Defender places 1 informant at center.
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.
Exit her off your deployment edge. At game end the controlling side wins; no controller, most surviving models.
| Payout | Amt |
|---|---|
| Winner | +1 Lead |
| Escorting model at victory | +1 Merit |
| Loser controlled her at any point | +1 Lead |
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.
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.
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.
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.
Boss roll-off: Boss Wits vs Boss Wits. Winner is First Player for all of setup.
Corner zone: a 4" × 4" square in a board corner.
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.
At least 5 rounds. End of R5: ends on d6 3+. End of R6: ends on 2+. Ends after R7.
Most surviving models; still tied, the Defender.
| Payout | Amt |
|---|---|
| Winner | +1 Lead |