VOL 1 · CORE
SACRED WIRE 28VOL. 1 / 5
INDEX OF DEFINED TERMS · R: VOL. 2 · K: VOL. 4
  1. Activation11
  2. Aim13
  3. AP (armor piercing)15
  4. ArmorR4
  5. Attack resolution16
  6. Attributes8
  7. Blessings12
  8. Boss8
  9. Broadcast powers23
  10. Cast23
  11. Climb15
  12. ConsumablesR5
  13. Contract types10
  14. Cover18
  15. Critical20, R8
  16. CyberneticsR6
  17. Damage21
  18. Dice tiers (DT)6
  19. Disengage13
  20. DT overflow7
  21. Engaged14
  22. Falling15
  23. Flee22
  24. Fumble20, R12
  25. GearR6
  26. Grenades19, R3
  27. Health8
  28. Improvised combatR2
  29. Interact13
  30. Interrogate13, K9
  31. Knockback15
  32. Line of sight17
  33. Loot Marker13, K8
  34. Melee weaponsR2
  35. Morale22
  36. Move8
  37. Opposed roll6
  38. Out of Action21
  39. Performance Review22
  40. Random direction18
  41. Ranged weaponsR3
  42. Reach14
  43. Riposte14
  44. SamplesR13
  45. Search13, K8
  46. Shooting into melee17
  47. Subs4
  48. Wounded21
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.
Feedback
sacredwire28.com/feedback
FORM SW28-CR · REV 0.9.0 · PAGE 24 OF 24
VOL 1 · CORE
SACRED WIRE 28 VOL. 1 / 5
OPERATIONAL GUIDELINES FOR CONTRACTED PERSONNEL
Cable-wrapped figure before the towers of the Complex
AUTHORIZED FOR
PUBLIC DISTRIBUTION
PLATE I
CORE RULES
Lore, squads, combat and how broadcast powers work. Everything a contractor needs to survive a single operation.
FORM
SW28-CR
REVISION
0.9.0-BETA
CLASS
PUBLIC
ISSUED BY
SEC. & COMPL.
CC BY-SA 4.0 · Created by LuisMars sacredwire28.com
1 · Basics
SACRED WIRE 28 · CORE RULES1 · THE FIVE BOOKLETS · RULE IDS
CH-01

C0.1The Five Booklets

Vol.BookletUse it to
1Core RulesLearn the game: lore, squads, combat, casting
2RequisitionsLook up weapons, armor, gear, Powers, Criticals, Fumbles, sample squads
3Inhuman ResourcesRun hostiles and Coworkers
4CampaignSet up a mission, gather Evidence, promote your squad
5MissionsPlay the twelve missions, The Signal and The Source

Read Core Rules first. Keep Requisitions open while you build a squad and whenever a roll asks for a table.

If a card or the quick reference disagrees with the rulebook, the rulebook wins. If a mission disagrees with the rulebook, the mission wins for that mission only.

C0.2Rule IDs

Every section has an ID: the booklet letter, the chapter number and the section number. C Core Rules, A Requisitions, I Inhuman Resources, K Campaign, M Missions.

A cross-reference reads title, ID, page. A reference to another booklet adds its volume number after the ID.

2FORM SW28-CR · REV 0.9.0-beta · PAGE 2 OF 24
4 · Powers
4 · CASTINGSACRED WIRE 28 · CORE RULES
CH-04
04
Chapter 4 · Powers · Form SW28-CR-4

Broadcast Powers

Wireless is heresy. Unless someone in corporate decided to diversify revenue streams.

Licensed Broadcasters pay steep fees and submit to monitoring. The Untethered refuse. They broadcast without paying, spread without subscription. The Authority calls them terrorists. The Monks call them plague. The Untethered call themselves free.

C5.1Casting

  • Choose one starting Power (Powers (R5.1, Vol. 2, p. 7))
  • Action to Cast (once per activation)
  • No range limit (requires LoS)
  • Offensive powers: roll Wits vs. target Wits
  • Support powers: roll Wits vs. 2d6 (target must be a friendly model other than the caster)
  • Win by triple or more: the effect also applies to all valid targets within 3" of the target (Focus and Swap always affect only their chosen target)
  • Defender wins by triple or more: roll Broadcast Fumble table
Example · Area cast
A Broadcaster (Wits 2d8) casts Signal Jam on a Gunner (Wits 2d4). The Broadcaster rolls 7 and 8: 15. The Gunner rolls 2 and 3: 5. Fifteen is three times five, so the Gunner and every valid target within 3" of him take -1 DT on all rolls until their next activation. With a 14, only the Gunner would.
FORM SW28-CR · REV 0.9.0-beta · PAGE 23 OF 2423
3 · Combat
SACRED WIRE 28 · CORE RULES3 · MORALE · LEAVING THE BOARD

C4.19Morale

  • When Boss goes Out of Action: all friendly models immediately test Wits vs. 2d6
  • If a friendly model is within 3", add +1 DT to the test
  • Fail: Flee (move toward the nearest edge, cannot act, exits if it reaches the edge)
  • Any Fleeing model, whatever the cause, retests at the start of each activation until passed
Example · Morale
Ines Okafor goes Out of Action, so every friendly model tests Wits against 2d6. Dmitri Osei (Wits 2d8) has Sunita Roche within 3", so he tests at 2d10: he rolls 6 and 8, 14 against 8. He holds. Tobias Valdez (Wits 2d4) has no friend within 3": he rolls 2 and 3, 5 against 9. He fails and starts to Flee.

C4.20Leaving the Board

Performance Review: A model that left the board (voluntarily or by Flee) earns no Merits this game, takes d6 damage after restoring Health in the post-game (see Campaign), and drops carried items at the edge.

Exception: leaving to satisfy a scenario objective (see Campaign) is not a Performance Review. That model keeps its Merits, mission bonuses, and carried items, and takes no d6 damage.

22FORM SW28-CR · REV 0.9.0-beta · PAGE 22 OF 24
1 · Basics
1 · THE GREAT COMPLEX · THE POWERSSACRED WIRE 28 · CORE RULES
01
Chapter 1 · Basics · Form SW28-CR-1

Sacred Wire 28

0.9.0-beta by LuisMars

Open Distribution Statute: CC BY-SA 4.0

C1.1The Great Complex

A vertical megastructure three kilometers tall. Cables hang from every surface. They bundle into trunks thicker than bodies, snake through walls, coil underfoot. The Complex was meant to be paradise. Now it decays.

Wired connection is sacred. Wireless is heresy. Since the Tethering, wireless has meant excommunication. Debts are inherited. Children are born subscribed.

C1.2The Powers

The Departments: Resource Allocation, Revenue Operations, Human Capital, Security & Compliance. Four bodies, four budgets, endless jurisdictional warfare.

Maintenance Monks: Cable-priests who tend the sacred conduits. They speak in error codes. They perform ritual diagnostics. Half of what they maintain, they do not understand.

Conduit Authority: The enforcement arm. They do not ask questions. They burn heretics and bill for the ammunition.

The Untethered: Wireless cultists spreading through the lower tiers. They believe signals should travel without permission. They believe the cables are chains.

FORM SW28-CR · REV 0.9.0-beta · PAGE 3 OF 243
1 · Basics
SACRED WIRE 28 · CORE RULES1 · CONTRACTORS · SUBS

C1.3Contractors

You are not employees. You are deniable assets.

Contractors operate between factions. They retrieve what was lost and silence what was heard. Every job has a patron. Payment comes in subs. Betrayal comes free.

C1.4Subs

Subs are Subscription Points. They pay for gear, tolls, bribes, and air. Most charges are automatic. You notice subs when you are short.

C1.5The Tiers

Heat rises. Wealth rises faster. The upper tiers stay cool while the depths burn. Subscription fees are deducted automatically from wages that never quite cover them.

Your subscription is your freedom.

By mandate of the Chief Executive Sovereign

C1.6The Seven Pillars

Connectivity. The cable binds. Hierarchy. Each tier serves its superior. Continuity. Systems endure. Workers do not. Accountability. Debts outlive the debtor. Productivity. Idleness is theft. Stability. The Complex endures. Do not ask how. Compliance. The Founders were right.

4FORM SW28-CR · REV 0.9.0-beta · PAGE 4 OF 24
3 · Combat
3 · DAMAGESACRED WIRE 28 · CORE RULES

C4.18Damage

  1. Roll weapon damage (Double+: use max value instead)
  2. On Triple+: roll the critical table and add any bonus damage
  3. Subtract armor reduction
  4. Deduct from target's Health
  5. Health at 0 or below: Out of Action, remove from play (roll Injury post-game, see Campaign)

Wounded: Model below max Health.

Damage over time: ignores armor and can cause Out of Action.

Example · Damage
A Veteran (Combat 2d6) hits a Gunner (Defense 2d6, Medium armor) with a Sword (d6). The Veteran rolls 9, the Gunner 4: Double, so damage is the maximum, 6. Medium armor takes 2: the Gunner loses 4 Health and drops from 14 to 10.
FORM SW28-CR · REV 0.9.0-beta · PAGE 21 OF 2421
3 · Combat
SACRED WIRE 28 · CORE RULES3 · CRITICAL HITS · FUMBLES

C4.16Critical Hits

  • Double the defender: max weapon damage
  • Triple or more: max damage + roll critical table (quadruple: +1, quintuple: +2, etc.)
  • On a Riposte, if either side triples the other, the higher side rolls its Critical table and the lower side rolls the Melee Fumble table.
  • Tables: Bladed Critical (R6.1, Vol. 2, p. 8) is the first of eight, one per weapon type
Example · Triple
Compare totals, not dice. A Gunner (Combat 2d6) shoots a Brute (Defense 2d8) with a Pistol (d4). The Gunner rolls 6 and 6: 12. The Brute rolls 2 and 2: 4. Twelve is three times four: the shot does the maximum, 4 damage, and you roll the Critical table. Swap the rolls and the Brute triples the Gunner: roll the Ranged Fumble table. At a total of 16 it would be quadruple: the critical table roll gets +1.

C4.17Fumbles

20FORM SW28-CR · REV 0.9.0-beta · PAGE 20 OF 24
1 · Basics
1 · MINIATURES · WHAT YOU'LL NEEDSACRED WIRE 28 · CORE RULES

C1.7Miniatures

This game is meant to be used with 28 mm miniatures. Anything in the 28 mm to 32 mm range works. Models on bases between 25 mm and 32 mm are fully compatible.

Use whatever models you have. Convert them. Kitbash corporate enforcers from sci-fi kits. Build cable-wrapped cultists from fantasy bits. Proxy freely. The model represents what you say it represents.

C1.8What You'll Need

Required (setup, deployment, game length and victory: see Campaign)
- 5 miniatures per squad (1 Boss, 4 Resources)
- 2-4 Coworker miniatures (placed at setup, see Campaign)
- 8 Swarm-size and 6 Normal/Elite-size Hostile miniatures (more for The Signal and The Source; see Inhuman Resources)
- Dice: 2d4, 2d6, 2d8, 2d10, 2d12, one d20 (read any die odd/even for a d2)
- Bag with Activation Tokens (chips, dice, or similar markers: one per player model, one per hostile group, one per Coworker group, a different look per faction)
- Measuring tape (inches)
- 2' by 2' board with dense terrain
- Loot Markers (up to 5)

Optional
- Condition markers (OoA, Flee, Engaged, Bleed, etc.)
- Warband roster sheet
- Evidence tracker (see Campaign)

FORM SW28-CR · REV 0.9.0-beta · PAGE 5 OF 245
1 · Basics
SACRED WIRE 28 · CORE RULES1 · CORE MECHANICS

C1.9Core Mechanics

Roll 2 dice and add the results.

Opposed rolls

Both players roll simultaneously. Higher total wins. Lower DT wins ties. Same DT: re-roll.

Dice Tiers (DT)

2d4 → 2d6 → 2d8 → 2d10 → 2d12

+1 DT: Use the next larger die type.

-1 DT: Use the next smaller die type.

Attribute Caps

Never below 2d4 or above 2d12.

Example · Ties
A Veteran (Combat 2d6) attacks a Brute (Defense 2d8). Both total 9. The lower DT wins the tie: the Veteran's 2d6 beats the Brute's 2d8, so the attack hits. Two Brutes at 2d8 that tie re-roll.
6FORM SW28-CR · REV 0.9.0-beta · PAGE 6 OF 24
3 · Combat
3 · GRENADESSACRED WIRE 28 · CORE RULES

C4.15Grenades

  • Throw at a point within 6" (action). One use.
  • Roll Combat vs. 2d6. Failure: scatters d6" from throw point (ignores terrain). Fumble on 2d6: lands at your feet.
  • 3" blast hits all models (friend and foe). Roll damage for each.
  • Grenades use the Fumble rule but never the Critical rule. A blast deals no bonus damage and rolls no critical table.
Example · Frag grenade
Dmitri Osei (Gunner, Combat 2d6) throws a Frag grenade (d8 Explosive) at a point 5" away. He rolls 3 and 5: 8. The 2d6 roll is 4 and 6: 10. He fails, so the grenade scatters d6" from the throw point: the d6 shows 4. Every model within 3" of where it lands takes d8 damage, friend or foe.
FORM SW28-CR · REV 0.9.0-beta · PAGE 19 OF 2419
3 · Combat
SACRED WIRE 28 · CORE RULES3 · RANDOM DIRECTION · COVER

C4.12Random Direction

Roll d8 (compass), d12 (clock), the acute angle of a d10, or scatter dice. Move that direction.

C4.13Cover

  • Any body part obscured by terrain: Cover
  • Cover: -1 DT Combat for attacker
Example · Stacking
A Veteran (Combat 2d6) moves, then shoots at a target in Cover: -1 DT twice. The first drops the Veteran to 2d4. Nothing rolls below 2d4, so the second passes to the target: the Veteran rolls 2d4 and the target rolls Defense one step higher (2d6 becomes 2d8).

C4.14Range

  • Range: as listed on the weapon. Grenades: 6".
18FORM SW28-CR · REV 0.9.0-beta · PAGE 18 OF 24
1 · Basics
1 · DT OVERFLOWSACRED WIRE 28 · CORE RULES
W-07

C1.10DT Overflow

Modifiers that exceed the limits pass to your opponent with the opposite effect.

  • 2d4 with -1 DT: you roll 2d4, opponent rolls at +1 DT
  • 2d12 with +1 DT: you roll 2d12, opponent rolls at -1 DT

Overflow resolves once. A modifier passed to your opponent never bounces back, even if it would push them past a limit too. Fixed 2d6 rolls (Search, grenades, Morale, support Cast) ignore DT overflow.

Example · Overflow
Ines Okafor (Combat 2d12) gets +1 DT on an attack. 2d12 is the top die, so she still rolls 2d12 and her target, a Veteran with Defense 2d6, rolls 2d4 instead.

"They call the cable sacred. But every cable ends somewhere, and every wire has an owner. Who holds the other end? The wave needs no toll booth. We are still broadcasting."
Open Channel Broadcast, freq. unknown

FORM SW28-CR · REV 0.9.0-beta · PAGE 7 OF 247
2 · Squad
SACRED WIRE 28 · CORE RULES2 · ATTRIBUTES · VALUES
CH-02
02
Chapter 2 · Squad · Form SW28-CR-2

Personnel Allocation

5 models. 1 Boss, 4 Resources. Each picks a contract type.

C2.1Attributes

AttributeUse
CombatAttack rolls
DefenseResist attacks
WitsSearch, Interrogate, tech-related rolls

Pick an array. Assign one die to each attribute.

Technician

2d42d62d8

Operative

2d62d62d6
Example · Boss dice
Ines Okafor, the Boss of the Compliance Team, takes the Technician array: Combat 2d8, Defense 2d6, Wits 2d4. Her Boss bonus is +1 DT to one attribute, and she puts it on Wits: 2d4 becomes 2d6. She ends with 2d8, 2d6 and 2d6.

"Solitary cables fray. Bundles endure."
Conduit-Certified Proverb

C2.2Values

ValueUse
HealthDamage until Out of Action
MoveDistance per activation (inches)
8FORM SW28-CR · REV 0.9.0-beta · PAGE 8 OF 24
3 · Combat
3 · LINE OF SIGHT (LOS)SACRED WIRE 28 · CORE RULES

C4.9Line of Sight (LoS)

  • Must see target's body: legs, torso, head (arms/weapons don't count)
  • No LoS: cannot target
Example · Line of sight
A Gunner wants to shoot a Brute behind a crate. Only the Brute's raised arm and Sword show over the top. Arms and weapons do not count: no LoS, no shot. The Brute steps left and his torso and head clear the crate. The Gunner now has LoS.

C4.10Shooting on the Move

  • A model that moved this activation makes ranged attacks at -1 DT Combat

Stacks with Cover (C4.13, p. 18) and Shooting Into Melee (C4.11, p. 17).

C4.11Shooting Into Melee

  • -1 DT Combat
  • On a miss (the defender wins), the shot redirects to a random model within 1" of the target (not the target or shooter). It goes straight to damage (no Defense roll): apply armor as usual
  • If there is no such model, the shot misses
  • On a Fumble (the defender triples your total), roll the Ranged Fumble table only. No Critical
FORM SW28-CR · REV 0.9.0-beta · PAGE 17 OF 2417
3 · Combat
SACRED WIRE 28 · CORE RULES3 · ATTACK RESOLUTION

C4.7Attack Resolution

  1. Attacker declares target and weapon
  2. In melee, defender chooses Defense or Riposte
  3. Both roll at once. Attacker: Combat. Defender: Defense, or Combat at -1 DT when Riposting
  4. Attacker wins: hit; if the defender chose Riposte, the attacker rolls double its weapon damage dice. Defender wins: avoided; a Riposte also deals its weapon damage to the attacker
Example · Riposte

A Brute (Combat 2d8) attacks a Veteran (Defense 2d6). The Veteran picks Defense. The Brute rolls 5 and 6: 11. The Veteran rolls 2 and 4: 6. Higher total wins: hit.

The Veteran picks Riposte with a Sword instead. Combat 2d6 at -1 DT is 2d4, and the Sword gives +1 DT back: 2d6. The Veteran rolls 3 and 4: 7. The Brute still wins and, because the Veteran chose Riposte, rolls double its weapon damage dice.

C4.8Ranged Defense

  • Roll Defense DT (no Riposte option)
16FORM SW28-CR · REV 0.9.0-beta · PAGE 16 OF 24
2 · Squad
2 · EQUIPMENTSACRED WIRE 28 · CORE RULES

C2.3Equipment

Spend 60 subs across your squad on weapons, armor, and gear.

Weapons:

  • Melee: melee weapons only
  • Ranged: ranged weapons only (use Improvised Combat)
  • Both: no restriction

Gear and consumables: no restrictions.

Weapon, armor and gear lists: Melee Weapons (R3.2, Vol. 2, p. 2), Armor (R3.5, Vol. 2, p. 4), Gear (R3.10, Vol. 2, p. 6).

A Broadcaster gets one free starting Broadcast Power. See Contract Types (C2.4, p. 10).

Example · Budget
Dmitri Osei (Gunner) buys a Carbine (13) and a Pistol (2): 15 subs. The other four models share the remaining 45. Tobias Valdez (Brute) takes a Sword (10) and a Mesh Wrap (2), and Sunita Roche (Zealot) an Injector (9) and a Knife (3): 24 subs between them, 21 left for the last two.
FORM SW28-CR · REV 0.9.0-beta · PAGE 9 OF 249
2 · Squad
SACRED WIRE 28 · CORE RULES2 · CONTRACT TYPES

C2.4Contract Types

Contract TypeHealthMoveWeaponsMax ArmorSpecialMax
Boss164"BothHeavy+1 DT to one attribute*
Brute143"MeleeHeavy+1 melee damage, ignores armor move penalty2
Veteran134"BothMedium+1 DT Defense below half Health2
Gunner144"RangedMediumIgnores move penalty when shooting2
Scout125"BothLightFree Disengage, Move 3" after deployment2
Zealot125"MeleeLight+2" Move if ending Engaged, +1 DT Combat vs. 2+ enemies2
Agent144"BothLightRe-roll failed Wits tests2
Broadcaster144"MeleeLightCan Cast1

* Unique (cannot be replaced). Max: limit per warband.

Example · Reading a row
Tobias Valdez is a Brute. His row gives him 14 Health, 3" Move and melee weapons only, so a Carbine is off his list. He may wear Heavy armor, which costs 1" Move, but his special ignores that penalty: he still moves 3".
10FORM SW28-CR · REV 0.9.0-beta · PAGE 10 OF 24
3 · Combat
3 · VERTICAL MOVEMENTSACRED WIRE 28 · CORE RULES

C4.6Vertical Movement

ActionCostNotes
Climb2" per 1" verticalRequires climbable surface
Jump gap1" per 1" horizontalMax 2"
Jump downFreeFall damage if > 3"

Climbing: A climb must be completed within one move or the model stays at the bottom.

Falling: No damage for the first 3". Beyond that, take 1d6 for every 3" fallen, rounding up (4 to 6" deals 1d6, 7 to 9" deals 2d6, 10 to 12" deals 3d6).

Knockback: Only weapons with a Knockback value push. On a hit, move the target directly away from the attacker that many inches. Fall damage applies if pushed off an edge. Stops at obstacles.

AP N: Ignore N points of armor reduction.

Example · Fall
A Mace hit (Knockback 1") shoves a Gunner over the edge of a gantry 8" above the floor. The first 3" are free, and 8" falls in the 7 to 9" band: he rolls 2d6, gets 3 and 5, and takes 8 damage on top of the Mace's own damage.
FORM SW28-CR · REV 0.9.0-beta · PAGE 15 OF 2415
3 · Combat
SACRED WIRE 28 · CORE RULES3 · MELEE ENGAGEMENT

C4.5Melee Engagement

  • Models within 1" of enemy (base edge to base edge) are Engaged
  • A model armed with a Reach weapon counts as Engaged with enemies within its Reach distance, not just 1"
  • A model can only Riposte an attacker within its own weapon's reach
  • Leaving engagement without Disengage: each enemy you leave gets one free attack at -1 DT. A Fleeing model does not provoke these attacks
  • An Engaged model cannot make ranged attacks. Fight in melee or Disengage first
  • No melee weapon: use Improvised Combat (R3.1, Vol. 2, p. 2)
Example · Disengage
A Veteran is Engaged with a Brute and a Scout. Walking away without Disengage gives each of them one free attack at -1 DT: two attacks. Spend the action on Disengage and the Veteran leaves with none.
14FORM SW28-CR · REV 0.9.0-beta · PAGE 14 OF 24
3 · Combat
3 · ACTIVATIONSACRED WIRE 28 · CORE RULES
CH-03
03
Chapter 3 · Combat · Form SW28-CR-3

Combat & Actions

C4.1Activation

  1. Each player rolls Corporate Blessings (d8 three times)
  2. Add Activation Tokens to a shared bag: one per player model, one per hostile spawn group (see Inhuman Resources), one per Coworker group
  3. Draw a token: that faction activates one model (Hostiles and Coworkers follow their AI table, see Inhuman Resources)
  4. Player model OoA: Discard token immediately. Hostile/Coworker groups: Token stays in bag. Remove a group's token when its last model leaves play.
  5. Each activation: one Move (up to Move") and one Action, in either order. A bonus action is an extra action in the same activation. A model takes at most two actions per activation
  6. Repeat from 3 until the bag is empty: the round ends
  7. Begin a new round: return all tokens to the bag, re-roll Corporate Blessings, and resolve start-of-round effects. Effects that last "until end of round" expire now
Example · A round
Two squads of five models face one Feral Crews group and one Coworker group: 12 tokens in the bag. A Compliance Team token comes out and Ines Okafor activates. She moves up to 4" and attacks, or attacks and then moves. Before the next draw, a Feral Crews Gunner drops Sunita Roche to 0 Health. Sunita is Out of Action, so her token leaves the bag at once. Ten tokens remain.
FORM SW28-CR · REV 0.9.0-beta · PAGE 11 OF 2411
3 · Combat
SACRED WIRE 28 · CORE RULES3 · CORPORATE BLESSINGS

Once Per Round: Each model activates exactly once per round. Move Again counts as your activation's single action. No effect grants a model a second activation or adds a token for a model that has already activated. An ability that lets a model act again instead grants a bonus action or a DT modifier inside that model's single activation, or moves its single activation earlier.

Next Activation: "Next activation" always means the affected model's own next activation, even if that falls in a later round.

Enemy: A model treats every model of a different faction as an enemy: the two squads, Coworkers and hostiles are all separate factions. Wave Callers and Static Wraiths count as one faction. A Coworker marked Hostile treats every other model as an enemy.

C4.2Corporate Blessings

Declare a blessing before rolling the dice it affects. No model can receive two blessings per round.

d8BlessingEffect
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
Example · Blessings
You roll d8 three times: 3, 3 and 5. That gives Boost twice and Severance. Ines Okafor shoots with Boost: you declare it, then her Combat rolls 2d10 instead of 2d8. Severance cannot go to Ines this round, because no model receives two blessings. Tobias Valdez takes it: one attack of his deals maximum weapon damage.
12FORM SW28-CR · REV 0.9.0-beta · PAGE 12 OF 24
3 · Combat
3 · ACTIONS · MOVEMENTSACRED WIRE 28 · CORE RULES

C4.3Actions

ActionEffect
AttackCombat vs. Defense, deal weapon damage
Move AgainTake a second move
DisengageLeave melee safely
AimDeclare target. +1 DT Combat on your next shot (lost if the aiming model moves or takes damage)
InteractWithin 1". Grab objective or pick up dropped weapon
SearchWithin 1" of Loot Marker. Wits vs. 2d6. Not while Engaged
InterrogateWithin 1" of Coworker. Wits vs. Wits (+1 DT if the Coworker is wounded)
CastWits vs. target Wits or 2d6 (Broadcasters only)

C4.4Movement

Move up to your Move value. Measure from base edge.

Example · Move, then Search
A Scout (Move 5") stands 4" from a Loot Marker. She moves 3", which leaves her within 1", then spends her action on Search: Wits against 2d6. Searching first would fail, because Search needs her within 1" of the marker.
FORM SW28-CR · REV 0.9.0-beta · PAGE 13 OF 2413
VOL 2 · REQS
SACRED WIRE 28VOL. 2 / 5
TABLE INDEX · EVERY LIST AND TABLE, BY PAGE
  1. Improvised weapons2
  2. Melee weapons2
  3. Ranged weapons3
  4. Grenades3
  5. Armor4
  6. Consumables5
  7. Gear6
  8. Cybernetics6
  9. Broadcast powers7
  10. Bladed critical8
  11. Blunt critical8
  12. Projectile critical9
  13. Energy critical9
  14. Explosive critical10
  15. Toxic critical10
  16. Static critical11
  17. Broadcast critical11
  18. Melee fumble12
  19. Ranged fumble12
  20. Broadcast fumble12
  21. Sample squads13
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.
Feedback
sacredwire28.com/feedback
FORM SW28-AT · REV 0.9.0 · PAGE 16 OF 16
VOL 2 · REQS
SACRED WIRE 28 VOL. 2 / 5
REQUISITIONS AND OUTCOMES FOR CONTRACTED PERSONNEL
A maintenance robot fires on a swarm of drones beside a turbine
AUTHORIZED FOR
PUBLIC DISTRIBUTION
PLATE IV
REQUISITIONS
Issued equipment, approved loadouts and the incident tables.
FORM
SW28-AT
REVISION
0.9.0-BETA
CLASS
PUBLIC
ISSUED BY
SEC. & COMPL.
CC BY-SA 4.0 · Created by LuisMars sacredwire28.com
1 · Gear
SACRED WIRE 28 · REQUISITIONS1 · IMPROVISED COMBAT
CH-01
01
Chapter 1 · Gear · Form SW28-RQ-1

Weapons & Armor

R3.1Improvised Combat

WeaponTypeDamageSpecial
UnarmedBlunt1-2 DT Combat, no Riposte, always available
ImprovisedBluntd4-2 DT Combat, no Riposte, use ranged weapon as club

R3.2Melee Weapons

d20WeaponTypeDamageSpecialCost
1KnucklesBlunt22
2KnifeBladedd43
3ShivToxicd4+1 damage vs. wounded4
4ProdEnergyd4Target -1 DT next activation5
5InjectorToxicd6Re-roll 1s9
6MaceBluntd6Knockback 1"9
7SwordBladedd6Re-roll 1s, +1 DT when Riposting10
8Cable WhipStaticd62" reach11
9MacheteBladedd8Re-roll 1s13
10StunnerEnergyd8Target -1 DT next activation13
11HammerBluntd8Re-roll 1s, Knockback 1"15
12Static BladeStaticd8+1 DT vs. wounded15
13Corrosive BladeToxicd10AP 117
14Arc ClawStaticd10Re-roll 1s, +1 to Critical roll19
15SaberBladedd10Re-roll 1s and 2s19
16GauntletBluntd10Re-roll 1s and 2s, Knockback 1"21
17Plague FistToxicd12Re-roll 1s, +1 damage vs. wounded22
18Shock MaulStaticd12Re-roll 1s, Knockback 2"25
19Chain BladeBladedd12Re-roll 1s and 2s, AP 227
20Power FistEnergyd12Re-roll 1s and 2s, Knockback 2"27

"Dying in public space incurs a cleanup fee charged to your estate."
Public Safety Notice

2FORM SW28-RQ · REV 0.9.0-beta · PAGE 2 OF 16
4 · Samples
4 · AGENT [12] · BROADCASTER [12]SACRED WIRE 28 · REQUISITIONS

R8.7Agent [12]

14 Health, 4" Move

  • Combat 2d4, Defense 2d6, Wits 2d8
  • Pistol (2): d4 Projectile, -1 DT beyond 6"
  • Sword (10): d6 Bladed, re-roll 1s, +1 DT when Riposting
  • Re-roll failed Wits tests

R8.8Broadcaster [12]

14 Health, 4" Move

  • Combat 2d4, Defense 2d6, Wits 2d8
  • Prod (5): d4 Energy, target -1 DT next activation
  • Padded Vest (7): 1 reduction, reduce Knockback by 1"
  • Melee only, can Cast

"Exceptional performance is noted. Expect increased quotas."
Performance Review

FORM SW28-RQ · REV 0.9.0-beta · PAGE 15 OF 1615
4 · Samples
SACRED WIRE 28 · REQUISITIONS4 · GUNNER [12] · SCOUT [12]

R8.4Gunner [12]

14 Health, 4" Move

  • Combat 2d8, Defense 2d6, Wits 2d4
  • Laser (9): d6 Energy, +1 DT if not moved this activation
  • Pistol (2): d4 Projectile, -1 DT beyond 6"
  • Stapler (1): 2 Projectile, 6" max range
  • No move penalty when shooting

R8.5Scout [12]

12 Health, 6" Move

  • Combat 2d6, Defense 2d4, Wits 2d8
  • Arc Pistol (5): d4 Static, no fumbles
  • Light Vest (7): 1 reduction, +1" Move
  • Free Disengage, 3" Move after deploy (see Campaign)

R8.6Zealot [12]

12 Health, 5" Move

  • Combat 2d8, Defense 2d4, Wits 2d6
  • Injector (9): d6 Toxic, re-roll 1s
  • Knife (3): d4 Bladed
  • +2" Move if ending Engaged, +1 DT Combat vs. 2+ enemies, Melee only
14FORM SW28-RQ · REV 0.9.0-beta · PAGE 14 OF 16
1 · Gear
1 · RANGED WEAPONS · GRENADESSACRED WIRE 28 · REQUISITIONS

R3.3Ranged Weapons

d20WeaponTypeDamageSpecialCost
1StaplerProjectile26" max range1
2PistolProjectiled436". -1 DT beyond 6"2
3Needle GunToxicd436". +1 damage vs. wounded4
4Arc PistolStaticd436". No fumbles5
5Dart GunToxicd636". Target -1 DT next activation9
6Frag PistolExplosived636". AP 19
7LaserEnergyd636". +1 DT if not moved this activation9
8ScreamerBroadcastd636". Ignores cover11
9CarbineProjectiled836". Re-roll 1s13
10FlamerEnergyd836". Ignores cover15
11Sonic GunBroadcastd836". +1 DT vs. wounded15
12Tesla GunStaticd836". Hits nearest model within 2" of target15
13Cryo GunToxicd1036". Ignores cover19
14LauncherExplosived1036". Re-roll 1s, AP 119
15ShotgunProjectiled1036". Re-roll 1s, Knockback 1"19
16Arc CannonStaticd1036". Re-roll 1s, also hits 2 nearest models within 2" of target21
17Plasma CasterEnergyd1236". Ignores cover, AP 125
18RifleEnergyd1236". Re-roll 1s and 2s, Overcharge: -1 DT for max damage25
19Wail CannonBroadcastd1236". Re-roll 1s, Knockback 2"25
20Missile PodExplosived1236". Re-roll 1s and 2s, AP 227

R3.4Grenades

Grenades are consumables. Any contract type may carry and throw them.

d6WeaponEffectCost
1Smoke1 damage, leaves smoke column blocking LoS until next round8
2Flash1 damage, target -1 DT next activation10
3Gasd6 Toxic damage10
4EMPd6 Static damage, -1 DT next activation12
5Fragd8 Explosive damage14
6Incendiaryd6 Energy damage, ignores cover14
FORM SW28-RQ · REV 0.9.0-beta · PAGE 3 OF 163
1 · Gear
SACRED WIRE 28 · REQUISITIONS1 · ARMOR · LIGHT ARMOR

R3.5Armor

One armor piece per model; makes the model armored.

R3.6Light Armor

Base: 1 damage reduction

d8ArmorSpecialCost
1Mesh Wrap-1" Move2
2Flak Wrap-4
3Protective Lining-1 to Critical table rolls against you6
4Light Vest+1" Move7
5Padded VestReduce Knockback by 1"7
6Defensive MeshRe-roll 1s on Defense8
7Runner's Harness+2" Move10
8Scout SuitRe-roll 1s on Defense, +1" Move11

R3.7Medium Armor

Base: 2 damage reduction

d6ArmorSpecialCost
1Standard Cuirass-8
2Tactical Breastplate+1" Move11
3Patrol HarnessRe-roll 1s on Defense12
4Assault Rig+2" Move14
5Reinforced PlatingRe-roll 1s and 2s on Defense14
6Operations SuitRe-roll 1s on Defense, +1" Move15

R3.8Heavy Armor

Base: 3 damage reduction, -1" Move

d6ArmorSpecialCost
1Heavy Cuirass-12
2Bunker SuitAdditional -1" Move, Re-roll 1s and 2s on Defense16
3Industrial FrameReduce Knockback by 1"15
4Combat PlatingRe-roll 1s on Defense16
5Assault ExoskeletonRe-roll 1s and 2s on Defense18
6Fortress PlatingRe-roll 1s, 2s, and 3s on Defense20
4FORM SW28-RQ · REV 0.9.0-beta · PAGE 4 OF 16
4 · Samples
4 · BOSS [12] · BRUTE [12]SACRED WIRE 28 · REQUISITIONS
CH-04
04
Chapter 4 · Samples · Form SW28-RQ-4

Samples

R8.1Boss [12]

16 Health, 4" Move

  • Combat 2d8, Defense 2d6, Wits 2d6
  • Needle Gun (4): d4 Toxic, +1 vs. wounded
  • Shiv (4): d4 Toxic, +1 vs. wounded
  • Flak Wrap (4): 1 reduction

R8.2Brute [12]

14 Health, 3" Move

  • Combat 2d8, Defense 2d6, Wits 2d4
  • Sword (10): d6+1 Bladed, re-roll 1s, +1 DT when Riposting
  • Mesh Wrap (2): 1 reduction
  • Can wear Heavy armor

R8.3Veteran [12]

13 Health, 4" Move

  • Combat 2d6, Defense 2d6, Wits 2d6
  • Pistol (2): d4 Projectile, -1 DT beyond 6"
  • Shiv (4): d4 Toxic, +1 vs. wounded
  • Protective Lining (6): 1 reduction, -1 to Critical rolls against you
  • +1 DT Defense below half Health
FORM SW28-RQ · REV 0.9.0-beta · PAGE 13 OF 1613
3 · Tables
SACRED WIRE 28 · REQUISITIONS3 · MELEE FUMBLE · RANGED FUMBLE
03
Chapter 3 · Tables · Form SW28-RQ-3

Fumble Tables

When the defender exceeds you by triple or more, roll on the appropriate fumble table. Melee for close combat, Ranged for shooting, Broadcast for transmissions. Quadruple adds +1, quintuple adds +2.

Everything in the Complex is patched, jury-rigged, held together by faith and flux. Equipment fails. Weapons jam. The body betrays. The Cog-Turners say failure is just maintenance you haven't done yet. The dead say nothing.

R7.1Melee Fumble

d6ResultEffect
1StumbledLose next activation
2Off Balance-1 DT next defense roll
3Self-WoundTake weapon damage
4Wild SwingHit ally within 1" (or take weapon damage)
5DroppedDrop weapon, take weapon damage
6+ShatteredWeapon destroyed, take max weapon damage

"This patch we apply in faith. May it hold until proper repair."
Emergency Rite

R7.2Ranged Fumble

d6ResultEffect
1JammedLose next activation
2Misaligned-1 DT next attack
3BackfireTake weapon damage
4Friendly FireHit ally within 6" (or take weapon damage)
5DroppedDrop weapon, take weapon damage
6+ExplodedWeapon destroyed, take max weapon damage

"The machine does not care about your feelings. Maintain it anyway."
Cog-Turner Fellowship

R7.3Broadcast Fumble

d6ResultEffect
1Static OverloadCaster loses next activation
2Interference-1 DT next cast
3FeedbackCaster takes d4 damage
4Wave BounceAlly within 6" takes d4 damage (or caster if none)
5Frequency LockCannot cast this power this scenario, take d4 damage
6+Broadcast StormForget power permanently

HERESY BEGINS WITH STATIC: Report wrong-humming cables.

12FORM SW28-RQ · REV 0.9.0-beta · PAGE 12 OF 16
1 · Gear
1 · CONSUMABLESSACRED WIRE 28 · REQUISITIONS

R3.9Consumables

One use, one action, one per action. Gear: passive while equipped. Cybernetics: repair a matching Injury (see Campaign), Critical, or Fumble penalty (Targeting: -1 DT Combat).

d8ItemEffectCost
1Adrenaline+2" Move until end of round4
2Combat Stim+1 DT Combat until end of scenario6
3Reflex Stim+1 DT Defense until end of scenario6
4CoagulantEnd Bleed or Punctured on adjacent model6
5AntidoteEnd Corroding on adjacent model6
6MedkitRestore d6 Health to adjacent model8
7Rage Stim+2 DT Combat until end of scenario, take d4 damage during Performance Review (step 10), after Health is restored10
8Trauma KitReaction: the instant a Critical hits an adjacent model, negate all its effects (the only item used outside your own activation)14
FORM SW28-RQ · REV 0.9.0-beta · PAGE 5 OF 165
1 · Gear
SACRED WIRE 28 · REQUISITIONS1 · GEAR · CYBERNETICS

R3.10Gear

d8ItemEffectCost
1Mask+1 DT Defense vs. Toxic6
2Scanner+1 DT Wits for Search8
3Scope+1 DT ranged attacks beyond 12"8
4Camo+1 DT Defense in cover10
5Peripheral Sensors+1 DT Defense when Engaged with 2+ enemies10
6Mag BootsIgnore Knockback10
7GrappleIgnore climbing costs, move up to 3" vertical12
8InhibitorIgnore free attacks when leaving engagement12

R3.11Cybernetics

d6CyberneticEffectCost
1RegeneratorIgnore "Miss next game"5
2Leg+1" Move8
3Targeting+1 DT Combat10
4Reflexes+1 DT Defense10
5Processor+1 DT Wits10
6Organs+1 max Health12
6FORM SW28-RQ · REV 0.9.0-beta · PAGE 6 OF 16
3 · Tables
3 · STATIC CRITICALSACRED WIRE 28 · REQUISITIONS

R6.7Static Critical

d6ResultEffect
1Signal Burn+d6 damage
2Frequency TerrorFlee toward board edge
3System Drain-1 DT Combat permanently
4Logic Crash-1 DT Wits permanently
5HijackedNext activation: the player who dealt the critical controls it. If a hostile did, the model acts on that hostile faction's behavior table for one activation
6+Total CorruptionOoA, -2 Injury roll

"Signal contamination begins at the wound site. There is no decontamination procedure."
Wave-Seeker Warning

R6.8Broadcast Critical

d6ResultEffect
1Deafening+d4 damage
2Feedback Loop-1 DT all rolls next activation
3Ruptured Eardrums-1 DT Combat permanently
4Signal Overload-1 DT Wits permanently
5Mind-ScrambleFlee toward board edge
6+Skull-BurstOoA, -2 Injury roll

"The signal enters through the ear and does not leave. We bill for the intrusion regardless."
Acoustic Compliance Notice

FORM SW28-RQ · REV 0.9.0-beta · PAGE 11 OF 1611
3 · Tables
SACRED WIRE 28 · REQUISITIONS3 · EXPLOSIVE CRITICAL

R6.5Explosive Critical

d6ResultEffect
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

R6.6Toxic Critical

d6ResultEffect
1Burned+d4 damage
2CorrodingTake 2 damage at the start of each of its activations this game (doesn't stack)
3Weakened-1 DT Combat permanently
4Delirium-1 DT Wits permanently. On its next activation it must move toward the nearest enemy
5Systemic-1 DT all attributes permanently
6+DissolvedActs normally, then OoA at end of next round regardless of Health, -2 Injury roll
10FORM SW28-RQ · REV 0.9.0-beta · PAGE 10 OF 16
2 · Powers
2 · POWERSSACRED WIRE 28 · REQUISITIONS
CH-02

R5.1Powers

d8PowerTypeEffect
1Signal JamOffensive-1 DT all rolls until next activation
2Weapon LockOffensiveTarget drops one weapon
3Neural TrapOffensived6 damage (ignores armor) if target moves next activation
4Resonance PushOffensivePush target d6" in any direction
5Force FieldSupport+2 DT Defense vs. ranged until next activation
6FocusSupportTarget gains a bonus action on its next activation
7SwapSupportSwitch positions with target (caster sees both, within 12")
8PingSupportTarget ignores cover and sees through walls until next activation

"Every cable is a leash. Every toll is a collar. We will cut them all."
Open Channel Broadcast

FORM SW28-RQ · REV 0.9.0-beta · PAGE 7 OF 167
3 · Tables
SACRED WIRE 28 · REQUISITIONS3 · BLADED CRITICAL
CH-03
03
Chapter 3 · Tables · Form SW28-RQ-3

Critical Tables

When your total is at least double the target's, deal max weapon damage. When it is triple or more, deal max damage and roll on the appropriate critical table. The weapon type determines which table. Quadruple adds +1, quintuple adds +2, and so on.

R6.1Bladed Critical

d6ResultEffect
1Gash+d4 damage
2BleedTake 2 damage at the start of each of its activations this game (doesn't stack)
3Hamstrung-1" Move permanently
4DisarmedDrop weapon (at model's position)
5Maimed-1 DT Combat permanently
6+SeveredOoA, -2 Injury roll

"Complications extend treatment contracts. Please wound cleanly."
Splicer-Surgeon's Manual

R6.2Blunt Critical

d6ResultEffect
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

"The Complex was built to take punishment. You were not."
Industrial Safety Advisory

8FORM SW28-RQ · REV 0.9.0-beta · PAGE 8 OF 16
3 · Tables
3 · PROJECTILE CRITICALSACRED WIRE 28 · REQUISITIONS

R6.3Projectile Critical

d6ResultEffect
1Grazed+d4 damage
2PuncturedTake 2 damage at the start of each of its activations this game (doesn't stack)
3Staggered-1 DT Defense permanently
4Shot ThroughDrop weapon (at model's position)
5Riddled-1 DT all attributes permanently
6+GutshotOoA, -2 Injury roll

"Casings must be returned for deposit refund. Unreturned casings incur replacement fees."
Requisitions Notice

R6.4Energy Critical

d6ResultEffect
1Scorched+d4 damage
2Slag ArmorArmor reduced one tier permanently (Heavy to Medium to Light to Destroyed)
3Flash Blind-1 DT Combat permanently
4Nerve Damage-1" Move permanently
5Burned Out-1 DT ranged attacks permanently
6+OverloadedOoA, -2 Injury roll
FORM SW28-RQ · REV 0.9.0-beta · PAGE 9 OF 169
VOL 3 · HOSTILES
SACRED WIRE 28VOL. 3 / 5
UNIT INDEX · EVERY HOSTILE AND COWORKER, BY PAGE
  1. Agonist17
  2. Antenna-Grafted11
  3. Assistant to the Regional Manager19
  4. Boss9
  5. Broadcast13
  6. Bruiser9
  7. Cable Rat7
  8. Commuter19
  9. Data Clerk19
  10. Defense Platform15
  11. Drift13
  12. Echo13
  13. Feeder17
  14. Flicker13
  15. Frequency Priest11
  16. Gunner9
  17. Gutter Runner7
  18. Heavy9
  19. Heavy Unit15
  20. Hunter-Killer15
  21. Initiate11
  22. Interference13
  23. Larva17
  24. Lure17
  25. Maintenance Swarm15
  26. Middle Manager19
  27. Picker7
  28. Pit Boss7
  29. Reaper17
  30. Repo Man7
  31. Rogue Broadcaster7
  32. Runt9
  33. Security Drone15
  34. Shift Drone19
  35. Signal Champion11
  36. Stalker17
  37. Surge13
  38. Targeting Unit15
  39. Temp19
  40. Torch9
  41. Turncoat11
  42. Vessel11
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.
Security notice
Report uncatalogued entities immediately. Silence is complicity.
FORM SW28-IR · REV 0.9.0 · PAGE 20 OF 20
VOL 3 · HOSTILES
SACRED WIRE 28 VOL. 3 / 5
REGISTRY OF ENTITIES BELOW MAINTAINED LEVEL 200
Inhuman things moving in the cable-choked depths
LOSSES LOGGED AS
ACCEPTABLE SHRINKAGE
PLATE II
INHUMAN
RESOURCES
Six hostile factions, the Coworkers caught between squads, and the AI that runs them all.
FORM
SW28-IR
REVISION
0.9.0-BETA
CLASS
PUBLIC
ISSUED BY
HUMAN CAPITAL
CC BY-SA 4.0 · Created by LuisMars sacredwire28.com
Rules
SACRED WIRE 28 · INHUMAN RESOURCESRULES
CH-01
01
Chapter 1 · Rules · Form SW28-IR-1

Inhuman Resources

0.9.0-beta

Open Distribution Statute: CC BY-SA 4.0

The Complex rises 1024 levels from the Roots to the cooling spires. The Departments only maintain the upper 200. Below that, infrastructure fails faster than it can be patched. Cables fray. Coolant leaks. Lights flicker and die. The Maintenance Monks descend when they must, perform their rituals, and leave quickly. They do not speak of what they see down there.

The Founders built the Complex to last. They built other things too. The sealed archives mention countermeasures, autonomous systems, bioelectric experiments. The archives are in the Roots. The Monks have never been there. The Board has always known what lurks below. The Board has never acknowledged it.

Something moves in the dark between levels. It nests in the wiring. It remembers the time before the Tethering, when signals flew free and the Wave answered prayers. The lower tiers belong to things that were never meant to survive this long: things that adapted and evolved, designed for a purpose the Founders never disclosed.

2FORM SW28-IR · REV 0.9.0-beta · PAGE 2 OF 20
Coworkers
COWORKERSSACRED WIRE 28 · INHUMAN RESOURCES
d6Name#COMDEFWITHPMOVWeapon
1Shift Drone2+22d42d42d1084"Tired Fists (Blunt, d4, Melee)
2Temp2+22d42d42d1085"Emergency Flare (Energy, d4, Ranged)
3Commuter42d42d62d887"Walking Cane (Blunt, d4, Melee)
4Data Clerk32d42d62d8105"Stun Gun (Energy, d4, Ranged)
5Middle Manager22d82d82d6105"Stun Baton (Static, d6, Melee)
6Assistant to the Regional Manager22d102d82d686"Holdout Pistol (Projectile, d4, Ranged)

Cooperate: Until the end of the next round, a player who Interrogates this Coworker rolls at +1 DT (this Coworker only).
Hostile: When attacked, mark this Coworker. Roll behavior once for the group (see Activation): marked Coworkers read the roll on the Attacked table, unmarked on the Normal table.

Normal

d6No LoSHas LoSEngaged
1-4WaitWaitWait
5CooperateCooperateCooperate
6PatrolPatrolFlee

Attacked

d6No LoSHas LoSEngaged
1-4PatrolAttackAttack
5PatrolCoverAttack
6FleeFleeFlee
FORM SW28-IR · REV 0.9.0-beta · PAGE 19 OF 2019
Coworkers
SACRED WIRE 28 · INHUMAN RESOURCESCOWORKERS
CH-08

I8.1Coworkers

Resource Allocation, Revenue Operations, Human Capital, Security & Compliance: the department doesn't matter. Every corporation has workers who clock in, keep their heads down, and pray the Authority doesn't notice them. They scatter when violence starts. But they know shortcuts, schedules, and which cables carry what. Temps are temporary. So are witnesses.

"I saw nothing. I heard nothing. My subscription is current."
Standard Deposition Response

Something inhuman in the cable-choke
Something inhuman in the cable-choke

18FORM SW28-IR · REV 0.9.0-beta · PAGE 18 OF 20
Rules
RULESSACRED WIRE 28 · INHUMAN RESOURCES

Every expedition into the depths encounters them. Every recovery team files the same report: losses acceptable, mission parameters adjusted, recommend sealing the junction. The Departments call them externalities. The accountants call them acceptable shrinkage. The survivors don't call them anything. They don't come back.

Heat rises from the Roots. The cooling spires above draw it upward through a thousand levels, creating a thermal gradient the Founders weaponized. The wealthy stay cold. The poor sweat. The lowest tiers cook. Anything living down there has adapted to temperatures that would kill an unaugmented human in hours. Contractors descend anyway. Salvage contracts pay triple below level 400. Debt recovery missions offer hazard bonuses. The Departments need what the Founders left behind. They send expendable assets to retrieve it. They call the losses acceptable.

THE DEPTHS CONTAIN ASSETS NOT YET ALLOCATED. Recovery authorized. Casualties expected.
Resource Allocation Memo 7-22-4

FORM SW28-IR · REV 0.9.0-beta · PAGE 3 OF 203
Rules
SACRED WIRE 28 · INHUMAN RESOURCESACTIVATION · SITUATION

I1.1Activation

Each spawn group has one token in the bag. When drawn, roll behavior once for the entire group. Activate models one at a time (closest to any player model first), all performing the same action. Hostiles ignore Out of Action models. Remove hostiles that go Out of Action.

I1.2Situation

  • No LoS: Cannot see any enemy
  • Has LoS: Can see enemy but not within 1"
  • Engaged: Within 1" of enemy

I1.3Actions

  • Attack: If Engaged, target an enemy it is Engaged with (best chance to hit; ties: the closest). Otherwise target the enemy with the best chance to hit (ties: the closest). Melee charges if not in range.
  • Cover: Seek cover from the closest enemy, or move away
  • Regroup: Move toward the nearest friendly model
  • Flee: Move toward the nearest board edge (stops at edge)
  • Wait: No action
  • Frenzy: Target the enemy with the best chance to hit (ties: the closest). Attack twice.
  • Patrol: Move toward the nearest Loot Marker. If none visible, move randomly.

A hostile that Attacks with a Power weapon rolls Wits against the target's Defense, then resolves damage as a normal attack. The Signal's -1 DT to Broadcast Powers does not apply to hostile Power weapons.

Some behaviors reference a faction's special rule (see each faction). Cross-faction spawns reference the named faction's table.

4FORM SW28-IR · REV 0.9.0-beta · PAGE 4 OF 20
Feeders
FEEDERSSACRED WIRE 28 · INHUMAN RESOURCES
d6Name#COMDEFWITHPMOVWeapon
1Reaper4+42d62d42d466"Venom Spit (Toxic, d4, Ranged)
2Larva2+22d62d42d684"Feeder Tendrils (Toxic, d6, Melee)
3Stalker32d82d62d4104"Talons (Bladed, d6, Melee)
4Lure22d42d42d10124"Mind Spike (Static, d6, Power)
5Feeder12d102d62d4125"Drain Tubes (Toxic, d8, Melee)
6Agonist12d102d62d6145"Acid Spray (Toxic, d8, Ranged)

Consume: If target goes Out of Action, restore d6 Health.

Behavior

d6No LoSHas LoSEngaged
1-4PatrolAttackAttack
5PatrolRegroupAttack
6RegroupAttackFrenzy
FORM SW28-IR · REV 0.9.0-beta · PAGE 17 OF 2017
Feeders
SACRED WIRE 28 · INHUMAN RESOURCESCABLE FEEDERS
CH-07

I7.1Cable Feeders

Parasites. They nest between power conduits, feeding on bioelectrical signals. The Founders' sealed archives mention "bioelectric countermeasures." The Monks say they evolved naturally. The archives are in the Roots. The Monks have never been there. The Board knows what the Founders created. The Board has always known. Some weapons were never meant to be turned off.

They hunt in silence. They prefer isolated targets. When they feed, they drain everything: nervous system, implants, the current running through your cables. They hunt warmth: living current, active electronics. Anything that hums. Some believe they were engineered to hunt the Untethered, to consume anyone transmitting without authorization. Others believe they are what happens when flesh meets wire for too long, when the boundary between organism and infrastructure dissolves. The truth is in the Roots. The truth is sealed.

Reapers are the smallest and fastest, swarming in packs, claws shredding through armor to reach the current beneath. Larvae are patient, feeder tendrils draining victims slowly while toxins paralyze. Stalkers track prey through the dark, talons designed to open cable housings and bodies alike.

Lures project false signals, mind spikes drawing victims toward ambush sites. Feeders are the mature hunters, drain tubes pulling the life from anything they touch. And the Agonists: massive, ancient, intelligent. They coordinate hunts. They remember what they consume, what they were made for.

The Scrapers say there are bigger ones in the deep Roots. Ones that feed on whole crews. Ones that have been feeding since the Founders. The Authority recommends sealing any junction where Feeders are confirmed. The Authority does not explain what happens if you don't. The Authority does not explain why some sealed junctions are marked with warnings older than the Authority itself.

"Sector 7 sweep complete. No survivors. Recommend sealing the junction permanently."
Conduit Authority Incident Report 2847-C

16FORM SW28-IR · REV 0.9.0-beta · PAGE 16 OF 20
Rules
SPAWNING HOSTILESSACRED WIRE 28 · INHUMAN RESOURCES

I1.4Spawning Hostiles

The Hostile faction is fixed for the mission (rolled once at setup). Every spawn that mission belongs to it. When a scenario spawns hostiles:
1. Roll d2 for the unit type within the tier
2. Check Spawn column (single: 1 group/1 token, split: 2 groups/2 tokens)
3. Place per the scenario's spawn location, as close to center as possible, 1"+ apart
4. Each group activates separately

I1.5Unit Type Tiers

Each faction's 6 unit types are grouped into tiers:

d6 RollTier
1-2Swarm
3-4Normal
5-6Elite

Scenarios specify which tier to use based on spawn frequency.

FORM SW28-IR · REV 0.9.0-beta · PAGE 5 OF 205
Scrapers
SACRED WIRE 28 · INHUMAN RESOURCESSCRAPERS
CH-02

I2.1Scrapers

Outsourced asset recovery. Subcontracted compliance enforcement. Third-party resource reallocation. After seven layers of shell companies, nobody knows what the original contract said. The Scrapers might have been legitimate once: repo crews, maintenance teams, infrastructure auditors. The paperwork degraded. The chain of command dissolved. Now they take what looks valuable and bill someone.

They live where infrastructure failed: the cable-choked depths where maintenance stopped generations ago. Subscription collectors don't descend past Tier 7. Toll booths rust unopened. The Departments wrote off these levels as "unrecoverable assets" and sealed the access shafts. The Scrapers unsealed them. They always do.

Some have been down to the Roots. Some have seen what the Founders left behind: clean machines that still work. Sealed vaults that still hum. Corridors where the lights still answer movement. They trade that knowledge carefully. They don't talk about the other things. The things that move down there. The things that remember.

Gutter Runners scout the upper depths, mapping safe routes through collapsing infrastructure. Cable Rats fight over junction boxes, stripping copper from the walls. Pickers catalog salvage with obsessive precision, knowing which components fetch premium prices. The Pit Bosses run operations cold: every gram of copper accounted for, every deserter made an example of. Their Rogue Broadcasters tap forbidden frequencies, trading signal-secrets with the Untethered, listening for whispers from the deep. Their Repo Men carry impound launchers designed to disable and capture. Equipment is profit. People are equipment.

The Departments consider them vermin. The Toll Collectors consider them competition. The Cooperative considers them trading partners, when desperation allows. Everyone underestimates them. The Scrapers remember everything they've seen in the depths. They're waiting for the right buyer. They're always waiting.

"Your gear becomes my gear. Nothing personal."
Scraper Greeting

6FORM SW28-IR · REV 0.9.0-beta · PAGE 6 OF 20
Automata
AUTOMATASACRED WIRE 28 · INHUMAN RESOURCES
d6Name#COMDEFWITHPMOVWeapon
1Maintenance Swarm4+42d42d42d466"Cutting Mandibles (Bladed, d4, Melee)
2Security Drone2+22d62d62d484"Pulse Carbine (Energy, d6, Ranged)
3Targeting Unit32d62d62d8104"Neural Lance (Energy, d8, Ranged)
4Heavy Unit22d82d82d4123"Crushing Claw (Blunt, d8, Melee)
5Hunter-Killer12d82d62d6126"Shredder Blades (Bladed, d6, Melee)
6Defense Platform12d102d62d4143"Pulse Cannon (Energy, d10, Ranged)

Reboot: When it goes Out of Action, roll d6. On 6, it returns at the start of the next round with d6 Health, in its last position (or the nearest empty space if that space is blocked).

Behavior

d6No LoSHas LoSEngaged
1-4PatrolAttackAttack
5WaitWaitAttack
6RegroupAttackFrenzy
FORM SW28-IR · REV 0.9.0-beta · PAGE 15 OF 2015
Automata
SACRED WIRE 28 · INHUMAN RESOURCESFERAL AUTOMATA
CH-06

I6.1Feral Automata

Machines that forgot their purpose. They run programs written for a Complex that no longer exists, protecting assets that rusted away centuries ago. Their design predates the Tethering. The Founders built them to last. They lasted too long. Clean lines. Smooth casings. No patches. The Monks call them holy. The Untethered call them proof that the old ways worked. The Authority calls them malfunctions.

Their authorization codes are six hundred years out of date. They do not recognize current credentials. They do not recognize current humans. Their definition of "intruder" includes everyone alive today. Their definition of "authorized personnel" matches no living signature. They patrol collapsed infrastructure. They guard doorways to empty shafts. Their programming is perfect. Their context is gone.

Maintenance Swarms scuttle through conduits, cutting mandibles still sharp after centuries. Security Drones hover on whisper-quiet thrusters, pulse carbines tracking any movement. Targeting Units coordinate attacks with machine precision, neural lances striking bioelectric systems where they're weakest.

Heavy Units anchor defensive positions, mounted blasters covering kill zones that haven't changed since the Founders drew them. Hunter-Killers pursue targets through the depths, shredder blades designed for enemies that died long ago. And the Defense Platforms: the largest, most dangerous, still executing protection protocols for vaults the Authority pretends don't exist.

When damaged, they shut down. Then the backup systems activate. Then they stand up again. The Monks leave offerings at their patrol routes: fresh solder, premium cables, prayers etched in copper. The machines do not acknowledge this. The machines do not acknowledge anything. They simply continue. Have a productive day.

"INTRUDER DETECTED. LETHAL FORCE AUTHORIZED. HAVE A PRODUCTIVE DAY."
Feral Automata Standard Greeting

14FORM SW28-IR · REV 0.9.0-beta · PAGE 14 OF 20
Scrapers
SCRAPERSSACRED WIRE 28 · INHUMAN RESOURCES
d6Name#COMDEFWITHPMOVWeapon
1Gutter Runner4+42d62d42d465"Zip Gun (Projectile, d4, Ranged)
2Cable Rat2+22d62d62d484"Sharpened Cable (Bladed, d4, Melee)
3Picker32d42d42d6105"Junk Launcher (Projectile, d4, Ranged)
4Pit Boss22d82d62d4125"Power Chain (Blunt, d6, Melee)
5Rogue Broadcaster12d62d42d8125"Static Hiss (Broadcast, d6, Power)
6Repo Man12d82d62d8145"Impound Claw (Blunt, d6, Melee)

Opportunists: +1 DT Combat vs wounded targets

Behavior

d6No LoSHas LoSEngaged
1-4PatrolAttackAttack
5PatrolCoverAttack
6RegroupAttackFrenzy
FORM SW28-IR · REV 0.9.0-beta · PAGE 7 OF 207
Feral Crews
SACRED WIRE 28 · INHUMAN RESOURCESFERAL CREWS
CH-03

I3.1Feral Crews

Defaulted workers who refused collection. Their contracts were sold, resold, and eventually written off as unrecoverable losses. The Departments stopped sending collectors after the third massacre. Now they roam the lower tiers in loud, aggressive gangs, holding territory the corporations abandoned. Trespass is answered with violence. There is no negotiation. There is no payment plan.

Their skin is green. Generations of drinking leaked coolant changed them. Water is subscription-only; coolant drips free from the upper tier cooling systems. Their ancestors drank what was available. Now they drink it by choice, paint themselves with it, weld trophies to weapons, mark their sectors with torn debt notices. The green marks them as something the subscription system cannot touch. The green marks them as free.

Runts swarm in packs. They scream through corridors and overwhelm with numbers. Bruisers carve through armor with cleavers forged from industrial cutting equipment. Gunners and Torches provide covering fire with slug guns and jury-rigged flame rigs salvaged from maintenance levels. The Heavies are walking slabs of muscle and metal, carrying weapons too large for normal humans. And then there are the Bosses: massive, scarred leaders who earned their position through violence and hold it through worse. When a Boss calls the charge, every green body in earshot follows.

When one charges, they all charge. Together they are a wall of screaming metal. The Departments pretend they don't exist. The Departments are wrong. What the corporations call feral, the Crews call home. They will die before they go back to subscription. Most of them already have.

"Sector's ours. Die somewhere else."
Territory Marking, Crew 77-Null

8FORM SW28-IR · REV 0.9.0-beta · PAGE 8 OF 20
Wraiths
WRAITHSSACRED WIRE 28 · INHUMAN RESOURCES
d6Name#COMDEFWITHPMOVWeapon
1Flicker4+42d62d42d466"Arc Bolt (Static, d4, Power)
2Drift2+22d82d62d686"Phase Claws (Static, d6, Melee)
3Echo32d62d42d8104"Signal Flame (Static, d6, Power)
4Interference22d62d82d4123"Distortion Fists (Static, d6, Melee)
5Surge12d102d62d4125"Frequency Blade (Static, d8, Melee)
6Broadcast12d82d62d4144"Wave Pulse (Static, d8, Power)

Phase: Teleport d6" in random direction. Stop at table edge.

Behavior

d6No LoSHas LoSEngaged
1-4PatrolAttackAttack
5PhasePhaseAttack
6RegroupAttackFrenzy
FORM SW28-IR · REV 0.9.0-beta · PAGE 13 OF 2013
Wraiths
SACRED WIRE 28 · INHUMAN RESOURCESSTATIC WRAITHS
CH-05

I5.1Static Wraiths

Signal entities. Corrupted data given form. Echoes of transmissions that should not exist. They appeared after the Signal Crisis and have never stopped. The Founders knew what they were. That knowledge died with them. Or was buried. The Board has always known. The cables keep the air silent. That was always the point.

They phase through walls, flicker between moments, appear where they should not be. Killing one disperses it temporarily. The signal always returns. Some believe they are ghosts of the wireless age, echoes of a network that spanned the Complex before the Tethering. Others say they are something older, something that existed in the static before humanity learned to transmit. The Wave Callers believe they are messengers from the Wave Divine. The Maintenance Monks believe they are punishment for wireless heresy. Both groups are terrified of them.

Flickers are the smallest, barely coherent, darting through electronics and leaving corruption in their wake. Drifts manifest more fully, phase claws tearing through armor that should protect against physical threats. Echoes project signal flames that burn without heat, damaging the bioelectric signatures of the living.

Interference entities are dense knots of static that distort reality around them. Surges cut through matter with frequency blades tuned to disrupt molecular bonds. And the Broadcasts: massive amalgamations of signal and malice, rumored to be Wave Callers who achieved union with the static, or what remains of them after the Wave answered.

The Scrapers say they've seen them in the Roots, clustered around equipment that still works, waiting. They say the oldest ones hover near sealed vaults, near doors that haven't opened since the Founders. They say if you listen carefully, you can hear them transmitting. No one has survived long enough to decode their message.

"Do you hear it? The static speaks. It knows your name."
Final words of Signal-Touched Technician 7774

12FORM SW28-IR · REV 0.9.0-beta · PAGE 12 OF 20
Feral Crews
FERAL CREWSSACRED WIRE 28 · INHUMAN RESOURCES
d6Name#COMDEFWITHPMOVWeapon
1Runt4+42d42d42d464"Zip Gun (Projectile, d4, Ranged)
2Bruiser2+22d82d62d484"Cleaver (Bladed, d6, Melee)
3Gunner32d62d62d4104"Slug Gun (Projectile, d6, Ranged)
4Torch22d62d62d4124"Flame Fist (Energy, d6, Melee)
5Heavy12d102d62d4124"Slug Cannon (Projectile, d8, Ranged)
6Boss12d102d62d6144"Crush Fist (Blunt, d10, Melee)

Mob Up: Attack at +1 DT Combat

Behavior

d6No LoSHas LoSEngaged
1-4PatrolAttackAttack
5PatrolMob UpMob Up
6RegroupAttackFrenzy
FORM SW28-IR · REV 0.9.0-beta · PAGE 9 OF 209
Callers
SACRED WIRE 28 · INHUMAN RESOURCESWAVE CALLERS
CH-04

I4.1Wave Callers

Wireless cultists. They believe the Wave Divine will blanket the Complex, freeing everyone from cables and subscriptions. Air should not have toll booths. Data wants to be free. The cables are chains, not connections. Somewhere, somehow, signals can travel without permission. The Founders knew this. The Founders feared this. The cables were never just for profit.

Open Channel coordinates them: a voice on frequencies that shouldn't exist, broadcasting from somewhere the Authority has never found. Some say Open Channel is a person, others that it's a signal that thinks. The most unsettling theory: it's whatever the Founders sealed in the Roots, finally waking up. The most dangerous whisper: that Open Channel can reach beyond the Complex itself. That there is something out there listening.

Initiates carry severed cables as marks of their rejection, learning the hymns of static. The Antenna-Grafted have fused transmitter components directly into their flesh, receiving frequencies no baseline human can perceive. Turncoats are former Technicians who saw too much, who heard the whispers in the wrong frequencies, who cut their own cables and kept walking.

The Frequency Priests conduct the rituals, overloading systems with prayer-static until something responds. Signal Champions lead attacks with resonance blades that scramble electronics with each strike. And the Vessels: those who opened themselves completely to the Wave Divine, their bodies now channels for something that was never meant to walk.

The more Wave Callers gather, the stronger the signal. When enough chant in unison, the static responds. Something comes through when they broadcast. Something hungry. The Conduit Authority does not ask questions. It simply burns. But the signal always returns. Open Channel is always listening.

"Every cable is a leash. Every subscription is a chain. We will cut them all."
Open Channel Broadcast

10FORM SW28-IR · REV 0.9.0-beta · PAGE 10 OF 20
Callers
CALLERSSACRED WIRE 28 · INHUMAN RESOURCES
d6Name#COMDEFWITHPMOVWeapon
1Initiate4+42d42d42d465"Arc Spitter (Energy, d4, Ranged)
2Antenna-Grafted2+22d62d42d484"Signal Claws (Static, d4, Melee)
3Turncoat32d62d62d6105"Arc Blade (Energy, d4, Melee)
4Frequency Priest22d62d42d8125"Wave Bolt (Broadcast, d6, Power)
5Signal Champion12d82d62d6125"Resonance Blade (Broadcast, d6, Melee)
6Vessel12d102d62d4145"Static Burst (Static, d8, Power)

Summon: Count the largest group of friendly models (Wave Callers and Static Wraiths) within 1". If 3+, spawn that many Flickers minus 2, more than 1" apart from each other. Once per round. Summoned Flickers join the summoner's spawn group and act on its token. If that group already activated this round, they wait until next round, when they draw a token in the bag like any hostile.

Behavior

d6No LoSHas LoSEngaged
1-4PatrolAttackAttack
5SummonSummonAttack
6RegroupAttackFrenzy
FORM SW28-IR · REV 0.9.0-beta · PAGE 11 OF 2011
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.

FORM SW28-CA · REV 0.9.0-beta · PAGE 3 OF 123
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.

FORM SW28-CA · REV 0.9.0-beta · PAGE 9 OF 129
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)
FORM SW28-CA · REV 0.9.0-beta · PAGE 5 OF 125
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
FORM SW28-CA · REV 0.9.0-beta · PAGE 7 OF 127
VOL 5 · MISSIONS
SACRED WIRE 28VOL. 5 / 5
MISSION INDEX · EVERY WORK ORDER, BY PAGE
  1. 1. Extraction2
  2. 2. Control3
  3. 3. Quadrants4
  4. 4. Seizure5
  5. 5. Assassination6
  6. 6. Breakthrough7
  7. 7. Triangulation8
  8. 8. Sabotage9
  9. 9. Heist10
  10. 10. Uplink11
  11. 11. Lockdown12
  12. 12. Escort13
  13. The Signal (5 Evidence)14
  14. The Source (8 Evidence)15
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.
Security notice
Report uncatalogued entities immediately. Silence is complicity.
FORM SW28-MI · REV 0.9.0 · PAGE 16 OF 16
VOL 5 · MISSIONS
SACRED WIRE 28 VOL. 5 / 5
WORK ORDERS: TWELVE JOBS AND TWO TRIGGERS
A masked contractor looks across the dunes at the distant towers
THE ORDER
IS ALREADY SIGNED
PLATE V
MISSIONS
Twelve missions with maps, and the two trigger missions that decide a campaign: The Signal and The Source.
FORM
SW28-MI
REVISION
0.9.0-BETA
CLASS
PUBLIC
ISSUED BY
RESOURCE ALLOC.
CC BY-SA 4.0 · Created by LuisMars sacredwire28.com
1 · Missions
SACRED WIRE 28 · MISSIONS1 · 1. EXTRACTION
CH-01

M1.11. Extraction

A data-slate surfaced in a dead drop near Junction Null. Both crews got the tip. The slate holds Department records worth more than anyone here earns in a cycle.

▣ objective at center · grid 6"

Defender places 1 objective marker at center.

Interact within 1" to pick up the objective. The carrier moves at half Move (round down) and cannot Disengage. Drop the objective if the carrier goes Out of Action or Flees (place where the carrier fell, or at the nearest board edge if it fled off the table). Engaged models cannot pick up the objective. Any model can pick it up again with Interact.

Hostiles ignore the objective.

Victory: Carry the objective off your deployment edge. If neither side extracts by game end, the side holding the objective wins. No holder: most surviving models.

Reward: Winner gains +1 Lead.
Bonus: The model carrying the objective at victory gains +1 Merit.

"Salvage rights are non-transferable. Possession is nine-tenths of the invoice."
Revenue Operations Advisory

2FORM SW28-MI · REV 0.9.0-beta · PAGE 2 OF 16
2 · Triggers
2 · THE SOURCE (8 EVIDENCE)SACRED WIRE 28 · MISSIONS

M13.2The Source (8 Evidence)

Eight pieces of evidence and they all point down. Past the maintenance levels, past the dead conduits, past the places where the cable maps stop making sense. Something is broadcasting from the roots of the arcology. Something that was here before the Tethering. Your Department wants it contained. The Untethered want it freed. You just want to survive the extraction.

At 8 Evidence, risk extraction or play one more standard mission for victory at 9. The game ends at the end of Round 6. Place the Source at table center; a model within 1" picks it up with Interact.

Extractor: Deploys on one edge. Interceptor: Opposite edge. Hostiles: Roll the Hostile Type once at setup. One Elite spawns at center after deployment. Each round from Round 2 spawn Normal from the Extractor's edge; from Round 4 add Elite from the opposite edge.

The Source

Holder suffers -1 DT to Wits, cannot use Broadcast Powers. If holder goes Out of Action, any model within 1" picks it up (Interact). Otherwise drops in place.

All Broadcast Powers within 6" of holder suffer -1 DT.

Detonation: At game end, all models within 3" take d6 damage (ignores armor).

Victory

Extraction: The Extractor exits the opposite edge with the Source before game end. Campaign victory.

Interception: The Source is not extracted by game end, or the Interceptor eliminates every Extractor model. Extractor loses d6 Evidence and all Leads. Whoever holds the Source at game end is the Extractor for the next attempt, which it may call once it has 8 or more Evidence.

Failure: Source lost to hostiles or no friendly models remain. Lose d6 Evidence and all Leads. A wipeout by the Interceptor is both Interception and Failure: apply both.

"THE SIGNAL CRISIS DESTROYED THE OLD WORLD. Do not let it destroy this one. Report all unauthorized transmissions. Comply and survive."
Conduit Authority Public Warning

FORM SW28-MI · REV 0.9.0-beta · PAGE 15 OF 1615
2 · Triggers
SACRED WIRE 28 · MISSIONS2 · THE SIGNAL (5 EVIDENCE)
CH-02

M13.1The Signal (5 Evidence)

The relay was buried under six hundred years of conduit sealant and cable rot. Your crew found it by accident, tracing a power drain that shouldn't exist. It pulses. Not electricity. Something older. The Untethered already know it's here. So does everyone else.

The first squad to reach 5 Evidence triggers this mission. Place a relay marker at table center.

Discoverer: Squad that reached 5 first. Deploys on one edge. Interceptor: Opposing squad. Opposite edge.

Hostiles: Roll the Hostile Type once at setup. Each round from Round 2 spawn Normal; from Round 4 add Elite; from Round 6 add a second Elite. Random edges.

The Relay

Control: Squad with most models within 3" at round start.

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

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

Victory

Redirect: Immediate victory for redirecting squad.

Game End: Controlling squad wins. Gain 1 Evidence + Leads examined.

Wipeout: A squad with no models left on the board loses 1 Evidence.

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

"Unauthorized signal activity in Sectors 7 through 19. All contractors respond. This is not a drill. This has never been a drill."
Security & Compliance Emergency Broadcast

14FORM SW28-MI · REV 0.9.0-beta · PAGE 14 OF 16
1 · Missions
1 · 2. CONTROLSACRED WIRE 28 · MISSIONS

M2.12. Control

The relay hub routes half the sector's traffic. Hold it and you control the flow. Lose it and you lose everything downstream.

◌ 3" zone round center · no markers

No markers. 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 within 3" of center at game end. Tied: most surviving models on the board.

Reward: Winner gains +1 Lead.
Bonus: +1 additional Lead if the winner's count exceeds the opponent's by 3 or more.

"Connection is civilization."
Cable Creed Promotion

FORM SW28-MI · REV 0.9.0-beta · PAGE 3 OF 163
1 · Missions
SACRED WIRE 28 · MISSIONS1 · 3. QUADRANTS

M3.13. Quadrants

A cascade blew out four sub-sectors at once. Each one holds salvage, intel, or both. Spread thin and claim what you can before the other crew does.

four equal quadrants · no markers

No markers. Divide the board into 4 equal quadrants. At game end, a quadrant is held by the side with more models inside it. Empty or tied quadrants are not held. Model on a quadrant line: controlling player chooses which quadrant it counts for.

Out of Action and Fleeing models do not count. Hostiles ignore the quadrants.

Victory: Side holding more quadrants at game end. Tied on quadrants: most surviving models.

Reward: Winner gains +1 Lead.
Bonus: +1 additional Lead if the winner holds 3 or more quadrants.

"First come, first served, last out still breathing."
Scavenge Rights Briefing

4FORM SW28-MI · REV 0.9.0-beta · PAGE 4 OF 16
1 · Missions
1 · 12. ESCORTSACRED WIRE 28 · MISSIONS
W-13

M12.112. Escort

They found her hiding in a cable junction, muttering frequencies that haven't been licensed in centuries. She knows where the signal comes from. Both Departments want her talking. She won't last long out here alone.

? informant at center · walk her out

Defender places 1 informant at center.

Interact within 1" to take control. Escorting model moves at half Move (round down). If the escort goes Out of Action, the informant stays in place. Any model can take over with Interact. Engaged models cannot escort. The informant cannot be targeted directly.

Hostiles ignore the informant.

Victory: Exit the informant off your deployment edge. Game end: side controlling the informant wins. No controller: most surviving models.

Reward: Winner gains +1 Lead.
Bonus: The escorting model at victory gains +1 Merit. Loser gains 1 Lead if they controlled the informant at any point.

"Human Capital reminds all contractors: informants are company property. Damage to company property will be deducted from your subscription."
Human Capital Retention Memo

FORM SW28-MI · REV 0.9.0-beta · PAGE 13 OF 1613
1 · Missions
SACRED WIRE 28 · MISSIONS1 · 11. LOCKDOWN

M11.111. Lockdown

The terminal was already running when your crew found it. Someone started a data transfer and didn't finish. The progress bar crawls forward. Whatever it's downloading, three other crews want it stopped.

▣ terminal at center · 3 steps per side

Defender places 1 terminal at center.

Interact within 1" to advance progress. Each Interact advances your progress 1 step (automatic, no roll). The terminal needs 3 steps to complete. Both sides track progress separately. Opponent can Interact to set your progress back 1 step (minimum 0). One Interact either advances your own progress or sets an opponent back, not both.

Engaged models cannot use the terminal. Hostiles ignore the terminal.

Victory: First to complete 3 steps. If neither completes, most steps at game end. Tied: most surviving models.

Reward: Winner gains +1 Lead.
Bonus: +1 additional Lead if the winner completed all 3 steps. Loser gains 1 Lead if they completed at least 1 step.

"Data transfer interruption is a billable offense. Data transfer completion without authorization is also a billable offense."
Revenue Operations Service Notice

12FORM SW28-MI · REV 0.9.0-beta · PAGE 12 OF 16
1 · Missions
1 · 4. SEIZURESACRED WIRE 28 · MISSIONS

M4.14. Seizure

A portable beacon pulses with cached data in the corridor junction. Hold it long enough and the data is yours. Lose focus and the other crew takes the feed.

▣ beacon at center · ◌ 3" around it

Defender places 1 beacon at center.

At the end of each round, count models within 3" of the beacon. Out of Action and Fleeing models do not count. The side with more scores 1 point. Tied: no one scores. Hostiles ignore the beacon.

Tied on points at game end: side with more models within 3" of the beacon wins. Still tied: most surviving models.

Victory: Most points at game end.

Reward: Winner gains +1 Lead.
Bonus: +1 additional Lead if the winner is 4 or more points ahead.

"Your output is monitored. Your contribution is noted."
Morning Merit Broadcast

FORM SW28-MI · REV 0.9.0-beta · PAGE 5 OF 165
1 · Missions
SACRED WIRE 28 · MISSIONS1 · 5. ASSASSINATION

M5.15. Assassination

Someone on the other crew has a price on their head. The contract is specific: one target, no collateral billing. Find them in the chaos.

no markers · write targets in secret

After deployment, each player secretly writes down one opposing model as their target. Do not reveal targets until one is taken Out of Action or Flees. You cannot choose a model that is not on the board.

If both targets fall in the same activation, the player whose model struck first wins. Strictly simultaneous: most surviving models.

Victory: First to take their target Out of Action with one of their own models, or to force it to Flee. A kill by hostiles does not score: if hostiles remove your target, choose a new target at the start of your next activation. If neither target falls to its hunter by game end, reveal both. Most surviving models.

Reward: Winner gains +1 Lead.
Bonus: The model that killed the target gains +1 Merit.
Intel: +1 Evidence if the winner killed their target (target profile gathered).

"Resistance will add to your balance."
Toll Collector Final Notice

6FORM SW28-MI · REV 0.9.0-beta · PAGE 6 OF 16
1 · Missions
1 · 10. UPLINKSACRED WIRE 28 · MISSIONS

M10.110. Uplink

Three relay nodes form a local network across the junction. Hold the nodes and the data flows your way. Let the enemy contest them and nobody gets anything.

3 nodes · 6"+ apart · 3" zone each

Defender places 3 relay nodes (6"+ apart, 3"+ from table edges).

At game end, a node is live for your side if you have at least one model within 3" and the opponent does not. Contested nodes (both sides present) are not live for either. Out of Action and Fleeing models do not count.

Hostiles ignore the nodes.

Victory: Most live nodes at game end. Tied: most surviving models.

Reward: Winner gains +1 Lead.
Bonus: +1 additional Lead if the winner has 3 or more live nodes.
Intel: +1 Evidence if the winner controls all 3 relay nodes (network traffic intercepted).

Example · Live nodes
Node 1 has two A models and one B model within 3": contested, live for neither. Node 2 has one A model and no B model: live for A. Node 3 has one B model and an A model that is Out of Action: only B counts, so it is live for B.

"The network is eternal. The network is holy. The network is all."
Maintenance Prayer

FORM SW28-MI · REV 0.9.0-beta · PAGE 11 OF 1611
1 · Missions
SACRED WIRE 28 · MISSIONS1 · 9. HEIST

M9.19. Heist

A corporate terminal sits unguarded between the crews. Its databanks hold encrypted Department files. Both sides can pull data. Neither can lock the other out.

▣ terminal at center

Defender places 1 terminal at center.

Interact within 1" to download. Each download costs one action. Only one model per side can download per round. Engaged models cannot use the terminal. Downloads are tracked per player: both sides use the same terminal.

Hostiles ignore the terminal.

Victory: First to 3 downloads. If neither reaches 3, most downloads at game end. Tied: most surviving models.

Reward: Winner gains +1 Lead.
Bonus: +1 additional Lead if the winner completed 3 downloads. Loser gains 1 Lead if they completed at least 1 download.
Intel: +1 Evidence if the winner completed 3 downloads (databank files archived).

"Every message is heard. Be careful what you say."
Vox-Cleared Saying

10FORM SW28-MI · REV 0.9.0-beta · PAGE 10 OF 16
1 · Missions
1 · 6. BREAKTHROUGHSACRED WIRE 28 · MISSIONS
W-07

M6.16. Breakthrough

The corridor is collapsing behind both crews. There is no going back. Get your people to the far exit. Anyone left behind stays behind.

standard deployment · exit the far edge

No markers. Ignore the rolled Deployment: both crews deploy on opposite edges (Standard). Your exit edge is the opposite edge, the one the enemy deployed on. As part of its move, a model can exit across its own exit edge. A model cannot exit before the end of Round 2. Exited models are removed and cannot return. Engaged models cannot exit (must Disengage first).

Hostiles cannot exit. Models that Flee off their own exit edge count as exited; off any other edge they do not.

If no models exit by game end, the side with the most surviving models wins.

Victory: Most models exited at game end. Models still on the board do not count. Tied: most surviving models on the board.

Reward: Winner gains +1 Lead.
Bonus: +1 additional Lead if the winner exited 3 or more models.

"Abandoned Sector: No services, no response, no refunds."
Complex Warning Sign

FORM SW28-MI · REV 0.9.0-beta · PAGE 7 OF 167
1 · Missions
SACRED WIRE 28 · MISSIONS1 · 7. TRIANGULATION

M7.17. Triangulation

Three signal repeaters sit dead across the junction. Each one needs manual activation. Whoever holds the most when the signal locks gets the broadcast frequency. The other gets static.

3 markers · 6"+ apart · 3"+ from edges

Defender places 3 signal markers (6"+ apart, 3"+ from table edges).

Interact within 1" to claim a marker for your side. An enemy can Interact to claim it back; a marker stays claimed by the last side to claim it. Engaged models cannot claim markers.

Hostiles ignore signal markers.

Victory: Most markers held at game end. Tied: most surviving models.

Reward: Winner gains +1 Lead.
Bonus: +1 additional Lead if the winner holds all 3 markers.
Intel: +1 Evidence if the winner holds all 3 markers (broadcast secrets intercepted).

"Every signal is a betrayal."
Anti-Heresy Warning

8FORM SW28-MI · REV 0.9.0-beta · PAGE 8 OF 16
1 · Missions
1 · 8. SABOTAGESACRED WIRE 28 · MISSIONS

M8.18. Sabotage

Your target is the enemy's power conduit. Their target is yours. Cutting takes precision and time. Defending takes bodies.

▣ own conduit within 6" of own zone

Each player places their own conduit within 6" of their own deployment zone, 3"+ from edges, 6"+ from the enemy conduit. You sever the enemy's.

Interact within 1" to sever the enemy conduit. Severing requires 2 Interact actions on the same conduit (not necessarily the same activation or model). Mark the first success with a token. At the start of the next round, remove the mark if no friendly model is within 1" of it. Engaged models cannot sever conduits. Severing is permanent once completed.

Hostiles ignore conduits.

Victory: First to sever. Both sever same round: first to complete wins. Neither severs by game end: most surviving models.

Reward: Winner gains +1 Lead.
Bonus: The model that completed the final sever gains +1 Merit.

"A good splice is invisible. A great splice was never needed."
Conduit-Certified Saying

FORM SW28-MI · REV 0.9.0-beta · PAGE 9 OF 169