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SACRED WIRE 28 · MISSION GENERATORFORM SW28-MG · REV 0.8.1
MG

Mission generator

Roll every table · write the result in its box
Squad A · Evid. + Leads 
Squad B · Evid. + Leads 
Gap · Aggressor = higher 
Tied: more Evidence, else random 
GAP 0–1 · no advantages
GAP 2–3 · 1 Setup + 1 Tactical
GAP 4+ · 1 Setup + 1 Tactical + 1 either
1 · Mission · d12☐
1Extraction7Triangulation2Control8Sabotage3Quadrants9Heist4Seizure10Uplink5Assassination11Lockdown6Breakthrough12Escort
2 · Deployment · d6☐
1Standard. Opposing edges
2Flanked. Same edge, opposite corners
3Corners. Opposing corners
4Split. Aggressor splits between two adjacent edges; Defender deploys in the opposing corner
5Center. Defender within 3" of center; Aggressor picks edge
6Crossfire. All 4 corners. Aggressor picks first, then alternate
3 · Coworker setup · d6☐
1Swarm tier, within 6" of center
2Swarm tier, random board edge
3Normal tier, 4" to 8" from center
4Elite tier, alternate placing anywhere (6"+ from edges)
5Normal tier, within 3" of any Loot Marker (none: center)
6Elite tier, within 3" of center
4 · Coworker modifiers · d6☐
1Standard. No modifier
2Skittish. After a failed Interrogate, it Flees
3Buddy System. 2 friendly models within 1" to Interrogate
4Grudge Holder. After a failed Interrogate, becomes Hostile
5Talkative. Double the Coworker: +1 to result. Triple+: +2, etc.
6Claustrophobic. Becomes Hostile if 2+ models within 1"
5 · Hostile timing · d6☐
1Early. R1 Swarm, R2 Normal
2Standard. R2 Normal, R4 Elite
3Late. R3 Swarm, R5 Swarm
4Waves. R1 Normal, R4 Elite
5Surge. R2 Normal and Elite
6Ambush. R1 Elite, R3 Normal
6 · Hostile type · d6 · once per mission☐
1Scrapers
2Feral Crews
3Wave Callers
4Static Wraiths
5Feral Automata
6Cable Feeders
7 · Spawn location · d6☐
1Random board edge without a deployment zone (if all have one, any)
2Center of board
3Edge nearest the last Search or Interrogate (none yet: random)
4Board edge nearest any Aggressor model
5Random direction, d4" from center
6Random direction, d4+2" from center
8 · Loot layout · d6☐
1Scattered. 5 markers, alternate placing (6"+ from edges, 3"+ apart)
2None. No Loot Markers
3Central Cache. 3 within 3" of center (alternate)
4Edge Stash. 4 within 6" of a non-deployment edge (alternate)
5Trail. 4 along the centerline, evenly spaced
6Heavy Drop. 5: 1 at center + 1 on each 6" diagonal
9 · Loot modifiers · d6☐
1Standard. Normal Search
2Decoys. +1 DT Search. Half fake, placer decides; reveal on Search
3Timed. All markers removed at end of Round 4
4Heavy. -1 DT. 2 friendly models within 1" to Search
5Trapped. A Fumble deals d6 to the searcher
6Contaminated. -1 DT Search. Carrier takes 1 dmg per round
Setup adv. · d6☐
1Redeploy one Aggressor model
2Choose deployment edge first
3Defender picks spawn location
4Place 2 terrain pieces
5Defender places all Loot
6Place all Coworkers
Tactical adv. · d6☐
1Defender deploys last
2Hostiles target Aggressor to R3
3Def. Boss +1 DT Defense
4Defender draws first token R1
5First spawn delayed 1 round
6One Defender model: free Search