"Nobody drowns on paper. The numbers say the relay is stable, the water is clean, the boroughs are fine. The numbers are lying."
— Cayo Nkrumah, filed from Southwark, three days before the Waterloo incident
Recovered Frame // Southwark, 2060Field Capture // Splice on the move
00The CampaignIntroduction
First Contact is a three-session introductory campaign for Operator Tactics. It teaches the game by playing it — core mechanics in Mission 1, stealth and social consequence in Mission 2, campaign payoff and faction resolution in Mission 3. Each session builds on the last. What operators do in Session 1 echoes in Session 3.
The setting is Flooded London, 2060. Three boroughs depend on a single desalination relay for clean water. A faction with a privatization agenda has compromised it. Operators are the quiet answer.
This is not a corridor shooter. It's a tightening situation in a city that was already dying before operators arrived.
Mission
Title
Type
Focus
01
The Long Drink
Rescue / Direct Action
Movement, SHOOT, FIGHT, cover, wounds, reactions
02
Paper Ghosts
Infiltration / Investigation
Stealth, Alert Levels, NPC agendas, social consequence
Before You Start
Read the full campaign once before running Session 1 — about 30 minutes. It tells you where the threads go and what to plant early. Hand operator sheets to players and give them five minutes to read their abilities. The mission teaches the mechanics. Your job is the world.
01The SituationBackdrop
Southwark Borough sits on the wrong side of the water. Three boroughs — Southwark, Bermondsey, and Rotherhithe — depend on a pre-Upheaval desalination and distribution network routed through the Waterloo Water Relay, a sealed sub-level facility built beneath what used to be Waterloo Station. Two hundred thousand people drink from that system.
Six weeks ago, a maintenance team led by Davi Okafor flagged anomalies in the relay's output — mineral contamination readings outside normal variance, pressure fluctuations that didn't match weather patterns. Okafor filed reports with the Southwark Borough Council. The reports were received, acknowledged, and buried.
Two weeks ago, a contract crew entered the relay under a falsified maintenance order. They weren't maintenance. They were EO — Eurasian Oligarchy — operating under the alias CLEAN SWEEP. Their job: install a controlled contamination device on the relay's primary filtration array. Slow-release. Untraceable to standard sensors. Deniable.
The play isn't mass casualties. It's leverage. EO wants Southwark's council to vote yes on an infrastructure privatization treaty that would hand water distribution across four boroughs to an EO-aligned corporation. The contamination is the pressure. The offer is the relief.
Okafor figured out what happened. He reached out through the Free Zone Dispatch network. The contract reached operators through a broker named Sable — a voice on an encrypted line, never a face.
Operators Have Three Jobs — Across Three Sessions
Session
Objective
1
Secure Okafor and get him out of Southwark alive before EO can clean house.
2
Pull the physical evidence that proves the contamination was deliberate.
3
Expose CLEAN SWEEP before the treaty vote.
EO is Already Moving
They know Okafor talked. The clock started the moment operators took the contract.
GM-Only: The Real Play
CLEAN SWEEP is not EO's endgame. It's a proof of concept. Vasari's superiors are testing whether controlled infrastructure sabotage can force municipal privatization across Flooded London's borough system. Southwark is the pilot. If the treaty passes, the model deploys to Birmingham, Rotterdam, and three coastal Indian cities within eighteen months. Vasari knows this. She requested Southwark specifically because it's small enough to contain if it goes wrong. She is not a fanatic -- she is an engineer running a field test. This changes how the GM reads every decision she makes.
GM-Only: Sable's Angle
Sable is Adaeze Eze's cousin. The contract wasn't random -- Sable routed it to operators because Adaeze called her in a panic six weeks ago. Sable has been managing the situation from the broker side, feeding operators accurate intel while keeping Adaeze's name out of it. Every time Sable's intel feels "slightly incomplete," it's because revealing the full picture would implicate family. This is not malice. It's desperation wearing a professional mask.
02The CastNPCs
Davi Okafor
Maintenance Chief // Waterloo Water Relay
2 FW / 0 MW // MOBI 4" // Won't fight
Southwark-born. Worked the relay 23 years. Knows every pipe, every quirk, every anomaly. Doesn't want to be a hero. He wants the water safe for his borough. Will cooperate fully — but won't leave until evidence is in someone's hands.
Key moment: Operators who bring him along gain tactical advantage in Mission 1. He knows the relay layout better than anyone. Operators who treat him as cargo lose that edge.
In play: He points out Anvil's blind spot on the catwalk. He knows which doors are alarmed and which aren't. He will give directions. He won't pick up a weapon.
Sable
Broker // Free Zone Dispatch
Non-combatant. Voice only.
Voice only. Free Zone Dispatch affiliation, suspected. Running contracts in the South London flood basin for three years. Reputation for clean information and accurate threat assessments.
What they aren't telling operators: Sable has a personal connection to the Southwark water system — specifically, to Council member Adaeze Eze. This doesn't surface until Mission 3.
In play: Sable provides intel between missions. Accurate, terse, always slightly incomplete. The incompleteness isn't malicious. It's personal. OPINT 4+ mid-campaign to start noticing the pattern.
True believer. Big, methodical. Battle rifle. Elevated on the catwalk in Sector 4. He expects to be the last man standing. He's prepared for that.
Cornered (1 MW)
Moves to the relay core. Attempts to trigger the contamination device manually. TACT 4+ on his activation — 1 attempt.
Last Stand (2 MW)
Broadcasts an open-channel confession to his chain of command. In his mind, this was the right thing to do. Doesn't destroy evidence. Doesn't beg.
HVT // Mission 3
Colonel Hessa Vasari
EO CLEAN SWEEP Field Commander
SHT
2+
FGT
4+
TCT
2+
OPI
2+
GTS
2+
MOB
5"
AR 2 // 3 FW / 2 MW // Command Presence: friendlies within 6" ignore first morale check
Former engineering corps, retrained for deniable operations. Mid-40s. She's not a fanatic — she's a professional who believes in the system she serves. She runs CLEAN SWEEP with methodical precision. She does not panic.
She has also read operators' pattern from Missions 1 and 2. She knows their approach methodology. She is prepared.
Cornered (1 MW)
Attempts to negotiate. Offers partial truth. OPINT 4+ for operators to detect the omission.
Last Stand (2 MW)
Transmits CLEAN SWEEP evidence to a dead drop — her failsafe against her own command. Operators can retrieve it. Her command ordered her to eliminate operators as a liability. She chose differently.
Priya Deshmukh
Engineer // Waterloo Relay // Secondary Hostage
2 FW / 0 MW // MOBI 4" // Won't fight
Held in the relay sub-level since EO took control. Temple wound, bleeding but functional. Has a data chip with secondary contamination readings that Okafor doesn't know about. If freed in Sector 4, she points out Anvil's blind spot on the catwalk northwest approach (no railing). Operators get +1 to SHOOT attempts from that angle.
03Pre-Built SquadOperators
Six operators, ready to deploy. Assign one per player. Each was chosen for a specific reason: CROSS and ROOK teach direct action. SHADE teaches patience. VEIL teaches information advantage. DOC teaches resource management. CIRCUIT teaches that the most important fight is often not the one with weapons.
Activation-timing +1. When the splice activation order is set, the Commando may insert first or last. Applies every round.
Combat anchor. Point entry, suppression, CQB. Goes first. Holds the line.
Augment: Suppression Resistance — may choose to ignore Pinned, but take 1 FW. Loadout: Carbine (24"), Sidearm (12"), 1 frag grenade, 1 medical kit. Advancement: Remove an enemy with a Fight action.
Shade
Marksman // 110 pts // Recon
SHT
Good
FGT
Bad
TCT
Ord
OPI
Ord
GTS
Ord
MOB
5"
AR 1 (Light Vest) // 3 FW / 2 MW
Signature: Steady Aim
Both actions. Must be stationary. Next Shoot action gains +2 to the die. Nat 1 still fumbles.
Overwatch. Long lanes. Covering extraction. Teaches patience and position.
Loadout: Marksman Rifle (36", STRESSED), Suppressed Pistol (12"), 1 smoke, 1 medical kit. Advancement: Wound a target at long range or through heavy cover.
Veil
Infiltrator // 100 pts // Recon
SHT
Ord
FGT
Ord
TCT
Good
OPI
Good
GTS
Ord
MOB
6"
AR 0 // 3 FW / 2 MW
Signature: Ghost
Stealth persists when firing silenced weapons. Unsuppressed fire breaks Stealth. Re-entering Stealth from cover costs 1 action if already in cover and outside all enemy line of sight.
Keeps the squad alive. Never in front. Teaches resource management under pressure.
Loadout: SMG (18"), Suppressed Pistol (12"), 1 smoke, 1 medical kit. Special: Advanced trauma kit. One re-roll on Field Stabilize per mission. Advancement: Successfully remove a Mortal Wound with Field Stabilize.
Circuit
Tech Specialist // 100 pts // Support
SHT
Bad
FGT
Bad
TCT
Ord
OPI
Good
GTS
Ord
MOB
5"
AR 1 (Light Vest) // 3 FW / 2 MW
Signature: Circuit Override
1 action. OPINT 4+. Interact with a system: door, turret, drone, camera, terminal. Hardened tablet grants +1.
Hacking, drones, system overrides. The most important fight is often not the one with weapons.
Loadout: Suppressed SMG (18"), Sidearm (12"), 1 EMP grenade, 1 medical kit. Special: Hardened tablet (+1 OPINT at terminals). Advancement: Circuit Override changes the tactical situation.
An EO security detail holds a civilian maintenance chief inside the facility he's spent his life protecting. Operators have one window to get him out before the detail tightens and the evidence disappears.
Objectives
Priority
Objective
Primary
Extract Davi Okafor from the Waterloo Water Relay sub-level.
Secondary
Retrieve the hard-copy contamination logs from the relay server room.
Optional
Locate and secure Priya Deshmukh (bonus intel, introduced mid-mission).
The Clocks
Main
Shift Rotation — 9 turns. On Turn 10, 4 additional EO Elites arrive at the north concourse. The math stops working.
Secondary
Okafor's Location. Operators don't know where he is until Sector 2. A grunt in Sector 1 has a radio with guard assignments — take him alive or intercept the radio to skip the uncertainty.
Tertiary
Anvil's Awareness. Every unsuppressed SHOOT action in Sectors 1–3 advances Anvil's awareness one step. At 3 steps, Anvil moves Okafor to the Relay Chamber and positions for Last Stand.
Intel Gap
Operators know 8–10 EO personnel on site and two entry points (dock west / concourse north). What they don't know: Anvil is already suspicious (Alert Level 1 at start). Deshmukh is also inside. The server room has a secondary encryption lock requiring 2 Override actions, not one.
Sectors
S1The DockEntry // No Active Threat
Wet. Cold. The smell of Thames salt mixed with treated water. Floodlights on the dock side, dark water beyond. Victorian brick rises on either side, buildings emerging from the flood line three stories up. This is where the city swallowed itself and stopped asking questions.
Read AloudThe dock smells like brine and rust. Floodlights cut hard lines across wet concrete -- beyond them, the Thames sits black and patient. Victorian brickwork climbs out of the waterline on both sides, stained dark three stories up where the flood decided to stop. Somewhere below, a pump is running. You can feel it through the soles of your boots.
Haecceity Texture
A dead pigeon floats against the dock edge, feathers matted with chemical residue. The floodlights hum at slightly different frequencies -- one is about to die. Boot prints in the wet concrete: two sets, regular spacing, patrol rhythm. Storage unit A has a padlock that's been cut and re-attached with wire. The standing water has an iridescent film -- not oil, something biological. A faded NO MOORING sign bolted to the wall still has a phone number legible on it.
Occupants
2 EO Grunts (patrol route: dock edge → storage unit A → dock edge, 3-turn loop). 1 EO Elite (Line) in storage unit, facing away from the dock.
Key Items
Elite's radio: guard assignments (Okafor in Server Room, Deshmukh in Relay Chamber). Take him alive or grab the radio to skip the uncertainty clock. Storage Unit B: Okafor's bag, work tools, tells operators this is someone's real workplace. Standing water: +1" movement cost, but provides concealment in the open.
Enemy
Grunts activate together. SHOOT Ordinary (4+). Break morale at 3+ casualties. Elite activates individually. Return Fire reaction if shot at.
Learn Now // Movement & Cover
Walk through how far each operator can move. Move vs. Sprint. Light cover (dock edge, −1 to hit) vs. heavy cover (storage units, −2 to hit). Let operators position before the first shot is fired. The storage unit door can be jammed from outside, trapping the Elite for 2 turns while operators advance.
Encounters -- Day (d6)
1A council water inspector in a hi-vis jacket poles a skiff along the dock edge. She hasn't seen EO. She will if operators don't intercept her -- and she'll radio it in.
2Two kids from Southwark paddle a makeshift raft through the standing water, scavenging copper wire. They know the patrol timing better than operators do. Bribe them (food or $20) and they'll share it.
3A maintenance drone (pre-programmed, non-EO) buzzes the dock on a sensor sweep. Its camera feed goes to a council server nobody monitors. Probably. CIRCUIT can confirm (OPINT 4+).
4Floodlight on the south wall blows out. The dock's southeast corner drops to total darkness for 3 turns before the backup kicks in. Free concealment window.
5A dead rat surfaces in the standing water near storage unit B. Gene-forged operators smell the contamination compound on it -- OPINT 3+ to identify. First physical confirmation the relay output is already tainted.
6One of the EO Grunts stops his patrol to smoke. He leans against storage unit A for a full turn, back to the water. His partner keeps walking.
Encounters -- Night (d6)
1Tide surge. Water level rises 6" in two turns, flooding the lower dock. Movement cost +2" for anything at ground level. The EO patrol moves to higher ground -- new route, new timing.
2A supply boat approaches from the east, running dark. EO resupply. 1 additional Grunt disembarks with a crate of ammunition. Intercept the boat (TACT 4+) and the Grunt never arrives.
3Distant gunfire from Rotherhithe -- unrelated, but the EO Elite in storage unit A steps outside to listen. He's exposed for 1 full turn, silhouetted against the floodlight.
4Power flicker. All dock floodlights cut for 6 seconds. When they return, the patrol pattern resets. Operators who memorized the old timing must re-observe.
5A fox -- real, not gene-stock -- crosses the dock and triggers a motion sensor near storage unit B. One Grunt investigates. The other stays put. Operators can use the distraction or wait it out.
6Fog rolls in off the Thames. Visibility drops to 12". SHADE's long-range advantage disappears. VEIL's close-range advantage doubles.
Patrol Awareness
Starts at 0. Tick up when: Grunt spots movement (+1), unsuppressed shot fired (+1), Elite's radio goes silent (+2). At 2: Grunts switch to active search pattern -- loop shortens to 2 turns. At 4: Elite radios Anvil. Awareness clock in Sector 4 advances by 1.
Standing Water
Starts at ankle depth. Tick up each turn on a d6 roll of 5+. At knee depth: all ground-level movement costs +1". At waist depth: Sprint is impossible. Cover behind dock edge becomes total concealment.
Salvage (d6)
1
Waterlogged toolbox from Okafor's bag -- pipe wrench, multitool, headlamp. Worth nothing at market. Worth everything if the relay needs manual work later. Trade value: one favor from any Southwark maintenance crew.
2
EO field radio, encrypted. CIRCUIT can crack it (OPINT 5+, 1 action between missions). Gives EO comms schedule for Mission 2. $180 to the right buyer.
3
Medical supplies from storage unit B -- field sutures, coagulant packs, expired antibiotics. Restores 1 medical kit to any operator. $60.
4
Pre-Upheaval Oyster card in a dead man's wallet, tucked behind a pipe. No monetary value. Sable will pay $100 for it -- she collects them. Don't ask why.
5
Grunt's personal sidearm, filed serial. Functional. 12" range. Worth $90 or a spare weapon for an unarmed NPC. Okafor won't touch it.
6
Sealed sample vial from the filtration output -- contamination compound, concentrated. Proves the relay is compromised without needing server data. Physical evidence. Priceless for Mission 3. $0 street value.
S2The ConcourseCombat // First Major Firefight
Fluorescent light, harsh and industrial. The bones of the old station — platform edges, tiled walls, departure boards that no longer function. EO has set up a proper guard post with a comms terminal. This is their operations hub.
Read AloudFluorescent tubes snap and hum overhead. You're in the bones of old Waterloo -- tiled walls with the station name still visible under grime, platform edges that drop into dry track beds filled with cable runs and supply crates. EO has built a guard post where the ticket gates used to be. A comms terminal glows blue. Someone is talking on it.
Haecceity Texture
The departure board still has its last display frozen: "DELAYED" in amber pixels, half the LEDs dead. Coffee rings on the guard post table -- someone's been here weeks. A folding chair with a jacket draped over it, pockets facing outward. The tiled walls echo footsteps twice. Spent brass casings in the dry track bed -- someone test-fired here recently. The comms terminal screen reflects blue light onto the ceiling, making a slow pulse like breathing.
Occupants
3 EO Elites (Line) (one at comms terminal, two on patrol). 1 EO Elite (Heavy) serving as Squad Leader at a table reviewing a map.
Key Items
Comms terminal (Circuit Override OPINT 4+): pulls logs containing Vasari's voice, methodical, precise, references "WHISPER DECK." First breadcrumb for Mission 3. Squad Leader's map: full relay layout. Squad Leader's keycard: shortens server room access in Sector 3. Departure boards: CIRCUIT can cut lights (Override 4+): −2 SHOOT for all, benefits VEIL (can re-enter Stealth).
Enemy
Line Elites patrol in pairs: one covers while the other moves. Heavy Elite uses heavy cover (table, −2 to hit). Won't break. Calls for support if wounded. Anvil's awareness +1.
Learn Now // SHOOT, FIGHT, and Reactions
First real firefight. Walk through SHOOT: roll your attribute, apply cover modifiers, apply range. Then FIGHT: same roll, no range, no cover. The Heavy Elite uses Return Fire or Take Cover as a reaction when shot at. Show players this is what reactions look like and what they cost.
Leverage Points
Squad Leader's keycard (fast server room access). Comms terminal (plants WHISPER DECK thread). Departure board lights (CIRCUIT can shift tactical balance). Vasari breadcrumb: operators who aren't paying attention won't get the head start.
Encounters -- Day (d6)
1The Squad Leader receives a call from Vasari. He steps away from the table to take it. 1 turn window where the map and keycard are unguarded.
2An EO Grunt from Sector 1 arrives with a supply report. The concourse briefly has 4 enemies instead of 3. He leaves after 2 turns.
3One of the patrol Elites slips on a wet tile and drops his weapon. His partner laughs. Both distracted for 1 action -- neither takes a reaction this turn.
4A pipe groans overhead. Everyone freezes. The Squad Leader orders a structural check -- sends one Elite to inspect. That Elite is out of the fight for 2 turns.
5The comms terminal beeps an incoming message. The operator at the terminal reads it and swears. Something about a timeline change. He shares it with the Squad Leader. Both focused on the screen -- backs to the south approach.
6Gene-forged operators hear a second heartbeat behind the wall -- Deshmukh, being moved through a service corridor to the Relay Chamber. OPINT 3+ to pinpoint her location.
Encounters -- Night (d6)
1The fluorescent tubes cycle off for maintenance mode. 30 seconds of darkness every 4 turns. Not long enough to cross the concourse, but enough to reposition.
2The Squad Leader is asleep at the table. The two patrol Elites lower their alertness -- reactions cost +1 to their rolls until he wakes (any gunfire, 2 turns, or a failed stealth check).
3One Elite starts talking about his family. The other listens. Neither watches the south corridor for a full 2-turn cycle. Patrol gap opens.
4Water pressure alarm sounds from the relay -- false alarm, but the Elite at comms runs a diagnostic for 2 turns. Terminal unguarded.
5A rat colony streams through the dry track bed. Dozens of them. The noise masks footsteps for 1 turn -- any Stealth check gets +1.
6An encrypted burst comes through the comms terminal -- Vasari checking in. The Elite at the terminal gives a sitrep that includes Okafor's current location. Operators overhearing this skip the Secondary clock entirely.
Concourse Alert
Starts at 1. Tick up when: unsuppressed shot (+1), Elite spots intruder (+1), Squad Leader calls for backup (+2). At 3: Squad Leader locks the south corridor -- only Rook's breaching charge or CIRCUIT Override opens it. At 4: Anvil is notified. He moves Okafor to the catwalk immediately.
Salvage (d6)
1
Squad Leader's map -- full relay layout with annotations. Grants +1 to all TACT rolls in Sectors 3 and 4. No trade value -- operational intelligence.
2
EO-issue combat rig, medium. AR 2. Fits any human-frame operator. $220 or keep it.
3
Departure board control module. CIRCUIT can repurpose it as a remote distraction device -- triggers lights and sound anywhere in the station. One use. $40 scrap.
4
Vasari's voice recording from the comms terminal. Evidence of command involvement. Not enough alone, but combined with Mission 2 intel, it builds the case. Priceless.
5
Elite's personal tablet, unlocked. Contains photos of his kids in a city that isn't London. A grocery list. A message that says "come home soon." Worth nothing. Costs something to look at.
6
Two frag grenades in a supply crate, EO-standard. Distribute to any operator. $75 each.
S3The Server RoomObjective // Non-Combat
Quiet. Cooler than the rest of the facility. The servers are old — pre-Upheaval civilian infrastructure never replaced, just maintained. A thermos on a desk. A photo of a family. A maintenance log in a plastic sleeve. This is Okafor's desk.
Read AloudThe air drops ten degrees. Server racks line both walls, pre-Upheaval hardware humming at frequencies you feel more than hear. A desk at the far end has a thermos on it, still warm. A photo of a woman and two children taped to the monitor frame. A maintenance log in a plastic sleeve, handwriting neat and careful. Somebody loved this room.
Haecceity Texture
The thermos has a faded Southwark FC sticker on it. Server rack C-7 has a handwritten label: "DON'T TOUCH -- DAVI'S BABY." The photo on the desk shows a family at a park that's now underwater. One of the Grunts has arranged playing cards in a solitaire pattern on the floor. The sleeping Grunt's breathing echoes off the server racks in a slow, rhythmic pulse. Cable ties on the floor -- someone organized these racks recently and with pride.
Occupants
2 EO Grunts stationed here. One plays a card game alone. The other sleeps against the wall. First round: they activate on 4+ (boredom delay).
Key Items
Server unit A: contamination logs. Circuit Override (OPINT 4+, 1 action), or keycard from the Concourse Squad Leader (1 action, no roll). Server unit B: encrypted secondary logs. 2 Override actions, contains Deshmukh's data chip backups. Okafor's thermos: distraction. Throw into corridor (Grunts investigate), buys CIRCUIT one free action before combat.
Enemy
SHOOT raises Anvil's awareness +1. Circuit Override: no noise, no awareness advance. VEIL can take out sleeping grunt silently (Surprise Attack + FIGHT).
Learn Now // Interact & Class Abilities
Server room is where non-combat actions land. Walk through CIRCUIT's Override. What does Interact cost? When does a roll matter? Let players make deliberate choices about spending actions on objectives versus active threats.
Encounters -- Day (d6)
1The card-playing Grunt gets a radio call -- checks in with Anvil. If he doesn't respond within 1 turn, Anvil's awareness advances +1.
2Server rack C-7 overheats and starts beeping. The sleeping Grunt wakes and stumbles toward it. He passes right by Okafor's desk -- and the thermos CIRCUIT could use as a distraction.
3A maintenance subroutine activates on server unit B. Screen displays contamination readings in real time. Any operator can read it -- no roll needed. It's worse than Okafor reported.
4The sleeping Grunt talks in his sleep. He says a name -- Vasari's. Gene-forged operators with enhanced hearing catch the full sentence: "She said no one gets hurt."
5A second data chip is wedged behind server unit A, taped there by Deshmukh before she was moved. Contains backup contamination readings. Finding it requires OPINT 4+ or Okafor pointing it out.
6The server room door locks automatically on a timer -- clicks shut. CIRCUIT can override (1 action), Rook can force it (TACT 4+), or operators wait 3 turns for the next cycle.
Encounters -- Night (d6)
1Both Grunts are asleep. The card game is abandoned mid-hand. Operators have a free turn to act without any activation check.
2Server cooling system kicks into high gear -- loud enough to mask footsteps. All Stealth checks get +1 for 2 turns.
3One Grunt gets up to urinate in the corridor. He's gone for 1 turn. The other Grunt is alone, half-asleep, facing the wrong wall.
4Power fluctuation dims the overhead lights. Server screens become the only light source -- casting long shadows. VEIL can move through the shadow line without a Stealth check.
5The comms system plays a recorded message from Vasari on a loop -- a standing order about evidence handling. The Grunt listens to it every night. He doesn't notice the door open behind him.
6Okafor's thermos alarm goes off. He set it for shift change, weeks ago. The beeping is small but persistent. Both Grunts focus on the desk for 1 turn.
Server Access
Starts at 2 actions required. Reduce to 1 action if operators have the Squad Leader's keycard from Sector 2. Each failed OPINT roll: server emits an audible error tone -- Grunts investigate in 1 turn. At 0 actions remaining: data secured. No further rolls needed.
Grunt Radio Check
Starts at 3 turns. Tick down each turn. At 0: Anvil expects a radio check. If no response within 1 turn, Anvil's awareness advances +1 and he sends 1 Elite from Sector 4 to investigate.
S4The Relay ChamberClimax // HVT // Boss Encounter
Imposing. The scale of the infrastructure makes humans feel small. The filtration array is the size of a truck. Pipes run in every direction. A catwalk system overhead, 15 feet up. Okafor is at the far end, held by two Elites. Anvil is on the catwalk above. Deshmukh is in a side alcove, bound, watching.
Read AloudThe chamber opens up and swallows sound. The filtration array rises in front of you like the engine of something alive -- pipes thicker than your torso feeding in every direction. A catwalk system runs overhead, fifteen feet up, steel grating and no railing on the northwest side. At the far end, a man sits on a crate between two armed guards. He looks up when you enter. He doesn't look surprised. Above him, on the catwalk, a figure with a battle rifle watches everything.
Haecceity Texture
The filtration array vibrates at a frequency you feel in your teeth. Condensation drips from every overhead pipe -- a constant, irregular rain. The catwalk grating has a gap where a section was removed for maintenance and never replaced -- that's the northwest blind spot. Okafor's hands are zip-tied but he's positioned himself so he can see the main entry. Deshmukh's alcove has a first-aid kit on the wall, just out of her reach. The contamination device is small -- the size of a lunch box, clamped to the primary output pipe with industrial brackets.
Occupants
Anvil (HVT, catwalk: heavy cover from railing, −2 from ground level). 2 Elites (Line) guarding Okafor. 1 Elite (Line) guarding Deshmukh. 2 Grunts near main entry doors.
Key Items
Contamination device on filtration array. Circuit Override (OPINT 4+, 2 actions) to disable. If Anvil reaches Last Stand, he attempts manual trigger (TACT 4+, 1 attempt). Catwalk ladder (east wall): climbing costs 2" per vertical foot. VEIL can reach catwalk, remove Anvil's cover advantage. Pipe control panel: CIRCUIT triggers emergency pressure release. Disorients all Grunts (1 action lost), creates 4" steam obscurement, but advances Anvil's awareness fully. Deshmukh: if freed, reveals Anvil's northwest blind spot (+1 SHOOT from that approach).
Learn Now // Wound Track & HVT Escalation
Anvil is the first HVT. Walk players through escalation: Fresh → Cornered → Last Stand. Show them that more wounds don't always mean easier. This is what makes a boss fight different from clearing grunts. Also: when Grunts near the entry hit 3+ casualties, trigger morale. Walk through the GUTS check.
Encounters -- Day (d6)
1Okafor shouts a warning -- he's spotted the contamination device arming sequence. Anvil hits him. GUTS 4+ for Okafor or he goes silent. Operators who hear him know the device is live.
2A pipe joint fails on the east wall. Scalding steam jets across a 4" corridor. Anyone crossing takes 1 FW unless they Sprint through (both actions).
3Deshmukh rocks her chair hard enough to tip it. The noise draws 1 Elite's attention for a full turn. She's trying to help -- she can see the operators. Gene-forged operators read her heartbeat: controlled. She planned this.
4Anvil repositions on the catwalk -- moves toward the ladder to deny the climbing route. His new position has better LoS to the main entry but loses cover from the northeast.
5The contamination device emits a low hum audible throughout the chamber. Everyone knows it's active. Anvil smiles. He planned for this moment.
6One of the Grunts near the entry breaks. He drops his weapon and sits down. "I didn't sign up for this." The other Grunt hesitates. Morale pressure without operators firing a shot.
Encounters -- Night (d6)
1The overhead lights are off. Only emergency strips along the floor and the contamination device's indicator light. All SHOOT rolls at -1. VEIL can move freely in Stealth without a roll.
2Anvil is pacing. He doesn't pace. Something from Vasari's last communication is eating at him. His SHOOT rolls are at -1 this turn -- distraction.
3The filtration array cycles to maximum output. The vibration is intense enough to rattle the catwalk grating loose in one section. Anvil loses heavy cover from the south for 2 turns while he repositions.
4Deshmukh has worked one hand free. She reaches the first-aid kit on the wall. If an operator reaches her within 2 turns, she hands them a scalpel and a schematic she drew from memory on the back of a gauze wrapper.
5One Elite guarding Okafor falls asleep standing up -- 4 seconds, then snaps awake. Okafor noticed. He shifts position, giving operators a cleaner line of fire past him to the Elite.
6Water begins seeping through the east wall. Slow, but rising. In 6 turns, the chamber floor will be ankle-deep. The contamination device is at floor level. If it's submerged, the compound disperses into the water system immediately.
Anvil's Escalation
Starts at Fresh. Track wounds. At 1 MW (Cornered): moves to relay core, attempts manual device trigger (TACT 4+, 1 attempt). At 2 MW (Last Stand): broadcasts open-channel confession. Doesn't destroy evidence. Doesn't beg. Fight ends.
Device Arming
Starts at 4. Tick down each turn after Anvil reaches Cornered. At 2: device hums audibly. At 0: compound releases into the primary filtration array. Contamination is slow-release -- not lethal today, but the borough's water is compromised for months.
Shift Rotation
Starts at 9 turns remaining. Tick down each turn. At 0: 4 additional EO Elites arrive at the north entry. The math stops working. Operators must resolve before this fires.
If the Squad Goes Down
EO secures the relay. Okafor and Deshmukh are moved to an undisclosed location. The contamination device activates on Vasari's schedule -- slow, deniable, effective. Sable loses contact for 48 hours, then reaches operators through a medical channel. They're alive, recovered by a Southwark dock crew who found them floating. They've lost their weapons, one medical kit each, and three days. The evidence from the server room is gone -- EO wiped it. Okafor's reports still exist in the council filing system, but without corroboration they're just one man's complaint. Mission 2 becomes the only path to proof.
GM Tip
Mission 1 is a teaching mission. Let the players feel competent. The dock should feel manageable, the concourse should feel tense, the server room should feel clever, and the relay chamber should feel desperate. If players are struggling with the mechanics, slow down in the concourse -- that's where SHOOT and reactions click. If they're breezing through, advance Anvil's awareness faster. The Shift Rotation clock exists to prevent the mission from stalling, not to punish slow players. Use it as a rumble strip, not a wall.
Climax Variables
Roll D6 at the start of Round 3 in Sector 4, or choose based on prior events.
D6
Variable
1
Anvil moves Okafor to the catwalk. Hostile asset is now elevated. Rescue requires reaching the catwalk.
2
Emergency lighting fails. All SHOOT rolls −1 until CIRCUIT restores power (1 action, OPINT 4+). VEIL benefits — can re-enter Stealth.
3
Pipe burst in the east corridor. Sector 4 floods 2" per turn. Operators on the ground level must move or take difficult terrain.
4
Deshmukh breaks free on her own. Runs toward operators, draws fire from the Elite guarding her. He shoots at her, not at operators.
5
Anvil receives comms from Vasari: abort and sanitize. He knows the mission is compromised. He moves immediately to trigger the device. Clock compresses.
6
A second maintenance worker, hiding in the pipes, surfaces and hands operators a relay schematic. CIRCUIT Override on the contamination device becomes 1 action instead of 2.
Teaches: Stealth system, Alert Levels 0–4, NPC agendas, faction pressure, social consequence — actions carry political weight, not just tactical weight
A mid-level council bureaucrat holds evidence that implicates EO in the contamination scheme. EO already suspects he's vulnerable. Operators need the evidence before Vasari's people sanitize it — without letting the Borough Council know operators were ever there.
This is not a firefight. It's a social and spatial puzzle. Operators who pull weapons against council guards have failed the mission's terms before they've achieved anything.
Objectives
Priority
Objective
Primary
Locate and extract the contamination authorization records from Fenn's office on Blackfriars Ridge.
Secondary
Photograph or document Fenn's contact list — identify who else in the Council is connected to EO.
Optional
Determine if Fenn is complicit or a pawn. His survival (or lack of it) affects Mission 3.
The Clocks
Main
EO Surveillance Patience — 8 turns before the surveillance team decides Fenn isn't moving tonight and pulls out. If operators are still inside after Turn 8, 2 EO Elites arrive.
Secondary
Fenn's Schedule — Turn 6. After Turn 6, Fenn begins his departure sequence. Finding the evidence requires intercepting him rather than searching the office.
Tertiary
Alert Level. Annex starts at Alert 0. At Alert 3, council security seals the building and calls borough police. At Alert 4, EO surveillance activates and calls it in to Vasari.
Alert Level Reference // Mission 2
Level
State
Enemy Behavior
0
Unaware
Patrol as normal. No active searching.
1
Suspicious
One guard investigates. Others continue patrol.
2
Alerted
All guards move to search posture. No one leaves post.
3
Lockdown
Building seals. Police called. EO surveillance activates.
4
Hot
Everything happens at once. Operators are burned.
Raises Alert: Unsuppressed gunfire +2 // Guard discovers intrusion evidence +1 // Guard goes missing from patrol +1 (after 2 turns) // VEIL fails re-Stealth in LoS (GM decides). | Holds/Lowers Alert: Distraction (TACT 4+): redirects investigating guard 2 turns // CIRCUIT Override security terminal: resets Alert 2→1 or holds at 1 // Silent takedown + hidden body: no change.
Sectors
S1The Bridge ApproachEntry // EO Surveillance Present
Blackfriars Bridge, elevated above the flood line. The council annex sits on the far end. Night. Water below, quiet above. The EO surveillance van is parked at the south end, lights off. Two people inside. They're watching Fenn, not the building.
Read AloudBlackfriars Bridge stretches ahead of you, elevated above the flood line. The Thames is dark and flat beneath it. At the far end, the council annex glows with institutional light -- the kind that never turns off. A white van sits at the south end of the bridge, lights off, engine running. Two silhouettes inside. They're not looking at you. They're looking at the building.
Haecceity Texture
The bridge railing has been reinforced with flood barriers -- steel plates bolted to Victorian ironwork, ugly and functional. A bicycle chained to the railing has been there long enough that the tires have rotted. The van's exhaust creates a low plume in the cold air. The annex windows on the second floor have blinds drawn except one -- Fenn's office. The water below smells different from the dock in Mission 1 -- cleaner, faster-moving. A memorial plaque on the bridge pillar commemorates flood victims from 2054.
EO Van
VEIL can approach unseen (TACT vs Ordinary). CIRCUIT can tap comms from 6" (OPINT 5+) or adjacent (Override 4+) — gives operators the check-in schedule (every 3 turns). Missing a check-in raises EO alert separately from the building's Alert Level.
Main Entry
1 council guard, sign-in log. Social bypass possible (TACT Ordinary threshold). Failure raises Alert to 1.
Alt Entry
Bridge-level window — 12' above water, accessible via grapple or exterior pipe. No guard. Enters directly into storage corridor adjacent to Sector 2.
Learn Now // Stealth Entry
Walk through what Stealth means. When does it break? VEIL begins in Stealth automatically. Other operators can attempt Stealth (TACT 4+ at activation start) but it's not their natural state — and here, getting caught at the door is a different kind of failure than getting shot.
Encounters -- Day (d6)
1A council courier on a bicycle crosses the bridge toward the annex. She sees operators. She doesn't care -- people cross the bridge all day. But if operators look tactical, she mentions it to the entry guard.
2The EO van's passenger steps out to stretch. He walks to the bridge railing, looks at the water, and returns. 30 seconds exposed. SHADE has a clear shot from the south approach -- but this isn't a shooting mission.
3A work crew is repairing flood barriers on the east side of the bridge. Noise cover for 3 turns. The crew chief has a council ID badge clipped to his belt -- pickpocket (TACT 4+) or ask nicely.
4Fenn appears in his office window. He's on the phone, pacing. He pulls the blind shut. The EO van occupants both note it. One writes something down.
5A delivery truck parks near the annex entrance. The entry guard steps away to sign for packages. Main entrance unguarded for 2 turns.
6Gene-forged operators detect a third heartbeat in the EO van -- low, sleeping. There's a third person in the back. A spotter with a directional microphone aimed at Fenn's window.
Encounters -- Night (d6)
1Bridge lights flicker and go out on the south span. 4 turns of darkness over the approach route. The EO van turns on its parking lights -- makes them easier to spot, harder to approach unseen from the front.
2A drunk staggers across the bridge singing. He bangs on the van's hood as he passes. The EO team ignores him -- they've seen him before. Operators can use him as moving concealment for 2 turns.
3Rain starts. Hard, sudden, Thames basin weather. Visibility drops to 18". The bridge-level window approach becomes slippery -- TACT 5+ instead of 4+ to climb safely.
4The EO van's engine cuts off. Battery saving or shift change. 3 turns of silence. If operators tapped comms, they hear the driver say "nothing happening -- switching to passive."
5A patrol boat passes under the bridge, spotlight sweeping. Not EO -- borough police, routine. The light illuminates the underside of the bridge and the exterior pipe route for 1 turn. Anyone climbing is visible.
6Fenn's office light goes off. He's leaving early. The EO van starts its engine. The secondary clock just compressed -- operators have fewer turns than they thought.
EO Check-In
Starts at 3 turns. Tick down each turn. At 0: the van calls their handler. If operators tapped comms, they hear the report. If the van team is incapacitated and misses the check-in, EO handler waits 2 turns then sends a backup team. Separate from building Alert Level.
Entry Window
Starts open. Main entrance guard rotates every 4 turns. Alt entry via bridge window is always available but requires climbing. If Alert Level reaches 1: main entrance requires ID verification. If Alert Level reaches 2: alt entry window gets a proximity alarm (CIRCUIT Override to bypass).
Salvage (d6)
1
EO directional microphone from the van. Professional-grade surveillance equipment. Grants +1 to OPINT when eavesdropping for the rest of the campaign. $350 to the right buyer.
2
Council ID badge (borrowed or taken). Grants automatic pass on social bypass checks for the rest of Mission 2. Single-use -- the name won't hold up to scrutiny twice.
3
Van's encrypted tablet -- contains EO's surveillance schedule for the next 72 hours. Names, times, targets. Gold for Mission 3 planning. $0 street value -- too hot to sell.
4
Smoke canister from the van's emergency kit. One use. Creates 6" obscurement. $30.
5
A burner phone with Vasari's number in the call log. CIRCUIT can trace the cell tower (OPINT 5+) -- confirms Vasari is in Bermondsey. Advance intel for Mission 3.
6
Flood barrier repair tools from the work crew's station. Crowbar, bolt cutters, waterproof tape. Mundane but useful. The bolt cutters open any standard lock without a roll.
Service level, largely dark. Storage, maintenance access, a stairwell to the second floor. The kind of space that exists to make the building function and is otherwise invisible.
Read AloudThe service level smells like floor wax and old paper. Emergency lighting casts everything in a dim amber wash. Storage cages line one wall, stacked with filing boxes and cleaning supplies. A stairwell at the far end leads up. Two guards walk the corridor in opposite directions, their footsteps echoing in a rhythm you can time.
Haecceity Texture
One storage cage has a broken lock -- inside, boxes of council meeting minutes from 2057, water-damaged. The floor has scuff marks where something heavy was dragged recently -- toward the stairwell. A fire extinguisher is missing from its bracket, replaced with a handwritten note: "BORROWED -- D. FENN." The guard clipboard hangs from a nail near the stairwell, pencil on a string. The maintenance note about unauthorized access is pinned to a corkboard next to a takeaway menu and a photo of someone's dog.
Occupants
2 council guards (patrol route, 4-turn loop — they pass each other at the stairwell every 2 turns).
Key Items
Security terminal near stairwell: CIRCUIT Override (OPINT 4+) — access Alert system, hold current level for 3 turns, or manually check camera feeds. Guard schedule on clipboard: tells operators exactly when patrols cross. Maintenance note: mentions unauthorized access two days ago — a door found open. EO has been here before operators. Breadcrumb.
Intel
VEIL within 3" of guards (listening): one mentions Fenn has been acting strange — asking if exits are clear. He's scared. This is valuable. Operators who know Fenn is already scared approach him very differently.
Encounters -- Day (d6)
1A council cleaner arrives with a mop cart. She works the corridor on a predictable route. Not a threat, but she'll scream if she sees armed operators. Avoid her or talk (TACT 4+ to explain).
2The security terminal reboots on a scheduled maintenance cycle. Screen goes dark for 90 seconds. CIRCUIT can't access it during the cycle -- but the camera feeds are also down. Free movement window.
3One guard gets a personal call. He leans against the wall near the stairwell, talking in a low voice. His patrol route is interrupted for 2 turns. His partner doesn't adjust -- gap widens.
4A box falls off a stack in storage cage C. Loud. Both guards converge on the noise. 1 turn of converged attention on the wrong location.
5Fenn comes downstairs to retrieve something from a storage cage. He's nervous, rushing. If operators are in the corridor, he sees them first. He freezes. Decision point: talk now, or let him go.
6Gene-forged operators smell fresh adhesive near the corkboard -- someone replaced the maintenance note within the last hour. The original mentioned a specific door. The replacement is vague. EO was here tonight.
Encounters -- Night (d6)
1Both guards sit at the base of the stairwell, sharing a thermos. Neither patrols for 3 turns. The entire corridor is open -- but the stairwell is blocked by two alert guards.
2Emergency lighting switches to motion-activated mode after midnight. Movement triggers the lights -- standing still keeps them off. Operators must move carefully or announce themselves with light.
3A pipe bursts in the ceiling. Water sprays across the corridor for 2 turns. Guards move to contain it. Neither watches the stairwell or the storage corridor entrance.
4The building's heating system clicks on -- radiators bang and hiss throughout the corridor. Noise cover for Stealth movement. +1 to all Stealth checks for 2 turns.
5One guard discovers the previously-forced door from the maintenance note. He calls his partner over. They discuss it for 1 turn, then one goes to report it to the upstairs guard. Alert Level +1 if operators don't intercept.
6A council IT tech arrives for a scheduled server check in a ground-floor closet. He has building access and zero suspicion. If operators approach him as colleagues, he'll badge them through the stairwell door without a roll.
Patrol Crossing
Every 2 turns the guards cross at the stairwell. Crossing window: 1 action's worth of time where both guards are in the same 3" area. Operators can slip past behind them or must wait for the next cycle.
Building Alert
Starts at 0. Tick up on: guard spots intruder (+1), guard goes missing from patrol after 2 turns (+1), unsuppressed gunfire (+2), alarm triggered (+2). At 2: all guards move to search posture. At 3: building seals. Police called. EO surveillance activates.
S3Fenn's OfficeNPC Encounter // Key Objective
Second floor, corner office. Stacked paper, two monitors, a wall of policy binders. The office smells like old coffee and anxiety. Fenn is in his fifties, overweight, wearing a jacket that doesn't fit. He hasn't noticed operators. He keeps checking the window.
Read AloudCorner office, second floor. Paper everywhere -- stacked on the desk, filed in binders that line the wall, spilling from a briefcase on the floor. Two monitors glow with spreadsheets nobody is reading. The man at the desk is fiftyish, heavy, wearing a jacket that was bought for a thinner version of himself. He checks the window. Checks it again. He hasn't seen you yet.
Haecceity Texture
The coffee mug says "WORLD'S OKAYEST BUREAUCRAT" -- a gift, not a purchase. Three empty takeaway containers in the bin, same restaurant, same meal. He's been eating here for days. A framed certificate on the wall: twenty years of borough service. The briefcase on the floor is packed -- he was planning to leave. A sticky note on the monitor reads "CALL ANNA" with a phone number and three question marks. The window shows the bridge and, just visible, the white van.
Aldric Fenn
Non-combatant. 2 FW / 0 MW. Will not fight. Will flee if threatened. Signed the contamination authorization because Council superior Adaeze Eze told him it was routine. Made a copy because something felt wrong. He keeps it at his flat in Bermondsey.
The Problem
The authorization records are here — but only the official copies. CIRCUIT can extract digital copies (Override OPINT 4+, 2 actions). The annotated original with Fenn's handwritten margin notes is not here. Fenn has it at home.
1 council guard
Stationed near the stairwell outside the office, not inside. Not watching Fenn — watching the corridor.
Learn Now // NPC Agendas
Fenn is not an obstacle. He's a person with a problem. He made a bad call under pressure from someone he trusted. Different approaches yield genuinely different outcomes — walk players through the options. Let them decide.
Action
Consequence
Threaten or harm Fenn
He tells them about the copy — then contacts EO surveillance. Alert Level +2.
Appeal to him (OPINT 4+)
Full cooperation. Tells them about Adaeze. Gives home address. Doesn't call anyone.
Ignore him, take digital copies
Incomplete evidence. Mission 3 becomes harder. Fenn goes home untouched — EO finds him the next morning.
Offer him protection
He trusts them. Calls his wife to take the copy somewhere safe. Creates a complication in Mission 3 (the copy is in motion).
Encounters -- Day (d6)
1Fenn's phone rings. He stares at it for three rings before answering. It's Adaeze. He lies to her -- says everything is fine. Gene-forged operators hear both sides: she doesn't believe him.
2A council colleague knocks on the door. "Aldric, you missed the meeting." Fenn stammers an excuse. The colleague lingers -- she's worried about him. Operators must hide or bluff.
3Fenn opens his desk drawer and stares at a handgun he clearly doesn't know how to use. He bought it three days ago. He closes the drawer. He's more afraid than operators realized.
4The corridor guard knocks and enters with tea. 1 turn where the guard is inside the office. If operators are hidden, they must pass TACT 4+ or be spotted.
5Fenn begins shredding documents. He's destroying copies. Operators have 2 turns before the relevant files go through the machine. Intervene now or lose secondary evidence.
6A pigeon lands on the windowsill. Fenn startles so badly he knocks his coffee across the desk. He's on the edge. Any approach that starts with "calm down" will work better than expected -- OPINT check at +1.
Encounters -- Night (d6)
1Fenn is asleep at his desk, face on a stack of papers. His briefcase is open beside him. The authorization records are right there -- visible, accessible. Take them without waking him and he never knows operators were here.
2The corridor guard does a welfare check. Opens the door, sees Fenn working (or sleeping), closes it. If operators are inside, they have 3 seconds to find cover.
3Fenn talks to himself while reviewing documents. He reads a line from the authorization aloud. Operators outside the door hear enough to confirm the evidence is in this room -- no OPINT check needed.
4The building fire alarm tests at 02:00. 15 seconds of noise. The corridor guard steps away from the office to check the panel. Fenn doesn't move -- he's heard it before.
5Fenn tries to call his wife. She doesn't answer. He sits in the dark for 2 turns doing nothing. If operators approach him during this window, his defenses are lowest. OPINT check at +2.
6A shadow passes the window. Gene-forged operators identify the silhouette: someone on the exterior pipe route, climbing. Not an operator. EO sent a second team. They're entering through the same window operators used.
Fenn's Departure
Starts at Turn 6. After Turn 6, Fenn begins packing. Turn 7: he's at the door. Turn 8: he's in the stairwell. After that, finding the evidence requires intercepting him in the corridor or at the exit. The dynamic shifts from search to pursuit.
Fenn's Trust
Starts at 0. Tick up: honest approach (+1), showing Mission 1 evidence (+2), mentioning Okafor by name (+1). Tick down: threatening him (-2), showing weapons (-1), lying about who sent them (-1). At 3+: full cooperation, no roll needed. At -2: he calls EO surveillance. Alert Level +2.
S4The ExitExtraction // EO Pressure
Back the way operators came, or through a service exit Fenn mentions (building south side, no guard). The EO surveillance team's check-in may be overdue. One of the team gets out of the van and walks toward the building entrance.
Read AloudThe way out is the same way in -- or through a service door on the south side that Fenn mentions as an afterthought. The bridge stretches ahead. The white van's driver-side door is open. Someone is walking toward the building entrance, hands in pockets, not rushing. They haven't seen you yet. But they're looking.
Haecceity Texture
The service exit opens onto a fire escape that drops to a narrow walkway above the waterline. The walkway smells like algae and rust. The EO watcher walks with the posture of someone used to being in charge -- shoulders back, scanning. His breath fogs in the cold. Back on the bridge, the second person in the van is watching through binoculars. The annex's exterior lights cast hard shadows along the south wall -- enough concealment for single-file movement.
EO Watcher
SHADE has LoS from any elevated position in Sector 1. VEIL is the only operator who can intercept quietly. Both approaches have consequences for the surveillance team's awareness.
Encounters -- Day (d6)
1The EO watcher finds the entry guard and asks about visitors. The guard checks the sign-in log. If operators signed in, their cover identities are now in EO's system.
2A council vehicle pulls up to the annex. Three officials get out. The entrance is busy for 2 turns -- easy to blend into the crowd, hard to do anything covert.
3Fenn follows operators out, panicking. He's talking too loud. The EO watcher hears a voice and changes direction toward the sound. 2 turns to shut Fenn up or redirect him.
4The service exit alarm wasn't disabled. It triggers a silent alert to the guard station. Alert Level +1 unless CIRCUIT disables it within 1 turn (OPINT 4+).
5The second EO operative steps out of the van with a camera. She's photographing everyone entering or leaving the building. Operators exiting the main entrance are documented.
6A water taxi pulls up to the bridge's lower dock -- unscheduled, civilian. The operator offers rides to Bermondsey for $10 a head. Fastest extraction route available. No EO surveillance on the water.
Encounters -- Night (d6)
1The EO watcher returns to the van empty-handed. Both operatives argue about whether to call it in. 2 turns of distraction. The van's engine is running -- operators could approach from the rear.
2Fog rolls across the bridge. Visibility drops to 12". The service exit route is invisible from the van. Clean extraction if operators take the south side.
3The building's overnight security guard does an exterior patrol. He walks the south perimeter with a flashlight. If operators are on the fire escape, they're lit up for 1 turn.
4The EO van receives an encrypted transmission. If operators tapped comms, they hear: "Vasari wants the Bermondsey asset secured by morning. Relocate." The van leaves. Extraction just got simple.
5A homeless encampment under the bridge is awake and active. Cooking fires, conversation. They'll remember armed operators passing through. One of them knows Sable. Offer him food and he'll forget he saw anything.
6Adaeze Eze's car pulls up to the annex. She gets out, walks to the entrance, then stops. She's looking at the van. She knows what it is. She turns around, gets back in the car, and drives toward Bermondsey. She's going to destroy Fenn's copy herself.
Extraction Window
Starts at 4 turns. Tick down each turn after operators begin exiting. At 2: EO watcher is at the entrance -- extraction routes through the main entrance are compromised. At 0: EO calls handler. Operators are photographed, logged, and trackable into Mission 3. Vasari will know their faces.
If the Squad Goes Down
Council security detains operators as intruders. Weapons are confiscated. Borough police hold them for 12 hours. Sable arranges release through a legal contact -- it costs $400 per operator from mission funds. The digital evidence is wiped during the detention. Fenn, terrified, goes directly to EO and trades what he knows for protection. His physical copy goes with him. In Mission 3, operators must extract the evidence from EO custody instead of Adaeze's office. The mission structure holds but the difficulty doubles.
GM Tip
Mission 2 is a stealth and social mission. If players reach for weapons, let the consequences be social rather than tactical -- guards panic, the building locks down, EO surveillance activates. The penalty for violence here isn't death, it's exposure. Fenn is the key encounter. Give him room to breathe. Let the conversation play out. If players are impatient, have Fenn start shredding documents -- that creates urgency without gunfire. The best version of this mission ends with zero shots fired and maximum information gathered.
Climax Variables // Mission 2
Roll D6 when operators begin exiting the building.
D6
Variable
1
Fenn panics and follows operators out. He won't stay. If they abandon him, he goes straight to EO — he doesn't know that's what he's doing. He just knows they'll pay for information.
2
The EO surveillance contact calls into comms: "Asset is moving." They're following Fenn. He just doesn't know it yet.
3
A council guard finds evidence of entry (open window, moved files). Alert Level jumps to 2. Operators have 2 turns to exit before it reaches 3.
4
Adaeze Eze is in the building. She came after hours to retrieve a document from Fenn's office. She sees operators. She doesn't scream. She closes the door. She's deciding what to do. (Don't resolve this. She's important in Mission 3.)
5
CIRCUIT's Override of the security terminal is discovered by a diagnostic sweep. Alert Level 2. The system is aware of the intrusion even if no one has visually spotted operators.
6
The surveillance team has already been here. Fenn's office was searched while operators were in Sectors 1–2. The digital copies have been sent to Vasari. She already knows what operators found.
The WHISPER DECK Thread
At some point in Mission 2, an observant player will connect Vasari's comms reference from Mission 1 to something in the digital documents. WHISPER DECK is the name of a second contamination device operation. Its target is not Southwark. It's Bermondsey's primary desal plant — larger population, faster action required. This thread is what drives Mission 3's urgency.
BMBetween SessionsRecovery & Advancement
Run the full between-mission sequence before Session 3. All six steps. This is the first full downtime sequence in the campaign — it establishes the rhythm and delivers the advancement players have earned.
01
Wound Recovery
All Flesh Wounds removed automatically. Mortal Wounds persist. DOC can attempt one Field Stabilize per MW on any operator (OPINT 4+, adjacent, 1 action). Without DOC, each operator with a MW rolls GUTS 4+. Failure means it carries into Mission 3. The squad pays for not bringing a medic.
02
Intel Review
Contamination logs (Mission 1) + digital copies (Mission 2) = partial case. Fenn's physical copy (if operators have it) = full case. Adaeze Eze's name = complication and possible asset. WHISPER DECK = active threat requiring immediate resolution in Mission 3.
03
Faction Pressure
Sable reports: the Borough Council has issued a statement saying the Waterloo Relay is operating normally. Someone in the council is covering it. Okafor is livid. The treaty vote is 48 hours out.
04
Operator Advancement
Any operator who achieved a standout moment in Mission 1 or 2 — at GM's call — may choose one Battlefield Evolution. Use the Advancement Guide in GM Reference for suggested criteria per operator.
Sole Survivor / Against All Odds: +1 GUTS permanently Ghost Protocol: MOBI +1" permanently Field Promotion: Gain a second Specialization option from your class list Broken Instrument: Choose one attribute — once per mission, reroll one failed check with that attribute
05
Gene-Forged Introduction (Optional)
If any player wants to switch to a Gene-Forged operator before Mission 3, this is the handoff moment. WIRE (Tech Specialist, PRC primate stock) is available as a CIRCUIT replacement. FANG (Commando, NAF wolf stock) as a CROSS replacement.
v4.0 Augment Tags (15 pts each): Apex Physiology: Sprint gets +4", but take 1 FW at end of activation. Threat Mapping: Once per round, declare one enemy — GM reveals their first action category. Rapid Clot: When converting FW to MW, don't clear FW track (retained as buffer). Suppression Resistance: May choose to ignore Pinned, but take 1 FW. All gene-forged share: Auto-1 FW when ending activation in contaminated terrain.
06
Mission 3 Brief
The treaty vote is in 48 hours. WHISPER DECK is live — the second device is already installed at Bermondsey desal. Vasari is now in Flooded London personally. Operators need to: retrieve Fenn's physical copy, resolve Adaeze Eze's connection, disable the Bermondsey device, and present irrefutable evidence to the Free Zone Dispatch before the vote.
Teaches: Campaign consequences, split squad play, faction resolution, HVT negotiation, the weight of earlier choices
Vasari is in the city. The second device is active. The physical evidence is in motion. The treaty vote is 48 hours out. Operators have one window to close all three threads before EO locks down the borough and the evidence evaporates.
This is not a clean op. It's a race against consequences operators set in motion across two previous sessions. Everything they left unresolved is here.
Objectives
Priority
Objective
Primary A
Retrieve Fenn's physical copy of the contamination authorization.
Primary B
Disable the WHISPER DECK device at Bermondsey desal plant.
Primary C
Capture or secure Colonel Hessa Vasari.
Secondary
Determine Adaeze Eze's role and resolve it. Deliver evidence to Sable's Free Zone Dispatch contact before the treaty vote.
The Clocks
Main
Treaty Vote — 12 turns across both threads simultaneously. After 12 turns, the vote happens regardless. Incomplete evidence = failed outcome.
Secondary
Vasari's Pattern Recognition. For each mission in which operators used a consistent approach (always entered via water, always used CIRCUIT first, always went loud), Vasari has 1 prep action available at the start of Sector/Convergence. She's been watching.
Tertiary
WHISPER DECK Countdown. Set to activate at a specific time — not triggered. Each failed Override attempt advances the countdown 2 turns.
The Split
Mission 3 runs two simultaneous operational threads. Operators divide the squad.
Thread Alpha
Fenn's Evidence
Find the physical copy. It's at Adaeze Eze's office — because Fenn told his wife to take it to someone on the council he still trusted. Adaeze is there. Resolve it.
Thread Beta
Bermondsey Device
Get into the desal plant. Disable WHISPER DECK. Get out before it fires or before Vasari's security detail closes the exits.
Squad Split Guidelines6 operators: 3 to each thread // 4 operators: 2 and 2 (harder — resource pressure) // 3 operators: run threads sequentially in narrative time, alternating turns. All three work. Choose the format that matches your group's comfort with split-table play.
AlphaAdaeze Eze's OfficeInvestigation // Social Encounter
Borough Council building, Southwark. Third floor. The building is in partial lockdown — Adaeze requested it. She knows something is wrong. She opened the door when operators arrived. "I've been waiting for something like this. I didn't know it would be you."
Read AloudThe council building sits behind flood barriers and razor wire. Third floor, corner office -- the one with the lights still on. The door opens before you knock. A woman in her forties stands in the frame, reading glasses pushed up into her hair. She's been expecting something like this. She steps aside. "Come in. Close the door."
Haecceity Texture
Adaeze's office is the opposite of Fenn's. Neat. Controlled. A single family photo, frame turned slightly away from the door. The desk has two stacks of folders -- one labeled "INFRASTRUCTURE REVIEW," the other unlabeled. A glass of water sits untouched, condensation long since evaporated. The window overlooks Southwark -- you can see the waterline from here, and the borough beyond it. A child's drawing is pinned to the back of the door, hidden when it opens. She has a go-bag under the desk. She's been ready to leave for days.
Entry
3 council guards at entry (Alert Level 1 baseline). Options: main entrance (possible social bypass), roof access (MOBI-dependent), or the service corridor CIRCUIT mapped in Mission 2.
Adaeze Eze
Signed privatization facilitation documents believing it was a legitimate infrastructure deal. Received a financial benefit she's been justifying for six weeks. When water anomalies started, buried Okafor's reports because she was scared. Has Fenn's physical copy. Was going to destroy it. Hasn't.
What she wants: Someone to take this out of her hands. She can't be the one to expose it. She has family in Southwark.
Sable Connection
OPINT 4+ while talking to Adaeze: she knows someone who runs contracts in the flood basin. She's been hoping they would reach out. She has a number. It's Sable's number. They're cousins.
Approach
Outcome
Take evidence, leave her out of it
She hands over the copy. Sable's network buries her name. She resigns quietly. Evidence secured.
Bring her in as a witness
Highest value outcome. She needs protection — operators must escort her to Sable's contact. Hardest to execute. Best result.
Threaten or arrest her
She cooperates but evidence becomes legally compromised. Still secured, outcome downgraded.
Campaign Consequence Moment
Adaeze's response is directly shaped by what operators did in Mission 2. If they encountered her and treated her as a threat, she's guarded. If they passed her by, she's cautiously cooperative. Show players: the missions are connected. What you did mattered. This is what a campaign remembers.
Encounters -- Day (d6)
1Adaeze's assistant arrives with documents for her to sign. He sees operators. Adaeze tells him they're consultants. He doesn't believe her. He will mention it to building security in 3 turns unless operators convince him otherwise.
2A council security patrol passes the office door. Standard check. If operators are visible through the glass panel, the guard knocks. If they're hidden, he moves on.
3Adaeze's phone rings. It's Sable -- calling from an unlisted number. Adaeze answers in a language operators don't recognize unless gene-forged with enhanced audio processing. She's confirming the handoff.
4A fire drill clears the building. Adaeze refuses to leave. The guards insist. If operators escort her out, they're in the open. If they hide and let her go, she's separated from the evidence for 15 minutes.
5An EO operative in council staff clothing walks past the office. Gene-forged operators recognize the gait -- military training, not civil service. He's here for the same evidence operators want.
6Fenn calls Adaeze from a payphone. He's panicking. He tells her EO contacted him. She hangs up and looks at operators. "We have less time than I thought."
Encounters -- Night (d6)
1The building goes dark -- power cut, deliberate. EO is probing the council building's security response. Emergency generators kick in after 30 seconds. In that window, the security terminal on the third floor resets. Alert Level drops to 0.
2Adaeze produces a bottle of whisky from her desk drawer. She pours two glasses. "If you're going to ask me to betray everything I've built, you can at least drink with me." This is a trust check. Operators who accept get +1 to the next social interaction with her.
3A helicopter passes over the building -- low, spotlighting the roof. Not EO. Borough police, responding to the partial lockdown Adaeze triggered. It circles twice and leaves. Operators on the roof are exposed.
4Adaeze opens the unlabeled folder. Inside: a list of every council member who received EO payments. Six names. She's one of them. She hands it to operators. "I can't undo what I took. I can tell you who else took it."
5A guard on the night shift recognizes an operator from Mission 2. He doesn't raise the alarm -- he makes eye contact and walks the other direction. He's decided this isn't his problem.
6Sable arrives in person. She walks into Adaeze's office without knocking. They look at each other. Sable says one word: "Cousin." The personal connection is now on the table. Operators must decide what to do with it.
Adaeze's Resolve
Starts at 3. Tick down if: operators threaten her (-1), EO operative spotted in building (-1), Fenn calls with bad news (-1). Tick up if: operators show empathy (+1), offer concrete protection (+1), mention Sable by name (+1). At 0: she panics and tries to destroy the evidence herself. At 5+: she volunteers as a witness -- best possible outcome for Thread Alpha.
EO Infiltrator
Starts at 4 turns away. Tick down each turn. At 0: the EO operative reaches the third floor. He's armed (Elite Line stats, AR 0, suppressed sidearm). He'll attempt to retrieve the evidence quietly. If he encounters operators, he fights to withdraw -- not to hold.
Salvage (d6)
1
Adaeze's council access card -- Level 3 clearance. Opens every door in every borough building. Useful in the convergence and beyond. Priceless for a campaign extension.
2
EO payment records from the unlabeled folder. Six names, six amounts, six dates. This is political leverage, not street value. Sable will trade a full equipment resupply for it.
3
Adaeze's personal sidearm, unfired, still in the original case under her desk. She bought it the same week Fenn did. $120 or a spare weapon.
4
A pre-Upheaval map of Bermondsey's water infrastructure, hand-annotated by Okafor. Shows the desal plant layout in detail. +1 to all navigation and TACT rolls in Thread Beta if delivered to that team in time.
5
Council meeting minutes documenting the original privatization discussion. Shows the treaty was fast-tracked over objections from three borough members. Legal evidence. Strengthens the case.
6
A handwritten letter from Sable to Adaeze, undated. Personal. Not evidence. But it explains everything about why this contract exists. Operators who read it understand the full picture. Worth nothing. Changes the story.
Flood-adjacent. The plant sits on reclaimed ground above the waterline. EO has a 6-person security detail. They know operators hit the relay. This is the expected next target. They're ready.
Read AloudThe desal plant rises from reclaimed ground like a concrete fist -- squat, industrial, built to survive flooding and everything else. The waterline laps against the retaining wall twenty feet below the perimeter fence. EO vehicles in the lot, antennas on the roof. They've been here long enough to set up properly. They know you're coming. The question is when.
Haecceity Texture
The perimeter fence has fresh razor wire -- installed within the week, still shiny. Flood debris presses against the retaining wall: plastic bottles, a child's shoe, a road sign reading "BERMONDSEY HIGH ST." The plant's exterior walls are stained with mineral deposits in horizontal lines marking previous flood levels. A generator hums on the north side -- EO brought their own power backup. The parking lot has tire tracks in dried mud, multiple vehicles, frequent rotation. Someone spray-painted "CLEAN WATER IS A RIGHT" on the retaining wall. It's half-submerged now.
B1 Perimeter
2 EO Elites (Line), exterior patrol. Alert Level starts at 1. Vasari anticipated operators would study patrol schedules. The Elites' rotations are deliberately irregular. CIRCUIT can tap a secondary EO comms unit (Override 4+) to learn Vasari's current position. She's 4 turns away.
B2 Plant Floor
2 EO Elites (Line), 2 EO Grunts, 1 EO Elite (Heavy) as on-site commander. The Heavy has the access code for WHISPER DECK. Without it, CIRCUIT makes 2 Override attempts instead of 1 (each failed attempt burns 2 countdown turns). The Heavy gives it under pressure: TACT Ordinary threshold.
One Grunt is positioned near the device as a failsafe (Vasari's orders). On a TACT 4+, he triggers it manually if operators are clearly winning. Operators have a window.
Learn Now // Adaptation
The enemy learns. Vasari has adapted. What operators relied on in Mission 1 is partly countered here. The irregular patrol, the positioned failsafe: these are direct responses to operator behavior. Ask players: how do you adjust when the playbook is compromised?
Encounters -- Day (d6)
1A Bermondsey water worker arrives for his shift. He doesn't know EO has taken the plant. The perimeter Elites turn him away. He's suspicious. He has a phone. He'll call the council in 3 turns unless operators intercept him first.
2The EO generator overheats and shuts down. The plant switches to grid power. CIRCUIT can tap the grid connection (OPINT 4+) to cut power to the interior -- 30 seconds of darkness. Enough for entry.
3Vasari calls the on-site commander for a status update. The Heavy steps outside to take the call. He's in the open for 1 turn, back to the perimeter fence. Gene-forged operators hear him say "device is on schedule."
4A supply drone lands on the roof -- automated, no pilot. It carries replacement parts for the WHISPER DECK device. If operators intercept it (TACT 4+), they can study the parts. CIRCUIT learns the device's shutdown sequence -- Override becomes 1 action instead of 2.
5One of the perimeter Elites recognizes an operator from Mission 1. He hesitates for 1 full turn -- fear, not discipline. His partner doesn't notice. Window for a silent takedown.
6The failsafe Grunt near the device is praying. Quietly. He doesn't want to be here. OPINT 4+ to read his body language: he'll hesitate before triggering the device. Operators have 1 extra turn to reach him if it comes to that.
Encounters -- Night (d6)
1Floodwater rises against the retaining wall. The plant's lower access hatch is submerged -- but it's also unguarded. Operators willing to swim through contaminated water can enter the plant floor from below. Gene-forged operators take 1 FW automatically from contamination exposure.
2The irregular patrol briefly synchronizes -- both perimeter Elites are on the north side for 1 turn. South approach is clear. Vasari didn't account for this. Even irregular patterns have moments of alignment.
3The WHISPER DECK device emits a test pulse. Every pipe in the plant vibrates. The Grunts on the floor look at each other. One says "that's not supposed to happen yet." The countdown may be faster than intel suggested.
4A stray cat enters through a gap in the perimeter fence. It triggers a motion sensor. The Elites investigate. One finds the cat. The other finds the gap. He reports it to the Heavy -- who orders it patched. That entry route closes in 2 turns.
5The Heavy takes a nap in the control room. The Grunts relax. Discipline drops. All enemy reactions cost +1 for 2 turns. The failsafe Grunt near the device falls asleep in his chair.
6Vasari arrives early. She parks outside and walks the perimeter herself, checking positions. If operators are hidden near the fence, she passes within 6" of them. TACT 5+ to remain undetected -- she's better than the Elites. If she spots them, the convergence begins immediately.
WHISPER DECK Countdown
Starts at 8 turns. Tick down each turn. Each failed Override attempt advances it 2 additional turns. At 4: device hums audibly. At 2: output pipes begin to discolor. At 0: compound releases into Bermondsey's water supply. Slow-release. Not lethal today. The borough drinks poison for months before anyone can prove it.
Vasari's Arrival
Starts at 4 turns away. Tick down each turn. When she arrives, the Convergence sector activates regardless of Thread Beta's completion state. Operators must deal with whatever they haven't finished while Vasari is in the room.
Failsafe Trigger
Condition: the Grunt near the device attempts manual trigger when operators are clearly winning (3+ enemies down). TACT 4+ on his activation. If successful: countdown jumps to 0. Counter: take him out before the threshold, or intimidate him (GUTS vs. his GUTS 5+) into standing down.
Salvage (d6)
1
WHISPER DECK device components (if disabled). Technical evidence of deliberate contamination. Combined with Fenn's documents, this is irrefutable proof. Also: CIRCUIT can reverse-engineer the compound formula. Research value to the right lab: $2,000+.
2
EO Heavy's encrypted tablet with the access code and operational orders. Contains Vasari's name, her chain of command, and the names of three other target cities. Campaign-extending intelligence.
3
Generator fuel cells, EO-military grade. Three units. Each powers a field device for 72 hours. $150 each or essential for extended operations.
4
The failsafe Grunt's personal journal. Written in shorthand. Describes his recruitment, his doubts, his family in a coastal city that's losing its water supply to the same kind of deal. Human cost, documented. Evidence of coercion.
5
Two EO breaching charges, unused. Professional demolition equipment. Rook's eyes light up. $200 each.
6
A sealed letter from Vasari to her daughter, found in the control room. Not evidence. Not useful. Just a woman writing to someone she loves about a job she's not sure she believes in anymore. Operators who read it understand her differently in the Convergence.
—Convergence: VasariHVT // Negotiation // Final Beat
Regardless of how Thread Alpha and Beta resolve, the campaign's final beat is the same. Vasari arrives. She doesn't announce herself. She walks in like she owns the space.
Read AloudThe door opens without warning. A woman walks in -- mid-forties, military bearing, wearing a field jacket that's seen operational use. Two heavies flank her, weapons low but ready. She doesn't scan the room. She already knows what's in it. She looks at you the way an engineer looks at a problem she expected to encounter. "You've been busy," she says. "Let's talk about how this ends."
Haecceity Texture
Vasari's boots are clean -- she didn't come through the flood. Her field jacket has a patch removed from the left shoulder, threads still visible. She carries no visible weapon. Her hands are steady. The two Heavies position themselves with practiced spacing -- they've done this before. One of them has a fresh scar across his knuckles. Vasari sets a document case on the nearest surface. It's thick. She wants you to see it. The room smells different now -- her perfume is military-issue, antiseptic, barely noticeable. Gene-forged operators detect elevated cortisol in her breath. She's calm on the outside.
2 EO Elites (Heavy, flanking) + Colonel Vasari (HVT)
"You have partial evidence. Even if the council sees it, the vote happens before it can be adjudicated. I'm willing to offer you the primary documentation — everything — in exchange for walking away from this contract. You get the story. My operation ends. The treaty fails. We both go home." She is not lying. She is being incomplete. OPINT 4+ to detect the omission: her command chain has already ordered her to eliminate operators as a liability. She has 24 hours.
Action
Outcome
Accept the deal
Campaign success. Vasari disappears. The treaty fails. EO doesn't stop. There's a next operation.
Capture Vasari + take documentation
Best possible outcome. Evidence and living witness. Her command chain will eventually act. Operators have time.
Kill Vasari
Documentation secured. No witness. The treaty fails. EO denies everything and promotes her replacement.
Refuse without capturing
She leaves with documentation. Evidence operators have delays the vote — doesn't kill it. EO has more time to maneuver.
GM-Only: Vasari's Real Position
Vasari's command chain ordered her to eliminate operators as a liability 12 hours ago. She has not complied. Her deal offer is genuine -- she wants out. The document case contains everything: CLEAN SWEEP authorization, target city list, payment trails, her own operational reports. If operators take it and let her walk, she disappears into a city that won't extradite. If they capture her, she cooperates -- but her command chain sends a retrieval team within 48 hours. If they kill her, the documents are still there, but the human witness who can testify about intent -- the difference between corporate negligence and deliberate weaponization -- is gone. There is no clean answer. That's the point.
Negotiation Window
Starts at 4 turns. Vasari talks for 4 turns. She's patient. At 2: she glances at the door. She's calculating exit routes. At 0: she considers the negotiation failed. Her Heavies engage. She moves toward the nearest exit with the document case. Operators can still intercept.
Treaty Vote
Starts at 12 turns total (shared across both threads).At 0: the vote happens. Whatever evidence operators have secured is what gets presented. Incomplete evidence delays the vote but doesn't kill it. Complete evidence kills it.
Climax Variables // Vasari's Entrance
Roll D6 when Vasari enters the final sector.
D6
Variable
1
Vasari's deal is time-limited: 2 turns. After that, she considers it refused and her Elites engage.
2
Adaeze Eze is with operators (if they brought her). Vasari recognizes her. A witness she didn't account for — −1 to all her TACT rolls.
3
The treaty vote has been moved up. Operators have 3 turns from this moment, not 12.
4
Sable is physically present. Vasari knows who Sable is. That name stops her cold for 1 full round. Something personal. GM decides what — leave it open.
5
One of Vasari's Elites is the officer who signed the falsified maintenance order. When operators show it to him, he breaks: voluntary surrender. Removes 1 Elite from the encounter.
6
Fenn is here. His wife brought him. He walked from Bermondsey with the original copy because he decided he needed to see this through himself. Soaked, exhausted, holding a plastic envelope. "I think this is yours."
If the Squad Goes Down
Vasari walks. The document case goes with her. WHISPER DECK activates on schedule -- Bermondsey's water supply is compromised within the hour. The treaty vote proceeds. Adaeze, if she survived Thread Alpha, takes Fenn's physical copy to a journalist at the Free Zone Dispatch. The story runs 72 hours too late. The treaty passes by one vote. The boroughs lose their water infrastructure to an EO-aligned corporation. Okafor quits. The contamination is discovered three weeks later by an independent lab. By then, the contracts are signed. The campaign ends with operators alive, paid, and watching the city they tried to save get sold. Sable doesn't call for a long time.
GM Tip
Mission 3 is where everything lands. The split is the hardest structural element to run -- practice alternating between threads before the session. Give each thread 2-3 turns, then cut to the other. Use the shared Treaty Vote clock to create urgency across both groups. When Vasari arrives, slow down. Let the conversation breathe. The best version of this ending is quiet -- two professionals in a room, deciding what the truth is worth. If players want to fight, let them fight. If they want to talk, let them talk. The resolution table handles every outcome. Your job is the silence between the lines.
RResolutionCampaign Close
Full Success
Evidence secured (physical copy + CIRCUIT's extraction), WHISPER DECK disabled, Vasari captured or deal accepted, Adaeze Eze's testimony on record. The treaty vote fails by three council votes. The story runs. The boroughs' water system is audited. EO loses the privatization contract. Okafor goes back to work. He files a new maintenance report. This one gets read.
Partial Success
Evidence secured but incomplete, or WHISPER DECK disabled but Vasari escaped. Treaty vote delayed, not killed. EO maneuvers in the gap. A second campaign is implied.
Complication
WHISPER DECK activated before operators reached it. Contamination is slow-release — not immediate deaths, but the boroughs will know within a week. The evidence still runs. The treaty fails. But the water is already compromised. Okafor goes back to the relay, this time with proper authority. It will take months. The campaign wins the battle. The city pays for the war.
Campaign Close
"The vote failed. The story runs tomorrow. You'll hear your callsigns in it, probably. Sorry about that." — Sable
"Thank you. For treating it like it mattered." — Davi Okafor
Final Advancement
Any operator who achieved a standout moment in Mission 3 — at GM's call — receives a Battlefield Evolution of their choice. All operators who completed the full three-mission campaign receive one additional advancement — any Evolution from the full list in Chapter 11 of the core book.
The Hook Forward
Three Days Later
Sable contacts operators on a new encrypted channel. "There's a name that came up in Vasari's documentation. Not EO. Something older. They funded CLEAN SWEEP without touching the treaty directly. They have operations in four other cities. I'm sending you coordinates. This is going to take longer than three sessions."
REFGM ReferenceQuick Lookup
Enemy Stat Blocks
EO Grunts // 40 pts each
SHOOT Ord (4+) // FIGHT Bad (5+) // MOBI 4" // AR 0 // 2 FW
Group activation. Break morale at 3+ casualties. No reactions. Suppress at 3+ with LoS to same target: −1 to target's next SHOOT.
EO Elites (Line) // 60 pts each
SHOOT Ord (4+) // FIGHT Ord (4+) // TACT Ord (4+) // MOBI 5" // AR 1 // 3 FW / 1 MW
Individual activation. Return Fire reaction. Use cover as a priority. Call for support if flanked.
EO Elites (Heavy) // 85 pts each
SHOOT Good (2+) // GUTS Good (2+) // MOBI 6" // AR 2 // 3 FW / 2 MW
Any reaction. Call for Support. Leadership bonus: Grunts within 6" get +1 to morale checks. Will not break until Last Stand.
Council Guards (Missions 2–3)
Use Elite (Line) stats, AR 0. Motivation: Paid. Will stand down if clearly outmatched or offered a credible cover story.
Not EO. Not True Believers. They protect the building, not the agenda. Very different behavior profile.
Encounter Budgets
Mission
Sector
Budget
Composition
M1
The Dock
160 pts
2 Grunts + 1 Elite (Line)
M1
The Concourse
265 pts
3 Elites (Line) + 1 Elite (Heavy)
M1
Server Room
80 pts
2 Grunts
M1
Relay Chamber
310 pts + Anvil
3 Elites (Line) + 2 Grunts + Anvil (HVT)
M2
Bridge / Approach
Non-combat
EO surveillance 2-person team
M2
Ground Floor
120 pts
2 council guards (Elite stats, AR 0)
M2
Fenn's Office
NPC encounter
Fenn + 1 guard
M3
Council Entry (Alpha)
120 pts
3 council guards, Alert Level 1
M3
Perimeter (Beta)
120 pts
2 EO Elites (Line)
M3
Plant Floor (Beta)
415 pts
2 Elites (Line) + 2 Grunts + 1 Elite (Heavy)
M3
Vasari Convergence
270 pts + Vasari
2 Elites (Heavy) + Vasari (HVT)
Alert Level Reference
Level
State
Enemy Behavior
0
Clean Entry
Normal patrol. No active searching.
1
Minor Anomaly
One guard investigates. Others continue.
2
Definite Intrusion
All guards move to search posture.
3
Confirmed Contact
Lockdown. Call for backup. Clock compresses.
4
Active Firefight
Full response. No hesitation. No going back.
Raises Alert: Unsuppressed SHOOT +1 // Alarm triggered +1 // Guard missing from patrol +1 (after 2 turns) // Body discovered +1 immediately | Holds/Reduces Alert: CIRCUIT Override (security terminal) holds or reduces by 1 (not below 1) // Silent takedown + hidden body: no change
Advancement Guide
Suggested standout moments per operator. GM awards at their discretion — one Evolution per qualifying mission.
Operator
Suggested Standout Moment
Cross
Remove an enemy with a Fight action
Shade
Wound a target at long range or through heavy cover
Veil
Complete a full activation in Stealth, undetected
Rook
Open a route an ally uses in the next activation
Doc
Successfully Field Stabilize a Mortal Wound
Circuit
CIRCUIT Override that changes the tactical situation
Designer's Note
The three missions in this campaign are designed to feel like the same world getting worse — and then, if operators push hard enough, slightly better. Not fixed. Not resolved. The water issue gets addressed. The treaty fails. Okafor goes back to work. But EO is still there. The city is still flooded.
That's the tone of Operator Tactics. You don't save the world. You hold one piece of it together long enough for something else to be possible.