Missions and Ops (Operations) in Cybercore are categorized by a Mission Tier, guiding GMs to appropriate challenges for each Tier. Players must know the Mission Tier in advance, as specific abilities hinge on this designation.
GMs; for mission design, pacing, encounter building, and the three-Op arc, see the GM Guide: Missions.
Abilities labeled "per Mission Tier" grant usage based on the Mission's Tier; once for Tier 1 missions, twice for Tier 2, and thrice for Tier 3, aligning closely with the player's current Tier. The same applies to "per Op Tier" abilities.
Example: Tier 1 Mission; "Cargo Recovery on Kepler Station"
Your squad of Rank 2 operatives is tasked with recovering a stolen data core from a derelict cargo hub. The GM sets this as a Tier 1 mission, TL 25.
The mission has three Ops:
Your Medic has an ability marked "Once per Mission Tier." On a Tier 1 mission, that is one use for the entire mission; choose wisely whether to spend it in Op 1, 2, or 3.
If this same squad later runs a Tier 2 mission at TL 50, that same ability gets two uses, every skill check is now vs TL 50, and the enemies hit a lot harder. Same structure, higher stakes.
Every mission has a Threat Level (TL); a single number that represents the overall danger level. The GM sets the Mission TL at the mission briefing. Individual Ops may have a different TL (higher or lower) to reflect localised difficulty spikes.
| Mission Tier | Suggested TL Range |
|---|---|
| Tier 1 | 20–30 |
| Tier 2 | 40–60 |
| Tier 3 | 70–100 |
All skill checks, saving throws, and contested rolls on a mission use the Mission TL as the target number. Roll d100 + modifiers vs TL. That's it.
Individual Ops and Creatures often override the Mission TL with their own TL when the local situation is significantly harder or easier than the mission baseline.
For operations involving electronic systems, security infrastructure, and networked environments, the Mission TL is divided into three Threat Bands; a Low, Standard, and High threshold representing the range of difficulty across systems on any given mission.
Low Threshold = Mission TL × 0.75 (round down) Standard = Mission TL High Threshold = Mission TL × 1.25 (round up)
| Mission Tier | TL | Low | Standard | High |
|---|---|---|---|---|
| Tier 1 | 25 | 18 | 25 | 32 |
| Tier 2 Low | 40 | 30 | 40 | 50 |
| Tier 2 Mid | 50 | 37 | 50 | 63 |
| Tier 2 High | 60 | 45 | 60 | 75 |
| Tier 3 Low | 70 | 52 | 70 | 88 |
| Tier 3 High | 100 | 75 | 100 | 125 |
The GM uses Threat Bands to set difficulty for networked systems and electronic infrastructure:
| System Type | Examples | Target |
|---|---|---|
| Access | Doors, elevators, airlocks, basic locks | Low Threshold |
| Sensor | Cameras, motion sensors, scanners | Mission TL |
| Control | Life support, gravity, lighting, comms | Mission TL |
| Weapon | Turrets, defense grids, automated drones | High Threshold |
| Server | Data cores, AI systems, command networks | High Threshold |
GMs can assign any individual system a different difficulty if the narrative demands it. Threat Bands are guidelines; a back-alley terminal might sit at Low even if the mission is Tier 3, while a prototype server on a Tier 1 mission might be set at High.
Deep Ops serve as specialized, optional Ops within a Misson, adding a layer of challenge and extending the standard three Op/Mission format. Engaging in a Deep Op will stretch the squad's resources even though it provides an opportunity to recharge or gain extra uses of abilities according to the Deep Op's Tier.
For example, consider an ability designated as "per Mission Tier" already used in the Tier 1 mission. This ability would be refreshed should the player embark on a Tier 2 Deep Op, granting one additional use. Similarly, "per Op Tier" abilities would receive an extra two uses. This recharge mechanism offers players enhanced flexibility and a strategic edge as they strive to achieve the added objectives of the Deep Op. Nevertheless, pursuing these optional Side Ops presents a significant gamble of risk versus reward. Successfully navigating a Deep Op without tapping into the extra ability allows its conservation for subsequent Ops within the ongoing Mission. Conversely, failing the Deep Op leads to the loss of any unused abilities and further depletes resources due to operational strain.
Opting into a Deep Op comes with inherent risks, potentially affecting the outcome of the primary Mission. Players should know the Deep Op's Tier beforehand, employing strategic foresight or abilities like Rodi Premonitions to make informed decisions. Even environmental cues, like a sign warning of a "Level 2 Secured Area," can serve as subtle hints towards the challenge level ahead.
It's important to note that the difficulty of Deep Ops is scaled according to the parent mission's Tier, ensuring challenges remain balanced. A Tier 3 Deep Op on a Tier 1 mission is not the equivalent of a genuine Tier 3 Op. If it wasn't scaled, it would lead to a less enjoyable experience for the players and potentially give manic GMs a case of the giggles (You know who you are).
Deep Ops: The only thing harder than the mission is explaining to HQ why you painted a smiley face on the ships hull.
-- Jock Stargazer.