Tactical Incursions: How They Work
An Incursion is a dice run into the deeps beneath the frontier. Your squad's combined stats forge a pool of dice; you spend them opening room locks, floor by floor, deciding at each boss whether to bank what you've earned or push deeper. Nothing here is on a timer: an incursion is played, not waited on.
Five different systems in this game carry the word Void, and a sixth scheduled event can call on that same fiction. They are not the same thing, so each has its own explanation below: Void Stress (per run), Void Sickness (per pet), Void Resonance (XP by depth), Void Flux (the weather), the Void Fog, which is one particular flux, and Void Surge (a shared event).
Faction signature perks
Every faction has one signature perk in addition to its gathering yield and speed. Read these before joining: the choice expresses how you want to play, and switching banners can lock you in for a while.
| Faction | Signature perks |
|---|---|
| Crimson Syndicate |
|
| Ironwood Pact |
|
| Whispering Path |
|
The loop
- Pick a squad and a mode on the Incursions page, then launch.
- Your squad's stats become a pool of dice for the floor.
- Rooms flow top to bottom. Assign dice to a room's lock to attempt it. Clearing a room banks its reward and opens the rooms below it.
- The bottom room is the boss. Clear it and you choose: Extract (bank everything, run over) or Descend (harder floor, better rewards, everything still at risk).
- Run out of usable dice, lose the boss, or get walled off from it, and the run Fails: you keep only part of your haul.
The two modes
| Mode | How dice work | Feels like |
|---|---|---|
| 🧭 Pathfinder | Every die is rolled when the floor starts. You can see each face before you place it, and one die goes on each slot. Pathfinder does not receive Echoing Locks while it has no stacked commitment rule. | A deterministic puzzle: the board tells you whether an attempt will clean-clear, force through, or fail before you commit. |
| 🎲 Blind Incursion | Dice go down face-down, before the roll. You may stack several dice on one slot to hedge, and they're all rolled when you resolve the room. Echoing Locks is currently a Blind-only floor condition. | A gamble: the board shows live odds instead of certainties, and a stacked slot trades dice for a better chance. |
Dice
Dice are six-sided. Faces 1–5 are plain numbers. Face 6 is a Star (★): a wildcard that satisfies any colour and any value.
| Die | Where it comes from |
|---|---|
| 🔴 Red | Stat-derived from your squad's combined Might |
| 🟢 Green | Stat-derived from your squad's combined Grace |
| 🔵 Blue | Stat-derived from your squad's combined Instinct |
| ⭐ Gold | Not a stat: a permanent wildcard granted by Celestial-Marked squad members (1 each), some faction perks, and some Void Fluxes |
Locks and sacrificial passes
Every room has a lock made of one or more slots. A slot asks for a colour and a minimum value: for example "🔵 Blue, 4 or higher". Every slot must open, or the whole attempt fails.
| What you place | Result |
|---|---|
| Right colour, value high enough (or a Star, or a Gold die) | Clean clear. The slot opens, no penalty. |
| Wrong colour, but value high enough | Sacrificial pass. The slot opens and the room clears: but the room's penalty hits anyway, usually Void Stress. |
| Value too low | Fail. The room is marked lost permanently, its penalty applies, and that path down is closed. |
Extract · Descend · Retreat · Abandon
| Choice | When it's available | What you keep | Void Sickness? |
|---|---|---|---|
| 💰 Extract | After clearing a floor boss | 100% of your banked haul. The run ends as a win. | Never adds a stack, and from Floor 2 down it removes one (see Sickness · this pet) |
| ⬇ Descend | After clearing a floor boss | Nothing is banked yet: everything stays at risk on a harder floor, with richer rooms and more Void Resonance XP. | - |
| 🏳 Retreat | Any time before the boss is cleared | The Fail share: you forfeit the current forfeiture % and bank the rest. This is the escape hatch when no room is playable any more. | Yes: a Retreat counts as a Fail |
| Abandon | Any time | Nothing. Everything unbanked is lost. | No |
🌀 Void Stress shown as “Stress · this run”
A running tally of how much the deeps have strained your squad on this descent. It starts at 0 on every launch and never carries between runs.
- You gain it from hazard rooms, from failed attempts, and from every off-colour sacrificial pass you force through.
- It raises the cost of pressing deeper: each point raises what a Fail forfeits by 2%, on top of the 50% base, up to a 90% ceiling.
- It does not take dice away, weaken your squad, or follow you home under the current launch settings.
🤒 Void Sickness shown as “Sickness · this pet”
A condition a pet catches from repeated failure, and shakes off with rest. Completely separate from Void Stress above: this one persists between runs, belongs to the individual pets that descended rather than to the run, and gates whether they can go back down.
| That pet's consecutive Fails | It stays sick for |
|---|---|
| 1st Fail | Nothing: no cooldown |
| 2nd Fail in a row | 10 minutes |
| 3rd or later in a row | 45 minutes |
- Every pet on a failed run catches a stack: not the squad. Re-arranging the same pets into a freshly-made squad changes nothing, and neither does deleting the squad they failed under.
- A launch is only blocked when most of the party is sick. One sick pet among two healthy ones still descends; two sick out of three does not. Sick pets slow you down by shrinking who you can field, not by benching you outright.
- Real time heals it: one Fail comes off a pet's streak every 12 hours without another one.
- A real descent heals one stack too, with a cooldown. Extracting from Floor 2 or deeper removes one consecutive Fail from every pet that descended: never more than one per run, and never below zero. Extracting from Floor 1 removes nothing, so a quick shallow run cannot be used to scrub a favourite squad clean. Once a pet recovers a stack this way it cannot recover another until 4 hours pass, even across separate runs, so a chain of quick Extracts back to back cannot outrun real time either. Time is still the only route to a full reset without playing.
- Sickness only bars the deeps. A sick pet can still be sent gathering on the Star Map, and can still breed.
- A Retreat counts as a Fail. So does an Abandon once you have played a room; abandoning before that costs nothing at all. See Extract · Descend · Retreat · Abandon.
📈 Void Resonance shown as “Resonance XP · depth”
The deeper you are, the more the Void resonates through your squad, and the more experience each pet earns from clearing a floor boss. This is the main reason to Descend rather than Extract at floor 1 every time.
| Floor | XP per descending pet, on clearing its boss |
|---|---|
| Floor 1 | 115 XP |
| Floor 3 | 145 XP |
| Floor 5 | 175 XP |
| Floor 10 | 250 XP |
⛏️ Going deeper: what actually changes
Lock difficulty grows by 1 per Descend from the 2 baseline, but numeric growth stops at the d6 value cap of 5. Once a floor reaches that cap, deeper play gets harder through the baseline room-slot structure and authored room or boss variants, not by asking for an impossible face value.
| Floor | Room rewards | Slots a lock may ask for |
|---|---|---|
| Floor 1 | 1x | up to 2 |
| Floor 2 | 2x | up to 2 |
| Floor 3 | 3x | up to 2 |
| Floor 4 | 3.5x | up to 2 |
| Floor 6 | 4.5x | up to 3 |
| Floor 7 | 4.7x | up to 3 |
| Floor 10 | 5x | up to 3 |
| Floor 20 | 5x | up to 4 |
| Modifier | What it does |
|---|---|
| Echoing Locks | The first die committed to each slot is consumed by the echo and cannot win that lock. Stack a second die when the first one is not enough. |
| Fractured Spectrum | One colour resonates badly on this floor: you descend with one fewer die of it. It returns on the next floor. |
| Void Undertow | The undertow drags hazards up through the floor: hazard rooms are much more common here, and every one of them is Void Stress. |
🚪 The rooms
Each room type comes in a few authored shapes. They differ in what they ask and what they pay, and the board always shows the actual lock, reward and penalty before you commit: nothing below is hidden information.
| Room | Shape | What it is |
|---|---|---|
| Battle | Break Formation | Their line is wide: one more lock to fill, but the cache behind it is worth it. |
| Battle | Hold the Line | A standing formation. Nothing clever, nothing hidden. |
| Battle | Void-Touched Pack | Something down here got to them first. Richer, and it bites back harder. |
| Faction Supply | Deep Lode | A rich Star-Steel seam continues beyond the first cut. Both approaches use the same lock; your choice changes the payout and the risk. |
| Faction Supply | Supply Seam | Raw Star-Steel, close enough to the surface to cut free. |
| Hazard Event | Charged Bloom | It opens as you pass, still holding charge. The lock is the same either way; the question is whether you spend a die to draw that charge off. |
| Hazard Event | Shearing Current | A current runs through the passage. A failed attempt or forced crossing cuts one die from your future refill capacity. |
| Merchant / Traveler | Salvager | A scavenger with a rack of spare dice and no particular loyalty. |
| Safe Room | Fracture Bivouac | The shelter is temporary, but the crew can make it count. |
| Safe Room | Quiet Starwell | A still pool of starlight gives the crew one calm breath between rooms. |
| Vault / Loot | Greedy Lock | Two seals bar the cache. Both must be handled; your choice changes the payout and the risk. |
| Vault / Loot | Sealed Cache | A plain supply cache, sealed and intact. |
The floor's last room is always a boss, and bosses have names:
| Boss | What to expect |
|---|---|
| The Fluxbound Sentinel | Bound to the flux above. What it guards changes with the weather. |
| The Hollow Cartographer | It has been mapping this floor since long before you arrived. |
| The Mirror Warden | It answers your route back at you: one more seal than the floor prepared you for. |
| The Starved Gate | It wants one colour, and a great deal of it. |
📋 After the run: the field report
Every ending: Extract, Retreat, a collapse, or an Abandon: leads to the same debrief, and it stays readable forever from Past Incursions.
- Earned, brought home, and lost are shown separately, so a Fail's forfeiture is a number you can see rather than infer.
- The exact reason it ended: choosing to leave and being overwhelmed are different things, and the report says which.
- Room by room: which rooms were cleared cleanly, which were forced through, which were lost, and how many dice each cost.
- Your squad, exactly as it descended, with the XP each pet earned. It renders even if you have since disbanded the squad.
🌌 Void Flux shown as “Flux · weather”
The Void Flux is the frontier-wide condition shown on the Star Map and in the sidebar. It seals and boosts Fractures for gathering, and it reshapes the deeps too. The flux blowing when you launch is frozen onto that run, so a rotation mid-descent can never change a board you're already standing on.
| Flux | What it does to an incursion |
|---|---|
| Stardust Drizzle | Stardust settles into the deeps; every room pays 15% more. |
| Aurora Veil | The veil opens hidden trails; you descend with 1 extra Gold wild die. |
| Void Fog | The fog thickens below; hazard rooms are far more common on every floor. |
| Comet Shower | Comet-fall salts the seams; Faction Supply rooms yield 25% more Star-Steel. |
| Clear Skies | The Void is quiet. The deeps behave exactly as they should. |
☄️ Void Surge shown as “Surge · frontier event”
A Void Surge is a scheduled frontier threat, separate from the ordinary Void Flux weather and the Meteor Launch Event. While one is live, any faction can launch a run under it. Clearing a floor boss adds that floor number to the shared counter, so deeper successful runs help the whole frontier break the Surge faster.