Sacred Wire 28

U1Requisitions

Weapons & Armor

R3.1Improvised Combat

Weapon Type Damage Special
Unarmed Blunt 1 -2 DT Combat, no Riposte, always available
Improvised Blunt d4 -2 DT Combat, no Riposte, use ranged weapon as club

R3.2Melee Weapons

d20 Weapon Type Damage Special Cost
1 Knuckles Blunt 2 2
2 Knife Bladed d4 3
3 Shiv Toxic d4 +1 damage vs. wounded 4
4 Prod Energy d4 Target -1 DT next activation 5
5 Injector Toxic d6 Re-roll 1s 9
6 Mace Blunt d6 Knockback 1" 9
7 Sword Bladed d6 Re-roll 1s, +1 DT when Riposting 10
8 Cable Whip Static d6 2" reach 11
9 Machete Bladed d8 Re-roll 1s 13
10 Stunner Energy d8 Target -1 DT next activation 13
11 Hammer Blunt d8 Re-roll 1s, Knockback 1" 15
12 Static Blade Static d8 +1 DT vs. wounded 15
13 Corrosive Blade Toxic d10 AP 1 17
14 Arc Claw Static d10 Re-roll 1s, +1 to Critical roll 19
15 Saber Bladed d10 Re-roll 1s and 2s 19
16 Gauntlet Blunt d10 Re-roll 1s and 2s, Knockback 1" 21
17 Plague Fist Toxic d12 Re-roll 1s, +1 damage vs. wounded 22
18 Shock Maul Static d12 Re-roll 1s, Knockback 2" 25
19 Chain Blade Bladed d12 Re-roll 1s and 2s, AP 2 27
20 Power Fist Energy d12 Re-roll 1s and 2s, Knockback 2" 27

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

R3.3Ranged Weapons

d20 Weapon Type Damage Special Cost
1 Stapler Projectile 2 6" max range 1
2 Pistol Projectile d4 36". -1 DT beyond 6" 2
3 Needle Gun Toxic d4 36". +1 damage vs. wounded 4
4 Arc Pistol Static d4 36". No fumbles 5
5 Dart Gun Toxic d6 36". Target -1 DT next activation 9
6 Frag Pistol Explosive d6 36". AP 1 9
7 Laser Energy d6 36". +1 DT if not moved this activation 9
8 Screamer Broadcast d6 36". Ignores cover 11
9 Carbine Projectile d8 36". Re-roll 1s 13
10 Flamer Energy d8 36". Ignores cover 15
11 Sonic Gun Broadcast d8 36". +1 DT vs. wounded 15
12 Tesla Gun Static d8 36". Hits nearest model within 2" of target 15
13 Cryo Gun Toxic d10 36". Ignores cover 19
14 Launcher Explosive d10 36". Re-roll 1s, AP 1 19
15 Shotgun Projectile d10 36". Re-roll 1s, Knockback 1" 19
16 Arc Cannon Static d10 36". Re-roll 1s, also hits 2 nearest models within 2" of target 21
17 Plasma Caster Energy d12 36". Ignores cover, AP 1 25
18 Rifle Energy d12 36". Re-roll 1s and 2s, Overcharge: -1 DT for max damage 25
19 Wail Cannon Broadcast d12 36". Re-roll 1s, Knockback 2" 25
20 Missile Pod Explosive d12 36". Re-roll 1s and 2s, AP 2 27

R3.4Grenades

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

d6 Weapon Effect Cost
1 Smoke 1 damage, leaves smoke column blocking LoS until next round 8
2 Flash 1 damage, target -1 DT next activation 10
3 Gas d6 Toxic damage 10
4 EMP d6 Static damage, -1 DT next activation 12
5 Frag d8 Explosive damage 14
6 Incendiary d6 Energy damage, ignores cover 14

R3.5Armor

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

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).

d8 Item Effect Cost
1 Adrenaline +2" Move until end of round 4
2 Combat Stim +1 DT Combat until end of scenario 6
3 Reflex Stim +1 DT Defense 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 DT Combat 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) 14

R3.10Gear

d8 Item Effect Cost
1 Mask +1 DT Defense vs. Toxic 6
2 Scanner +1 DT Wits for Search 8
3 Scope +1 DT ranged attacks beyond 12" 8
4 Camo +1 DT Defense in cover 10
5 Peripheral Sensors +1 DT Defense when Engaged with 2+ enemies 10
6 Mag Boots Ignore Knockback 10
7 Grapple Ignore climbing costs, move up to 3" vertical 12
8 Inhibitor Ignore free attacks when leaving engagement 12

R3.11Cybernetics

d6 Cybernetic Effect Cost
1 Regenerator Ignore "Miss next game" 5
2 Leg +1" Move 8
3 Targeting +1 DT Combat 10
4 Reflexes +1 DT Defense 10
5 Processor +1 DT Wits 10
6 Organs +1 max Health 12

R5.1Powers

d8 Power Type Effect
1 Signal Jam Offensive -1 DT all rolls until next activation
2 Weapon Lock Offensive Target drops one weapon
3 Neural Trap Offensive d6 damage (ignores armor) if target moves next activation
4 Resonance Push Offensive Push target d6" in any direction
5 Force Field Support +2 DT Defense 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

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)
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

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

R6.2Blunt Critical

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

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

R6.3Projectile Critical

d6 Result Effect
1 Grazed +d4 damage
2 Punctured Take 2 damage at the start of each of its activations 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

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

R6.4Energy Critical

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

R6.5Explosive Critical

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

R6.6Toxic Critical

d6 Result Effect
1 Burned +d4 damage
2 Corroding Take 2 damage at the start of each of its activations this game (doesn't stack)
3 Weakened -1 DT Combat permanently
4 Delirium -1 DT Wits 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

R6.7Static Critical

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 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 DT Combat permanently
4 Signal Overload -1 DT Wits 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

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

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.

Samples

R8.1Boss [12]

16 Health, 4" Move

R8.2Brute [12]

14 Health, 3" Move

R8.3Veteran [12]

13 Health, 4" Move

R8.4Gunner [12]

14 Health, 4" Move

R8.5Scout [12]

12 Health, 6" Move

R8.6Zealot [12]

12 Health, 5" Move

R8.7Agent [12]

14 Health, 4" Move

R8.8Broadcaster [12]

14 Health, 4" Move

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