Operator Tactics — Player Reference
The Upheaval changed everything. Twenty years ago, geopolitical order collapsed in cascades: climate extremes accelerated migration, resource wars destabilized the Global North, and bio-engineering split humanity into competing populations — baseline humans and gene-forged variants engineered for extreme environments and specialized combat roles.
You operate in the aftermath. The Near-Anarchic Front (NAF) controls contested territories across sub-Saharan Africa and Southeast Asia. The Sino-Coalition Alliance (SCA) dominates the Pacific Rim and Central Asia. Between them: independent city-states, corporate holdings, warlord zones, and places nobody has named because nobody controls them. The Geneva Convention is a museum piece. Rules of Engagement are written after the fact.
Your squad is gene-forged. Commando, Marksman, Infiltrator, Breacher, Medic, Tech Specialist — each built for a specific role in high-stress insertion missions. You are not soldiers. You are operators. The distinction matters: soldiers follow orders. Operators complete objectives. The line between success and court-martial is often the difference between what command authorized and what the field demanded.
Operator Tactics is a tabletop RPG and skirmish game where you command a squad of elite operators through high-stakes missions. Each mission is structured in three phases: Approach (getting to the objective), Objective (accomplishing the goal), and Extraction (getting out). You control your operators' movement, decide their actions, manage wounds and resources, and adapt when the enemy adapts.
Each operator starts a mission with 2 actions per activation. You spend those actions to Move, Shoot, Fight, Interact with objectives, use Abilities, or hold Overwatch. Combat resolves with a single six-sided die: you roll, compare the result to your proficiency threshold, and succeed or fail. Wounds accumulate — Flesh Wounds impose penalties, Mortal Wounds reduce your actions and threaten to take you out of the fight permanently.
Missions end when objectives are complete, your squad is eliminated, or extraction succeeds. Between missions, you treat wounds, spend experience advancing your operators, acquire new gear, and prepare for the next briefing. The game moves fast — a single mission can resolve in 90 minutes, or you can run a campaign of connected operations over weeks.
One die. One number. That is the whole engine.
Roll a D6. Meet or beat your target number. Natural 6 always succeeds. Natural 1 always fails.
| Rating | Target Number |
|---|---|
| Good | 2+ |
| Ordinary | 4+ |
| Bad | 5+ |
Modifiers adjust the die roll — never the threshold. Cover gives attackers −1 on their roll. An adjacent teammate gives +1 to an objective check. Stack all modifiers, then roll. Natural 6 always succeeds, even against impossible odds. Natural 1 always fails, even with bonuses stacked.
Each operator gets 2 actions per activation. No combination of penalties can reduce you below 1 action (Action Floor).
| Action | Cost | Effect |
|---|---|---|
| Move | 1 action | Walk up to your MOBI value in inches. Can split around another action. |
| Sprint | Both actions | Move up to MOBI ×2 inches. No other actions this activation. |
| Shoot | 1 action | Make a ranged attack against a target in LoS within weapon range. |
| Fight | 1 action | Move into contact (base-to-base, or within 1″ if either model uses a separate base) and make a melee attack. |
| Ability | Varies | Use your class signature ability or Specialization. |
| Interact | 1 action | Work an objective, hack a door, plant a charge, defuse a trap. |
| Field Stabilize | 1 action | Adjacent to target. Cannot self-treat. Roll OPINT 4+. Success: remove 1 MW. Non-Medic with a kit rolls at -1. |
| Hide | 1 action | Roll TACT 4+. Must be in cover and outside all enemy LoS. Success: enter Stealth. |
| Stand Up | 1 action | You are prone. Stand up at end of this action. |
| Field Read | 1 action | Choose one (roll attribute vs 4+): Spot Weakness (OPINT), Call the Target (TACT), Read the Room (OPINT). Natural 6: two benefits. Natural 1: false information. |
| Desperation Fire | Both actions | Make a second SHOOT attack at −2. Natural 1 jams your weapon (1 action to clear). |
| Sustain | Ongoing | Hold a position or signal. Move at half MOBI. Wounds require GUTS 4+ or Sustain breaks. |
Each operator moves up to their MOBI value in inches per Move action. Movement can be split around another action.
| Terrain | Movement Cost | Cover Effect |
|---|---|---|
| Open Ground | Normal | None. Exposed. |
| Light Cover | Normal | Attacker's die roll −1 |
| Heavy Cover | Difficult (2" per 1") | Attacker's die roll −2 |
| Full Cover | Cannot enter without breach | Blocks LoS entirely |
| Impassable | Cannot enter | — |
Difficult Terrain: Costs 2 inches of movement per 1 inch traveled. Applies to rubble, water, dense vegetation.
Climbing: Costs 2 inches of MOBI per 1 inch of vertical distance. Ladders and stairs cost 1 inch per 1 inch. Without ladder or stairs: roll TACT 4+. Failure: no progress, action spent.
Line of Sight: Draw a line from the center of your base to the center of the target's base. If solid terrain blocks it, you have no LoS. Elevated positions see over low obstacles.
1. Declare a target in LoS within your weapon's range.
2. Set the base threshold from your SHOOT proficiency: Good = 2+, Ordinary = 4+, Bad = 5+.
3. Add the defender's Armor Rating (AR) to the threshold. AR never modifies the die roll.
4. Apply all die modifiers. Stack them, then roll.
5. Meet or beat the threshold to hit. Standard hit = Flesh Wound. Natural 6 = Mortal Wound.
Heavy Armor Rule: When AR raises the threshold above 6, only a natural 6 can wound, and it deals a Flesh Wound only — the armor absorbed penetration.
| Condition | Die Modifier |
|---|---|
| Long range (beyond half weapon's max) | −1 |
| Attacker has 3 Flesh Wounds | −1 |
| Target in Light Cover | −1 |
| Target in Heavy Cover | −2 |
| Surprise Attack (first from Stealth) | +2 |
| Desperation Fire (second shot) | −2 |
| Assisting operator in LoS of same target | +1 |
Stacking Limit: No single Shoot attack may benefit from more than +2 total from class abilities.
Shooting Into a Fight: Roll SHOOT with −2. On a modified result of 1 or 2, the shot hits your ally instead. On a natural 1, the shot hits your ally regardless of modifiers.
| Range Band | Distance | Attack Modifier |
|---|---|---|
| Short | 0–6" | +0 |
| Medium | 7–18" | +0 |
| Long | 19–30" | −1 |
| Extreme | 31"+ | −2 |
| Cover Type | Effect |
|---|---|
| Light Cover | Attacker's die roll −1 |
| Hard Cover | Attacker's die roll −2 |
| Full Cover | Blocks LoS entirely |
| Wound State | Penalty | Actions Per Activation |
|---|---|---|
| No wounds | None | 2 |
| 1–2 Flesh Wounds | None | 2 |
| 3 Flesh Wounds | −1 to all rolls | 2 |
| 4th FW taken | Convert all 3 FW → 1 MW | — |
| 1 Mortal Wound | −1 to all rolls | 1 |
| 2 Mortal Wounds | Out of Action | — |
When you take a Mortal Wound — whether from conversion or direct hit — clear all current Flesh Wounds. Mortal Wound penalties replace Flesh Wound penalties.
Field Stabilize (Medic): 1 action. Adjacent ally only. Roll OPINT 4+. Success: remove 1 MW. Cannot self-treat. With STRAINED supply: once per operator per mission.
Field Stabilize (Any Operator with Kit): Any non-Medic operator with a medkit may attempt the same action: 1 action, adjacent, cannot self-treat, roll OPINT 4+ at -1. Success: remove 1 MW.
Pressure Tokens: Spend a Pressure token to reroll a die, auto-pass a GUTS check, or recover 1 FW.
Every gene-forged operator selects one Augment Tag at creation. Tag selection is permanent and is the primary mechanical commitment of playing gene-forged.
| Tag | Benefit | Complication |
|---|---|---|
| Apex Physiology | +1" MOBI. First Fight of mission +1 to die. | -1 to OPINT rolls involving empathy or social read. |
| Threat Mapping | On Field Read, always pick two benefits on success, not just Natural 6. | -1 to GUTS checks in crowds or civilian zones. |
| Rapid Clot | Ignore the first FW suffered each mission. | Cannot benefit from Medic Field Stabilize between missions. |
| Suppression Resistance | Ignore Pinned once per mission, free reaction. | -1 to TACT in civilian-facing contexts. |
| Sensory Overdrive | +1 to first Shoot of each activation. | On Natural 1, take 1 FW from sensory overload. |
| Adaptive Metabolism | No GUTS check for contamination. Ignore environmental hazards that grant 1 FW. | Requires specialized rations, doubled supply cost at Strained. |
Six gene-forged classes. Each has one Signature ability (always available), one Doctrine Bonus (a passive reward for committing to your role), and four Specializations — choose one per mission. Specializations may be swapped between missions.
Each class has a Doctrine Bonus — a passive reward triggered by committing fully to that class's role.
| Class | Doctrine | Effect |
|---|---|---|
| Commando | Forward Momentum | When both actions are spent on Shoot or Fight, the next activation ignores the wound-state action penalty: act with 2 actions regardless of wound state. |
| Marksman | Line of Sight Discipline | On a successful Shoot beyond 18", push target 2" in a direction you choose (no Reaction), or next Overwatch this mission costs 1 action instead of 2. |
| Infiltrator | Shadow Discipline | Kill from Stealth: re-enter Stealth without a TACT check. |
| Breacher | Hinge Point | Fight action within 3" of a structural element: +2 to Fight roll. |
| Medic | Triage | When you Stabilize an operator at 2 MW, their next activation gets 2 actions regardless of wound state. |
| Tech | Clean Break | On a successful Override, move up to 3" free (no action cost). |
Pressure tokens are earned by risky play: leaning into danger instead of away from it. Spend them to bend outcomes when it matters most.
| Trigger |
|---|
| Push voluntarily into contaminated terrain. |
| Use your last consumable. |
| Desperation Fire at 1 MW. |
| Mission-critical Interact at 2 MW. |
| End activation inside an enemy's declared Overwatch trigger arc and survive. |
| An honest call that costs the operator something (narrative, GM-granted). |
| Spend | Effect |
|---|---|
| 1 token | Re-roll any die. |
| 1 token | Auto-pass a GUTS check. |
| 1 token | Recover 1 FW at start of next activation. |
| 1 token | Delay a consequence by one round. |
Each operator caps at 3 Pressure Tokens in their own hand per mission. A shared squad pool may hold more through mission seeds or GM grants.
Every operator starts each mission with 1 Operator's Edge token. Edge is distinct from Pressure: you start with 1 Edge, you have to earn Pressure.
| Spend | Effect |
|---|---|
| 1 Edge | Treat any one roll as a success. Declared before the roll. |
| 1 Edge | Immediately stand up from Prone without spending an action. |
| 1 Edge | Cancel 1 Alert Level tick your actions just caused. |
| 1 Edge | Let an ally within 6" re-roll any one die. |
Edge does not carry over between missions unless a campaign reward says so.
Your squad's supply level tracks resource availability across the mission. It degrades as consumables are spent and casualties mount.
| State | Effect |
|---|---|
| Operational | Full access to consumables and Field Stabilize. No restrictions. |
| Strained | Field Stabilize limited to once per operator per mission. Consumables run low. |
| Critical | No consumables available. Field Stabilize unavailable. Survival mode. |
Weapons and gear degrade under sustained field use. Equipment starts Clean and may become Stressed through hard use or environmental exposure.
| State | Effect |
|---|---|
| Clean | Weapon functions normally. |
| Stressed | Weapon jams on natural 1. 1 action to clear jam. |
Contaminated zones are marked on the mission map. Any operator entering or activating in contaminated terrain must check for exposure.
Baseline operators: Roll GUTS 4+. Failure: take 1 FW from exposure.
Gene-forged operators: Automatically take 1 FW. No roll — their engineered biology reacts unpredictably to contaminants.
The Player Reference weapon table preserves the full damage / armor-penetration schema. Cost values are point-buy; Range is the abstract band tier the weapon competes in (see Range Bands).
| Weapon | Dmg | Range | AP | Cost | Properties |
|---|---|---|---|---|---|
| Sidearm | 1 | Short | 0 | 10 pts | — |
| Suppressed Pistol | 1 | Short | 0 | 20 pts | Silent |
| Shotgun | 2 | Short | 0 | 25 pts | Scatter |
| SMG | 1 | Short / Med | 0 | 20 pts | Rapid |
| Suppressed SMG | 1 | Short / Med | 0 | 30 pts | Silent, Rapid |
| Assault Rifle | 1 | Med | 1 | 25 pts | — |
| Battle Rifle | 2 | Med / Long | 1 | 30 pts | — |
| LMG | 2 | Med | 0 | 35 pts | Suppressive |
| Sniper Rifle | 3 | Long / Extreme | 2 | 40 pts | Heavy |
| Frag Grenade | 3 | Short | 0 | 35 pts | Blast, One-Use |
| Smoke Grenade | — | Short | — | 25 pts | Obscure, One-Use |
Armor: Light Vest (AR +1), Medium Rig (AR +2), Heavy Plate (AR +3, −1" MOBI).
Field Gear (up to 4 slots per operator): Night Vision goggles (ignore darkness penalties), Flashlight (6" cone, negates darkness), Medkit (counts as Medic for Field Dress), Smoke charges (create obscuration), Breaching charges (assist Breacher), Signal relay (extend overwatch range), Sensor array (detect movement through walls within 12"), Reinforced armor plating (+1 AR but doubles gear slot cost).
Specialization Gear: Recon probe (Infiltrator: silent observation), Signal booster (Marksman: extends Overwatch coverage), Hardened tablet (Tech Specialist: grants +1 to Circuit Override), Breaching tools (Breacher: improves structural Fight rolls), Pharmacology kit (Medic: enables Battle Chemist specialization).
After extracting from a mission, your squad enters downtime. Follow this sequence:
1. Collect Rewards: Intelligence, data, captured equipment, or mission bounties. Convert to experience points (XP) or squad resources.
2. Treat Wounded: Flesh Wounds clear automatically. Mortal Wounds require Medic roll OPINT 4+. Success: recovered. Failure: persists into next mission. One operator treated per downtime sequence.
3. Advance Operators: Spend accumulated experience to improve operator attributes or specializations.
4. Acquire Gear: Purchase new weapons, armor, or field gear from squad supply or captured enemy equipment.
5. Brief Next Mission: Receive new objectives. Plan approach, check unit composition requirements. Ready for deployment.
Operators advance through accumulated experience and standout moments. GM awards XP at the end of each mission for:
Mission Success: Completing primary objectives awards experience for the squad pool.
Exceptional Performance: Individual operators who achieve standout moments — last operator standing making a dramatic stand, a medic stabilizing three wounded operators in a single round, infiltrator extracting target intel in silence — gain advancement opportunities.
Survival Bonus: Operators who complete the mission alive gain advancement points toward attribute improvement.
Spending Experience: Advancement is not automatic. At the end of a mission, if an operator earned advancement, spend experience to improve:
Improve an Attribute: Move from Bad (5+) to Ordinary (4+) to Good (2+). Each step costs accumulated experience.
Retrain Specialization: Between missions, swap your chosen specialization for a different one from your class list. Describe the training that justifies it.
Note: Operator Tactics does not use formal Performance Triggers. Advancement is determined by GM judgment of significant moments. A failed mission where an operator made crucial decisions under pressure may grant advancement even without mission success. A mission where an operator repeated standard tactics and survived grants less consideration.
Roll once each for Column A and Column B. Combine for your callsign. Example: Ghost + Hammer = Ghosthammer.
Roll D12 when creating an operator. Behavioral problems that could compromise the mission.
When you roll a natural 1, roll D6 below. Or the GM picks.
When you roll natural 6 on a SHOOT or FIGHT attack, standard effect (Mortal Wound) always applies. This table adds bonus effect.
Roll D12 when an operator takes a Mortal Wound. Standard MW penalties apply. This table adds specific complication lasting until treated unless noted.