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