Changelog
Rule changes to Sacred Wire 28, by release.
[0.9.0-beta] - 2026-10-31
Changed
- Core Rules split in two. Vol. 1 Core Rules (24 pages) teaches: lore, core mechanics, squads, combat and how Broadcast Powers are cast, now with more worked examples. Vol. 2 Requisitions (16 pages) is the reference: equipment, Powers table, Critical tables, Fumble tables and sample squads. Inhuman Resources is now Vol. 3 and Campaign Vol. 4. Requisitions has its own cover paper (pale green) and rule IDs starting with R (R3 equipment, R5 Powers table, R6 Criticals, R7 Fumbles, R8 Samples).
- Campaign split in two. Vol. 4 Campaign (12 pages) teaches: setup, the mission generator, Evidence (Search, Interrogate, recording) and the post-game, with worked examples and a campaign loop diagram. Vol. 5 Missions (16 pages) holds the twelve missions, The Signal and The Source, one per page with its setup map. Missions has its own cover paper (pale blue) and rule IDs starting with M (M1 to M12 for the missions, M13 for The Signal and The Source). Mission headings are now numbered rule sections.
- Cross-references between volumes name the volume, for example Fumbles (R7.1, Vol. 2, p. 11).
Riposte: when the attacker wins against aRiposte, it rolls double its weapon damage dice. If either side triples the other in aRiposte, the higher side rolls its Critical table and the lower side rolls the Melee Fumble table.- Interrogate result 3 (Misdirection) and Corporate Blessing 1 (Denied) now give a model a bonus action instead of nothing.
- Campaign setup: hostiles spawn at the rolled Spawn Location; the duplicate edge rule is removed.
- Shooting into melee: a redirected shot goes straight to damage, with no
Defenseroll for the new target. - The Signal: a win by triple or more on Examine gives 1
Evidence+ 1Lead; Redirect is once per squad per game; Wipeout hits a squad with no models left on the board; the Source holder may call the next attempt once it has 8 or moreEvidence. - Hostile
Attack: anEngagedhostile targets an enemy it isEngagedwith. - Interrogate:
+1 DTapplies if the Coworker is wounded. - Damage: critical bonus damage applies before armor. Damage over time ignores armor and can cause
Out of Action.
[0.8.1-beta] - 2026-10-25
Changed
- Armor piercing is now
AP N: ignore N points of armor reduction. It replaces "+N vs. armored" on the Frag Pistol, Launcher, Plasma Caster, Corrosive Blade, Chain Blade, Missile Pod and Termination Cleaver. - Heavy Armor: base 3 damage reduction and -1"
Move. The Bunker Suit adds a further -1"Move; the Industrial Frame reducesKnockbackby 1. Rage Stim: the +2 DT onCombatlasts until the end of the scenario. You take d4 damage during Performance Review, afterHealthis restored.- Morale: a friendly model within 3" adds
+1 DTto the test. AnyFleeingmodel retests at the start of each of its activations until it passes. - Ranged weapons list their own range (36" unless noted). Grenades reach 6".
- Activation: you add one token per player model, one per Hostile group and one per Coworker group. Remove a group's token when its last model leaves play. A bonus action is an extra action in the same activation, and a model takes at most two actions per activation. Enemy now means every model of a different faction.
- Attacks: Attack Resolution is four steps instead of eight. Shooting on the Move (ranged attacks only) replaces the Movement Modifiers section. If no model can be targeted, the shot misses. A model can only
Ripostean attacker within its own weapon's reach.Aimis lost if the aiming model moves or takes damage. - Casting: choose one starting
Power. A healing target must be a friendly model other than the caster. - Criticals: bleeding effects now deal 2 damage at the start of each of the model's activations.
Hijackedhands the next activation to the player who dealt the critical (a Hostile uses its own behavior table).Deliriummakes the model move toward the nearest enemy on its next activation. - Wave Callers: Antenna-Grafted spawns 2 and 2 instead of 4 and 4. The Rogue Broadcaster's weapon is
Static Hissand the Defense Platform's isPulse Cannon. - Hostiles: roll d6 on the faction's unit table and re-roll results outside the tier the scenario names.
AttackandFrenzytarget the enemy with the best chance to hit (ties: the closest). - Sabotage: each player places their own conduit within 6" of their own deployment zone, 3" or more from the edges and 6" or more from the enemy conduit. You sever the enemy's.
- Campaign: roll Spawn Location each time Hostiles spawn. Evidence types are abstract (the d10 result is the type). Victory needs 9 unique types and The Source needs 8. A
Terminatedmodel's equipment goes to Lockers. The mission winner no longer gains +1Lead. Coworker Modifiers now follow Coworker Setup. - Grenades are consumables that any contract type may carry. The
Trauma Kitis the only item used outside your own activation. You need 8 Swarm-size and 6 Normal or Elite-size Hostile miniatures. - First Game: a double total deals maximum damage and a triple also rolls a Critical; the Brute, Agent and Zealot kits show their full riders; Feral Crews attack the enemy they have the best chance to hit.
[0.8.0-beta] - 2026-07-02
Changed
FocusandSynergyno longer grant a second activation; they give a bonus action inside the model's single activation.- Renamed the
Overchargeconsumable toRage Stim(the Rifle keeps itsOverchargespecial).
Added
Broadcastcritical table (the threeBroadcastweapons had no table to roll on).- A round-end step, plus clarified activation limits, DT overflow,
Knockback(now weapon-gated with a set distance), shooting into melee,Ripostecriticals, and grenade resolution. - The Source now ends at Round 6 so the campaign climax resolves.
- Defined
Evidencerecording, one Hostile faction per mission, Wave Callers' Summon activation, Feral Automata reboot placement, and hostilePowerweapon resolution.
Fixed
- Breakthrough could still be won on Round 1 under some deployments; the exit is now the opposite edge with a minimum of Round 2.
- The injury table rewarded going
Out of Actionover fleeing; that is no longer a reward. - Assassination now requires one of your own models to make the kill; Lockdown and Sabotage objective placement are defined for every deployment.
[0.7.3-beta] - 2026-06-28
Changed
- Triangulation: signal markers are now claimable and flippable instead of permanently dual-activated, so the objective is contestable.
- Sabotage: defined "opponent's half" relative to each side's deployment zone.
- Campaign: added a deployment-edge rule for edgeless (Center) deployments.
- Quadrants:
Out of Actionmodels no longer count (matches Control and Seizure). - Lockdown: clarified that one
Interactresolves a single effect. - Extraction: removed the redundant coworker-at-objective clause; clarified where a dropped objective is placed.
- Missions: hostiles no longer affect any mission's score; every mission now states that Hostiles ignore the objective/zone. Added a global placement-order rule so loot, Coworkers, and spawns keep clear of objectives. Fixed the Assassination tie-break and defined Breakthrough exit edges for all deployments.