Campaign2 of 16

K1.2Setup

Boss Roll-off: Roll your Boss's Wits vs. opponent's Boss's Wits. The winner is First Player for the entire setup.

Standard Deployment: Deploy on the table edge.

  1. Loot: Second Player places first. Alternate placing Loot Markers per the rolled Loot Layout.
  2. Coworkers: First Player places first. Alternate placing Coworkers per the rolled Coworker Setup.
  3. Table Edge: First Player picks table edge (unless Advantages override).
  4. Deploy: Second Player deploys first. Alternate placing one model at a time per the rolled Deployment.
  5. First Draw: First Player draws the first Activation Token.

Corner: A 4" by 4" square zone in the corner of the board.

Game Length: Minimum 5 rounds. End of Round 5, roll d6: ends on 3+. End of Round 6: ends on 2+. Ends automatically after Round 7.

Hostiles: Unless a mission says otherwise, spawned hostiles arrive at round start at the rolled Spawn Location (see below). Roll the Hostile Type once at setup; every spawn in that mission uses that faction.

Mission Exits: Exiting the board for a mission objective is not Flee. No Performance Review penalty.

Trigger Missions: The first time a squad reaches 5 or more Evidence, play The Signal instead of rolling the generator (once only). While a squad has 8 or more Evidence, it may play The Source instead of a generated mission to attempt campaign victory. Resume the generator otherwise.

Tiebreaker: Most surviving models. Still tied: Defender wins.

Mission Markers: Defender places all markers (3"+ from edges). "At center" means the geometric center (12" from each edge). Place as close as possible if terrain blocks.

Placement order: Place objectives first; a Loot Marker, Coworker, or Hostile within 1" of one shifts to the nearest clear spot so objectives stay reachable.

Deployment edge: the table edge you deploy along; with no edge (Center), use the nearest board edge.