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SACRED WIRE 28 · MISSION CARDS · SHEET 3 OF 5 · BACKSMIRRORED FOR LONG-EDGE DUPLEX BEHIND SHEET 2
Mission · d12 5Order #05
Assassination
Setup

After deployment, each player secretly writes one opposing model on the board as their target. Reveal when it is taken OoA or Flees.

Victory

First to take their target OoA with their own model, or force it to Flee. A hostile kill does not score: choose a new target at the start of your next activation. Both in one activation: who struck first. Neither by game end: reveal, most surviving models.

PayoutAmt
Winner+1 Lead
Model that killed the target+1 Merit
Winner killed their target (intel)+1 Evid.
SW28 · MISSIONREV 0.8.1
Mission · d12 4Order #04
Seizure
Setup

Defender places 1 beacon at center.

Scoring

At the end of each round, count models within 3" of the beacon (not OoA or Fleeing). The side with more scores 1 point; tied, no one scores. Hostiles ignore the beacon.

Victory

Most points. Tied: more models within 3" of the beacon at game end; still tied, most surviving models.

PayoutAmt
Winner+1 Lead
Winner 4+ points ahead+1 Lead
Agg.Def.
SW28 · MISSIONREV 0.8.1
Mission · d12 3Order #03
Quadrants
Setup

No markers. Divide the board into 4 equal quadrants.

The quadrants

At game end a quadrant is held by the side with more models inside it. Empty or tied: not held. A model on a line: its controller picks. Out of Action and Fleeing models do not count. Hostiles ignore the quadrants.

Victory

More quadrants held. Tied: most surviving models.

PayoutAmt
Winner+1 Lead
Winner holds 3+ quadrants+1 Lead
SW28 · MISSIONREV 0.8.1
Mission · d12 8Order #08
Sabotage
Setup

Each player places their own conduit within 6" of their own deployment zone, 3"+ from edges, 6"+ from the enemy conduit. You sever the enemy's.

Severing

Interact within 1". It takes 2 Interact actions on the same conduit, by any models. Mark the first; at the start of the next round remove the mark if no friendly model is within 1". Engaged models cannot sever. Permanent once done. Hostiles ignore conduits.

Victory

First to sever. Neither: most surviving models.

PayoutAmt
Winner+1 Lead
Model that completed the sever+1 Merit
SW28 · MISSIONREV 0.8.1
Mission · d12 7Order #07
Triangulation
Setup

Defender places 3 signal markers, 6"+ apart and 3"+ from table edges.

Claiming

Interact within 1" to claim a marker for your side. An enemy can Interact to claim it back; it stays with the last side to claim it. Engaged models cannot claim. Hostiles ignore the markers.

Victory

Most markers held at game end. Tied: most surviving models.

PayoutAmt
Winner+1 Lead
Winner holds all 3+1 Lead
Winner holds all 3 (intel)+1 Evid.
SW28 · MISSIONREV 0.8.1
Mission · d12 6Order #06
Breakthrough
Setup

Ignore the rolled deployment: Standard, opposite edges. Your exit edge is the one the enemy deployed on.

Exiting

As part of its move a model can cross its exit edge, not before the end of Round 2. Exited models cannot return. Engaged models cannot exit. Fleeing off your own exit edge counts; off any other edge it does not. Hostiles cannot exit.

Victory

Most models exited. Tied, or none exited: most surviving models on the board.

PayoutAmt
Winner+1 Lead
Winner exited 3+ models+1 Lead
SW28 · MISSIONREV 0.8.1
Mission · d12 11Order #11
Lockdown
Setup

Defender places 1 terminal at center.

Progress

Interact within 1": advance your progress 1 step (no roll), or set the opponent's back 1 (minimum 0), not both. 3 steps complete it. Engaged models cannot use it. Hostiles ignore it.

Victory

First to 3 steps; else most steps. Tied: most surviving models.

PayoutAmt
Winner+1 Lead
Winner completed all 3+1 Lead
Loser completed 1+ step+1 Lead
Agg.Def.
SW28 · MISSIONREV 0.8.1
Mission · d12 10Order #10
Uplink
Setup

Defender places 3 relay nodes, 6"+ apart and 3"+ from table edges.

Live nodes

At game end a node is live for your side if you have at least one model within 3" and the opponent has none. Contested nodes are live for no one. OoA and Fleeing models do not count. Hostiles ignore the nodes.

Victory

Most live nodes. Tied: most surviving models.

PayoutAmt
Winner+1 Lead
Winner has 3+ live nodes+1 Lead
Winner controls all 3 (intel)+1 Evid.
SW28 · MISSIONREV 0.8.1
Mission · d12 9Order #09
Heist
Setup

Defender places 1 terminal at center.

Downloading

Interact within 1": one download per action. Only one model per side can download per round. Engaged models cannot. Each side tracks its own downloads. Hostiles ignore the terminal.

Victory

First to 3 downloads; else most downloads. Tied: most surviving models.

PayoutAmt
Winner+1 Lead
Winner made 3 downloads+1 Lead
Loser made 1+ download+1 Lead
Winner made 3 (intel)+1 Evid.
SW28 · MISSIONREV 0.8.1