Operator Tactics: HVT is a strategic card game set in the fractured world of 2060. Players assemble a team of elite operators — contractors, faction specialists, and gene-forged veterans — and deploy them through a gauntlet of challenges en route to the final confrontation with a High-Value Target. No two missions play out the same.
The game uses four decks: Operator cards, HVT cards, Scenario cards, and Challenge cards. One D6. No tokens for operators — card orientation tracks everything. Playable solo, cooperatively, or as a direct two-player duel.
Operator Cards
Specialists drawn from the NAF, EO, UKE, PCU, SCA, NCB, ACU, and independent contractor pools. Each has unique skills and proficiency ratings.
HVT Cards
The targets. Warlords, oligarchs, rogue scientists, PMC defectors, and black market architects. Each has a vulnerability, health score, and counterattack profile.
Scenario Cards
The mission. Objectives, locations, and special conditions drawn from the real geography and politics of Earth 2060. Twenty cards. No two runs identical.
Challenge Cards
The gauntlet. Five challenges stand between your team and the HVT. Climate hazards, AI security systems, gene-forged guards, disinformation. Each has six variables determined by a D6 roll.
Lead the Strike Team. You're in command. Each operator brings a specialization: long-range precision, systems intrusion, demolitions, field medicine, deep cover, close-quarters violence, tactical leadership, recon, vehicle operation, or technical engineering. Build your approach around the mission's demands.
High-Stakes Scenarios. Twenty scenario cards spanning Earth 2060: the elevated districts of NAF coastal cities, PCU desert outposts, SCA jungle compounds, flooded European heritage zones, NCB surveillance corridors, and the open maritime routes of the Pacific Free Zone.
Final Confrontation. Three turns to reduce the HVT to zero health. Some HVTs go loud. Some try to run. All of them have a plan that doesn't include being taken alive.
Dynamic Challenges. The path to the HVT runs through five Challenge cards. Some hit first. Some require specific skills to crack. Your operators' health is the only currency that matters.
HVT Deck. The targets — faction defectors, oligarchs, warlords, rogue scientists, black market architects.
Scenario Deck. The mission — objective, location, special conditions.
Challenge Deck. The gauntlet — everything between your team and the HVT.
Operator Deck. Your team — specialists from every faction and contractor pool.
One D6. All rolls.
Tokens. Track HVT HP only. Operator state is tracked by card orientation.
- Draw one Scenario card. This is the mission.
- Draw one HVT card. This is the target. Set HVT HP using a token or die.
- Draw five Challenge cards. Place them face down, left to right. Don't look.
- Draw Operators based on difficulty.
| Difficulty | Operators | HVT HP | HVT Counterattacks |
|---|---|---|---|
| Easy | 4 | 2 | 1 per turn |
| Medium | 3 | 3 | 1 per turn |
| Hard | 2 | 3 | 1 per turn |
| Impossible | 1 | 2 | 2 per turn |
Every operator is rated Good, Ordinary, or Bad at each skill. Challenge cards list a variable success threshold. Use whichever threshold is higher — your proficiency rating or the printed variable threshold on the challenge card.
Good — 2+
Right operator, right job. The printed variable threshold may still raise the requirement if it exceeds 2+.
Ordinary — 4+
Workable, not ideal. Roll at 4+ or the printed threshold, whichever is higher.
Bad — 5+
Wrong person, wrong challenge. Always roll at 5+ regardless of the printed threshold.
Operators do not track HP with tokens. Card orientation tracks everything.
Wounded — card rotated 90° sideways. Proficiency drops one tier on every roll.
KIA — card removed from play.
Wounded tier penalty. Good becomes Ordinary. Ordinary becomes Bad. Bad can only succeed on a 6.
Success (meets or beats threshold). Challenge cleared. No state change.
Failure (below threshold). Challenge cleared, but state changes: Active becomes Wounded, Wounded becomes KIA.
1 — Critical Failure. Operator is immediately KIA regardless of current state.
If all operators are KIA before the confrontation, the mission fails immediately.
Challenges marked ⚡ act first. If the deployed operator does not have ★ Init, apply Pressure: −1 to their roll result. If that reduced roll would cause a failure, the operator takes the failure state change before their normal result resolves. Operators with ★ Init negate this entirely.
Reveal Challenge cards one at a time, left to right. For each:
- Roll D6 — determines which variable activates.
- Deploy one operator.
- If the challenge has ⚡ and your operator lacks ★ Init, apply Pressure (−1 to roll).
- Roll D6 and apply the result to that operator.
Every operator must be deployed at least once across the five challenges. You may deploy the same operator multiple times if the mission allows it, but operators who are Wounded or KIA cannot be deployed (Wounded operators may still attempt to Recover — see the Confrontation section).
The Medic has a special action available twice per mission. Before the operator roll on any challenge, the Medic may attempt a Health Restoration check (D6, 3+). On success, one Wounded operator of your choice becomes Active. The Medic still deploys against that challenge normally afterward — this is a bonus action, not a replacement deployment.
Three turns to reduce the HVT to zero HP. Each alive Active operator attacks once per turn. Wounded operators may either attack (at their degraded proficiency) or spend their action attempting to Recover (roll 5+ to become Active again).
Attack Priority — Apply in Order
- Vulnerability Match. Operator's archetype matches the HVT's listed vulnerability → roll that skill at 2+.
- Combat Specialists. Commando rolls Combat 2+. Fighter rolls Hand-to-Hand Combat 2+. Sniper rolls Long-Range Combat 2+. Applies regardless of vulnerability match.
- Fallback. No vulnerability match anywhere in the team → any specialist (Hacker, Demo Expert, Spy, Recon, Technician, Driver/Pilot, Medic) may roll their primary skill at 4+, if narratively defensible. If it makes sense, it stands.
- Default. No match, no applicable fallback → Combat at 5+.
Each successful hit reduces HVT HP by 1. Critical success (6) still counts as one hit unless a card says otherwise.
Win: HVT reaches 0 HP within three confrontation turns.
Lose: All operators KIA at any point, or three confrontation turns expire with the HVT still alive.
One player runs the HVT. One runs the operator team. The HVT player's job: design a gauntlet that bleeds the team before the confrontation. The Operator player's job: survive it.
- The Operator player draws operators per the difficulty table. Lay them face up — the HVT player sees the full team before building anything.
- The HVT player selects the HVT card and sets HP per the difficulty table.
- The HVT player draws eight Challenge cards, reviews them privately, selects five, and places them face down in the order of their choosing. The remaining three are discarded unseen. The Operator player knows five challenges are coming. They don't know which ones or in what order.
The HVT player reveals one Challenge card at a time, left to right. When a challenge is revealed, the HVT player selects which of the six variables activates — no die roll. They read the operator team and pick the variable that hurts most.
The Operator player deploys one operator and rolls as normal. All proficiency, Wounded state, and initiative rules apply identically.
Medic heal applies as written. Resolves before challenge engagement. The HVT player cannot prevent it.
The HVT player controls the HVT card. All attack priority rules apply identically to the solo game. The HVT player cannot dispute a Fallback roll if the skill used is narratively defensible — if the Operator player can explain how the skill applies, the roll stands.
Win / Lose. Operator player wins by clearing all five challenges and reducing the HVT to zero HP within three confrontation turns. HVT player wins if all operators are KIA or three turns expire with the HVT alive.
HVT Chooses Counterattack Target
Recommended once both players know the game. In the confrontation, instead of selecting the counterattack target randomly, the HVT player chooses which alive operator is targeted. No die roll. They pick the operator that most threatens them. Use this when the Operator player is winning too consistently at a given difficulty.
Balanced Draw
For first-time players. At Medium (3 operators): guarantee at least one combat-capable archetype (Commando or Fighter) and one specialist. Fill the third slot randomly. At Easy (4 operators): guarantee one combat-capable and two specialist archetypes. Fill the fourth slot randomly. Use fully random draws once you know the game.
These operators are drawn from across the factions, independent contractor pools, and gene-forged specialist programs of Earth 2060. Some carry faction colors openly. Others have cut those ties — but the training stays with them.
Use these cards when building custom operator pools or playing with simplified team compositions. Each represents any trained contractor operating without faction affiliation. The skill profile is the same. The name and history aren't.
Thirty targets. Warlords, oligarchs, rogue scientists, PMC defectors, and black market architects. Each has a vulnerability — the operator archetype and skill that bypasses their defenses — and a set of counterattack profiles determined by a D6 roll at the start of the confrontation. HVT HP is set per the difficulty table.
Draw one Scenario card at setup. It defines the mission's objective, location, and special conditions. The scenario doesn't replace the Challenge cards — it frames them. The same challenge plays differently in a NAF elevated district versus SCA jungle terrain.
| Scenario | Objective | Location | Key Conditions |
|---|---|---|---|
| Hostage Rescue | Extract faction-held hostages without casualties | NAF elevated residential district | High civilian density; Reclamation protocol if detected |
| Device Defusal | Neutralize a remote-triggered device | NAF transit interchange | Hard countdown; multiple or decoy devices; civilian saturation |
| Arms Shipment Interception | Intercept illegal arms transfer and secure cargo | PCU desert transit port | PMC security with drone overwatch; multiple exfil routes |
| Intelligence Extraction | Extract classified data from a secured facility | NCB administrative compound | AI surveillance grid; hard extraction window |
| Infrastructure Sabotage | Disable critical EO industrial infrastructure | EO industrial complex, Balkanized Belt | Hazardous environment; cascade risk if sequence incorrect |
| Asset Protection | Prevent assassination during a faction summit | UKE heritage hotel, partially flooded historic city | Multiple delegations; potential inside cover actors |
| Labor Extraction | Rescue gene-forged trafficking victims | SCA jungle compound, Amazon basin | Gene-forged guard animals; modified stress responses in victims |
| Production Facility Raid | Raid a mobile bioweapon production facility | SCA river compound | Integrated trap network; SCA reinforcement countdown |
| Data Vault Breach | Neutralize an active data vault seizure | NAF financial data center | Active breach in progress; civilian employees present |
| War Criminal Extraction | Locate and extract a war crimes fugitive | Mountainous ghost country, former Eastern Europe | Extreme terrain; years of established defensive architecture |
| Cyber Strike Prevention | Stop an active cyber attack on NAF civilian infrastructure | NAF technology campus | Cascade risk; possible insider threat; simultaneous vectors |
| Camp Neutralization | Neutralize a PCU-adjacent irregular forces camp | PCU contested zone, fortified desert | Continuous patrols; precision required; stealth preferred |
| Document Recovery | Recover stolen pre-Upheaval archive materials | UKE heritage estate | Integrated UKE surveillance; Document War-era concealment architecture |
| Bioweapon Facility Breach | Infiltrate EO bioweapon research facility | EO hardened industrial complex | Hazardous materials; cascade airborne release risk |
| PMC Disbandment | Neutralize a rogue PMC and capture its CO | EO-adjacent ghost country military installation | Armored assets; multiple fortification layers; pre-positioned escape |
| Maritime Interdiction | Intercept nuclear materials on a Pacific Free Zone vessel | SCSF maritime transit, open water | Moving platform; radiation risk; narrow transfer window |
| Summit Protection | Protect a NAF-UKE diplomatic contact during public engagement | NAF convention center, elevated district | Media presence; multi-vector threat; possible inside threat |
| Artillery Interdiction | Neutralize an EO artillery position | Fortified EO desert base | Heavy weapons; sandstorm risk; countdown to fire mission |
| Asset Extraction | Extract a compromised intelligence asset | NCB-administered city, full-spectrum AI surveillance | Cover required throughout; multiple NCB interdiction assets active |
| Detention Break Prevention | Prevent a coordinated escape from a high-security facility | EO maximum-security installation | Operation already in progress; AI-integrated containment; hostage risk |
Five challenges stand between your team and the HVT. At setup, draw five cards and place them face down. Reveal them one at a time, left to right. Roll a D6 to determine which variable activates on each card. In the two-player variant, the HVT player selects the variable instead of rolling.
Each entry shows the challenge name, whether initiative applies (⚡), the primary skill focus, archetype proficiency ratings, and all six variables with their success thresholds. Remember: use whichever threshold is higher — your proficiency rating or the printed variable threshold.
Good: Demo Expert, Technician • Ordinary: Hacker, Recon Specialist
- Factional IED packages inside junction panels — 3+ (Crit fail: state change)
- Pressure-triggered toxin dispensers in ventilation ducts — 4+
- Remote-detonation packages requiring precise handling — 3+
- Decoy equipment wired to draw disarmament attempts — 4+ (Crit success: recover state)
- Collapse charges on structural support points — 3+
- AI-triggered fragmentation systems in doors and access panels — 4+
Good: Commando, Fighter • Ordinary: Sniper, Recon Specialist
- Simultaneous breach from multiple approach corridors — 3+ (Crit fail: state change)
- Mixed PMC units with varied weapons and coordination protocols — 4+
- Overwatch snipers covering ground force advance — 3+
- Gene-forged security with AI-assisted drone coordination — 4+ (Crit success: recover state)
- Elite PMC operatives with faction-spec equipment — 4+
- Coordinated multi-unit assault with suppression and breach teams — 3+
Good: Commando, Fighter • Ordinary: Recon Specialist, Sniper
- Gene-forged security executing a concealed position strike — 3+ (Crit fail: state change)
- Post-war pipe concealment used to position hidden threat — 4+
- Overwatch position active in adjacent structure — 3+
- Ambush through ghost country ruins or flooded lower district — 4+ (Crit success: recover state)
- Diversion operation leading operators into prepared kill zone — 4+
- Multi-level attack from elevation and ground simultaneously — 3+
Good: Hacker, Technician • Ordinary: Medic
- Power grid failure causing zone-wide blackout — 3+ (Crit fail: state change)
- Communications breakdown isolating operators from coordination — 4+
- AI security system running hostile response protocol — 4+
- Faction surveillance infrastructure malfunctioning — creating gaps and unpredictable triggers — 4+ (Crit success: recover state)
- Automated system reboot cycling through unsecured states — 3+
- NCB-standard data corruption running misdirection on operator navigation — 3+
Good: Recon Specialist, Driver/Pilot, Medic
- Storm surge flooding lower district approach routes — 3+ (Crit fail: state change)
- Great Drought heat — extreme temperatures degrading equipment and endurance — 4+
- Prometheus-pattern electrical storm disrupting digital systems — 3+
- Sandstorm conditions in PCU or EO desert theater — 4+ (Crit success: recover state)
- Heat index in extreme range — operator fatigue accumulation — 4+
- Rapid temperature drop affecting weapons systems and exposed equipment — 3+
Good: Demo Expert, Technician • Ordinary: Hacker
- Countdown on faction explosive failsafe package — 3+ (Crit fail: state change)
- AI-controlled blast doors closing on timed architecture — 4+
- Time-release trap system with variable trigger — 4+
- AI-managed security shutters cycling through lockdown sequence — 4+ (Crit success: recover state)
- Hard mission window with countdown before response force arrives — 3+
- Pre-scheduled PMC reinforcement arrival — operator timing is critical — 3+
Good: Spy, Medic • Ordinary: Recon Specialist, Commando
- Asset held in position with armed PMC security — 3+ (Crit fail: state change)
- IED device in proximity to asset position — 4+
- Asset located in trap-integrated holding location — 3+
- Asset being used as leverage in active confrontation — 4+ (Crit success: recover state)
- PMC security running escalation threat on asset if alarm triggers — 3+
- Asset in non-standard location requiring compound navigation — 4+
Good: Recon Specialist, Spy, Driver/Pilot • Ordinary: Sniper
- Flooded lower district corridors with partial structural collapse — 3+ (Crit fail: state change)
- Reconstructed ventilation systems with non-standard routing — 4+
- Ghost country underground infrastructure with multiple defunct junctions — 3+
- Post-war pipe stairwell architecture with concealed access points — 4+ (Crit success: recover state)
- False wall and hidden access construction from Document War concealment era — 4+
- Elevated district external approach with restricted access — 3+
Good: Hacker, Spy • Ordinary: Medic, Recon Specialist
- Fabricated intelligence package leading to prepared ambush — 3+ (Crit fail: state change)
- Deepfake communication intercepts designed to redirect operators — 4+
- PMC operatives running false faction identity covers — 4+
- AI-generated false mission parameter update — 4+ (Crit success: recover state)
- Ghost country map data — outdated infrastructure creating navigation failure — 4+
- False alarm triggering security response in wrong sector — 3+
Good: Hacker, Demo Expert • Ordinary: Technician, Commando
- AI-piloted drones carrying explosive payload — 3+ (Crit fail: state change)
- Remote-triggered trap requiring rapid disarming — 3+
- Remote-operated vehicle running ambush approach — 4+
- Faction surveillance node under remote operator control — 4+ (Crit success: recover state)
- AI-managed security architecture running active countermeasure — 4+
- Remote-controlled automated sentry with faction-spec weapons load — 3+
Good: Hacker, Spy • Ordinary: Recon Specialist, Technician
- Pressure-sensitive floor panels connected to automated response — 3+ (Crit fail: state change)
- Laser grid requiring precise movement to navigate — 4+
- NAF or NCB biometric entry system requiring bypass — 4+
- Sound-sensitivity array integrated with zone-wide alert — 4+ (Crit success: recover state)
- Infrared detection grid active across approach corridors — 3+
- AI-managed multi-layer access system with sequential authentication — 4+
Good: Recon Specialist, Sniper, Medic, Driver/Pilot
- Flooded lower district access requiring specialized equipment — 3+ (Crit fail: state change)
- Faction security gate — hardened against standard bypass — 4+
- Post-war pipe ventilation access — structural integrity uncertain — 3+
- Elevated district barrier with integrated deterrence system — 4+ (Crit success: recover state)
- AI-monitored access control requiring card or biometric bypass — 4+
- Storm debris blocking approach route — requires clearing or reroute — 4+
Good: Demo Expert • Ordinary: Technician, Spy
- Factional explosive charges on primary entry point — 3+ (Crit fail: state change)
- Chemical dispersal mechanism in door hardware — gene-forged formulation — 4+
- Pressure-plate network covering approach corridor — 3+
- Remote-triggered charge integrated into window access — 4+ (Crit success: recover state)
- Trap activated by incorrect biometric or code entry — 3+
- Post-war pipe vent access releasing toxin when breached — 4+
Good: Spy, Commando • Ordinary: Fighter, Recon Specialist
- Gene-forged security units with enhanced detection capabilities — 3+ (Crit fail: state change)
- Standard PMC patrol with fixed route and surveillance integration — 4+
- Elite faction operatives with full-spectrum vision systems — 3+
- AI-directed drone patrol coordinating with ground units — 4+ (Crit success: recover state)
- Armored PMC vehicles running perimeter sweep — 3+
- Gene-forged security with hardened physical profiles — 4+
Good: Hacker, Technician • Ordinary: Spy
- AI surveillance network with biometric tracking — 3+ (Crit fail: state change)
- Automated defensive turret system requiring disabling — 4+
- AI-directed security drones running active patrol — 4+
- Faction electronic jamming system disrupting operator comms — 4+ (Crit success: recover state)
- Holographic decoy system — AI-generated false positions — 4+
- AI-managed access architecture requiring sequential code intrusion — 4+
Good: Commando, Fighter • Ordinary: Sniper, Recon Specialist
- PMC security team with overlapping fields of fire — 3+ (Crit fail: state change)
- Gene-forged close-protection unit — faster and harder than standard security — 4+
- Faction militia with area denial weapons in a contested corridor — 4+
- Contracted kill team — professional, briefed, waiting — 4+ (Crit success: recover state)
- Armed checkpoint with escalation authority — shoot first — 3+
- Security response force arriving ahead of schedule — 3+
Good: Sniper, Recon Specialist • Ordinary: Commando
- Long-range sniper, confirmed zero — 3+ (Crit fail: state change)
- Drone overwatch running thermal sweep on 90-second rotation — 4+
- Remote weapons station on elevated structure, AI-aimed — 4+
- Multiple observation posts with radio coordination — eliminating one doesn't clear the lane — 4+ (Crit success: recover state)
- Concealed position in flooded upper district — no visible profile — 4+
- PMC spotter team calling fire from off-map artillery — 3+
Good: Fighter, Commando, Demo Expert • Ordinary: Recon Specialist
- Reinforced entry point with armed security staged inside — breach triggers immediate response — 3+ (Crit fail: state change)
- Layered room-clearance with rotating PMC security — 4+
- Booby-trapped primary entry — alternate access requires navigation under fire — 4+
- Gene-forged security in close-quarters formation — trained for exactly this — 4+ (Crit success: recover state)
- Hostile compound with non-combatant presence — neutralize without collateral — 4+
- Timed lockdown sequence activating on breach — structure seals around the team — 3+
This walkthrough runs a full Medium difficulty mission from setup to result. Every card draw, die roll, and decision is explained as it happens. If you've read the rules and want to see them in motion before playing, start here.
Setup
You choose Medium difficulty: 3 operators, all starting Active. HVT at 3 HP, 1 counterattack per confrontation turn.
Scenario: Arms Shipment Interception. A PCU desert transit port. PMC security, drone overwatch, contingency exfil routes.
HVT: Gregor Vanchev — fortified Balkanized Belt compound, private army. Vulnerability: Explosives. A Demo Expert rolls Explosives (2+) instead of Combat. Attacks: PMC Heavy Artillery (2+), Armored Vehicle Perimeter (3+), Belt-Veteran Mercenaries (3+). Set Vanchev to 3 HP.
Draw 5 Challenge cards and place them face down. Draw 3 Operators:
- Cass "Ironwall" Murtagh (Fighter) — Active. Good at hand-to-hand and close violence. No initiative.
- Dario "Breach" Vasquez (Demo Expert) — Active. Good at explosives and disarming. No initiative.
- Dr. Amara Diallo (Medic) — Active. Good at field medicine and health restoration. No initiative. Medic heal available twice this mission.
You scan the team: Medic for HP recovery, Demo Expert for Vanchev's vulnerability. Keep Vasquez Active through the gauntlet.
The Gauntlet
Team: Murtagh Active, Vasquez Active, Diallo Active.
Team: Murtagh Active, Vasquez Active, Diallo Active.
Team: Murtagh Active, Vasquez Active, Diallo Wounded.
Team: Murtagh Active, Vasquez Active, Diallo Wounded.
Before this challenge, use the Medic heal: Diallo attempts Health Restoration (3+). Roll: 4. Success. Diallo becomes Active. Rotate her card upright.
Gauntlet complete. Team entering confrontation: Murtagh Active, Vasquez Active, Diallo Active.
The Confrontation
Three turns. Vanchev at 3 HP. Check attack priority:
- Murtagh (Fighter): No vulnerability match. Combat Specialist — rolls Hand-to-Hand Combat at 2+.
- Vasquez (Demo Expert): Vulnerability match. Rolls Explosives at 2+.
- Diallo (Medic): No match. Fallback — Medical Treatment against a PMC warlord isn't defensible. Default Combat: 5+.
Vasquez attacks: 2+. Roll 4. Hit. Vanchev: 2 → 1 HP.
Diallo attacks: 5+. Roll 3. Miss.
HVT Counterattack: Belt-Veteran Mercenaries, 3+. Random target: Murtagh. Roll 5. Hit. Murtagh: Active → Wounded.
After Turn 1: Murtagh Wounded, Vasquez Active, Diallo Active. Vanchev 1 HP.
Vanchev is down. Mission complete.
What This Mission Taught
The threshold rule changed one roll. On Challenge 4, Vasquez was Good (2+) but the printed variable sat at 3+. The higher threshold applied — 3+ instead of 2+. On his Critical Success, it didn't matter. In a close game, that one point of difference is everything.
The Medic heal is a resource, not a given. Diallo was Wounded after Challenge 3. Saving the heal for Challenge 5 restored her to Active before the confrontation. Using it earlier on nothing would have meant she entered the HVT fight at Ordinary tier on all rolls.
Wounded operators still contribute. Murtagh took a counterattack hit and ended Turn 1 Wounded. She still attacked on Turn 2 at her degraded tier (Ordinary, 4+) and closed the mission. She was one roll away from being KIA — a 3 would have ended her. That's the Wounded state doing its job: danger without certainty.
Protect your vulnerability match. Vasquez was the answer to Vanchev. Routing him away from initiative challenges and using Diallo on Disinformation kept him Active. If he'd gone Wounded in Challenge 2, he'd have rolled at 4+ in the confrontation instead of 2+. Against a 3 HP target with 3 turns, that gap matters.
The solo tutorial shows how to run an operator team. This primer shows what the same mission looks like from the other side of the table.
Your Job
The Operator player survives. You make that harder. You see the operator team before you build anything. You choose which challenges they face and in what order. You choose which variable activates on every card. The gauntlet is yours to design — the only constraint is the eight cards you drew.
Reading the Team
The Operator player laid out the same three operators:
- Murtagh (Fighter) — Good at close combat. No initiative. Combat Specialist in the confrontation. She needs to arrive Active.
- Vasquez (Demo Expert) — Good at Explosives. No initiative. Vulnerability match on Vanchev. If he reaches the confrontation Active, he rolls at 2+. He's the biggest threat.
- Diallo (Medic) — Good at Health Restoration. No initiative. Twice per mission she can un-wound an operator before a challenge. She keeps the team state-healthy long enough to reach you.
Your priorities: get Vasquez Wounded. Exhaust Diallo's heals on someone other than Vasquez. Arrive at the confrontation with Murtagh already Wounded.
Gauntlet Construction
You draw eight Challenge cards. Your eight:
Security Patrol ⚡ — Murtagh Ordinary (4+), Vasquez Bad (5+), Diallo Bad (5+). Initiative applies Pressure to any operator without ★ Init — so whoever deploys takes a −1 on their roll. Good against the whole team.
System Failure — Everyone Bad (5+). No one on this team handles it cleanly.
Overwatch Position — Sniper and Recon Specialist are Good. This team has neither. Everyone Bad (5+).
Disinformation — Diallo Ordinary (4+). Others Bad. Forces Diallo to engage if the Operator player wants reasonable odds — which means she might take the failure state change, not Vasquez.
Hostile Contact ⚡ — Murtagh Good (2+/printed 4+). Others Bad. Initiative Pressure still applies, and Murtagh's Pressure-reduced roll has to clear the higher threshold.
Rigged Entry Points — Vasquez Good. He clears this cleanly. Discard.
Remote Threat Systems ⚡ — Vasquez Good at Demolitions. He clears it. Discard.
Asset Complication — Diallo Good at Medical. She sails through. Discard.
You discard the last three — they hand the Operator player free wins on Vasquez and Diallo. Your selected gauntlet, in order:
- Security Patrol ⚡ — Pressure on turn 1. Murtagh takes the −1 penalty.
- System Failure — Everyone Bad. High chance of a Wounded state on whoever deploys.
- Overwatch Position — Everyone Bad again. Second consecutive Wounded opportunity.
- Disinformation — Diallo's best answer. Forces her to deploy and risk her state — and if she uses her heal here, she burns a charge.
- Hostile Contact ⚡ — Murtagh's challenge. Pressure −1 still applies. If Murtagh is Wounded entering this, the tier drop plus Pressure could miss entirely.
Variable Selection
In the solo game, a D6 determines the variable. As HVT player, you choose. Read the card, read the operator's current state, pick the variable that maximizes consequence.
Challenge 1: Security Patrol ⚡ — You pick Variable 6 (Gene-forged security with hardened physical profiles, threshold 4+). It shares the 4+ threshold with Variable 4 but has no Critical Success upside. You deny the Operator player the chance to roll a 6 and recover state.
Challenge 3: Overwatch Position — By this point someone is Wounded. You pick Variable 1 (long-range sniper, 3+ threshold, Critical Failure causes state change). The threshold is actually easier — but if the Operator player rolls a 1, it's a KIA instead of Wounded. You're not raising the difficulty. You're raising the consequence of a bad roll.
That's the distinction the Operator player never fully anticipates: sometimes you pick for threshold. Sometimes you pick for what happens when they fail.
What You're Building Toward
A well-constructed gauntlet doesn't try to KIA every operator outright. It arrives at the confrontation with HP spread thin — Murtagh Wounded, Vasquez borderline, Diallo's heals spent on Murtagh instead of Vasquez — so your single counterattack per turn actually decides the mission. One hit on a Wounded operator is KIA. If the Operator player survives your gauntlet but everyone is a hit away from death, the confrontation is a genuine coin flip. And you're the one choosing who gets targeted.
The Factions
NAF — North American Federation
Rebuilt coastal cities on elevated infrastructure after the sea-level events. Runs the Hellfire Harrier air doctrine and Phoenix Rules for urban operations. Largest PMC contracting economy in the western hemisphere.
EO — Eurasian Oligarchy
Oligarch-controlled territory running from the Balkanized Belt through former Russian space. PMC operations under rotating operational names. Volkov freight is the blood supply. Document War records suppression is the foundation.
UKE — United Kingdom of Europe
Partially flooded heritage zones and reconstructed coastal cities. Royal Phantom Corps provides close-quarters doctrine. UKE black market is the most established informal economy in the western corridor.
PCU — Petro Caliphate Union
Desert territory expanded by the Great Drought. Controls remaining fossil fuel infrastructure. Dune Specter doctrine for desert operations. Manages the ghost country corridor between the drought expansion zone and the Belt.
SCA — South/Central American Alliance
Jungle and former agricultural territory reshaped by drought and cartel consolidation. Amazon basin operations. Gene-forged labor transit is the shadow economy. The drought clock runs on water access, not ideology.
NCB — New China Bloc
Full-spectrum AI surveillance architecture across administered territory. State gene-forging research program. Cyber warfare division operating three degrees outside sanctioned mandates as standard practice.
ACU — African Coalition Union
Sahel corridor operations, Specter doctrine, Pacific Free Zone maritime presence. Largest informal economy on the continent runs alongside official governance. Field medicine infrastructure from the Great Drought displacement crises.
SCSF — South China Sea Freehold
Maritime territory. Open water. The Pacific Free Zone transit routes run through here. No state authority that acknowledges itself. The contractors and the cartels use the same channels.
Key Concepts
The Upheaval. The cascade of climate, infrastructure, and political failures in the 2040s that reshaped the global order. Not a single event — a sequence. The Prometheus chain failures were part of it. The Great Drought was part of it. The Document Wars were the information layer of the same collapse.
The Prometheus Chain. Any cascade failure where one infrastructure collapse triggers the next. Named after the pattern. Still happening in 2060 in slow motion across the Belt and in ghost country.
Ghost Country. Territory no faction controls and no faction wants to patrol. Former agricultural land, abandoned infrastructure zones, drought-affected corridors. Operators work here without backup. The HVTs live here.
The Document Wars. The conflicts over pre-Upheaval archive materials — who controls the historical record, who gets to define what the old world was. Still running in 2060 as an information economy. Disinformation techniques from that era are still in operational use.
Gene-Forging. Post-Upheaval genetic modification for specialized labor, military application, and black market adaptation. Legal with faction licensing. Operated outside that framework by most of the HVTs in this deck.
Void Walkers. Operators, researchers, and contractors who have formally cut all faction ties and operate in contested space without affiliation. Some are ideological. Most are practical. All of them are off the official maps.
The Balkanized Belt. Former Eastern European territory fragmented into warlord states, ghost country, and PMC-controlled corridors. Volkov freight runs through it. So does most of the EO arms trade.
Prometheus League. An information collective that broadcasts classified faction materials on open frequencies. Operates on the belief that the information itself is the weapon. Three faction services want them shut down. Three others want them as assets.