The elite forces of the Corporation, Rebels and Marauders are the best they have to offer, but even these outstanding warriors sometimes run into enemies they find a challenge. Asterian and Forge Father armies have fought across the stars since Humanity was grubbing around in the mud, banging rocks together to try and make fire. It’s not surprising that individuals in their elite units are often better than their Human counterparts.
In response to this, High Command sometimes calls a Code 13 mission. These are more challenging than normal missions and the chances of failure are higher. For this reason, more resources are available.
You can play individual scenarios or whole campaigns as Code 13. Just decide among yourselves whether you would like to play normal size or Code 13 games.
The game changes are as follows:
1) If you are playing a campaign then your initial Strike Force is 200 points instead of 140. You get one extra initial clearance. There are no other changes. This will give you more models, but their improvement will be more gradual.
2) Whenever a scenario defines a Strike Team as 70 points, you get 100 points instead. If the Strike Team is a different cost then it is limited by other aspects of the combat environment and does not change.
3) If the scenario is won using standard mission cards then the winning threshold is 13VPs not 10. Some missions may even need the Intel to be achievable. Nobody said Code 13 was easy!
Note that these changes apply to every faction, not just the Corporation. With their superior technology and unparalleled intelligence gathering, neither the Forge Fathers nor Asterians are commonly surprised by these larger enemy Strike Teams and move to oppose them with powerful units of their own.