VOL 4 · CAMPAIGN
SACRED WIRE 28VOL. 4 / 5
BETWEEN GAMES · PROMOTION, ROSTER, TRADING POST
Promotion
2d6ResultEffect
2Demotion-1 DT to the lowest attribute
3Bonus+1 max Health
4Transfer+1" Move
5Clearance+1 DT Combat (or Power)
6Coverage+1 DT Defense
7PromotionPick: +1 DT any, +1" Move, +1 Health, or Power
8Training+1 DT Wits
9Raise+1 DT Combat (or Power)
10Benefits+2 max Health
11Relocation+2" Move
12Fast-track+1 DT to two different attributes

"Nine artifacts. That's the threshold. After that, the Departments stop pretending you're expendable and start pretending you're important. Your subscription renews either way. The question is whether you remember what you found down there. Most don't."
Human Capital Retention Advisory

Recruitment

Squads always have 5 models. Replace dead models for free. New Resources start with base attributes and no equipment. Models that miss a game stay home: play with fewer models. Remove any model voluntarily: equipment goes to Lockers.

Boss Succession

If Boss dies, promote a Resource. They keep their contract type but become the Boss for morale. Pick one:

  • Gain Both weapon access
  • Gain +1 max armor (from Light to Medium to Heavy)
Trading Post

Buy equipment at listed price. Sell at half price. Store unused equipment in Lockers between games (no limits). Choose what each model carries before each game.

Campaign Victory

First squad to collect 9 unique Evidence types wins.

Credits
Rules and design: LuisMars. Plates: public-domain (CC0) book illustrations, sources listed at sacredwire28.com.
License
CC BY-SA 4.0. Copy it, print it, change it; credit it and share alike.
FORM SW28-CA · REV 0.9.0 · PAGE 12 OF 12
VOL 4 · CAMPAIGN
SACRED WIRE 28 VOL. 4 / 5
FIELD OPERATIONS: THE UNTETHERED INVESTIGATION
A contractor squad advancing through a ruined level
FAIL AND YOUR
SUBSCRIPTION DROPS
PLATE III
CAMPAIGN
The mission generator, Evidence, injuries, promotions and the road to the Source. The missions are in Vol. 5.
FORM
SW28-CA
REVISION
0.9.0-BETA
CLASS
PUBLIC
ISSUED BY
RESOURCE ALLOC.
CC BY-SA 4.0 · Created by LuisMars sacredwire28.com
1 · Campaign
SACRED WIRE 28 · CAMPAIGN1 · CAMPAIGN
CH-01
01
Chapter 1 · Campaign · Form SW28-CA-1

Campaign

0.9.0-beta

Open Distribution Statute: CC BY-SA 4.0

The Untethered are spreading. What began as scattered heresy in the lower tiers has become coordinated, cell by cell. Open Channel broadcasts grow bolder each cycle, promising liberation from cables and subscriptions. The signal reaches further than it should. Something is answering.

The Departments smell opportunity. Resource Allocation wants whatever the Untethered found in the Roots. Revenue Operations wants the salvage rights. Human Capital wants the converts for reeducation. Security & Compliance wants the heresy crushed before it spreads further. Each Department sends their own squads. Each Department expects results. None of them share intelligence.

Your squad investigates. Recover data-slates from dead drops. Confiscate transmitters before the signal spreads. Interrogate cultists who would rather die than talk. The Departments pay well for artifacts. They pay better for Founders' secrets. They pay best for silence about what you find down there.

The deeper you go, the stranger the evidence becomes. The Untethered aren't just receiving signals. They're answering them. And something in the Roots is listening. Something that remembers the time before the Tethering. Something that has been waiting six hundred years to speak again.

Fail and your subscription drops. Succeed and someone else claims the bonus. Defect and you become the next contract. The Departments always need more bodies. The Departments always need more silence. The investigation continues until someone finds the source. Or until the source finds them.

THE SIGNAL CRISIS DESTROYED THE OLD WORLD. Do not let it destroy this one.
Conduit Authority Public Advisory

2FORM SW28-CA · REV 0.9.0-beta · PAGE 2 OF 12
3 · Post-Game
3 · EXPLORATION · INJURIESSACRED WIRE 28 · CAMPAIGN

K3.2Exploration

Each surviving model rolls Wits. Sum all dice totals.

TotalResultSubs
1-5Marginal Returns0
6-10Standard Haul+5
11-15Fair Extraction+10
16-25Acceptable Yield+15
26-40Above Quota+20
41-60Surplus Discovery+25
61+Windfall Dividend+30

K3.3Injuries

2d6ResultEffect
3 or lessTerminatedRemove from squad. Its equipment goes to Lockers
4Degraded-1 max Health
5Scrambled-1 DT Wits
6Exposed-1 DT Defense
7ScarredNo effect
8Diminished-1 DT Combat
9Hobbled-1" Move
10SidelinedMiss next game
11GlitchNo effect
12ReviewedNo effect

Promotion Thresholds: 1, 2, 4, 7, 11, 16, 22 Merits (gap increases by 1 each time)

Attribute Limits: 2d4 min, 2d12 max. Max Health at 0 or below: remove from squad.

FORM SW28-CA · REV 0.9.0-beta · PAGE 11 OF 1211
3 · Post-Game
SACRED WIRE 28 · CAMPAIGN3 · MERIT SOURCES
CH-03
03
Chapter 3 · Post-Game · Form SW28-CA-3

Post-Game Sequence

  1. Log Merits
  2. Exploration phase
  3. Out of Action models roll Injury
  4. Check Merit thresholds for Promotion rolls
  5. Buy/sell equipment at Trading Post
  6. Dismiss models (optional)
  7. Replace dead models (free)
  8. Move items between models or to Lockers
  9. All models restore full Health
  10. Performance Review: models that left or fled take d6 damage. Models that used Rage Stim take d4 damage

K3.1Merit Sources

Each model tracks its own Merits. Hostiles do not generate Merits. Additional mission-specific Merits are defined in each mission.

SourceMeritsWho
Enemy player model Out of Action1Model that scored the kill
Enemy Boss Out of Action+1Same model (bonus)
Example · One post-game
Dov has 3 Merits. He puts an enemy Boss Out of Action (1 Merit for the kill, +1 for the Boss), then goes Out of Action himself. Step 1: he logs 2 Merits, now 5. Step 2: the squad's five Wits rolls total 31, Above Quota, +20 subs. Step 3: his Injury roll is 9, Hobbled, -1" Move. Step 4: 5 Merits pass the threshold of 4, so he rolls 2d6 for Promotion: 8, Training, +1 DT Wits.
10FORM SW28-CA · REV 0.9.0-beta · PAGE 10 OF 12
1 · Campaign
1 · BOARD · SETUPSACRED WIRE 28 · CAMPAIGN

K1.1Board

2' by 2' with dense terrain. No model should have clear LoS across the entire board. At least half of all firing lanes should offer Cover. Avoid open lanes longer than 12". Scatter cover to create multiple approach paths. Hostiles act as third-party threats.

K1.2Setup

Boss Roll-off: Roll your Boss's Wits vs. opponent's Boss's Wits. The winner is First Player for the entire setup.

Standard Deployment: Deploy on the table edge.

  1. Loot: Second Player places first. Alternate placing Loot Markers per the rolled Loot Layout.
  2. Coworkers: First Player places first. Alternate placing Coworkers per the rolled Coworker Setup.
  3. Table Edge: First Player picks table edge (unless Advantages override).
  4. Deploy: Second Player deploys first. Alternate placing one model at a time per the rolled Deployment.
  5. First Draw: First Player draws the first Activation Token.

Corner: A 4" by 4" square zone in the corner of the board.

Game Length: Minimum 5 rounds. End of Round 5, roll d6: ends on 3+. End of Round 6: ends on 2+. Ends automatically after Round 7.

Hostiles: Unless a mission says otherwise, spawned hostiles arrive at round start at the rolled Spawn Location (see below). Roll the Hostile Type once at setup; every spawn in that mission uses that faction.

Mission Exits: Exiting the board for a mission objective is not Flee. No Performance Review penalty.

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1 · Campaign
SACRED WIRE 28 · CAMPAIGN1 · MISSION GENERATOR

Trigger Missions: The first time a squad reaches 5 or more Evidence, play The Signal instead of rolling the generator (once only). While a squad has 8 or more Evidence, it may play The Source instead of a generated mission to attempt campaign victory. Resume the generator otherwise.

Tiebreaker: Most surviving models. Still tied: Defender wins.

Mission Markers: Defender places all markers (3"+ from edges). "At center" means the geometric center (12" from each edge). Place as close as possible if terrain blocks.

Placement order: Place objectives first; a Loot Marker, Coworker, or Hostile within 1" of one shifts to the nearest clear spot so objectives stay reachable.

Deployment edge: the table edge you deploy along; with no edge (Center), use the nearest board edge.

K1.3Mission Generator

Calculate Evidence Gap

  • Total: Evidence + Leads
  • Subtract lower total from higher
  • Aggressor: squad with higher total
  • Defender: squad with lower total
  • Tied: higher Evidence wins. Still tied: random
Example · Evidence Gap
Squad A holds 4 Evidence and 3 Leads: total 7. Squad B holds 2 Evidence and 1 Lead: total 3. The gap is 4, so A is the Aggressor and B the Defender. The 4+ row gives 1 Setup advantage, 1 Tactical advantage and 1 more from either table.

Roll each table in order. See Missions (Vol. 5) for full rules and rewards. Roll d12 for mission (missions are numbered).

4FORM SW28-CA · REV 0.9.0-beta · PAGE 4 OF 12
2 · Evidence
2 · INTERROGATESACRED WIRE 28 · CAMPAIGN

K2.2Interrogate

Within 1" of target. Wits vs. Wits (opposed). +1 DT if the Coworker is wounded. Success: remove the Coworker.

2d4ResultEffect
2False DataLose 1 Evidence
3MisdirectionNothing learned. The model gains a bonus action
4Bribe Offer10 subs
5Rumor1 Lead
6Cooperates1 Evidence
7Talkative1 Evidence, +1 Lead
8Full Disclosure1 Merit
Example · Interrogate
Teodor has Wits 2d6 and rolls 5 and 3: 8. The Data Clerk has Wits 2d8 and rolls 4 and 2: 6. Teodor wins and removes the Coworker, then rolls 2d4 on the table: 4 and 2, Cooperates. That is 1 Evidence, left unrecorded until the post-game.

K2.3Recording Evidence

All Evidence is recorded the same way, after the game. Evidence from Search or Interrogate stays unrecorded until then; the mission winner also gains 1 Evidence to record (unless the mission states otherwise). To record one Evidence: choose how many Leads to spend (lost), then roll d10 for its type. Types are abstract: the d10 result is the type. Name them if you like. A unique final roll records that new Evidence type. A duplicate rerolls once per Lead spent; a duplicate final roll gains 1 Lead instead.

K2.4Losing Evidence

When an effect says lose Evidence, the owner chooses what to lose: an unrecorded Evidence or a recorded type, one per Evidence lost.

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2 · Evidence
SACRED WIRE 28 · CAMPAIGN2 · SEARCH
CH-02
02
Chapter 2 · Evidence · Form SW28-CA-2

Gathering Evidence

Start the campaign with 0 Evidence and 0 Leads. Both persist between games.

K2.1Search

Within 1" of Loot Marker. Roll Wits vs. 2d6. Success: remove the marker.

d20Finding
1Random Grenade
2Random Light Armor
34 subs
4Random Melee Weapon
56 subs
61 Evidence
7Random Consumable
88 subs
9Random Ranged Weapon
101 Evidence, +1 Lead
11Random Medium Armor
121 Evidence
13Random Gear
1412 subs
15Random Heavy Armor
1615 subs
171 Merit
1820 subs
191 Evidence
20Roll twice (ignore 20s)
Example · Search
Pike has Wits 2d4 and rolls 3 and 4: 7. The marker rolls 2d6: 2 and 5, also 7. The lower DT wins ties, so Pike's 2d4 beats the marker's 2d6. He removes the marker and rolls d20 on the table: 14, 12 subs.
8FORM SW28-CA · REV 0.9.0-beta · PAGE 8 OF 12
1 · Campaign
1 · CAMPAIGNSACRED WIRE 28 · CAMPAIGN

Deployment

d6TypeRule
1StandardOpposing edges
2FlankedSame edge, opposite corners
3CornersOpposing corners
4SplitAggressor splits between two adjacent edges, Defender deploys in opposing corner
5CenterDefender deploys within 3" of center, Aggressor picks edge
6CrossfireAll 4 corners. Aggressor picks first, then alternate

Coworker Setup

d6Setup
1Swarm tier, within 6" of center
2Swarm tier, random board edge
3Normal tier, 4"+ from center (not more than 8")
4Elite tier, alternate placing anywhere (6"+ from edges)
5Normal tier, within 3" of any Loot Marker (no markers: center)
6Elite tier, within 3" of center

Coworker Modifiers

d6ModifierEffect
1StandardNo modifier
2SkittishAfter failed Interrogate, this Coworker Flees
3Buddy SystemNeed 2 friendly models within 1" to Interrogate
4Grudge HolderAfter failed Interrogate, becomes Hostile
5TalkativeDouble the Coworker: +1 to result. Triple+: +2, etc.
6ClaustrophobicBecomes Hostile if 2+ models within 1"

Hostile Timing

d6TimingSpawns
1EarlyRound 1 (Swarm tier), Round 2 (Normal tier)
2StandardRound 2 (Normal tier), Round 4 (Elite tier)
3LateRound 3 (Swarm tier), Round 5 (Swarm tier)
4WavesRound 1 (Normal tier), Round 4 (Elite tier)
5SurgeRound 2 (Normal tier and Elite tier)
6AmbushRound 1 (Elite tier), Round 3 (Normal tier)
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1 · Campaign
SACRED WIRE 28 · CAMPAIGN1 · CAMPAIGN

Loot Layout

d6LayoutRule
1Scattered5 markers. Alternate placing (6"+ from edges, 3"+ apart)
2NoneNo Loot Markers this mission
3Central Cache3 markers within 3" of center (alternate placing)
4Edge Stash4 markers within 6" of a non-deployment edge (alternate placing)
5Trail4 markers along centerline (evenly spaced)
6Heavy Drop5 markers: 1 in center + 1 at each 6" diagonal (6" from center)

Hostile Type

d6Faction
1Scrapers
2Feral Crews
3Wave Callers
4Static Wraiths
5Feral Automata
6Cable Feeders

Spawn Location

Roll Spawn Location each time hostiles spawn.

d6Location
1Random board edge without a deployment zone (if every edge has one, any random edge)
2Center of board
3Nearest edge to last Search or Interrogate action (none yet: random)
4Nearest board edge to any Aggressor model
5Random direction, d4" from center
6Random direction, d4+2" from center

Loot Modifiers

d6ModifierEffect
1StandardNormal Search
2Decoys+1 DT to Search. Half are fake. Placer decides. Reveal on Search
3TimedNormal Search. All markers removed at end of Round 4
4Heavy-1 DT to Search. All markers Heavy. 2 friendly models within 1" to Search
5TrappedNormal Search. Fumble deals d6 damage to searcher
6Contaminated-1 DT to Search. Carrier takes 1 damage per round
6FORM SW28-CA · REV 0.9.0-beta · PAGE 6 OF 12
1 · Campaign
1 · EVIDENCE GAP ADVANTAGESSACRED WIRE 28 · CAMPAIGN
W-07

K1.4Evidence Gap Advantages

GapAdvantages
0-1None
2-3Roll 1 Setup + 1 Tactical
4+Roll 1 Setup + 1 Tactical + 1 from either

Setup Advantages

d6Advantage
1Redeploy one Aggressor model to a new valid position
2Choose deployment edge first
3Defender chooses hostile spawn location this mission
4Place 2 terrain pieces before deployment
5Defender places all Loot Markers (ignore normal placement rules)
6Place all Coworkers (ignore normal placement rules)

Tactical Advantages

d6Advantage
1Defender deploys last (after all Aggressor models)
2Hostiles target Aggressor until Round 3
3Defender's Boss gets +1 DT Defense this mission
4Defender draws first Activation Token in Round 1
5First hostile spawn delayed by 1 round
6One Defender model starts with a free Search (roll immediately, keep result)

"Resource Allocation reminds all contractors: strategic disadvantage is a temporary condition. Strategic incompetence is a termination event."
Resource Allocation Internal Memo

Generatemission1Playmission2Post-gamesequence3RecordEvidence4next mission
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