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 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
| Mission | Extra objectives |
|---|---|
| Attacks | 1-2 |
| Sieges | 1 |
| Defences | 0-1 |
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
| Objective | How it is done | Drawn on | Reward |
|---|---|---|---|
| Free the second captive | A second captive is bound near one of the pods. Free them from beside, for 1 AP. | attacks | A recruit for the camp, 2 XP for whoever did it |
| Break the works | An 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 sieges | 2 charcoal, 1 flint, 2 XP for whoever did it |
| Hold the marked ground | A 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 sieges | 3 XP for whoever did it |
| Recover the cache | A 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 defences | 2 hide, 1 sinew, 1 bone, 2 XP for whoever did it |
| Kill their captain | Bring down the captain of a pod. The marker only shows while the squad can see them. | attacks, sieges and defences | 1 bone, 1 horn, 3 XP for whoever did it |
| Scout the landmark | See the landmark's centre, or stand on it. | attacks | 3 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.
