Work in progress: numbers are still being tuned. Messalith is in development. This wiki is generated from the game's current build, so every figure here can change.

Rules

Extra objectives

The extra objectives on Messalith's big boards: rescue, sabotage, hold a point, recover a cache, kill a captain, scout a landmark, and the sweep after the win.

A Captive marker beside a bound exile in a gully and a Cache marker on a ruined wall above, the objectives list across the top
A captive and a cache, marked on the field

A big board gives a mission more than one thing to do. The main objective is the one on missions: wipe the enemy out, free the captive, hold, or break out. Beside it a mission may carry a few extra objectives. Winning doesn't need them. They pay in stock and experience, and every one of them is a reason to walk away from the squad's safest ground.

How many

MissionExtra objectives
Attacks1-2
Sieges1
Defences0-1

Which ones a mission carries is drawn from the mission itself, so the same mission always carries the same. A story mission or a classic board carries none.

The six

ObjectiveHow it is doneDrawn onReward
Free the second captiveA second captive is bound near one of the pods. Free them from beside, for 1 AP.attacksA recruit for the camp, 2 XP for whoever did it
Break the worksAn object stands in the open. Work it from beside, 1 AP a time, 2 times in all, and it breaks to rubble. It is lost after round 14.attacks and sieges2 charcoal, 1 flint, 2 XP for whoever did it
Hold the marked groundA marked patch of high ground. Stand on it with no enemy in sight for 2 squad turns running. The count starts again if it breaks.attacks and sieges3 XP for whoever did it
Recover the cacheA cache lies on the field. Take it for 1 AP and bring it back to the deployment or carry it off a won field. The carrier moves at Mobility -1 and drops it where they fall.attacks and defences2 hide, 1 sinew, 1 bone, 2 XP for whoever did it
Kill their captainBring down the captain of a pod. The marker only shows while the squad can see them.attacks, sieges and defences1 bone, 1 horn, 3 XP for whoever did it
Scout the landmarkSee the landmark's centre, or stand on it.attacks3 XP for whoever did it

The objectives list sits at the top of the screen, and every extra has a marker on the field. A captain's marker only appears while the squad can see them, so it never gives away where an unseen pod stands.

The sweep

When the main objective is met while extras are still open and enemies still stand, the mission goes on. The squad can finish what is left, and a Leave the field action appears on the ring. It costs no AP and ends the mission as won, carrying the downed out with the squad. The sweep also ends when every enemy is down or every extra is settled.

A squad that falls in the sweep keeps its win, but the downed it leaves behind are dead. That is the price of one more cache. See downed.

At camp

The debrief lists the extras done, failed and not done. Stock and experience are paid at camp, and only the extras that were done pay. A cut-loose second captive becomes a recruit.

Extras come with reinforcement waves on the same boards.