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SACRED WIRE 28 · SCENARIO CARDS · SHEET 3 OF 4TACTICAL ADVANTAGES · SETUP TABLES
Advantage · Tacticald6 · 1
Last in
Evidence + Leads gap
DEFENDER · lower Evidence + Leads
The Defender deploys last, after every Aggressor model.
When: as written; most apply in Round 1.
GAP 0–1 none GAP 2–3 1 Setup + 1 Tactical GAP 4+ + 1 more
SW28 · SCENARIOREV 0.8.1
Advantage · Tacticald6 · 2
Bounty
Evidence + Leads gap
DEFENDER · lower Evidence + Leads
Hostiles target the Aggressor until Round 3.
When: as written; most apply in Round 1.
GAP 0–1 none GAP 2–3 1 Setup + 1 Tactical GAP 4+ + 1 more
SW28 · SCENARIOREV 0.8.1
Advantage · Tacticald6 · 3
Hardened
Evidence + Leads gap
DEFENDER · lower Evidence + Leads
The Defender's Boss gets +1 DT Defense this mission.
When: as written; most apply in Round 1.
GAP 0–1 none GAP 2–3 1 Setup + 1 Tactical GAP 4+ + 1 more
SW28 · SCENARIOREV 0.8.1
Advantage · Tacticald6 · 4
First move
Evidence + Leads gap
DEFENDER · lower Evidence + Leads
The Defender draws the first Activation Token in Round 1.
When: as written; most apply in Round 1.
GAP 0–1 none GAP 2–3 1 Setup + 1 Tactical GAP 4+ + 1 more
SW28 · SCENARIOREV 0.8.1
Advantage · Tacticald6 · 5
Delay
Evidence + Leads gap
DEFENDER · lower Evidence + Leads
The first hostile spawn is delayed one round.
When: as written; most apply in Round 1.
GAP 0–1 none GAP 2–3 1 Setup + 1 Tactical GAP 4+ + 1 more
SW28 · SCENARIOREV 0.8.1
Advantage · Tacticald6 · 6
Quick search
Evidence + Leads gap
DEFENDER · lower Evidence + Leads
One Defender model makes a free Search, rolled immediately.
When: as written; most apply in Round 1.
GAP 0–1 none GAP 2–3 1 Setup + 1 Tactical GAP 4+ + 1 more
SW28 · SCENARIOREV 0.8.1
Scenario · roll d6Once at setup
Hostile timing
When hostiles arrive
1EarlyR1 Swarm, R2 Normal
2StandardR2 Normal, R4 Elite
3LateR3 Swarm, R5 Swarm
4WavesR1 Normal, R4 Elite
5SurgeR2 Normal and Elite
6AmbushR1 Elite, R3 Normal
Roll, or shuffle six counters and draw one.
SW28 · SCENARIOREV 0.8.1
Scenario · roll d6Once at setup
Spawn location
Where they arrive
1Free edgeRandom edge without a deployment zone (any, if all have one)
2CenterBoard center
3Last noiseEdge nearest the last Search or Interrogate (none yet: random)
4AggressorBoard edge nearest any Aggressor model
5NearRandom direction, d4" from center
6Off-centerRandom direction, d4+2" from center
Roll, or shuffle six counters and draw one.
SW28 · SCENARIOREV 0.8.1
Scenario · roll d6Once at setup
Loot modifiers
How Search works
1StandardNormal Search
2Decoys+1 DT Search; half the markers are fake (placer decides)
3TimedAll markers removed at end of Round 4
4Heavy-1 DT; 2 friendly models within 1" to Search
5TrappedA Fumble deals d6 to the searcher
6Contaminated-1 DT; carrier takes 1 dmg per round
Roll, or shuffle six counters and draw one.
SW28 · SCENARIOREV 0.8.1