The complete print edition. Core D6 engine, six operator classes, missions, combat loop, solo support, and GM procedures — the whole game in one volume.
A tabletop wargame, TTRPG, and solo system, with mass-battle doctrine, a vehicle-combat circuit, a GM-map atlas, a faction archive, browser games, a daily Mission Board, and interactive adventures. Plus the world reported from inside it: CONFLICT, the war-economy glossy; UNSTABLE SIGNALS, the hobby desk of battle reports; and FIELD FICTION, short stories and novellas from the front.
All set in 2066. Earth, 2042–2105 — gene-forge conflict, all theatres. Read it like a leaked field wiki. Run it at the table. Play it in the browser. All free. All open.
Six military superpowers carved up what was left. Climate collapse rearranged who controls what. Coastlines moved. Rivers dried. Fresh water is the new oil. Bioweapons. Drone swarms. AI that shoots before it asks questions. War never stopped — it just stopped being called war.
Shoot, fight, hack, breach, heal — same mechanic, one die. Three operators or thirty. Solo with the oracle. Run it at the table. Push miniatures across a 3′×3′ board for mass battle. Rules stay out of the way so the action stays at the table.
A leaked helmet-cam fragment. Eight seconds. No metadata. No survivor confirmed.
The Dead Channel is the unofficial archive — operator HUD captures that survived the cuts. Scrubbed, recompressed, passed hand to hand. Authenticity assumed. This is what the war looks like at twelve inches from the muzzle.
Spliced animal genetics. Commercial entertainment stock. Bespoke oligarch commissions. Black-market basement labs. Operators rebuilt from the genome up — wired-in night vision, kevlar dermis, ears that hear past comm-jam, hands that don't shake under fire.
Mixed squads — gene-forged and baseline together, the splice — are the freelance default. You are not faction. You are not military. You take the job. You bring your team home.
The RPG came first. Operator Tactics was built from the ground up as a narrative game — a GM-led, character-driven experience where operators build histories, carry liabilities, and run campaigns across linked missions. Pressure tokens. Supply state. Six classes. One six-sided die runs everything.
The tabletop. Two scales, one rules engine. Skirmish is the small game — two players, three to six operators each, a dinner-tray table, 60–90 minutes, no GM. Iron Line is the big game — two armies of autonomous combat platforms grinding across a 3′×3′ board. Same D6. Same crit/fumble. Abstraction jumps up.
Standalone supplements and pre-built campaigns. Solo hunting with Big Game and an oracle. Card-game tension with HVT. Vehicle-combat heists in Raid Racers. Pre-built campaigns — First Contact, Dead Loop, Echo Protocol, The Bright Signal. Plug into the engine; everything talks to everything.
Step inside the Terra Conflictus world and make the choices yourself. These are playable, choice-driven story games — you read a scene, pick what you do, and the world remembers it. Each one tracks what you carry, who trusts you, how much heat you're pulling, and how your run ends. Every page is self-contained: real places, real factions, real consequences, branching to many different endings. One sitting, roughly 20–40 minutes — and built to be replayed, because no two runs end the same way.
A derelict orbital habitat, nine hundred souls asleep, and a research wing the captain sealed instead of evacuating — still powered, still transmitting. You're the Bureau hunter sent to record what eight months of isolation grew. Watch your SUIT, the glowing TRAIL you smear through the Hull Moss, and how close you get before it knows your name. Document it and get out alive — or don't.
▸ PLAY THE SEALED WINGLondon is under water and four powers are fighting over the wreck. Choose who you walked in as, work the fifteen sectors of the flooded city, and tip the balance between NAF, the Tideline Authority, the Dredge Compact, and Black Reach. Pick a side — or find the name nobody wants surfaced.
▸ PLAY HIGH WATEROne illegal night in the Lost Angeles corridors. You jump, Pell drives, and a shielded package has to tag a suborbital launch before dawn. Manage your LINE, your GRIP, and the Security Pressure closing in — from the Tooth and Gear garage to the Low Coast window. One true win. One hidden line.
▸ PLAY TAG THE LAUNCHEmbedded reportage, material-culture lore, scene reports, and field rumor from the Operator Tactics world. The desk files most days, and the newest dispatch is always up top.
ENTER THE MAGAZINE ▸The desk plays one Operator Tactics game a day, turn by turn, then files the field narrative next to the workbench notes: dice luck, the turn it swung, and what to try next. Skirmish, Raid Racers, HVT, Big Game Hunts, and more.
ENTER THE FEED ▸Operators tell it themselves — a fennec working a desert theocracy's heat-killed hours, a diver out of time on her own body, a courier who never read the real manifest. A prize, a clock, and a rival, in the cities that were built to break them. Every story free, reads in your browser.
READ THE STORIES ▸Four two-seat crews race a stolen case to an off-world launch barge before the Compact seals the Bosphorus, and the case turns out to be the proof that ends the city's neutrality the second it launches.
These are instruments, not games — the bookkeeping half of a session, handed to the browser so the table can get on with it. They hold the state you'd otherwise track on index cards: alert levels, clocks, supply, heat, who's been revealed. They do not roll your combat, pick enemy tactics, or make the call — you move the models and roll the dice. Everything saves to the browser you're using and exports to a JSON file you can carry to another machine.
Campaign Heat, active leads, contacts, and operator dossiers, carried between missions. A five-zone mission builder, mission and alert clocks, the phase and round sequence, and a SITREP oracle for the questions the rules can't answer — likely, even, unlikely. Patrol cards stay hidden until a threat earns line of sight. Ships with four solo modules: Aberrant Hunt, Broken Wire, Fear None, and Weight of Staying — plus homebrew module packs you can import.
▸ OPEN SOLO TERMINALThe counters a GM tracks by hand, lifted straight from the GM Guide: Alert Level from Cold to Blown with its consequence roller, Supply State, Equipment Stress, and HVT wound states with morale thresholds to hand. All 52 roll tables, searchable and one click to roll. Load any of the seven mission-board one-shots and run it live — full text, interactive clocks, and its own climax table. Every roll and state change lands in a timestamped session log you can export.
▸ OPEN GM TERMINALThe complete print edition. Core D6 engine, six operator classes, missions, combat loop, solo support, and GM procedures — the whole game in one volume.
Fast first-session packet. D6 engine, six classes, pressure tokens, supply state, combat, wounds, NPC behavior, missions, and campaign loop — the whole RPG, compressed.
↓ PRINT PDF · 29P · 280 KB ↓Two tabletop scales, one field manual. Skirmish for 3–6 operators, dinner-tray board, no GM. Iron Line for 28mm armies grinding across a 3′×3′ board. Same D6.
↓ PRINT PDF · 139P · 624 KB ↓Standalone solo or two-player card game. Assemble operators, clear five challenges, reach the target — close the confrontation before it escapes or wipes the team.
↓ PRINT PDF · 29P · 341 KB ↓The Terra Conflictus world book. Factions, history, gene-forged culture, territories, doctrine, and the political texture of the setting — everything you need to know about 2066.
Sixteen playable cities and hubs. Urban theaters, local pressures, faction presence, and the texture of every place you'd run an operation — the full urban atlas.
↓ PRINT PDF · 608P · 2.6 MB ↓Campaign-scale territory guide. Regions, theaters, conflict spaces, and operational context across all of Terra Conflictus — the big picture, theater by theater.
↓ PRINT PDF · 571P · 2.5 MB ↓Underground motorsport supplement plus The Bright Signal campaign. Race Rolls, Raid Rolls, LINE, GRIP, Security Pressure — vehicle combat through the Lost Angeles corridors.
↓ PRINT PDF · 147P · 570 KB ↓Playable Raid Race night in Lost Angeles. You jump, Pell drives — manage LINE, GRIP, and Security Pressure from the Tooth and Gear to the Low Coast launch window. One true win. One hidden line.
▸ COMPANION · RAID RACERS RULES ▸Free-roam the Thames Breach Zone as a freelance operator. Pick a background, work the 15 keyed hexes, and tip the balance of war between NAF, the Tideline Authority, the Dredge Compact, and Black Reach. Pick a side. Six wins, six ways to drown — and one name nobody wants surfaced.
▸ COMPANION · FLOODED LONDON HEX CRAWL ▸Creatures, flora, and hazards across eight territories and the orbital High Ground. 95 entries, stat blocks compatible with RPG, Skirmish, and Iron Line.
▸ COMPANION PDF · PERSONS OF INTEREST ↓Run the RPG and Solo game theater-of-the-mind style. Named distance bands instead of inches, terrain drawn as zones with traits, Blocking-and-Shadow line of sight — any inch-based mission converts off the page.
↓ PRINT PDF · 22P · 184 KB ↓Every balance patch, addition, and clarification across the Operator Tactics line, newest first. One live source feeds this page, the print edition, and the weekly Unstable Signals patch notes — read what changed and when.
↓ PRINT PDF · LIVE ERRATA ↓Ten-plus interactive maps for table use. World atlases (WebGL globe, mercator). City overlays (GM layer stacks, sector clicks). Campaign maps (mission routes, branch paths). All open in-browser. Built to run alongside the print books.
M-01 · GF / WAU
● DROP PENDING
M-02 · GF / RBT
● DROP PENDING
M-03 · HH / CES-7
● DROP PENDING
M-04 · GF / VET / NS
● DROP PENDING