Sacred Wire 28: Quick Reference
0.8.1-beta · Open Distribution Statute: CC BY-SA 4.0
Dice Tiers (DT)
2d4 → 2d6 → 2d8 → 2d10 → 2d12
← -1 DT | +1 DT →
Roll 2 dice, add results. Never below 2d4 or above 2d12.
Opposed Rolls
Both players roll simultaneously. Higher total wins. Lower DT wins ties. Same DT: reroll.
Attributes
| Attribute | Use |
|---|---|
Combat |
Attack rolls |
Defense |
Resist attacks |
Wits |
Search, Interrogate, tech-related rolls |
Values
| Value | Use |
|---|---|
Health |
Damage until Out of Action |
Move |
Distance per activation (inches) |
Your Activation
Move + Action OR Action + Move
Move up to your Move value in inches.
Measuring
Measure from base edge to base edge.
Line of Sight
Must see target's body (legs, torso, head). Arms and weapons don't count.
Wounded
Model below max Health.
Knockback
Only weapons with a Knockback value push. On a hit, move the target directly away that many inches. Stops at obstacles. Fall damage if pushed off an edge.
Each Round
- Roll
Corporate Blessings(d8 three times) - Add tokens to bag: one per player model, one per hostile spawn group
- Draw a token: that faction activates one model (Hostiles/Coworkers: AI table)
- Player model
OoA: discard its token (Hostile and Coworker tokens stay in bag) - Each activation: Move + Action OR Action + Move
- Repeat from 3 until bag is empty
Actions
| Action | Effect |
|---|---|
Attack |
Roll Combat vs. Defense |
Move Again |
Move a second time |
Disengage |
Leave Engaged safely |
Aim |
Declare target. +1 DT Combat on your next shot (lost if moved or hit) |
Interact |
Grab objective or dropped weapon within 1" |
Search |
Within 1" of Loot Marker. Wits vs. 2d6. Not while Engaged |
Interrogate |
Within 1" of Coworker. Wits vs. Wits for Evidence (+1 DT if Coworker wounded). Success: remove Coworker |
Cast |
Offensive: Wits vs. Wits. Support: Wits vs. 2d6 |
Melee Engagement
- Within 1" of enemy:
Engaged - Leaving without
Disengage: free attack at-1 DT - No melee weapon: use Improvised Combat
Vertical Movement
| Action | Cost |
|---|---|
| Climb up/down | 2" per 1" climbed |
| Jump across | 1" per 1" jumped (max 2") |
| Drop (up to 3") | Free, no damage |
Falling: 1d6 per 3" fallen past the first 3" (round up).
Casting
- Action, LoS, no range limit
- Offensive:
Witsvs. targetWits - Support:
Witsvs. 2d6 (friendly target) - Triple+: affects all valid targets within 3" of the target
Attack Resolution
- Declare target and weapon
- Melee: defender chooses
DefenseorRiposte - Both roll:
CombatDT vs.DefenseDT (ifRiposte: rollCombatat-1 DT) - Higher wins (lower DT wins ties). Hit: roll damage.
Ripostewins: defender also deals damage
Damage
- Roll weapon damage (Double+: max value)
- Subtract armor (Light: 1, Medium: 2, Heavy: 3)
- Deduct from
Health - 0 or below:
Out of Action - Triple+: roll Critical table for bonus effect
Criticals and Fumbles
- Double: Max damage. Triple+: Max damage + Critical table (quadruple: +1, etc.)
- Fumble: Defender triples+ attacker (roll Fumble table). Quadruple: +1, etc.
Cover and Ranged
Cover(body obscured):-1 DTCombat- Attacker moved:
-1 DTCombat - Into melee:
-1 DT, miss hits random model within 1" (not target or shooter), fumble: roll Ranged Fumble table (no Critical) - Ranged: No range limits, no
Riposte
Grenades
- Throw at point within 6" (action). One use.
- Roll
Combatvs. 2d6. Failure: scatters d6". Fumble on 2d6: lands at your feet. - 3" blast hits all models (friend and foe). Roll damage for each.
Morale
When Boss goes Out of Action: all friendlies immediately test Wits vs. 2d6. Fail: Flee. Retest each activation.
Flee: Move toward the nearest edge (exits if it reaches it). Cannot act. If exits: drops items, no Merits. Performance Review: d6 damage after restoring Health.
"Your subscription is your freedom."
Chief Executive Sovereign
Corporate Blessings
| d8 | Blessing | Effect |
|---|---|---|
| 1 | Denied | No blessing |
| 2 | Reroll | Reroll a single die |
| 3 | Boost | +1 DT to one roll |
| 4 | Overtime | One model takes two actions |
| 5 | Severance | One attack deals max weapon damage |
| 6 | Synergy | A model you activate with an ally within 6" gains a bonus action |
| 7 | Wellness | Restore d4 Health to one model during its activation |
| 8 | Surplus | Roll twice, ignoring 8s |
Search Findings
| d20 | Finding |
|---|---|
| 1 | Random Grenade |
| 2 | Random Light Armor |
| 3 | 4 subs |
| 4 | Random Melee Weapon |
| 5 | 6 subs |
| 6 | 1 Evidence |
| 7 | Random Consumable |
| 8 | 8 subs |
| 9 | Random Ranged Weapon |
| 10 | 1 Evidence, +1 Lead |
| 11 | Random Medium Armor |
| 12 | 1 Evidence |
| 13 | Random Gear |
| 14 | 12 subs |
| 15 | Random Heavy Armor |
| 16 | 15 subs |
| 17 | 1 Merit |
| 18 | 20 subs |
| 19 | 1 Evidence |
| 20 | Roll twice (ignore 20s) |
Interrogate Results
| 2d4 | Result | Effect |
|---|---|---|
| 2 | False Data | Lose 1 Evidence |
| 3 | Misdirection | Nothing |
| 4 | Bribe Offer | 10 subs |
| 5 | Rumor | 1 Lead |
| 6 | Cooperates | 1 Evidence |
| 7 | Talkative | 1 Evidence, +1 Lead |
| 8 | Full Disclosure | 1 Merit |
Criticals: Bladed
| d6 | Result | Effect |
|---|---|---|
| 1 | Gash | +d4 damage |
| 2 | Bleed | 2 damage per activation this game (doesn't stack) |
| 3 | Hamstrung | -1" Move permanently |
| 4 | Disarmed | Drop weapon (at model's position) |
| 5 | Maimed | -1 DT Combat permanently |
| 6+ | Severed | OoA, -2 Injury roll |
Criticals: Blunt
| d6 | Result | Effect |
|---|---|---|
| 1 | Bruised | +d4 damage |
| 2 | Stunned | Lose next activation |
| 3 | Rattled | -1 DT Defense permanently |
| 4 | Concussed | -1 DT Wits permanently |
| 5 | Crippled | -1" Move permanently |
| 6+ | Crushed | OoA, -2 Injury roll |
Criticals: Projectile
| d6 | Result | Effect |
|---|---|---|
| 1 | Grazed | +d4 damage |
| 2 | Punctured | 2 damage per activation this game (doesn't stack) |
| 3 | Staggered | -1 DT Defense permanently |
| 4 | Shot Through | Drop weapon (at model's position) |
| 5 | Riddled | -1 DT all attributes permanently |
| 6+ | Gutshot | OoA, -2 Injury roll |
Criticals: Energy
| d6 | Result | Effect |
|---|---|---|
| 1 | Scorched | +d4 damage |
| 2 | Slag Armor | Armor reduced one tier permanently (Heavy to Medium to Light to Destroyed) |
| 3 | Flash Blind | -1 DT Combat permanently |
| 4 | Nerve Damage | -1" Move permanently |
| 5 | Burned Out | -1 DT ranged attacks permanently |
| 6+ | Overloaded | OoA, -2 Injury roll |
Criticals: Explosive
| d6 | Result | Effect |
|---|---|---|
| 1 | Shrapnel | +d6 damage |
| 2 | Shell Shocked | Lose next activation |
| 3 | Disoriented | -1 DT Wits permanently |
| 4 | Blown Back | Move d6" directly away from attacker |
| 5 | Shattered | -1" Move permanently |
| 6+ | Devastated | OoA, -2 Injury roll |
Criticals: Toxic
| d6 | Result | Effect |
|---|---|---|
| 1 | Burned | +d4 damage |
| 2 | Corroding | 2 damage per activation this game (doesn't stack) |
| 3 | Weakened | -1 DT Combat permanently |
| 4 | Delirium | -1 DT Wits permanently, move toward the nearest enemy |
| 5 | Systemic | -1 DT all attributes permanently |
| 6+ | Dissolved | Acts normally, then OoA at end of next round regardless of Health, -2 Injury roll |
Criticals: Static
| d6 | Result | Effect |
|---|---|---|
| 1 | Signal Burn | +d6 damage |
| 2 | Frequency Terror | Flee toward board edge |
| 3 | System Drain | -1 DT Combat permanently |
| 4 | Logic Crash | -1 DT Wits permanently |
| 5 | Hijacked | Enemy controls next activation |
| 6+ | Total Corruption | OoA, -2 Injury roll |
Criticals: Broadcast
| d6 | Result | Effect |
|---|---|---|
| 1 | Deafening | +d4 damage |
| 2 | Feedback Loop | -1 DT all rolls next activation |
| 3 | Ruptured Eardrums | -1 DT Combat permanently |
| 4 | Signal Overload | -1 DT Wits permanently |
| 5 | Mind-Scramble | Flee toward board edge |
| 6+ | Skull-Burst | OoA, -2 Injury roll |
Fumbles: Melee
| d6 | Result | Effect |
|---|---|---|
| 1 | Stumbled | Lose next activation |
| 2 | Off Balance | -1 DT next defense roll |
| 3 | Self-Wound | Take weapon damage |
| 4 | Wild Swing | Hit ally within 1" (or take weapon damage) |
| 5 | Dropped | Drop weapon, take weapon damage |
| 6+ | Shattered | Weapon destroyed, take max weapon damage |
Fumbles: Ranged
| d6 | Result | Effect |
|---|---|---|
| 1 | Jammed | Lose next activation |
| 2 | Misaligned | -1 DT next attack |
| 3 | Backfire | Take weapon damage |
| 4 | Friendly Fire | Hit ally within 6" (or take weapon damage) |
| 5 | Dropped | Drop weapon, take weapon damage |
| 6+ | Exploded | Weapon destroyed, take max weapon damage |
Fumbles: Broadcast
| d6 | Result | Effect |
|---|---|---|
| 1 | Static Overload | Caster loses next activation |
| 2 | Interference | -1 DT next cast |
| 3 | Feedback | Caster takes d4 damage |
| 4 | Wave Bounce | Ally within 6" takes d4 damage (or caster if none) |
| 5 | Frequency Lock | Cannot cast this power this scenario, take d4 damage |
| 6+ | Broadcast Storm | Forget power permanently |
Hostile Behavior
| d6 | No LoS | Has LoS | Engaged |
|---|---|---|---|
| 1-4 | Patrol | Attack | Attack |
| 5 Scrapers | Patrol | Cover | Attack |
| 5 Automata | Wait | Wait | Attack |
| 5 Wraiths | Phase | Phase | Attack |
| 5 Callers | Summon | Summon | Attack |
| 5 Feeders | Patrol | Regroup | Attack |
| 5 Crews | Patrol | Mob Up | Mob Up |
| 5 Coworkers | Patrol | Cover | Attack |
| 6 | Regroup | Attack | Frenzy |
| 6 Coworkers | Flee | Flee | Flee |
Coworkers (Normal)
| d6 | No LoS | Has LoS | Engaged |
|---|---|---|---|
| 1-4 | Wait | Wait | Wait |
| 5 | Cooperate | Cooperate | Cooperate |
| 6 | Patrol | Patrol | Flee |