boost | +1 DT to one roll |
| 4 | Overtime | One model takes two actions |
| 5 | Severance | One attack deals max weapon damage |
| 6 | Synergy | A model you activate with an ally within 6" gains a bonus action |
| 7 | Wellness | Restore d4 Health to one model during its activation |
| 8 | Surplus | Roll twice, ignoring 8s |
No model gets two blessings per round.
Search findings d20 · on a success
| 1 | Grenade |
| 2 | Light Armor |
| 3 | 4 subs |
| 4 | Melee Weapon |
| 5 | 6 subs |
| 6 | 1 Evidence |
| 7 | Consumable |
| 8 | 8 subs |
| 9 | Ranged Weapon |
| 10 | 1 Evid. +1 Lead |
| 11 | Medium Armor |
| 12 | 1 Evidence |
| 13 | Gear |
| 14 | 12 subs |
| 15 | Heavy Armor |
| 16 | 15 subs |
| 17 | 1 Merit |
| 18 | 20 subs |
| 19 | 1 Evidence |
| 20 | Roll twice* |
Items: roll on their table. *Ignore further 20s.
Interrogate results 2d4 · on a success
| 2 | False Data | Lose 1 Evidence |
| 3 | Misdirection | Nothing learned. Gain a bonus action |
| 4 | Bribe Offer | 10 subs |
| 5 | Rumor | 1 Lead |
| 6 | Cooperates | 1 Evidence |
| 7 | Talkative | 1 Evidence, +1 Lead |
| 8 | Full Disclosure | 1 Merit |
Coworkers (normal) d6
| D6 | No LoS | LoS | Eng. |
| 1–4 | Wait | Wait | Wait |
| 5 | Cooperate | Cooperate | Cooperate |
| 6 | Patrol | Patrol | Flee |
Bladed critical · d6
| 1 | Gash | +d4 damage |
| 2 | Bleed | Take 2 damage at the start of each of its activations this game (no stack) |
| 3 | Hamstrung | -1" Move permanently |
| 4 | Disarmed | Drop weapon where it stands |
| 5 | Maimed | -1 DT Combat permanently |
| 6+ | Severed | OoA, -2 Injury roll |
Blunt critical · d6
| 1 | Bruised | +d4 damage |
| 2 | Stunned | Lose next activation |
| 3 | Rattled | -1 DT Defense permanently |
| 4 | Concussed | -1 DT Wits permanently |
| 5 | Crippled | -1" Move permanently |
| 6+ | Crushed | OoA, -2 Injury roll |
Projectile critical · d6
| 1 | Grazed | +d4 damage |
| 2 | Punctured | Take 2 damage at the start of each of its activations this game (no stack) |
| 3 | Staggered | -1 DT Defense permanently |
| 4 | Shot Through | Drop weapon where it stands |
| 5 | Riddled | -1 DT all attributes permanently |
| 6+ | Gutshot | OoA, -2 Injury roll |
Energy critical · d6
| 1 | Scorched | +d4 damage |
| 2 | Slag Armor | Armor down one tier permanently |
| 3 | Flash Blind | -1 DT Combat permanently |
| 4 | Nerve Dmg | -1" Move permanently |
| 5 | Burned Out | -1 DT ranged attacks permanently |
| 6+ | Overloaded | OoA, -2 Injury roll |
Quadruple: +1 to the Critical roll, quintuple +2, and so on.
Explosive critical · d6
| 1 | Shrapnel | +d6 damage |
| 2 | Shell Shocked | Lose next activation |
| 3 | Disoriented | -1 DT Wits permanently |
| 4 | Blown Back | Move d6" directly away from attacker |
| 5 | Shattered | -1" Move permanently |
| 6+ | Devastated | OoA, -2 Injury roll |
Toxic critical · d6
| 1 | Burned | +d4 damage |
| 2 | Corroding | Take 2 damage at the start of each of its activations this game (no stack) |
| 3 | Weakened | -1 DT Combat permanently |
| 4 | Delirium | -1 DT Wits perm. Next activation: must move toward nearest enemy |
| 5 | Systemic | -1 DT all attributes permanently |
| 6+ | Dissolved | Acts, then OoA at end of next round; -2 Injury |
Static critical · d6
| 1 | Signal Burn | +d6 damage |
| 2 | Freq. Terror | Flee toward board edge |
| 3 | System Drain | -1 DT Combat permanently |
| 4 | Logic Crash | -1 DT Wits permanently |
| 5 | Hijacked | Next activation: whoever dealt the critical controls it (a hostile: acts on its behavior table) |
| 6+ | Total Corrupt. | OoA, -2 Injury roll |
Broadcast critical · d6
| 1 | Deafening | +d4 damage |
| 2 | Feedback Loop | -1 DT all rolls next activation |
| 3 | Ruptured Ears | -1 DT Combat permanently |
| 4 | Sig. Overload | -1 DT Wits permanently |
| 5 | Mind-Scramble | Flee toward board edge |
| 6+ | Skull-Burst | OoA, -2 Injury roll |
Melee fumble d6
| 1 | Stumbled | Lose next activation |
| 2 | Off Balance | -1 DT next defense roll |
| 3 | Self-Wound | Take weapon damage |
| 4 | Wild Swing | Hit ally within 1" (or take weapon dmg) |
| 5 | Dropped | Drop weapon, take weapon damage |
| 6+ | Shattered | Weapon destroyed, take max dmg |
Ranged fumble d6
| 1 | Jammed | Lose next activation |
| 2 | Misaligned | -1 DT next attack |
| 3 | Backfire | Take weapon damage |
| 4 | Friendly Fire | Hit ally within 6" (or take weapon dmg) |
| 5 | Dropped | Drop weapon, take weapon damage |
| 6+ | Exploded | Weapon destroyed, take max dmg |
Broadcast fumble d6
| 1 | Static Overload | Lose next activation |
| 2 | Interference | -1 DT next cast |
| 3 | Feedback | Caster takes d4 damage |
| 4 | Wave Bounce | Ally within 6" takes d4 (or caster) |
| 5 | Freq. Lock | Power gone this scenario, d4 dmg |
| 6+ | Broadcast Storm | Forget the power permanently |
Hostile behavior d6 per group
| D6 | Who | No LoS | LoS | Eng. |
| 1–4 | All | Patrol | Attack | Attack |
| 5 | Scrapers | Patrol | Cover | Attack |
| 5 | Automata | Wait | Wait | Attack |
| 5 | Wraiths | Phase | Phase | Attack |
| 5 | Callers | Summon | Summon | Attack |
| 5 | Feeders | Patrol | Regroup | Attack |
| 5 | Crews | Patrol | Mob Up | Mob Up |
| 5 | Coworkers, attacked | Patrol | Cover | Attack |
| 6 | All | Regroup | Attack | Frenzy |
| 6 | Coworkers, attacked | Flee | Flee | Flee |