Sacred Wire 28
U1Campaign
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
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.
- Loot: Second Player places first. Alternate placing
Loot Markersper the rolled Loot Layout. - Coworkers: First Player places first. Alternate placing Coworkers per the rolled Coworker Setup.
- Table Edge: First Player picks table edge (unless Advantages override).
- Deploy: Second Player deploys first. Alternate placing one model at a time per the rolled Deployment.
- 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.
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
Evidencewins. 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).
Deployment
| d6 | Type | Rule |
|---|---|---|
| 1 | Standard | Opposing edges |
| 2 | Flanked | Same edge, opposite corners |
| 3 | Corners | Opposing corners |
| 4 | Split | Aggressor splits between two adjacent edges, Defender deploys in opposing corner |
| 5 | Center | Defender deploys within 3" of center, Aggressor picks edge |
| 6 | Crossfire | All 4 corners. Aggressor picks first, then alternate |
Coworker Setup
| d6 | Setup |
|---|---|
| 1 | Swarm tier, within 6" of center |
| 2 | Swarm tier, random board edge |
| 3 | Normal tier, 4"+ from center (not more than 8") |
| 4 | Elite tier, alternate placing anywhere (6"+ from edges) |
| 5 | Normal tier, within 3" of any Loot Marker (no markers: center) |
| 6 | Elite tier, within 3" of center |
Coworker Modifiers
| d6 | Modifier | Effect |
|---|---|---|
| 1 | Standard | No modifier |
| 2 | Skittish | After failed Interrogate, this Coworker Flees |
| 3 | Buddy System | Need 2 friendly models within 1" to Interrogate |
| 4 | Grudge Holder | After failed Interrogate, becomes Hostile |
| 5 | Talkative | Double the Coworker: +1 to result. Triple+: +2, etc. |
| 6 | Claustrophobic | Becomes Hostile if 2+ models within 1" |
Hostile Timing
| d6 | Timing | Spawns |
|---|---|---|
| 1 | Early | Round 1 (Swarm tier), Round 2 (Normal tier) |
| 2 | Standard | Round 2 (Normal tier), Round 4 (Elite tier) |
| 3 | Late | Round 3 (Swarm tier), Round 5 (Swarm tier) |
| 4 | Waves | Round 1 (Normal tier), Round 4 (Elite tier) |
| 5 | Surge | Round 2 (Normal tier and Elite tier) |
| 6 | Ambush | Round 1 (Elite tier), Round 3 (Normal tier) |
Loot Layout
| d6 | Layout | Rule |
|---|---|---|
| 1 | Scattered | 5 markers. Alternate placing (6"+ from edges, 3"+ apart) |
| 2 | None | No Loot Markers this mission |
| 3 | Central Cache | 3 markers within 3" of center (alternate placing) |
| 4 | Edge Stash | 4 markers within 6" of a non-deployment edge (alternate placing) |
| 5 | Trail | 4 markers along centerline (evenly spaced) |
| 6 | Heavy Drop | 5 markers: 1 in center + 1 at each 6" diagonal (6" from center) |
Hostile Type
| d6 | Faction |
|---|---|
| 1 | Scrapers |
| 2 | Feral Crews |
| 3 | Wave Callers |
| 4 | Static Wraiths |
| 5 | Feral Automata |
| 6 | Cable Feeders |
Spawn Location
Roll Spawn Location each time hostiles spawn.
| d6 | Location |
|---|---|
| 1 | Random board edge without a deployment zone (if every edge has one, any random edge) |
| 2 | Center of board |
| 3 | Nearest edge to last Search or Interrogate action (none yet: random) |
| 4 | Nearest board edge to any Aggressor model |
| 5 | Random direction, d4" from center |
| 6 | Random direction, d4+2" from center |
Loot Modifiers
| d6 | Modifier | Effect |
|---|---|---|
| 1 | Standard | Normal Search |
| 2 | Decoys | +1 DT to Search. Half are fake. Placer decides. Reveal on Search |
| 3 | Timed | Normal Search. All markers removed at end of Round 4 |
| 4 | Heavy | -1 DT to Search. All markers Heavy. 2 friendly models within 1" to Search |
| 5 | Trapped | Normal Search. Fumble deals d6 damage to searcher |
| 6 | Contaminated | -1 DT to Search. Carrier takes 1 damage per round |
K1.4Evidence Gap Advantages
| Gap | Advantages |
|---|---|
| 0-1 | None |
| 2-3 | Roll 1 Setup + 1 Tactical |
| 4+ | Roll 1 Setup + 1 Tactical + 1 from either |
Setup Advantages
| d6 | Advantage |
|---|---|
| 1 | Redeploy one Aggressor model to a new valid position |
| 2 | Choose deployment edge first |
| 3 | Defender chooses hostile spawn location this mission |
| 4 | Place 2 terrain pieces before deployment |
| 5 | Defender places all Loot Markers (ignore normal placement rules) |
| 6 | Place all Coworkers (ignore normal placement rules) |
Tactical Advantages
| d6 | Advantage |
|---|---|
| 1 | Defender deploys last (after all Aggressor models) |
| 2 | Hostiles target Aggressor until Round 3 |
| 3 | Defender's Boss gets +1 DT Defense this mission |
| 4 | Defender draws first Activation Token in Round 1 |
| 5 | First hostile spawn delayed by 1 round |
| 6 | One 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
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.
| d20 | Finding |
|---|---|
| 1 | Random Grenade |
| 2 | Random Light Armor |
| 3 | 4 subs |
| 4 | Random Melee Weapon |
| 5 | 6 subs |
| 6 | 1 Evidence |
| 7 | Random Consumable |
| 8 | 8 subs |
| 9 | Random Ranged Weapon |
| 10 | 1 Evidence, +1 Lead |
| 11 | Random Medium Armor |
| 12 | 1 Evidence |
| 13 | Random Gear |
| 14 | 12 subs |
| 15 | Random Heavy Armor |
| 16 | 15 subs |
| 17 | 1 Merit |
| 18 | 20 subs |
| 19 | 1 Evidence |
| 20 | Roll 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.
K2.2Interrogate
Within 1" of target. Wits vs. Wits (opposed). +1 DT if the Coworker is wounded. Success: remove the Coworker.
| 2d4 | Result | Effect |
|---|---|---|
| 2 | False Data | Lose 1 Evidence |
| 3 | Misdirection | Nothing learned. The model gains 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 |
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.
Post-Game Sequence
- Log
Merits - Exploration phase
Out of Actionmodels roll Injury- Check
Meritthresholds for Promotion rolls - Buy/sell equipment at Trading Post
- Dismiss models (optional)
- Replace dead models (free)
- Move items between models or to Lockers
- All models restore full
Health - Performance Review: models that left or fled take d6 damage. Models that used
Rage Stimtake 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.
| Source | Merits | Who |
|---|---|---|
Enemy player model Out of Action |
1 | Model that scored the kill |
Enemy Boss Out of Action |
+1 | Same 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.
K3.2Exploration
Each surviving model rolls Wits. Sum all dice totals.
| Total | Result | Subs |
|---|---|---|
| 1-5 | Marginal Returns | 0 |
| 6-10 | Standard Haul | +5 |
| 11-15 | Fair Extraction | +10 |
| 16-25 | Acceptable Yield | +15 |
| 26-40 | Above Quota | +20 |
| 41-60 | Surplus Discovery | +25 |
| 61+ | Windfall Dividend | +30 |
K3.3Injuries
| 2d6 | Result | Effect |
|---|---|---|
| 3 or less | Terminated | Remove from squad. Its equipment goes to Lockers |
| 4 | Degraded | -1 max Health |
| 5 | Scrambled | -1 DT Wits |
| 6 | Exposed | -1 DT Defense |
| 7 | Scarred | No effect |
| 8 | Diminished | -1 DT Combat |
| 9 | Hobbled | -1" Move |
| 10 | Sidelined | Miss next game |
| 11 | Glitch | No effect |
| 12 | Reviewed | No 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.
K3.4Promotion
| 2d6 | Result | Effect |
|---|---|---|
| 2 | Demotion | -1 DT to the lowest attribute |
| 3 | Bonus | +1 max Health |
| 4 | Transfer | +1" Move |
| 5 | Clearance | +1 DT Combat (or Power) |
| 6 | Coverage | +1 DT Defense |
| 7 | Promotion | Pick: +1 DT any, +1" Move, +1 Health, or Power |
| 8 | Training | +1 DT Wits |
| 9 | Raise | +1 DT Combat (or Power) |
| 10 | Benefits | +2 max Health |
| 11 | Relocation | +2" Move |
| 12 | Fast-track | +1 DT to two different attributes |
K3.5Recruitment
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.
K3.6Boss 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)
K3.7Trading 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.
K3.8Campaign Victory
First squad to collect 9 unique Evidence types wins.
"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