From the Designer
Nobody Asked for This
Nobody asked me to make a wargame. Nobody put a Nerf gun to my head and said the world needed another set of rules rolling dice and pushing plastic soldiers around a table. But here we are.
I've been rolling dice for over forty years. Ever since my Mom brought home the D&D Red Box and I couldn't figure out the rules. Cardboard counters, hex maps, rulebooks thicker than a phonebook. I grew up in the glow of a CRT watching Red Dawn on repeat and getting my ass handed to me in Squad Leader by my buddies, who treated a Saturday afternoon like the Tet Offensive. That stuff gets into your blood.
Then I went and got a career scribbling television. Alias. Lost. Heroes. Hannibal. Star Trek: Disco. American Gods. Decades of crafting stories where people sneak and peak, shot at, blown up, pushed to the absolute edge. Somewhere in there, I started doing narrative design for games too — building worlds for Activision, LucasArts, Riot, crafting VR Predator experiences. Every single one of those gigs taught me the same lesson: the best stories come from characters making impossible choices under pressure.
That's what I wanted on the tabletop. That gut-punch moment where the plan falls apart and you've gotta improvise with whatever you've got left, or collab with your party pals and just pray it's enough to avoid saving throws.
I come from a world where character plus situation creates a condition that generates a story. With OpTac, I've tried to bring that ethos to the tabletop. The point was never to simulate ballistics. The point was to make you sweat, scream obscenities at your buddy, and crack a post-game Cadbury egg as you talk about the stories that emerged from playing with dice and plastic.
I made this because I spent my whole life loving this genre. So yeah. Nobody asked for this. I made it anyway. If you're a foul-mouthed degenerate who loves Starship Troopers, Ralph Bakshi Animation, overbuilt TTRPG worlds, miniature wargames, and anything-goes kitbashing — I made it for you too.
Starter Packet // Core Rules // OT
Quick-Start Rules
Learn to Play
Everything you need to run a mission. Core mechanic, all six classes, turn sequence, shooting, wounds, status effects, alert levels, weapons, gear, and a campaign framework — in one document.
▶ Open Quick-Start
Interactive Atlas // 3D Globe
World Atlas
The "Where"
Live intelligence map of Earth 2066. 87 indexed events across all theatres. Faction overlays, climate data, live weather radar, Forbidden Zone borders, and UNSO Traveler orbital tracking.
▶ Establish Connection
Campaign Module // Introductory // RPG & Skirmish
Operation: First Contact
Three-Mission Campaign
Run your first campaign. Three linked missions in the contested zones of Earth 2066 — pre-built six-operator squad, complete GM guidance, ticking clocks, escalating threat, and a cast that carries through to the end.
▶ Deploy Squad
Reference // Player Rules
Player Reference
The "How to Fight"
Full rules reference for players. Six operator classes with stats, abilities, and loadouts. Combat, movement, wounds, actions, and campaign rules — plus the complete roll table suite.
▶ Open Reference
Reference // Game Master
GM Reference
The "How to Run It"
Complete GM toolkit. NPC tiers, alert system, faction forces, mission design, battlefield conditions, campaign tables, and all 12 in-world player handouts with delivery notes.
▶ Open Reference
Tool // Character Creation // OT
Operator Genesis
Operator Generator
Roll up a complete operator or a full squad. Six classes. 100-entry background table. Callsigns, loadouts, service records, liabilities, and optional gene-forge modifications.
▶ Generate Operator
Reference // World & Lore
TC2066 Field Wiki
The "What / Who"
Indexed world reference for Earth 2066. Factions, cities, characters, events, and technology — searchable and cross-linked across the full post-Upheaval geopolitical map.
▶ Open Archive
Reference // Game Rules // OT
Rules Wiki
The "How"
Complete rules reference for Operator Tactics. Six operator classes across skirmish, campaign, solo, and HVT modes — searchable by mechanic, class, and format.
▶ Open Reference
Card Game // Solo & Co-op
HVT: High-Value Target
Strike Team Training
Assemble your strike team. Five challenges. Three turns to neutralize the target. Operators and HVT scenarios from the contested zones of Earth 2060. Every run different.
▶ Launch Module
Digital // Single-Player // Turn-Based
Terra Conflictus
Tactical Simulation
Hex-grid skirmish against AI factions. Six operator classes. Campaign map with fog of war, narrative consequences, and faction-driven story from the OT universe.
▶ Launch Module