Print kitTable kitFive sheets: Extraction mission card, Feral Crews and Data Clerk cards, tokens, quick sheets A and B (landscape). Print at 100% scale, no margins.
SACRED WIRE 28 · MISSION CARDS · SHEET 1 OF 5ROW 1 FRONTS · ROW 2 BACKS · ROW 3 DECK BACKS
Mission · d12 1Order #01
Extraction
Objective · carry it home
A data-slate surfaced in a dead drop near Junction Null. Both crews got the tip.
▣ objective at center · grid 6"
WIN: carry the objective off your own deployment edge.
SW28 · MISSIONREV 0.8.1
Mission · d12 2Order #02
Control
Zone · hold the center
The relay hub routes half the sector's traffic. Hold it and you control the flow.
◌ 3" zone round center · no markers
WIN: more models within 3" of center at game end.
SW28 · MISSIONREV 0.8.1
Trigger · 5 EvidenceOnce only
The Signal
Replaces the generator once
Setup

Relay at center. Discoverer (first to 5 Evidence) deploys on one edge; Interceptor on the opposite edge.

Hostiles

Roll the type once. Each round from R2 spawn Normal; from R4 add Elite; from R6 a second Elite. Random edges.

All Broadcast Powers -1 DT while the relay is active.

SW28 · TRIGGERREV 0.8.1
Mission · d12 1Order #01
Extraction
Setup

Defender places 1 objective at center.

The objective

Interact within 1" to pick it up (not while Engaged). Carrier: half Move (round down), no Disengage. Carrier OoA or Flees: drop it where it fell, or at the edge if it fled off. Any model can grab it with Interact. Hostiles ignore it.

Victory

Carry it off your deployment edge. At game end: holder wins; no holder, most surviving models.

PayoutAmt
Winner+1 Lead
Carrier at victory+1 Merit
SW28 · MISSIONREV 0.8.1
Mission · d12 2Order #02
Control
Setup

No markers.

The zone

At game end, count models within 3" of board center. Out of Action and Fleeing models do not count. Hostiles ignore the zone.

Victory

Side with more models in the zone. Tied: most surviving models on the board.

PayoutAmt
Winner+1 Lead
Winner's count beats the opponent's by 3++1 Lead
Agg.Def.
SW28 · MISSIONREV 0.8.1
Trigger · 5 EvidenceOnce only
The Signal
The relay

Control: most models within 3" at round start.

Examine: while controlling, Interact within 1", Wits vs 2d6. Success: 1 Lead. Win by triple or more: 1 Evidence + 1 Lead.

Redirect (once per squad per game): while controlling, Wits vs 2d6 at -1 DT. Success: game ends, gain 2 Evidence + all Leads examined. Failure: all future spawns +1 model.

Victory

Redirect wins at once. At game end the controller wins: 1 Evidence + Leads examined. Wipeout: a squad with no models left on the board loses 1 Evidence.

SW28 · TRIGGERREV 0.8.1
SACREDWIRE28
Personnel
MODEL DECK · CONTRACTED ASSET
SACREDWIRE28
Externality
HOSTILE DECK · NOT COVERED
SACREDWIRE28
Work order
MISSION DECK · FIELD OPERATIONS
SACRED WIRE 28 · HOSTILE CARDS · FERAL CREWS+ COWORKERS: DATA CLERK
Hostile · Swarm4+4
Runt
Feral Crews · d6 result 1
HP6
Move4"
Armor0
Combat2d4
Defense2d4
Wits2d4
Zip Gun · d4 PRJ · Ranged
MOB UP: attack at +1 DT Combat. Behavior: faction card.
SW28 · HOSTILEREV 0.8.1
Hostile · Swarm2+2
Bruiser
Feral Crews · d6 result 2
HP8
Move4"
Armor0
Combat2d8
Defense2d6
Wits2d4
Cleaver · d6 BLD · Melee
MOB UP: attack at +1 DT Combat. Behavior: faction card.
SW28 · HOSTILEREV 0.8.1
Hostile · Normal×3
Gunner
Feral Crews · d6 result 3
HP10
Move4"
Armor0
Combat2d6
Defense2d6
Wits2d4
Slug Gun · d6 PRJ · Ranged
MOB UP: attack at +1 DT Combat. Behavior: faction card.
SW28 · HOSTILEREV 0.8.1
Hostile · Normal×2
Torch
Feral Crews · d6 result 4
HP12
Move4"
Armor0
Combat2d6
Defense2d6
Wits2d4
Flame Fist · d6 ENG · Melee
MOB UP: attack at +1 DT Combat. Behavior: faction card.
SW28 · HOSTILEREV 0.8.1
Hostile · Elite×1
Heavy
Feral Crews · d6 result 5
HP12
Move4"
Armor0
Combat2d10
Defense2d6
Wits2d4
Slug Cannon · d8 PRJ · Ranged
MOB UP: attack at +1 DT Combat. Behavior: faction card.
SW28 · HOSTILEREV 0.8.1
Hostile · Elite×1
Boss
Feral Crews · d6 result 6
HP14
Move4"
Armor0
Combat2d10
Defense2d6
Wits2d6
Crush Fist · d10 BLT · Melee
MOB UP: attack at +1 DT Combat. Behavior: faction card.
SW28 · HOSTILEREV 0.8.1
Faction · Hostiled6 behavior
Feral Crews
"Sector's ours. Die somewhere else."
Rule
Mob Up. Attack at +1 DT Combat.
D6No LoSHas LoSEngaged
1-4PatrolAttackAttack
5PatrolMob UpMob Up
6RegroupAttackFrenzy

Roll once per group when its token is drawn. Activate closest to a player model first; all do the same. Remove models that go Out of Action.

SW28 · FACTIONREV 0.8.1
Coworker · Normal×3
Data Clerk
Coworkers · d6 result 4
HP10
Move5"
Armor0
Combat2d4
Defense2d6
Wits2d8
Stun Gun · d4 ENG · Ranged
INTERROGATE: Wits vs. Wits 2d8, +1 DT if the Coworker is wounded. Behavior: Coworker card.
SW28 · COWORKERREV 0.8.1
Faction · Coworkersd6 behavior
Coworkers
"I saw nothing. I heard nothing."

Cooperate: until end of next round, Interrogate this Coworker at +1 DT.

Hostile: when attacked, mark it. Marked read Attacked; unmarked read Normal.

NormalNo LoSLoSEng.
1-4WaitWaitWait
5Coop.Coop.Coop.
6PatrolPatrolFlee
AttackedNo LoSLoSEng.
1-4PatrolAttackAttack
5PatrolCoverAttack
6FleeFleeFlee
SW28 · FACTIONREV 0.8.1
SACRED WIRE 28 · TOKEN SHEET25 MM TILES · 25 × 12.5 MM CONDITION STRIPS · STRAIGHT CUTS ONLY
ASquad A
ASquad A
ASquad A
ASquad A
ASquad A
ASquad A
ASquad A
BSquad B
BSquad B
BSquad B
BSquad B
BSquad B
BSquad B
BSquad B
HHostiles
HHostiles
HHostiles
HHostiles
HHostiles
HHostiles
HHostiles
CCoworkers
CCoworkers
CCoworkers
CCoworkers
1Loot
2Loot
3Loot
4Loot
5Loot
6Loot
7Loot
8Loot
◆Objective
▲Beacon
▣Terminal
⌁Node
⌁Node
⌁Node
⏚Conduit A
⏚Conduit B
?Informant
spare
spare
spare
spare
spare
spare
spare
✕Out of Action
✕Out of Action
✕Out of Action
✕Out of Action
→Flee
→Flee
→Flee
1"Engaged
1"Engaged
1"Engaged
1"Engaged
2Bleed
2Bleed
2Bleed
2Punctured
2Punctured
2Punctured
2Corroding
2Corroding
2Corroding
SKIPSkip next act.
SKIPSkip next act.
SKIPSkip next act.
−1DT next act.
−1DT next act.
−1DT next act.
−1DT next act.
−1DT next act.
+1Aim
+1Aim
+1Aim
+1Aim
FFForce Field
NTNeural Trap
FOFocus
PIPing
HHostile mark
HHostile mark
HHostile mark
SSever mark
▣Carrying
DDissolved

Print at 100% scale on card stock.

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

Sacred Wire 28Quick reference · tables
SIDE B OF 2 · v0.8.1-beta · CC BY-SA 4.0

Corporate Blessings d8 · declare first

1DeniedNo blessing. One model gains a bonus action
2RerollReroll a single die
3Boost+1 DT to one roll
4OvertimeOne model takes two actions
5SeveranceOne attack deals max weapon damage
6SynergyA model you activate with an ally within 6" gains a bonus action
7WellnessRestore d4 Health to one model during its activation
8SurplusRoll twice, ignoring 8s

No model gets two blessings per round.

Search findings d20 · on a success

1Grenade
2Light Armor
34 subs
4Melee Weapon
56 subs
61 Evidence
7Consumable
88 subs
9Ranged Weapon
101 Evid. +1 Lead
11Medium Armor
121 Evidence
13Gear
1412 subs
15Heavy Armor
1615 subs
171 Merit
1820 subs
191 Evidence
20Roll twice*

Items: roll on their table. *Ignore further 20s.

Interrogate results 2d4 · on a success

2False DataLose 1 Evidence
3MisdirectionNothing learned. Gain a bonus action
4Bribe Offer10 subs
5Rumor1 Lead
6Cooperates1 Evidence
7Talkative1 Evidence, +1 Lead
8Full Disclosure1 Merit

Coworkers (normal) d6

D6No LoSLoSEng.
1–4WaitWaitWait
5CooperateCooperateCooperate
6PatrolPatrolFlee

Bladed critical · d6

1Gash+d4 damage
2BleedTake 2 damage at the start of each of its activations this game (no stack)
3Hamstrung-1" Move permanently
4DisarmedDrop weapon where it stands
5Maimed-1 DT Combat permanently
6+SeveredOoA, -2 Injury roll

Blunt critical · d6

1Bruised+d4 damage
2StunnedLose next activation
3Rattled-1 DT Defense permanently
4Concussed-1 DT Wits permanently
5Crippled-1" Move permanently
6+CrushedOoA, -2 Injury roll

Projectile critical · d6

1Grazed+d4 damage
2PuncturedTake 2 damage at the start of each of its activations this game (no stack)
3Staggered-1 DT Defense permanently
4Shot ThroughDrop weapon where it stands
5Riddled-1 DT all attributes permanently
6+GutshotOoA, -2 Injury roll

Energy critical · d6

1Scorched+d4 damage
2Slag ArmorArmor down one tier permanently
3Flash Blind-1 DT Combat permanently
4Nerve Dmg-1" Move permanently
5Burned Out-1 DT ranged attacks permanently
6+OverloadedOoA, -2 Injury roll

Quadruple: +1 to the Critical roll, quintuple +2, and so on.

Explosive critical · d6

1Shrapnel+d6 damage
2Shell ShockedLose next activation
3Disoriented-1 DT Wits permanently
4Blown BackMove d6" directly away from attacker
5Shattered-1" Move permanently
6+DevastatedOoA, -2 Injury roll

Toxic critical · d6

1Burned+d4 damage
2CorrodingTake 2 damage at the start of each of its activations this game (no stack)
3Weakened-1 DT Combat permanently
4Delirium-1 DT Wits perm. Next activation: must move toward nearest enemy
5Systemic-1 DT all attributes permanently
6+DissolvedActs, then OoA at end of next round; -2 Injury

Static critical · d6

1Signal Burn+d6 damage
2Freq. TerrorFlee toward board edge
3System Drain-1 DT Combat permanently
4Logic Crash-1 DT Wits permanently
5HijackedNext activation: whoever dealt the critical controls it (a hostile: acts on its behavior table)
6+Total Corrupt.OoA, -2 Injury roll

Broadcast critical · d6

1Deafening+d4 damage
2Feedback Loop-1 DT all rolls next activation
3Ruptured Ears-1 DT Combat permanently
4Sig. Overload-1 DT Wits permanently
5Mind-ScrambleFlee toward board edge
6+Skull-BurstOoA, -2 Injury roll

Melee fumble d6

1StumbledLose next activation
2Off Balance-1 DT next defense roll
3Self-WoundTake weapon damage
4Wild SwingHit ally within 1" (or take weapon dmg)
5DroppedDrop weapon, take weapon damage
6+ShatteredWeapon destroyed, take max dmg

Ranged fumble d6

1JammedLose next activation
2Misaligned-1 DT next attack
3BackfireTake weapon damage
4Friendly FireHit ally within 6" (or take weapon dmg)
5DroppedDrop weapon, take weapon damage
6+ExplodedWeapon destroyed, take max dmg

Broadcast fumble d6

1Static OverloadLose next activation
2Interference-1 DT next cast
3FeedbackCaster takes d4 damage
4Wave BounceAlly within 6" takes d4 (or caster)
5Freq. LockPower gone this scenario, d4 dmg
6+Broadcast StormForget the power permanently

Hostile behavior d6 per group

D6WhoNo LoSLoSEng.
1–4AllPatrolAttackAttack
5ScrapersPatrolCoverAttack
5AutomataWaitWaitAttack
5WraithsPhasePhaseAttack
5CallersSummonSummonAttack
5FeedersPatrolRegroupAttack
5CrewsPatrolMob UpMob Up
5Coworkers, attackedPatrolCoverAttack
6AllRegroupAttackFrenzy
6Coworkers, attackedFleeFleeFlee