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SACRED WIRE 28 · MISSION CARDS · SHEET 2 OF 5 · FRONTSBACKS ON SHEET 3 (MIRRORED)
Mission · d12 3Order #03
Quadrants
Zones · spread thin
A cascade blew out four sub-sectors at once. Each one holds salvage, intel, or both.
four equal quadrants · no markers
WIN: hold more quadrants (more models inside) at game end.
SW28 · MISSIONREV 0.8.1
Mission · d12 4Order #04
Seizure
Points · hold the beacon
A portable beacon pulses with cached data in the corridor junction. Hold it long enough and the data is yours.
▣ beacon at center · ◌ 3" around it
WIN: most points. Each round end, more models within 3": 1 point.
SW28 · MISSIONREV 0.8.1
Mission · d12 5Order #05
Assassination
Secret target · one kill
Someone on the other crew has a price on their head. The contract is specific: one target, no collateral billing.
no markers · write targets in secret
WIN: first to take your secret target OoA or force it to Flee.
SW28 · MISSIONREV 0.8.1
Mission · d12 6Order #06
Breakthrough
Exit · get through
The corridor is collapsing behind both crews. There is no going back.
standard deployment · exit the far edge
WIN: most models exited off your exit edge (not before end of Round 2).
SW28 · MISSIONREV 0.8.1
Mission · d12 7Order #07
Triangulation
Markers · claim and hold
Three signal repeaters sit dead across the junction. Each one needs manual activation.
3 markers · 6"+ apart · 3"+ from edges
WIN: hold the most signal markers at game end.
SW28 · MISSIONREV 0.8.1
Mission · d12 8Order #08
Sabotage
Sever · cut their conduit
Your target is the enemy's power conduit. Their target is yours. Cutting takes precision and time.
▣ own conduit within 6" of own zone
WIN: first to sever the enemy conduit (2 Interact).
SW28 · MISSIONREV 0.8.1
Mission · d12 9Order #09
Heist
Downloads · race the terminal
A corporate terminal sits unguarded between the crews. Both sides can pull data. Neither can lock the other out.
▣ terminal at center
WIN: first to 3 downloads (one model per side per round).
SW28 · MISSIONREV 0.8.1
Mission · d12 10Order #10
Uplink
Nodes · keep them live
Three relay nodes form a local network across the junction. Hold the nodes and the data flows your way.
3 nodes · 6"+ apart · 3" zone each
WIN: most live nodes at game end (only your side within 3").
SW28 · MISSIONREV 0.8.1
Mission · d12 11Order #11
Lockdown
Progress · finish the transfer
The terminal was already running when your crew found it. The progress bar crawls forward.
▣ terminal at center · 3 steps per side
WIN: first to complete 3 progress steps.
SW28 · MISSIONREV 0.8.1