FIELD OPERATIONS // GM & TABLE REFERENCE

Assignment Rules

The mechanics for resolving delegated missions live here instead of on the Assignment Board. Players choose a team from the fiction first; the numbers only come into play once that decision has been made.

QUICK PROCEDURE

Choose. Dispatch. Resolve. Return.

The board never identifies the “right” NPCs or publishes its DCs. The group chooses who to trust with the job based on what they know about the people and the situation. After the team is committed, resolve the assignment mechanically.

01

Read the Brief

Use the story information on the board: the problem, known facts, stakes, and unanswered questions.

02

Choose the Team

The players decide who goes. Do not reveal an optimal lineup or required skill combination.

03

Set the Challenges

The GM chooses three challenges and their DCs based on what actually happens during the mission.

04

Resolve the Return

Count successes, apply discoveries and complications, then update injuries and the campaign state.

The Six Ratings

Combat

Fighting creatures, defending civilians, clearing hostile territory, holding a position.

Survival

Navigation, tracking, weather, hunting, wilderness travel, finding safe routes.

Tech

Repairing machinery, slicing systems, restoring droids, operating old technology.

Scavenge

Finding salvage, medicine, components, food, relics, and hidden caches.

Stealth

Avoiding patrols and predators, infiltration, observation, moving without revealing allies.

Support

Medicine, leadership, negotiation, rescue work, morale, and keeping a team functioning.

Resolving a Challenge

Roll: d20 + the resident’s relevant Assignment rating vs. the DC chosen by the GM.

A resident with a relevant rating of +2 or better can Assist another resident, giving the lead character +2 to that roll.

Natural 20: add an advantage, discovery, or benefit. Natural 1: introduce a complication even if the mission continues. On dangerous missions, failing by 5 or more can cause injury.

Keep the Board Fiction-First

Do not post DCs, recommended personnel, or a list of the ratings the mission will test. Those details turn the assignment into a solved optimization problem before the players have made a choice.

Use the board to communicate clues. If the characters know a route is unstable, say so. If they do not know what is waiting inside, leave it unknown.

Mission Results

3 / 3

Exceptional Success

Objective completed plus an additional benefit, discovery, or reward.

2 / 3

Success

The assignment is completed and its normal objective is achieved.

1 / 3

Partial Success

Reduced rewards, incomplete information, or an unresolved complication.

0 / 3

Failure

The objective fails and a serious consequence may create a new party quest or rescue mission.

Danger & Injuries

Assignment NPCs are not disposable resources. Injury progresses:

Healthy→Injured→Seriously Injured→Incapacitated

Death is rare and reserved for situations where the danger and consequences clearly justify it.

Traits & Team Chemistry

A good team is not always the three largest numbers. NPC traits, relationships, loyalties, injuries, personal goals, and willingness to take a particular risk remain part of every assignment.