Can officers die? What the record shows
The short answer players discover the hard way: yes. Dispatch missions can kill your officers. The clearest documented case is also the most alarming — a player reported losing four officers to tier-1 missions in the game's first hours, with the mission board showing 95–100% success odds for each. Another streamer lost an officer on a mission that started at 100%. Deaths are not common, but 'rare' and 'impossible' are different things, and the community learned the difference in launch week.
The evidence is community-sourced, and it is honest about its limits: these are player reports and captured footage, not official documentation. No changelist through Patch #28 (September 29, 2026) mentions officer death mechanics, no tutorial screen warns about them, and the store description does not advertise them. What the reports share is a shape — missions gone wrong ending with a permanent roster loss — consistent enough that veteran players now plan around it.
What nobody has documented is the aftermath. Players actively ask what happens next — is there a funeral event, a morale penalty for the squad, a bill for the replacement? — and the honest answer is that no source shows any of it. The station demonstrably continues: the slot opens, the Hired In app lists new candidates, the lockers wait. Everything beyond that stays unconfirmed, and this page keeps that line rather than inventing grief mechanics the game may not have.
Why 100% odds are not insurance
The counterintuitive core of the death reports is that they happen at the top of the odds scale. A 100% success chance, in this game, describes the mission's outcome — not the safety of every person on it. One streamer's 100% three-star mission still ended with a fallen officer; the 99% mission that failed outright was a different lesson (the in-game day ended before the team returned).
The working theory in the community is that shown odds weight case difficulty and loadout, while individual outcomes still roll per officer — which would explain how a safe mission still kills someone. No official formula exists to confirm it, so treat it as a mental model, not a fact: the board's number is a plan, not a promise.
The practical translation: odds govern whether to send the mission, loadout and stats govern who comes home. Both matter, and neither substitutes for the other.

