One armor piece per model; makes the model armored.
R3.6Light Armor
Base: 1 damage reduction
d8
Armor
Special
Cost
1
Mesh Wrap
-1" Move
2
2
Flak Wrap
-
4
3
Protective Lining
-1 to Critical table rolls against you
6
4
Light Vest
+1" Move
7
5
Padded Vest
Reduce Knockback by 1"
7
6
Defensive Mesh
Re-roll 1s on Defense
8
7
Runner's Harness
+2" Move
10
8
Scout Suit
Re-roll 1s on Defense, +1" Move
11
R3.7Medium Armor
Base: 2 damage reduction
d6
Armor
Special
Cost
1
Standard Cuirass
-
8
2
Tactical Breastplate
+1" Move
11
3
Patrol Harness
Re-roll 1s on Defense
12
4
Assault Rig
+2" Move
14
5
Reinforced Plating
Re-roll 1s and 2s on Defense
14
6
Operations Suit
Re-roll 1s on Defense, +1" Move
15
R3.8Heavy Armor
Base: 3 damage reduction, -1" Move
d6
Armor
Special
Cost
1
Heavy Cuirass
-
12
2
Bunker Suit
Additional -1" Move, Re-roll 1s and 2s on Defense
16
3
Industrial Frame
Reduce Knockback by 1"
15
4
Combat Plating
Re-roll 1s on Defense
16
5
Assault Exoskeleton
Re-roll 1s and 2s on Defense
18
6
Fortress Plating
Re-roll 1s, 2s, and 3s on Defense
20
4FORM SW28-RQ · REV 0.9.0-beta · PAGE 4 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 DTCombat).
d8
Item
Effect
Cost
1
Adrenaline
+2" Move until end of round
4
2
Combat Stim
+1 DTCombat until end of scenario
6
3
Reflex Stim
+1 DTDefense until end of scenario
6
4
Coagulant
End Bleed or Punctured on adjacent model
6
5
Antidote
End Corroding on adjacent model
6
6
Medkit
Restore d6 Health to adjacent model
8
7
Rage Stim
+2 DTCombat until end of scenario, take d4 damage during Performance Review (step 10), after Health is restored
10
8
Trauma Kit
Reaction: the instant a Critical hits an adjacent model, negate all its effects (the only item used outside your own activation)
d6 damage (ignores armor) if target moves next activation
4
Resonance Push
Offensive
Push target d6" in any direction
5
Force Field
Support
+2 DTDefense vs. ranged until next activation
6
Focus
Support
Target gains a bonus action on its next activation
7
Swap
Support
Switch positions with target (caster sees both, within 12")
8
Ping
Support
Target 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
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
d6
Result
Effect
1
Gash
+d4 damage
2
Bleed
Take 2 damage at the start of each of its activations this game (doesn't stack)
Take 2 damage at the start of each of its activations this game (doesn't stack)
3
Weakened
-1 DTCombat permanently
4
Delirium
-1 DTWits permanently. On its next activation it must 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
10FORM SW28-RQ · REV 0.9.0-beta · PAGE 10 OF 16
3 · Tables
3 · STATIC CRITICALSACRED WIRE 28 · REQUISITIONS
R6.7Static Critical
d6
Result
Effect
1
Signal Burn
+d6 damage
2
Frequency Terror
Flee toward board edge
3
System Drain
-1 DTCombat permanently
4
Logic Crash
-1 DTWits permanently
5
Hijacked
Next 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 Corruption
OoA, -2 Injury roll
"Signal contamination begins at the wound site. There is no decontamination procedure." Wave-Seeker Warning
R6.8Broadcast Critical
d6
Result
Effect
1
Deafening
+d4 damage
2
Feedback Loop
-1 DT all rolls next activation
3
Ruptured Eardrums
-1 DTCombat permanently
4
Signal Overload
-1 DTWits permanently
5
Mind-Scramble
Flee toward board edge
6+
Skull-Burst
OoA, -2 Injury roll
"The signal enters through the ear and does not leave. We bill for the intrusion regardless." Acoustic Compliance Notice
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
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
"This patch we apply in faith. May it hold until proper repair." Emergency Rite
R7.2Ranged Fumble
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
"The machine does not care about your feelings. Maintain it anyway." Cog-Turner Fellowship
R7.3Broadcast Fumble
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
HERESY BEGINS WITH STATIC: Report wrong-humming cables.