Campaign3 of 16

K1.3Mission Generator

Calculate Evidence Gap

  • Total: Evidence + Leads
  • Subtract lower total from higher
  • Aggressor: squad with higher total
  • Defender: squad with lower total
  • Tied: higher Evidence wins. Still tied: random
Example · Evidence Gap

Squad A holds 4 Evidence and 3 Leads: total 7. Squad B holds 2 Evidence and 1 Lead: total 3. The gap is 4, so A is the Aggressor and B the Defender. The 4+ row gives 1 Setup advantage, 1 Tactical advantage and 1 more from either table.

Roll each table in order. See Missions (Vol. 5) for full rules and rewards. Roll d12 for mission (missions are numbered).

Deployment

d6 Type Rule
1 Standard Opposing edges
2 Flanked Same edge, opposite corners
3 Corners Opposing corners
4 Split Aggressor splits between two adjacent edges, Defender deploys in opposing corner
5 Center Defender deploys within 3" of center, Aggressor picks edge
6 Crossfire All 4 corners. Aggressor picks first, then alternate

Coworker Setup

d6 Setup
1 Swarm tier, within 6" of center
2 Swarm tier, random board edge
3 Normal tier, 4"+ from center (not more than 8")
4 Elite tier, alternate placing anywhere (6"+ from edges)
5 Normal tier, within 3" of any Loot Marker (no markers: center)
6 Elite tier, within 3" of center

Coworker Modifiers

d6 Modifier Effect
1 Standard No modifier
2 Skittish After failed Interrogate, this Coworker Flees
3 Buddy System Need 2 friendly models within 1" to Interrogate
4 Grudge Holder After failed Interrogate, becomes Hostile
5 Talkative Double the Coworker: +1 to result. Triple+: +2, etc.
6 Claustrophobic Becomes Hostile if 2+ models within 1"

Hostile Timing

d6 Timing Spawns
1 Early Round 1 (Swarm tier), Round 2 (Normal tier)
2 Standard Round 2 (Normal tier), Round 4 (Elite tier)
3 Late Round 3 (Swarm tier), Round 5 (Swarm tier)
4 Waves Round 1 (Normal tier), Round 4 (Elite tier)
5 Surge Round 2 (Normal tier and Elite tier)
6 Ambush Round 1 (Elite tier), Round 3 (Normal tier)

Loot Layout

d6 Layout Rule
1 Scattered 5 markers. Alternate placing (6"+ from edges, 3"+ apart)
2 None No Loot Markers this mission
3 Central Cache 3 markers within 3" of center (alternate placing)
4 Edge Stash 4 markers within 6" of a non-deployment edge (alternate placing)
5 Trail 4 markers along centerline (evenly spaced)
6 Heavy Drop 5 markers: 1 in center + 1 at each 6" diagonal (6" from center)

Hostile Type

d6 Faction
1 Scrapers
2 Feral Crews
3 Wave Callers
4 Static Wraiths
5 Feral Automata
6 Cable Feeders

Spawn Location

Roll Spawn Location each time hostiles spawn.

d6 Location
1 Random board edge without a deployment zone (if every edge has one, any random edge)
2 Center of board
3 Nearest edge to last Search or Interrogate action (none yet: random)
4 Nearest board edge to any Aggressor model
5 Random direction, d4" from center
6 Random direction, d4+2" from center

Loot Modifiers

d6 Modifier Effect
1 Standard Normal Search
2 Decoys +1 DT to Search. Half are fake. Placer decides. Reveal on Search
3 Timed Normal Search. All markers removed at end of Round 4
4 Heavy -1 DT to Search. All markers Heavy. 2 friendly models within 1" to Search
5 Trapped Normal Search. Fumble deals d6 damage to searcher
6 Contaminated -1 DT to Search. Carrier takes 1 damage per round