1. Start a campaign
Open Campaign. Name the operation, set Heat, record your current lead, then add your operator and any contacts. The terminal saves automatically in this browser.
TC2066 // LOCAL SOLO COMPANION
ACTIVE OPERATION
Create a mission in the Mission Builder, then run it here.
Ask only what the rules and the scenario cannot answer.
The world acts after both sides have committed.
Reveal a patrol only when it earns line of sight. First valid instruction wins.
Resolve a mission consequence, then record what it changes.
FIVE-ZONE MISSION BUILDER
SOLO CONTENT PACKS // OFFLINE LIBRARY
Choose an included module to begin a new campaign with its first operation and persistent story tracker. Import a compatible JSON module pack to add homebrew or community content locally.
Import format: a JSON object with title, description, and an initialMission containing title, objective, extraction, complication, clock, and zones. Imported packs remain in this browser until cleared.
IMMUTABLE OPERATION RECORD
FIELD MANUAL // READ BEFORE DEPLOYMENT
This is a companion for a physical solo game. Keep your miniatures, terrain, character sheets, and the Solo Rules at the table. The terminal tracks procedure, consequences, and campaign memory; it does not choose tactics or roll combat for you.
Open Campaign. Name the operation, set Heat, record your current lead, then add your operator and any contacts. The terminal saves automatically in this browser.
Open Mission builder. Enter the objective, extraction, complication, mission-clock length, alert state, and what makes each of the five zones distinct. Select Load into mission console when the table is ready.
Use the active-phase label as a reminder: Operator → Threat → Event → End. Advance it only after you have completed that phase at the physical table. Returning to Operator begins the next round.
Use SITREP only when the rules and the scenario card are silent. Phrase one clear yes/no question, set odds, and accept the result. For a cost or complication, record the interpretation in your notes or journal.
Add enemies as hidden patrol markers. Reveal them only when the fiction grants line of sight. Advance their alert only when a rules trigger occurs, then follow the displayed first-valid action protocol rather than choosing a favorable move.
Use the +/− controls on clocks whenever a trigger says to advance or reduce them. Add extra clocks for extraction, an HVT, environmental danger, or faction response. Mark alarms, bodies, objectives, and extraction as they happen.
After extraction or failure, open Campaign and roll the after-action consequence. Update Heat, injuries, equipment, contacts, and the next lead. The journal is your campaign debrief.
Select Export campaign after a session to create a backup file. Use Import campaign to restore it on another browser or computer. Export before beginning a new campaign.
SOLO OT // CONCISE PLAY REFERENCE
Play one to four operators against the mission. You run your squad; the procedures run the opposition and uncertainty. Use the Core Rules for actions, combat, wounds, cover, stealth, and equipment.
SITREP answers unresolved yes/no questions. Enemy AI decides hostile activations. Fog of War hides unrevealed patrols. Event Phase makes the world act. Heat carries the cost of a messy operation into the next mission.
1. Priority: roll for who acts first. 2. Operator: activate your squad. 3. Threat: activate each revealed enemy by its protocol. 4. Event: resolve the world’s turn. 5. End: resolve effects, objectives, and clocks.
Place hidden enemies as patrol markers, not models. Reveal only with line of sight. Enemies move from Unaware to Suspicious, then Alert and Reinforced when triggers escalate the situation. Alert does not fall on its own.
If a rule or scenario answers it, follow that. If enemy behavior is in question, follow its protocol. Only then ask SITREP. Phrase one yes/no question, choose odds honestly, roll once, and apply the result to the fiction.
Advance clocks whenever the mission calls for it. Treat noise, alarms, bodies, loss of stealth, and wounded operators as consequences, not decoration. Extract when you can; success is not always total control.
Update Heat, recover what you can, expire mission-only resources, resolve the after-action result, and record the next lead. Persistent injuries, intel, favors, and mistakes are the campaign.