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M13.1The Signal (5 Evidence)

The relay was buried under six hundred years of conduit sealant and cable rot. Your crew found it by accident, tracing a power drain that shouldn't exist. It pulses. Not electricity. Something older. The Untethered already know it's here. So does everyone else.

The first squad to reach 5 Evidence triggers this mission. Place a relay marker at table center.

Discoverer: Squad that reached 5 first. Deploys on one edge. Interceptor: Opposing squad. Opposite edge.

Hostiles: Roll the Hostile Type once at setup. Each round from Round 2 spawn Normal; from Round 4 add Elite; from Round 6 add a second Elite. Random edges.

The Relay

Control: Squad with most models within 3" at round start.

Examine: While controlling, Interact within 1". Roll Wits vs. 2d6. Success: 1 Lead. Win by triple or more: 1 Evidence + 1 Lead.

Redirect (once per squad per game): While controlling, roll Wits vs. 2d6 at -1 DT. Success: game ends, gain 2 Evidence + all Leads examined. Failure: all future spawns +1 model.

Victory

Redirect: Immediate victory for redirecting squad.

Game End: Controlling squad wins. Gain 1 Evidence + Leads examined.

Wipeout: A squad with no models left on the board loses 1 Evidence.

All Broadcast Powers suffer -1 DT while the relay is active.

"Unauthorized signal activity in Sectors 7 through 19. All contractors respond. This is not a drill. This has never been a drill."
Security & Compliance Emergency Broadcast