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 |
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 |
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 |
| 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 |
| 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
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
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
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