A solo incident-response tabletop
You have the incident.
Ten organisations. One pattern behind them. Your call.
An intruder has worked through four stages somewhere in the organisation. Each turn you state what you think happened, test it against one evidence source and decide what to do with what you find. Once the whole chain is known, you lead the response.
- 1EntryHow they got in
- 2MovementWhere they went, and as whom
- 3FootholdHow they stay
- 4OutboundWhat leaves, and how
What trust and readiness do
Trust 50: no effect yet; at 75 it takes 3 off starting impact, below 35 it costs a map action. Readiness 50: no effect yet; at 60 it adds 3 service at the start, at 75 a turn.
Act 1Establish the pattern behind a series of apparently isolated compromises.
Director: Three organisations have reported intrusions this month that look unrelated. Take each one on its own evidence and tell me whether they are.
0 unresolved accessSpecialists recover faster and leadership trust matters more.
- Case
- 1 of 10
- Sector
- Enterprise IT
- Status
- Open
The quiet intrusion

Two staff report odd behaviour on their computers, and a routine check finds traffic leaving that nobody expected.
Mastery ladder, 0 of 5. Next: win the case at Crisis difficulty.
Balanced uncertainty, pressure and time.
Maya Chen / TRACE, Threat hunter, Cross-source behaviour, fatigue 0 of 6. +1 when using hunting, network or intelligence evidence. Rapport with Maya Chen 35 of 100: it grows with each operation together, and the team's average shapes how the campaign ends.
Advanced operation settings Campaign
Campaign standing — leadership trust, readiness, unresolved access and the route — shapes this operation, and its result counts toward the campaign.
Preparing codeA code reproduces the incident, its variant and its dice. Daily operation plays today’s code and Weekly operation this week’s; an ordinary campaign operation draws a fresh incident unless you load a code or generate a seed, which applies to the next operation you begin. Campaign standing is not part of a code, so two commands at different seniority will see different modifiers from the same code.
Breach Command. A solo tabletop of four-stage intrusions, played against a rule-based Incident Captain. Every organisation, person and breach in it is invented. Version 0.9.65, build a088dfc.
