This is the strategic movement layer for Operator Tactics. It turns any territory into a long-form campaign played across 3-mile hexes. Your squad moves through hostile terrain, manages dwindling resources, navigates without reliable intel, and encounters factions that are already in motion when you arrive.
The core game does not change. Attributes, dice, actions, wounds, cover, Pressure Tokens, Stealth -- all of it runs from the OT Quick-Start Rules v4.0. What this book adds is the structure that sits above the tactical layer: an operational loop for cross-country movement, a resource economy that punishes bad planning, a faction system that moves whether you engage or not, and a hex-keying format that turns every location into a decision.
Deliberately left out: the tactical combat rules (you already have those), the full setting history (that is in the Core Book), and any resolution mechanic that is not already in your existing OT books. This is a structure laid over mechanics you know.
GM running a hex crawl? Read Part I (Core Loop), Part II (Resources), and Part IV (Factions). Build your sector using Part VI (Building Your Own Sector). Run it.
Playing solo? Read Parts I through III, then skip to Part VII (Solo Hex Crawl) for the modifications.
Running Flooded London? This book gives you the engine. The Flooded London Hex Crawl Supplement gives you the map, the hexes, and the factions. Open both.
This book is aligned with OT Rules v4.0 (Quick-Start Rules, Game Master's Guide). It does not introduce any resolution method, die, or token that is not already in those documents. Everything here is a structure laid over mechanics that already exist.
| Volume | Relationship |
|---|---|
| Quick-Start Rules v4.0 | Core mechanic, classes, Pressure Tokens, wound track, combat. This book assumes you own it. |
| Game Master's Guide v4.0 | NPC tiers, Alert Levels, NPC behavior, scenario design. This book uses the same NPC system. |
| Solo Rules v5 | SITREP oracle, Enemy AI Protocol, Event Phase, Heat Track. The Solo Hex Crawl chapter in this book uses those tools. |
| Skirmish & Iron Line | Head-to-head rules. Hex crawl missions can feed into skirmish scenarios through the crossover framework. |
| Hex Crawl Supplements | Location-specific supplements (e.g. Flooded London) overlay environmental rules and keyed hexes on this system. |
The mission map is divided into hexes. Each hex covers roughly 3 miles of ground. Enough terrain to conceal a patrol, lose a tail, or die quietly.
You do not know what is in a hex until you enter it.
All hex crawl checks use the same resolution as tactical combat: roll D6, meet or beat your proficiency threshold.
| Rating | Threshold |
|---|---|
| Good | 2+ |
| Ordinary | 4+ |
| Bad | 5+ |
Modifiers adjust the die roll, never the threshold. Natural 6 always succeeds. Natural 1 always fails.
The same six attributes govern everything in the field: SHOOT, FIGHT, TACT, OPINT, GUTS, MOBI. If you know the tactical rules, you know these rules.
Time in the field moves in Operational Phases. Each Phase is roughly 4 hours. Each Phase, your team moves into one hex.
| Terrain | Movement Cost |
|---|---|
| Open / Urban | 1 Phase |
| Forest / Industrial | 1 Phase |
| Elevated / Rough | 2 Phases |
| Denied Zone | TACT vs 5+ before entry. Failure: blocked, Phase spent. |
When you enter a hex, declare how your team moves. The approach determines which attribute carries the risk and what you trade for it.
| Approach | Check | Benefit | Cost |
|---|---|---|---|
| Standard | None | Normal movement, normal Exposure. | None |
| Stealth | TACT vs 4+ | On success, Exposure roll only on natural 1-2 this Phase. | Takes 2 Phases instead of 1 in any terrain. |
| Aggressive | SHOOT vs 4+ | On success, if Contact triggers, you act first. +1 to first attack. | Noise Signature +1 regardless of encounter. |
| Forced Entry | FIGHT vs 4+ | Bypass terrain obstacles. Denied Zone entry without separate check. | Noise +2. All enemies in hex start Alerted. |
| Recon | OPINT vs 4+ | On success, GM reveals hex Visible line before you commit to entry. | Half MOBI for any tactical encounters this Phase. |
The approach matters. A Commando pushing Aggressive through a contested hex plays differently than an Infiltrator ghosting through on Stealth. Your attributes shape how you cross the map, not just what you do when you stop.
Your team moves 3 Phases per day before fatigue sets in. A 4th Phase is possible. Every operator takes 1 Fatigue at the end of it.
Fatigue. Each point applies -1 to all rolls. At 3 Fatigue, roll GUTS vs 4+ each Phase to keep moving. At 4 Fatigue, you cannot move. Clear all Fatigue with a full rest: 8 hours, burns 1 Supply, triggers an Exposure roll. A full rest also clears all Flesh Wounds.
Forced March. A 5th Phase is technically possible. Roll GUTS vs 4+ for every operator. Failure: 2 Fatigue instead of 1. Natural 1: Mortal Wound from collapse, heatstroke, or worse. The environment decides.
Every Phase in the field, the GM rolls D6 for Exposure.
| Roll | Result |
|---|---|
| 1-2 | Contact. Roll on the Encounter Table. |
| 3-4 | Sign. Evidence of activity: tracks, a vehicle, a light, a body. |
| 5-6 | Clear. |
Signs Are Not Nothing. Three consecutive Signs in the same region means something is tracking you. The GM notes it. When Contact finally comes, that encounter starts aware of your position.
Noise Signature. Starts at 0. Every firefight, engine started, or alarm triggered adds +1. At Noise 3, add +1 to all Exposure rolls. At Noise 5, add +2. At Noise 7, the mission is compromised. Extract or abort.
When a hex crawl encounter escalates into tactical combat, the engagement starts at an Alert Level determined by current Noise Signature:
| Noise | Starting Alert Level |
|---|---|
| 0-2 | 0 (Cold) |
| 3-4 | 1 (Tense) |
| 5-6 | 2 (Elevated) |
| 7+ | 3 (Hot) |
Alert Level then escalates during tactical combat per the GM Guide rules. Noise Signature persists between encounters. Alert Level resets at each new engagement.
When Contact triggers, the GM rolls on the sector's Encounter Table (D10, 10 entries per terrain type). Some encounters are combat. Some are decisions. All of them cost time.
Combat encounters use the full OT tactical rules: Priority Check, alternating activations in the Operator Phase, 2 actions per operator, Priority Pressure on the loser's first activation. Set up the engagement zone, assign enemy types from the NPC tier system, and fight.
Non-combat encounters use Extended Operations: the GM sets a success target (typically 3-5 successes) and a round limit. Each round, operators attempt relevant attribute checks. Failed checks add complications. Hit the target and the situation resolves clean. Exceed it and the GM offers a bonus.
That is the mission. Every session is this loop, repeated until the objective is complete or the team calls it.
Track these on the team sheet. Every resource can run out at a meaningful moment. That is the point.
The team starts each mission with Supply equal to the mission's rated length in days. Not plus two. Not plus one. Exactly the rated length. Each full rest burns 1 Supply. Each Forced March burns 1 Supply. Treating a Mortal Wound in the field burns 1 Supply. At 0 Supply, no resting. Fatigue compounds, Mortal Wounds go untreated, operators start making calls they should not.
Resupply is possible through hex assets, faction contacts, or captured materiel, but the price is never just the Supply.
Starts at 0. Firefights, engines, explosions, alarms: +1 each. Forced Entry approach: +2. At Noise 3, Exposure rolls shift by +1. At Noise 5, shift by +2 and every faction in the sector advances their Move by one step. At Noise 7, you are blown. Exposure rolls auto-Contact on 1-4. Extract or abort.
Mission intel has a clock. Mark the issue time on the briefing sheet. Every 2 Phases, the GM rolls D6 for each piece of active intel (patrol schedules, contact locations, safe house status). On a 1-2, that intel is now wrong. The patrol moved. The contact bolted. The safe house was raided. After 6 Phases, all initial intel requires a check: roll D6, on 1-4 it is wrong. You are operating on what you have gathered since insertion.
Track by engagement. Each operator starts with 2 Ammo. Every tactical combat encounter burns 1 Ammo. Desperation Fire burns an additional 1 Ammo. At 0 Ammo, SHOOT rolls take -2 and Desperation Fire is unavailable. Scavenging from downed enemies requires TACT vs 4+ and 1 Phase. Failure: nothing usable, Phase burned.
Track team Morale as a single number, starting at 3. Morale drops by 1 when: an operator takes a Mortal Wound, the team is lost for 2+ consecutive Phases, a mission objective is confirmed failed, or an NPC contact is killed. At Morale 1, all GUTS checks take -1. At Morale 0, every operator rolls GUTS vs 4+ at the start of each Phase. Failure: that operator refuses to move forward this Phase. They will hold position, they will fight if attacked, but they will not advance. Morale recovers +1 on completing a secondary objective, finding unexpected allied support, or a successful ambush.
Pressure Tokens earned during tactical encounters carry forward until spent or until extraction. The earn and spend rules from the Quick-Start apply unchanged in the field:
In addition to the standard tactical earn triggers, operators earn 1 Pressure Token when they:
All universal spends apply: re-roll any die, auto-pass a GUTS check, recover 1 FW at start of next activation, delay a consequence by one round. Class-specific Pressure spends from the Quick-Start also apply during hex crawl play.
Cap: 3 Pressure Tokens per operator per mission. Unspent tokens at extraction are lost.
The hex crawl does not introduce a separate token economy. Pressure Tokens are Pressure Tokens, whether you earned them punching through a doorway in tactical play or pushing into a contaminated hex on the strategic map. One currency, one set of rules, no translation needed.
Every keyed hex uses the same five-line format:
| Line | Purpose |
|---|---|
| Visible | What operators observe before committing to entry. |
| Situation | What is actually here. One to two sentences. |
| Threat | The active danger. Who, what, how many, what they are doing. |
| Asset | What can be taken, used, or recruited. |
| Hook | One unanswered question or unresolved complication. |
The Hook is the most important line. It turns a location into a story. Without it, a hex is just terrain.
Field Read works in hex crawl the same way it works in tactical play: roll the relevant attribute vs 4+.
In the field, one operator per Phase may attempt a Field Read. It costs nothing beyond time, but only one operator gets the attempt. Choose wisely.
| Mode | Attribute | Success |
|---|---|---|
| Spot Weakness (scout ahead) | OPINT | GM reveals one tactical detail about an adjacent hex: terrain type, presence of patrols, or faction activity. |
| Call the Target (pathfinding) | TACT | Next Phase's Navigation check gains +1. If Stealth approach, the TACT threshold drops to 3+. |
| Read the Room (local intel) | OPINT | GM answers one question about the current hex: who has been here, what has changed since your intel was issued, or what the nearest faction is doing. |
Natural 6: two benefits, choose both. Natural 1: the GM provides false information. You will not know it is false until the truth finds you.
A successful Field Read in the field earns 1 Pressure Token.
Build one D10 table per terrain type. Each entry should be a situation, not just an enemy count. The best encounters are the ones where shooting is one option, not the only option.
When an encounter escalates to combat, the GM assigns enemy types from the NPC tier system in the GM Guide. The hex crawl adds context for how they appear in the field.
| Tier | Profile | Field Behavior |
|---|---|---|
| Hostile Asset | Bad everything. 1 wound = removed. 15 pts. | Militia, armed civilians, security guards. Dangerous in numbers. |
| Grunt | Mixed stats. 2 FW = removed. No MW. | Trained soldiers, patrol units. The baseline threat. Predictable but competent. |
| Soldier | Ordinary+ stats. Full wound track. | Professional operators. They have comms, backup, and a plan. Expect reinforcements. |
| Veteran | Good primary stat. Full wound track + keyword. | Experienced fighters. They have seen your tactics before. |
| HVT | Custom stats. Escalation phases. | High Value Targets. Cornered Phase on first MW. Last Stand on second. |
Factions operate on their own timeline. Every session, before play begins, advance every faction's Move by one step. Write it down. Do not tell the players.
When players enter a hex, ask: has any faction's Move reached this hex? If yes, it is visible. A patrol that arrived. A resource that has been taken. A contact who has been warned off or worse.
Every faction uses the same five-line structure:
| Line | Purpose |
|---|---|
| Controls | Which hexes and assets they hold. |
| Want | Their immediate objective this session. |
| Fear | What would set them back or expose them. |
| Move | What they are doing right now, step by step. |
| Posture | How they treat operators they encounter. |
The Move line is the engine. Factions do not wait for players. Every session, each faction advances one step. The world shifts whether players engage or not.
Each faction has a doctrine shaped by its parent organization from the Earth 2060 setting. NAF-aligned factions solve problems with technology and surveillance. SCA-aligned factions solve problems with patience and terrain. EO-aligned factions solve problems with force and industrial capacity. PCU-aligned factions solve problems with conviction and expendable fighters. PRC-aligned factions solve problems with data and autonomous systems. When a faction behaves outside its doctrine, something significant has changed.
When two factions occupy the same hex or their Moves converge, the GM rolls D6:
Every operator class has a role beyond combat during hex crawl play. The same attributes and abilities that define tactical play define field play.
| Class | Field Role | Key Attribute |
|---|---|---|
| Commando | Point security. Ambush response. First through the door when a hex goes hot. | SHOOT / FIGHT |
| Marksman | Overwatch from elevated hexes. Field Read to assess threats at range. | SHOOT / OPINT |
| Infiltrator | Advance scouting. Enters hexes in Stealth. Reports back without triggering Exposure. | TACT |
| Breacher | Obstacle clearance. Denied zone entry. Creates routes through terrain that should stop you. | TACT / FIGHT |
| Medic | Fatigue management. Field treatment during rest Phases. The reason your team can keep moving. | OPINT / GUTS |
| Tech Specialist | Comms, electronic warfare, drone recon. Override security systems in keyed hexes. | OPINT |
Operators choose one Specialization from their class list before each mission. In the field, Specializations create specific tactical options during hex crawl Phases. These are the same Specializations from the Quick-Start, applied to field operations.
| Specialization | Field Application |
|---|---|
| Breach & Clear | When entering a keyed hex with a structure, first engagement roll gains +1. The Commando enters first, the hex responds to that. |
| Heavy Weapons | During Aggressive approach, suppress an entire engagement zone. Enemies in the hex cannot reposition on their first activation. |
| Assault Leader | Once per hex, spend 1 action to give an adjacent operator +1 to their next Shoot or Fight. In the field, this extends to hex crawl checks when contact is imminent. |
| Last Line | When at 1 MW in the field, the Commando's next combat roll gains +1. The squad's last standing fighter gets more dangerous, not less. |
| Specialization | Field Application |
|---|---|
| Counter-Sniper | From an elevated hex, when Contact triggers in an adjacent hex and the enemy includes a ranged threat, the Marksman makes a free SHOOT at -1 before the encounter begins. |
| Designated Marksman | During tactical encounters triggered by hex crawl Contact, ignore 1 level of cover on the first Shoot per activation. The long sight lines of the field are this operator's advantage. |
| Spotter | During a Field Read, mark one visible enemy group. All operators gain +1 SHOOT against that group for the next tactical encounter. |
| Long Watch | From an elevated hex, hold overwatch on two adjacent hexes instead of one. When Contact triggers in either hex, the Marksman fires first. |
| Specialization | Field Application |
|---|---|
| Close Cuts | When Contact triggers during a Stealth approach and the Infiltrator engages in melee, the first FIGHT roll gains +1. Silent elimination in the field. |
| Cat Walk | When using Stealth approach, ignore terrain movement penalties. Move through Elevated/Rough terrain in 1 Phase instead of 2 while maintaining Stealth. |
| Electronic Ghost | +1 to OPINT on any hack, intrusion, or electronic bypass in a keyed hex. Security systems and surveillance networks are this operator's territory. |
| Ex-Filtration | During extraction, ignore one pursuit complication or Exposure roll. The Infiltrator knows how to leave a place as cleanly as they entered it. |
| Specialization | Field Application |
|---|---|
| Wall Breaker | When using Forced Entry approach, the FIGHT check gains +1. If the hex contains obstacles (barricades, locked gates, collapsed infrastructure), bypass them without spending additional time. |
| Door Kicker | First through a breached entry in a keyed hex: +1 to Shoot or Fight on that activation. The Breacher is built for the moment the door opens. |
| Overwatch Fire | After breaching, the Breacher can set an immediate overwatch on the entry point. Enemies attempting to follow or flank through that entry trigger a free Shoot. |
| Armored Hull | +1 AR when adjacent to cover during field encounters. The Breacher's survival instinct is structural. |
| Specialization | Field Application |
|---|---|
| Battle Chemist | Once per hex crawl mission, administer a stimulant. One operator ignores all Fatigue penalties for 2 Phases. At the end: +2 Fatigue. The push and the cost. |
| Trauma Surgeon | During a rest Phase, Field Stabilize succeeds on OPINT 3+ instead of 4+. The Medic's skill stretches further when there is time to work. |
| Calm Under Fire | The Medic ignores Pinned status once per mission. In hex crawl encounters, this means field treatment continues under fire without interruption. |
| Preserve Life | When an ally would go Out of Action during a hex crawl encounter, spend 1 Pressure Token to keep them at 0 FW / 1 MW instead. The Medic's signature Pressure spend, unchanged from the Quick-Start. |
| Specialization | Field Application |
|---|---|
| Drone Operator | Deploy the recon drone to scout an adjacent hex. Roll OPINT vs 4+. Success: GM reveals that hex's full key (all five lines). Failure: drone detected, Noise +1. |
| Netrunner | Remote Override within 12" instead of adjacent. In hex crawl, this means hacking systems in a keyed hex from a concealed position outside direct line of sight. |
| Counter-Intelligence | Once per mission, cancel one enemy Alert Level tick. In hex crawl, the Tech can suppress the Noise Signature increase from one event (firefight, alarm, engine start). The noise happened. The response does not. |
| EMP Discipline | EMP blast covers 6" instead of 3". In keyed hexes with electronic security, this disables an entire system rather than a single node. One Phase of total blackout. |
Between hex crawl missions, operators may Retrain to swap their Specialization. Describe what changed.
A sector needs 6-12 hexes, 2-4 factions, and one question the players cannot answer from the briefing sheet. Build it in this order:
Pick a territory from the Earth 2060 setting. The territory's dominant environmental pressure shapes every hex: London's flooding, the Forbidden Zone's radiation, Neo-Tokyo's surveillance grid, the Oasis's heat and water control.
6-12 hexes. Mix terrain types. Include at least one Denied Zone and one resupply location. The grid does not need to be regular. Operational areas are defined by the mission, not by geometry.
Use the five-line format (Visible, Situation, Threat, Asset, Hook). Write the Hook first. Everything else exists to support it. A hex without a Hook is a hex the table will forget.
Not every hex needs a full key. In a 10-hex sector, key 4-6 hexes with the full five-line treatment. The rest get a terrain type, a one-line description, and a note about which faction's territory they fall in. Unkeyed hexes still trigger Exposure rolls and encounter tables. They just do not have a story waiting inside them.
Use the five-line format (Controls, Want, Fear, Move, Posture). Their Wants should conflict. Their Moves should intersect at least one hex. Two factions is the minimum for pressure. Four is the maximum before the GM loses track of who is doing what.
One D10 table per terrain type. Half the entries should be situations where shooting is optional. The other half should be situations where shooting is one option among several, not the only path forward.
An encounter entry should describe a situation, not an enemy count. "4 guards, vehicle, radio -- they are checking papers you may or may not have" is a situation. "4 Grunts" is a stat block. The situation tells the table what is happening. The stat block tells the table what to roll. You need both, but lead with the situation.
Place it 3-5 hexes from insertion. Make the direct route pass through at least one faction's territory. The objective should be achievable in 2-4 sessions of hex crawl play.
Use these as starting points for territory-specific encounter tables:
| Territory | Environmental Pressure | Encounter Seeds |
|---|---|---|
| Flooded London | Water, poor visibility, flooded routes | Submerged checkpoint, EO research patrol, resistance dead drop, rising water event, automated sentry (jammed) |
| Amazonian Metroplex | Bio-engineered terrain, jungle hazards | SCA bio-patrol, defensive plant barrier, overgrown supply cache, toxin cloud, local guide (maybe trustworthy) |
| Saharan Oasis | Heat, distance, water scarcity | PCU checkpoint with thermal scanning, sandstorm (visibility zero), dried cistern, solar farm (power but exposed), pilgrim convoy |
| Neo-Tokyo | Surveillance, density, autonomous systems | AI drone patrol, cybernetic plainclothes officer, hacked traffic system, underground transit ambush, data broker in a noodle shop |
| Forbidden Zone | Radiation, hostile terrain, Heralds | Radiation pocket (GUTS vs 4+ or 1 FW), Herald scout, contaminated water source, collapsed bunker, pre-war data cache |
| Eurasian Steppes | Open sightlines, EO heavy armor | Long-range EO patrol, autonomous tracking platform, abandoned supply depot, local herder (knows patrol schedules), dust storm |
| Nordics Arcology | Sophisticated security, political stakes | Non-lethal security response, diplomatic incident, corporate espionage NPC, surveillance drone (silent), faction contact in a public cafe |
| Antarctic Peninsula | Extreme cold, isolation, no extraction | Whiteout event (all checks -2), buried research station, contested mineral site, frozen equipment cache, no-comms zone |
Solo hex crawl uses the solo tools from the OT Solo Rules v5. The same core loop applies, with three modifications:
Roll your own Navigation check. On failure, roll D6 to determine drift direction (1-2: left, 3-4: right, 5-6: behind). You discover the drift when you resolve the hex and the terrain does not match your expected destination.
On Contact, roll the encounter table and then roll SITREP (D6) to determine the tactical situation:
At the start of each session, roll D6 for each faction. On 4+, their Move advances one step. On 6, their Move advances two steps and they leave a visible sign in a random hex adjacent to their controlled territory.
Enemy behavior uses the Enemy AI Protocol from the Solo Rules. Alert States (Unaware, Suspicious, Alerted, Hostile) govern movement and targeting. The Heat Track replaces some GM judgment: each combat encounter adds +1 Heat. At Heat 3, reinforcements arrive in D3 Phases. At Heat 5, the sector locks down. At Heat 7, extraction is the only option.
Extraction is not free. The team must reach a designated extraction hex or an improvised extraction point. Moving to extraction follows normal hex crawl rules: Navigation checks, Exposure rolls, resource costs. The sector does not get safer because you are leaving.
If the Extraction Protocol triggers during the hex crawl (half the squad has at least one Mortal Wound), the GM may offer a fighting retreat. Move-only operators do not provoke Exposure rolls during extraction movement. Accepting carries campaign consequences: failed mission, enemy strength +1 in this sector next time, any operator not extracted is Captured or KIA at GM discretion.
Use the standard between-mission sequence from the Quick-Start:
Link hex crawl missions into a campaign. Each completed mission changes the sector. Factions that were not stopped advance. Contacts that were burned are gone. Resources that were spent do not come back.
Between missions, advance every faction's Move by D3 steps. The sector evolves in the gaps between operations. When the team returns, the board has shifted.
A full campaign arc covering one sector runs 4-6 sessions. An extended campaign spanning multiple sectors runs 10-15. The threads connect through faction behavior, intel that ages across missions, and decisions that compound.
Sector Gray sits on the eastern fringe of EO-administered territory, three hundred kilometers from the nearest Eurasian Oligarchy garrison. The Steppes thin out here into scrub industrial wasteland and border towns that changed hands twice in the last decade. The EO claims jurisdiction. The locals do not agree. Nobody has had the resources to settle the argument.
This is a starter operational area built for 2-4 sessions of hex crawl play. Run it standalone or use it as the opening act of a longer campaign. The environmental pressure is exposure: open sightlines, long distances between cover, and the constant awareness that somebody is watching from somewhere you have not found yet. Open the interactive Sector Gray hex map.
Nobody controls this sector. Three factions are trying. One is trying to burn it down.
| Factions | Default Posture |
|---|---|
| Directorate + Syndicate | Cold standoff. They have a history. Neither will shoot first in public. |
| Directorate + Remnant Cell 7 | Active hunt. The Directorate wants them gone. Cell 7 knows it. |
| Directorate + Quiet Party | The Directorate does not know the Quiet Party exists. Yet. |
| Syndicate + Remnant Cell 7 | Mutual avoidance. They have agreed to stay out of each other's hexes. The agreement is fraying. |
| Syndicate + Quiet Party | The Syndicate border runners have seen something. They are not sure what. |
| Remnant Cell 7 + Quiet Party | Cell 7 thinks the Quiet Party is a Directorate ghost unit. They are wrong. |
| Step | Action | System |
|---|---|---|
| 1 | Players declare hex movement | Movement rules |
| 2 | GM rolls Navigation (secret) | OPINT vs terrain DC |
| 3 | GM rolls Exposure (D6) | 1-2 Contact, 3-4 Sign, 5-6 Clear |
| 4 | Resolve hex content | Hex key + encounter table |
| 5 | Track resources | Supply, Noise, Ammo, Fatigue, Intel Age, Morale |
| 6 | Players decide next action | Push / Hold / Extract |
| Noise | Effect |
|---|---|
| 0-2 | Normal Exposure rolls. |
| 3-4 | +1 to all Exposure rolls. Tactical encounters start at Alert Level 1. |
| 5-6 | +2 to all Exposure rolls. Faction Moves accelerate. Tactical encounters start at Alert Level 2. |
| 7+ | Mission compromised. All factions aware. Exposure rolls auto-Contact on 1-4. Tactical encounters start at Alert Level 3. |
| Fatigue | Effect |
|---|---|
| 1-2 | -1 to all rolls per point. |
| 3 | -3 to all rolls. GUTS vs 4+ each Phase to keep moving. |
| 4+ | Cannot move. Must rest. |
| Phases Since Issue | Intel Status |
|---|---|
| 0-2 | Fresh. Reliable. |
| 3-4 | Aging. GM checks one item per Phase. |
| 5-6 | Stale. 50% chance any intel point is wrong. |
| 7+ | Dead. All initial intel unreliable. Rely on field-gathered intelligence only. |
Roll or select one before the hex crawl begins:
The sector does not wait for you. Move.