"Three Ops. Nine hours. One extraction vehicle. Good luck."
A Mission is the backbone of Cybercore; three Ops strung together across three game sessions, held together by attrition, paranoia, and whatever your players cobbled together during Lockdown. If you've run other RPGs, forget the twelve-session epic. Missions are designed to be fast, brutal, and self-contained. Players walk in with a briefing. They walk out with scars, debt, or a body bag.
For a breakdown of the four pillars of play, SitRep, Mission, Op, Encounter, see the Tactical Overview. For tactical maps, visual conventions, and space design see Mission Design. For pre-built encounter tables, see Encounters. For Mission Tiers, TL tables, and Threat Bands (player-facing rules), see Missions and Deep Ops.
This section is your blueprint for building a mission from scratch. A good mission doesn't need a novel's worth of lore; it needs clear stakes, a ticking clock, and enough moving parts to keep your players making hard decisions.
Every mission begins with a contract. Someone wants something done, and the players are expendable enough to do it. Before you write a single encounter, answer three questions:
A standard mission spans three Ops across three sessions. Each Op should escalate; not just in difficulty, but in what the players know and what's at stake.
Op 1, Insertion. The short Op. Players arrive, establish a foothold, and discover the first sign that the briefing was incomplete. This Op follows the SitRep and a possible Encounter, so keep it tight, 2 to 2.5 hours of play. End on a revelation or a new problem that reframes the mission.
Op 2, Escalation. The meat of the mission. The squad pushes deeper, encounters the real threat, and burns through resources. This is where the mission gets personal, NPCs die, plans fail, hard choices get made. 3 to 4 hours. By the end of this Op the players should understand the full scope of what they're dealing with.
Op 3; Objective and Extraction. Everything comes to a head. The final objective, the hardest encounters, and the clock running out. Extraction is not guaranteed. If the squad is limping on fumes and 90% of their DR is gone, you've paced the mission correctly.
The RTC is your best tool for pacing. Nine RTCs across three Ops means three events per session, roughly one per hour of real time. Design your RTCs on a curve:
Not every RTC needs to be combat. Some of the best RTCs are logistical; the med bay loses power, the airlock they came through is now compromised, a rival team broadcasts that they've already secured the package.
Cybercore's recovery structure, Stim Breaks between encounters, Lockdowns between Ops, is designed to create a downward slope. By Op 3 the squad should be rationing consumables and making do with cracked armour. Your job is to calibrate how steep that slope is.
Lean missions restrict supply opportunities. No vendor access after the SitRep. Whatever the squad brought is all they've got. Good for siege scenarios, hostile-environment ops, and anything behind enemy lines.
Generous missions include a resupply point mid-mission; a friendly NPC, a cache, a captured enemy stockpile. Use this when you want the final Op to feel like a proper climax rather than an exhaustion test. If they have a commander, leave it out.
The sweet spot is somewhere between. One Lockdown with limited resupply. Enough to keep the squad functional, not enough to make them comfortable.
Use the Mission TL Table to set difficulty appropriate to the squad's Tier. A few guidelines:
Individual Ops within a mission can have their own TL if the local situation warrants it. A Tier 1 mission might have a Tier 2 server room. A Tier 2 mission might have a quiet Op 1 at reduced difficulty to lull the squad before Op 2 hits.
Each Op should contain 2 to 3 encounters. Vary the type:
The best encounters combine two or three of these. A firefight in a decompressing cargo bay while the Sec-Ops is trying to hack the airlock controls; that's a session the players will remember.
Every mission should have consequences for failure beyond "you die." Death is a consequence, sure, but it's the least interesting one.
Success should feel earned, not guaranteed. If your squad completes every mission without a scratch, you're either pulling punches or they've outgrown their Tier.