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