Print kitMission cards, sheet 1Print on A4 at 100% scale, no margins. Turn off "fit to page".
SACRED WIRE 28 · MISSION CARDS · SHEET 1 OF 5ROW 1 FRONTS · ROW 2 BACKS · ROW 3 DECK BACKS
Mission · d12 1Order #01
Extraction
Objective · carry it home
A data-slate surfaced in a dead drop near Junction Null. Both crews got the tip.
▣ objective at center · grid 6"
WIN: carry the objective off your own deployment edge.
SW28 · MISSIONREV 0.8.1
Mission · d12 2Order #02
Control
Zone · hold the center
The relay hub routes half the sector's traffic. Hold it and you control the flow.
◌ 3" zone round center · no markers
WIN: more models within 3" of center at game end.
SW28 · MISSIONREV 0.8.1
Trigger · 5 EvidenceOnce only
The Signal
Replaces the generator once
Setup

Relay at center. Discoverer (first to 5 Evidence) deploys on one edge; Interceptor on the opposite edge.

Hostiles

Roll the type once. Each round from R2 spawn Normal; from R4 add Elite; from R6 a second Elite. Random edges.

All Broadcast Powers -1 DT while the relay is active.

SW28 · TRIGGERREV 0.8.1
Mission · d12 1Order #01
Extraction
Setup

Defender places 1 objective at center.

The objective

Interact within 1" to pick it up (not while Engaged). Carrier: half Move (round down), no Disengage. Carrier OoA or Flees: drop it where it fell, or at the edge if it fled off. Any model can grab it with Interact. Hostiles ignore it.

Victory

Carry it off your deployment edge. At game end: holder wins; no holder, most surviving models.

PayoutAmt
Winner+1 Lead
Carrier at victory+1 Merit
SW28 · MISSIONREV 0.8.1
Mission · d12 2Order #02
Control
Setup

No markers.

The zone

At game end, count models within 3" of board center. Out of Action and Fleeing models do not count. Hostiles ignore the zone.

Victory

Side with more models in the zone. Tied: most surviving models on the board.

PayoutAmt
Winner+1 Lead
Winner's count beats the opponent's by 3++1 Lead
Agg.Def.
SW28 · MISSIONREV 0.8.1
Trigger · 5 EvidenceOnce only
The Signal
The relay

Control: most models within 3" at round start.

Examine: while controlling, Interact within 1", Wits vs 2d6. Success: 1 Lead. Win by triple or more: 1 Evidence + 1 Lead.

Redirect (once per squad per game): while controlling, Wits vs 2d6 at -1 DT. Success: game ends, gain 2 Evidence + all Leads examined. Failure: all future spawns +1 model.

Victory

Redirect wins at once. At game end the controller wins: 1 Evidence + Leads examined. Wipeout: a squad with no models left on the board loses 1 Evidence.

SW28 · TRIGGERREV 0.8.1
SACREDWIRE28
Personnel
MODEL DECK · CONTRACTED ASSET
SACREDWIRE28
Externality
HOSTILE DECK · NOT COVERED
SACREDWIRE28
Work order
MISSION DECK · FIELD OPERATIONS