// Operations Training

Mission Mechanics

How the system works — from briefing to extraction
// Mission Flow

How Missions Work

01Briefing

Each operation starts with a briefing from command staff. You can press for more intel, check gear, or steady yourself before jumping in. These prep actions use dice rolls that can give you tactical advantages.

02Choices

The system presents 2-4 options at each decision point. Pick the one that fits your approach. Some trigger dice rolls, some advance the situation directly.

03Dice Rolls

When you roll, your action die (d6) goes against two challenge dice (d10s). Strong hit = mission success, weak hit = success with complications, miss = things go sideways. Your agent's stats add to the action die.

04Progress Track

Each operation has an intel track that fills as you succeed. When it's sufficient, you can attempt to resolve the mission. Difficulty affects fill rate:
  • TROUBLESOME — quick run, 3-4 rolls to fill
  • DANGEROUS — short op, ~5 rolls to fill
  • FORMIDABLE — standard length, ~10 rolls

05Extraction

Operations end when you resolve the intel track or when the situation deteriorates beyond recovery. Either way, you'll get a debrief. A short survey will appear — fill it out, it's extremely valuable intelligence.
// Agent Stats

Your Numbers

Each agent has five stats that determine what they're good at. When you make a move, the relevant stat is added to your action die.

EDGE
Speed, agility, precision. For quick action and ranged attacks.
HEART
Courage, empathy, leadership. For inspiring allies and social moves.
IRON
Strength, endurance, force. For close combat and physical challenges.
WITS
Cunning, awareness, expertise. For investigation and tactics.
SHADOW
Stealth, deception, subtlety. For sneaking, lying, and exploiting.
// Condition Meters

Staying Alive

Your agent has meters that track their condition. These change as a result of rolls and narrative events.

HealthPhysical condition. Hits zero = you're in serious trouble.
SpiritMorale and willpower. Drops from fear, doubt, and horror.
FortitudeResilience and stamina. Your reserve against sustained pressure.
SupplyShared group resource. Equipment, ammo, rations.
MomentumNarrative momentum. Builds on successes, can be burned to boost a roll.
// Risk Assessment

Position & Effect

Each roll has a position (how dangerous) and an effect (how impactful).

CONTROLLED
Low risk. Failure means a complication, not a disaster.
RISKY
Standard danger. Most rolls land here. Failure hurts.
DESPERATE
High stakes. Failure is severe, but success pays off big.
Ready to test?
Testing protocols, feedback channels, and what to focus on.
HANDBOOK >
— Training Division, Last Bastion
Know the system. Trust the system.