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SACRED WIRE 28 · MISSION CARDS · SHEET 4 OF 5ESCORT · THE SOURCE · SETUP REFERENCE
Mission · d12 12Order #12
Escort
Informant · bring her home
They found her hiding in a cable junction, muttering frequencies that haven't been licensed in centuries.
? informant at center · walk her out
WIN: exit the informant off your own deployment edge.
SW28 · MISSIONREV 0.8.1
Mission · d12 12Order #12
Escort
Setup

Defender places 1 informant at center.

Escorting

Interact within 1" to take control. The escort moves at half Move (round down). Escort OoA: the informant stays put; any model takes over with Interact. Engaged models cannot escort. The informant cannot be targeted. Hostiles ignore her.

Victory

Exit her off your deployment edge. At game end the controlling side wins; no controller, most surviving models.

PayoutAmt
Winner+1 Lead
Escorting model at victory+1 Merit
Loser controlled her at any point+1 Lead
SW28 · MISSIONREV 0.8.1
Trigger · 8 EvidenceCampaign end
The Source
Game ends after Round 6
Setup

At 8 Evidence: risk extraction, or play one more standard mission for victory at 9. Source at center. Extractor deploys on one edge; Interceptor on the opposite edge.

Hostiles

Roll the type once. One Elite at center after deployment. From R2 spawn Normal at the Extractor's edge; from R4 add Elite at the opposite edge.

Interact within 1" picks the Source up.

SW28 · TRIGGERREV 0.8.1
Trigger · 8 EvidenceCampaign end
The Source
The artifact

Holder: -1 DT Wits, no Broadcast Powers. Holder OoA: a model within 1" may Interact to take it; else it drops in place. All powers within 6" of the holder -1 DT.

Detonation: at game end every model within 3" takes d6, ignoring armor.

Victory

Extraction: Extractor exits the opposite edge with it: campaign victory.

Interception: not extracted, or every Extractor model eliminated: Extractor loses d6 Evidence and all Leads. The holder at game end is the Extractor next attempt.

Failure: lost to hostiles or no friendly models left: lose d6 Evidence and all Leads. Interceptor wipeout: apply both.

SW28 · TRIGGERREV 0.8.1
ReferenceEvery mission
Setup
After the generator

Boss roll-off: Boss Wits vs Boss Wits. Winner is First Player for all of setup.

  1. Loot: Second Player places first; alternate per Loot Layout.
  2. Coworkers: First Player places first; alternate per Coworker Setup.
  3. Table edge: First Player picks (unless an advantage says otherwise).
  4. Deploy: Second Player first, one model at a time.
  5. First draw: First Player draws the first token.

Corner zone: a 4" × 4" square in a board corner.

SW28 · REFERENCEREV 0.8.1
ReferenceEvery mission
Markers & length
Placement, game end, ties
Mission markers

Defender places all markers 3"+ from edges. "At center" = 12" from each edge; as close as terrain allows. Place objectives first; a Loot Marker, Coworker or hostile within 1" of one shifts to the nearest clear spot.

Game length

At least 5 rounds. End of R5: ends on d6 3+. End of R6: ends on 2+. Ends after R7.

Tiebreaker

Most surviving models; still tied, the Defender.

SW28 · REFERENCEREV 0.8.1
Mission · customOrder #__
Work order
Blank · write your own
Setup
Objective
Victory
PayoutAmt
Winner+1 Lead
  
SW28 · MISSIONREV 0.8.1
SACREDWIRE28
Work order
MISSION DECK · FIELD OPERATIONS
SACREDWIRE28
Trigger
THE SIGNAL · THE SOURCE