Field Capture  //  Splice on the move
The World

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.

How to Play

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.

The Dice

One die. One number. That is the whole engine.

The Core Rule

Roll a D6. Meet or beat your target number. Natural 6 always succeeds. Natural 1 always fails.

Proficiency
RatingTarget Number
Good2+
Ordinary4+
Bad5+

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.

FROM TERRA CONFLICTUS — CAYO NKRUMAH
The moment a friendly operator goes down, everything moves at half-speed. I saw it in the Sudanese Sector during a NAF extraction: a Commando took mortar fire, went prone, then Mortal Wound on the follow-up. His squad mates had three seconds to process it. Literally three seconds before their next activation.
The paralysis looks like this: a freeze. Not movement. The absence of movement. A Tech Specialist stood holding a relay device, arms locked, staring at the space where their Commando had been. They were trying to do the math that isn't there – trying to make the unconscious body move again, trying to rewrite rounds that have already resolved.
When you come back online, you've lost it. Not your training. Not your weapon. Your momentum. One action instead of two. The universe gives you sixty seconds to recover and the recovery never finishes in that time.
I've watched operators hold. Watched them swallow it and move. I've watched more fail. The ones who fail don't freeze twice. They just stop moving altogether.
GUTS Checks: Roll GUTS vs 4+. Success: you hold. Failure: lose 1 action on your next activation. Triggers: A friendly operator in LoS goes Out of Action. You take your first Mortal Wound this mission. You activate with 3 Flesh Wounds. You are the last active operator on your side. GM calls for it under extreme circumstances.
Actions

Each operator gets 2 actions per activation. No combination of penalties can reduce you below 1 action (Action Floor).

ActionCostEffect
Move1 actionWalk up to your MOBI value in inches. Can split around another action.
SprintBoth actionsMove up to MOBI ×2 inches. No other actions this activation.
Shoot1 actionMake a ranged attack against a target in LoS within weapon range.
Fight1 actionMove into contact (base-to-base, or within 1″ if either model uses a separate base) and make a melee attack.
AbilityVariesUse your class signature ability or Specialization.
Interact1 actionWork an objective, hack a door, plant a charge, defuse a trap.
Field Stabilize1 actionAdjacent to target. Cannot self-treat. Roll OPINT 4+. Success: remove 1 MW. Non-Medic with a kit rolls at -1.
Hide1 actionRoll TACT 4+. Must be in cover and outside all enemy LoS. Success: enter Stealth.
Stand Up1 actionYou are prone. Stand up at end of this action.
Field Read1 actionChoose 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 FireBoth actionsMake a second SHOOT attack at −2. Natural 1 jams your weapon (1 action to clear).
SustainOngoingHold a position or signal. Move at half MOBI. Wounds require GUTS 4+ or Sustain breaks.
INTERCEPTED TRAINING BRIEF — NAF RAPID RESPONSE DOCTRINE
This is not a flowchart. This is not a decision tree. You have one second. In that second, you observe. You will see one of three things:
The first is structural. Your Infiltrator moves through a doorway and sees how the enemy has arranged itself. Where the weight is. Where the gap is. Spot Weakness. You report it. The next operator to engage that position knows what to hit.
The second is temporal. Your Breacher has ten meters of line to the target position. Call the Target. Name what you see and burn it into the firing solution of the next shot. That call is a physical thing. It is now in the air between you and your target. The next round, that operator fires at what you named.
The third is environmental. Your Marksman is reading the room because the room is lying to you. That corner shadow is covering ground the intel said was empty. Read the Room. Strip the cover bonus. The building itself becomes less defensible because you understood what it was trying to do.
Success means you saw something. Natural 6 means you saw two things. Failure means you saw wrong. A field operator calling false information has cost lives.
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.
FIELD NOTE FROM DEAD SQUAD LEADER — Recovered in Cargo Container K-9, NAF Detention, 2066
Sustain is committing to something. It is standing in an exposed position and saying: I am staying here. I am not moving. I am holding this line or this angle or this fire until the situation changes or I die.
The cost is half speed. You can crawl. You can shoot. You cannot run. You cannot relocate in this activation or the next. You have given up mobility for commitment.
The second cost is hidden until it happens. A wound lands. A Flesh Wound. Simple. But you're sustaining, so it's not simple. Roll GUTS 4+. Success: you hold the position. Failure: sustain breaks and you realize you've been standing in a killing field with only the promise of endurance holding you there.
I sustained outside the Server Room at the facility. Overwatch. The Marksman needed two more turns to get out with the data. Round 3, I took fire. Flesh Wound. GUTS check. I failed. Sustain broke. I moved at half speed because I had just spent a round bleeding and realizing the overwatch wasn't going to hold me alive.
The next round, I was hit again. Mortal Wound. I went down before the data extraction was complete. I watched the Marksman leave without me. That's the cost of sustain.
Sustain: Ongoing action. Move at half MOBI. Wound = roll GUTS 4+ or Sustain breaks.
Movement

Each operator moves up to their MOBI value in inches per Move action. Movement can be split around another action.

TerrainMovement CostCover Effect
Open GroundNormalNone. Exposed.
Light CoverNormalAttacker's die roll −1
Heavy CoverDifficult (2" per 1")Attacker's die roll −2
Full CoverCannot enter without breachBlocks LoS entirely
ImpassableCannot 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.

Shooting

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.

Shooting Modifiers
ConditionDie 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.

Cover & Range
Range BandDistanceAttack Modifier
Short0–6"+0
Medium7–18"+0
Long19–30"−1
Extreme31"+−2
Cover Types
Cover TypeEffect
Light CoverAttacker's die roll −1
Hard CoverAttacker's die roll −2
Full CoverBlocks LoS entirely
Wounds
Wound StatePenaltyActions Per Activation
No woundsNone2
1–2 Flesh WoundsNone2
3 Flesh Wounds−1 to all rolls2
4th FW takenConvert all 3 FW → 1 MW
1 Mortal Wound−1 to all rolls1
2 Mortal WoundsOut 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.

Healing During the Mission

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.

AFTER-ACTION REPORT — EXTRACTION, AMAZONIAN CONTESTED ZONE 2066
We lost Carla in the kill zone. Two Mortal Wounds, then Out of Action at 1740 hours. The Medic was pinned. I made a call to leave her and extract. We got out with our intel, three operators standing, two carried. Standard protocol. Carla didn't come back from that mission.
The official record says "seriously injured." What that means in practice: she went into a NAF med facility, and NAF decided whether to spend the resources on recovery. Mortal Wounds don't heal on their own. The tissue damage is structural. You need a trained Medic and you need time and you need a reason to spend both.
We have a Medic. But she was carrying Carlos when we extracted. No hands for Carla. Between this mission and the next, the Medic gets one treatment window. One roll. OPINT 4+. If she hits, Carla walks back in. If she misses, Carla stays in recovery.
Out of Action Recovery: After mission, fate is determined: recovered, seriously injured, or dead. Mortal Wounds require Medic roll OPINT 4+ to recover between missions. Failure: MW persists. One operator treated per downtime.
Augment Tags

Every gene-forged operator selects one Augment Tag at creation. Tag selection is permanent and is the primary mechanical commitment of playing gene-forged.

TagBenefitComplication
Apex Physiology+1" MOBI. First Fight of mission +1 to die.-1 to OPINT rolls involving empathy or social read.
Threat MappingOn Field Read, always pick two benefits on success, not just Natural 6.-1 to GUTS checks in crowds or civilian zones.
Rapid ClotIgnore the first FW suffered each mission.Cannot benefit from Medic Field Stabilize between missions.
Suppression ResistanceIgnore 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 MetabolismNo GUTS check for contamination. Ignore environmental hazards that grant 1 FW.Requires specialized rations, doubled supply cost at Strained.
Operators

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.

Commando
100 pts  //  Fire & Maneuver
Commando
SHT
2+
FGT
2+
TCT
4+
OPI
5+
GTS
4+
MOB
6"
AR 2 (Medium Rig)  //  3 FW / 2 MW
Signature: Rapid Deployment
Activation-timing +1. When the splice activation order is set, the Commando may insert first or last. Applies every round.
Doctrine: 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.
Specializations (choose one per mission)
Breach & Clear. When first through a door or opening, first Shoot that activation gains +1 to the die.
Heavy Weapons. +1 to FIGHT or SHOOT with LMG, HMG, or other heavy weapons.
Assault Leader. Adjacent ally gains +1 to their next Shoot or Fight this round.
Last Line. When at 1 MW, next Shoot or Fight roll gains +1. Once per mission.
Marksman
110 pts  //  Long-Range Overwatch
Marksman
SHT
2+
FGT
5+
TCT
4+
OPI
4+
GTS
4+
MOB
5"
AR 1 (Light Vest)  //  3 FW / 2 MW
Signature: Steady Aim
Spend both actions, must be stationary. Next Shoot action gains +2 to the die. Natural 1 still fumbles.
Doctrine: Line-of-Sight Discipline
On a successful Shoot beyond 18", push target 2" in a direction you choose (no Reaction). Or the Marksman's next Overwatch this mission costs 1 action instead of 2.
Specializations (choose one per mission)
Counter-Sniper. +1 to SHOOT against targets that made a Shoot action on the previous round.
Designated Marksman. Ignore 1 level of cover on the first Shoot per activation.
Spotter. Adjacent ally's next Shoot gains +1 to the die.
Long Watch. Overwatch covers two adjacent zones instead of one.
Infiltrator
100 pts  //  Recon & Disruption
Infiltrator
SHT
4+
FGT
4+
TCT
2+
OPI
4+
GTS
4+
MOB
7"
AR 1 (Light Vest)  //  3 FW / 2 MW
Signature: Ghost
Stealth persists when firing silenced weapons. Unsuppressed fire breaks Stealth. Re-entering Stealth from cover costs 1 action (instead of the normal Hide cost) if already in cover and outside all enemy LoS.
Doctrine: Shadow Discipline
Kill from Stealth: re-enter Stealth without a TACT check.
Specializations (choose one per mission)
Close Cuts. +1 to FIGHT against an unaware target.
Cat Walk. Move through difficult terrain without MOBI penalty.
Electronic Ghost. +1 to OPINT on hack or intrusion rolls.
Ex-Filtration. At mission end, ignore one pursuit or exfil complication.
Breacher
110 pts  //  Close Assault
Breacher
SHT
4+
FGT
2+
TCT
2+
OPI
5+
GTS
2+
MOB
6"
AR 3 (Heavy Plate, −1" MOBI)  //  3 FW / 2 MW
Signature: Structural Damage
+1 to FIGHT or TACT rolls against structural elements (doors, barricades, walls). Passive, always on.
Doctrine: Hinge Point
Fight action within 3" of a structural element: +2 to Fight roll.
Specializations (choose one per mission)
Wall Breaker. Make a Fight action against a wall or barricade to create a 2" opening. Costs 1 action.
Door Kicker. First through a breached doorway: +1 to Shoot or Fight that activation.
Overwatch Fire. May set Overwatch covering a breach point. Triggers when enemy crosses.
Armored Hull. +1 AR when adjacent to cover.
Medic
90 pts  //  Field Medicine
Medic
SHT
5+
FGT
5+
TCT
4+
OPI
2+
GTS
2+
MOB
6"
AR 1 (Light Vest)  //  3 FW / 2 MW
Signature: Field Stabilize
1 action. Adjacent ally at 1+ MW. Roll OPINT 4+. Success: remove 1 MW. Cannot self-treat. Non-Medic using a kit rolls at −1.
Doctrine: Triage
When you Stabilize an operator at 2 MW, their next activation gets 2 actions regardless of wound state.
Specializations (choose one per mission)
Battle Chemist. Injected stim: target's next Shoot or Fight gains +1. 1 action, adjacent, once per target per mission.
Trauma Surgeon. Field Stabilize succeeds on OPINT 3+ instead of 4+.
Calm Under Fire. Medic ignores Pinned status once per mission.
Preserve Life. When an ally would go Out of Action, spend 1 Pressure to keep them at 0 FW / 1 MW instead.
Tech Specialist
100 pts  //  Electronic Warfare
Tech
SHT
5+
FGT
5+
TCT
4+
OPI
2+
GTS
4+
MOB
5"
AR 1 (Light Vest)  //  3 FW / 2 MW
Signature: Circuit Override
1 action. Roll OPINT 4+. Interact with a system: door, turret, drone, camera, or terminal. Hardened tablet grants +1.
Doctrine: Clean Break
On a successful Override, move up to 3" free, no action cost.
Specializations (choose one per mission)
Drone Operator. Deploy a tactical drone (1 action). Drone acts on your activations as a separate 1-action element.
Netrunner. Remote Override within 12" instead of adjacent.
Counter-Intelligence. Once per mission, cancel an enemy Alert Level tick.
EMP Discipline. EMP Device blast 6" instead of 3".
Doctrine Bonuses

Each class has a Doctrine Bonus — a passive reward triggered by committing fully to that class's role.

ClassDoctrineEffect
CommandoForward MomentumWhen 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.
MarksmanLine of Sight DisciplineOn 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.
InfiltratorShadow DisciplineKill from Stealth: re-enter Stealth without a TACT check.
BreacherHinge PointFight action within 3" of a structural element: +2 to Fight roll.
MedicTriageWhen you Stabilize an operator at 2 MW, their next activation gets 2 actions regardless of wound state.
TechClean BreakOn a successful Override, move up to 3" free (no action cost).
Pressure Tokens

Pressure tokens are earned by risky play: leaning into danger instead of away from it. Spend them to bend outcomes when it matters most.

Earning Pressure Tokens
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).
Spending Pressure Tokens
SpendEffect
1 tokenRe-roll any die.
1 tokenAuto-pass a GUTS check.
1 tokenRecover 1 FW at start of next activation.
1 tokenDelay a consequence by one round.
Token Cap

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.

Operator's Edge

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.

Spending Operator's Edge
SpendEffect
1 EdgeTreat any one roll as a success. Declared before the roll.
1 EdgeImmediately stand up from Prone without spending an action.
1 EdgeCancel 1 Alert Level tick your actions just caused.
1 EdgeLet an ally within 6" re-roll any one die.

Edge does not carry over between missions unless a campaign reward says so.

Supply State

Your squad's supply level tracks resource availability across the mission. It degrades as consumables are spent and casualties mount.

StateEffect
OperationalFull access to consumables and Field Stabilize. No restrictions.
StrainedField Stabilize limited to once per operator per mission. Consumables run low.
CriticalNo consumables available. Field Stabilize unavailable. Survival mode.
Equipment Stress

Weapons and gear degrade under sustained field use. Equipment starts Clean and may become Stressed through hard use or environmental exposure.

StateEffect
CleanWeapon functions normally.
StressedWeapon jams on natural 1. 1 action to clear jam.
Contaminated Terrain

Contaminated zones are marked on the mission map. Any operator entering or activating in contaminated terrain must check for exposure.

Contamination Check

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.

Weapons

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
Weapon Properties
SilentDoes not break Stealth when firing.
HeavyCannot Move and Shoot in the same activation.
SuppressiveOn a hit, the target becomes Pinned.
RapidMultiple attacks per activation when enabled by class abilities.
ScatterWide blast at close range. All targets within 3" take a wound.
BlastAffects all targets in 3" radius. Ignores cover modifiers.
One-UseSingle use per mission.
Gear

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).

Between Missions

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.

FIELD REPORT — BAKU CHECKPOINT, 2058
I watched a squad lose the initiative at Baku. Not because they were outgunned. Not because the position was bad. They lost because at 0530 on a Tuesday, their point man froze.
The engagement was supposed to be textbook insertion and exfil. Your first operator through the door has two actions. Move, shoot, move again. Flow. That's how insertion always works.
But we called Priority and lost the roll by one pip. One die result. So my point man came through with one action instead of two. One move. He got thirty meters, found himself in the open between two hardened positions, and had to choose: stay in the kill zone and wait for next turn, or burn his only action holding ground he couldn't keep.
He died four rounds later when we tried to extract him.
I've trained that operator for three years. He froze because the math collapsed. The plan required two actions. The dice gave him one. You spend one moving. You have nothing left. You know it's coming before you even cross the threshold.
Priority Pressure: When your squad loses the Priority Check, your first activated operator this round begins with 1 action instead of 2. All subsequent operators activate normally with 2 actions.
Advancement

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 Tables
Callsign Generator (D20 + D20)

Roll once each for Column A and Column B. Combine for your callsign. Example: Ghost + Hammer = Ghosthammer.

Descriptor (A)
1
Ghost
2
Cold
3
Broken
4
Red
5
Iron
6
Black
7
Dead
8
Pale
9
Stone
10
Razor
11
Silent
12
Steel
13
Void
14
Ash
15
Dark
16
Scar
17
Hack
18
Grit
19
Creed
20
Viper
Object (B)
1
Hammer
2
Wire
3
Eagle
4
Dust
5
Hound
6
Knife
7
Shadow
8
Crow
9
Bolt
10
Pike
11
Fang
12
Chain
13
Storm
14
Hook
15
Wraith
16
Tusk
17
Breach
18
Drift
19
Shred
20
Flare
Operational Liability (D12)

Roll D12 when creating an operator. Behavioral problems that could compromise the mission.

1
Refuses to abandon a teammate. Ever. Will ignore orders and risk mission.
2
Takes trophies from kills. Watches, medals, rings. Items found during searches.
3
Cannot function without specific operator. GUTS rolls −1 when that operator is down.
4
Talks constantly during ops. Low voice, supposed to be covert. Breaks stealth.
5
Triggers first. Asks questions after. Compromises approach if enemy sighted.
6
Cannot sleep without combat drugs. Deteriorates on extended ops.
7
Keeps written tally. Names, faces, every casualty. Notebook is liability if captured.
8
Identifies with civilian population. Will refuse orders to cause collateral damage.
9
Aggressive about rules. Won't deviate from mission parameters even when field demands it.
10
Hoards ammunition. Won't share mags, grenades, or supplies.
11
Needs to explain the kill. Insists on understanding target's story. Creates delays.
12
Superstitious. Rituals before every op. Refuses to proceed without them.
Fumble Table — Natural 1 (D6)

When you roll a natural 1, roll D6 below. Or the GM picks.

1
Weapon Jam. Cannot Shoot again this activation. 1 action to clear.
2
Dropped Weapon. Falls at your feet. 1 action to retrieve. Cannot Shoot this activation.
3
Exposed. If in Stealth, breaks immediately. Nearest enemy may make free detection roll.
4
Friendly Warning. Nearby ally takes −1 to their next roll from disruption.
5
Compromised Gear. One field gear (GM's choice) unavailable for rest of mission.
6
Total Failure. GM narrates worst-case version of what happened. Nothing mitigates it.
Critical Hit — Natural 6 (D12)

When you roll natural 6 on a SHOOT or FIGHT attack, standard effect (Mortal Wound) always applies. This table adds bonus effect.

1
Clean Hit. Standard MW. No additional effect.
2
Weapon Damaged. Target's primary weapon jammed. TACT 4+ and 1 action to clear.
3
Armor Breach. Target's AR reduced by 1 for rest of mission.
4
Knocked Prone. Target knocked down. Standing costs 1 action.
5
Suppressed. Target's next activation limited to 1 action. Does not stack with MW effect.
6
Exposed Position. Hit forces target out of cover. In open until repositioning action.
7
Intel Compromised. Target drops comms device or data packet. Adjacent operator picks up with 1 action.
8
Disoriented. Target's next SHOOT and FIGHT rolls suffer −2. One activation only.
9
Through and Through. Round passes through, hits nearest model within 2" behind target. Roll SHOOT Ordinary 4+. FW only.
10
Equipment Destroyed. One piece of target's non-weapon gear destroyed. Permanent for mission.
11
Pinned. Target's next Move costs both actions. −1 to all Shoot rolls. Once per round.
12
Morale Break. Target rolls GUTS 4+ or retreats full MOBI toward nearest table edge.
Wound Complications (D12)

Roll D12 when an operator takes a Mortal Wound. Standard MW penalties apply. This table adds specific complication lasting until treated unless noted.

1
Clean Through. Standard MW. No additional complication.
2
Arm Hit. −2 to SHOOT and FIGHT rolls. One-handed actions only.
3
Leg Hit. MOBI reduced by half. Cannot sprint. Standing from Prone costs both actions.
4
Concussive Blast. Pinned automatically. Roll GUTS 4+ each activation or remain Pinned. Clears after 3 successful checks.
5
Eye Injury. All SHOOT rolls suffer −2. OPINT rolls suffer −1. Persists until field-dressed.
6
Gut Shot. End of every round: GUTS 4+. Failure: 1 additional FW from blood loss. Medic stabilizes with 1 action (OPINT 4+).
7
Hand Injury. Drop held weapon. Picking up costs 1 action. Cannot use grenades until treated.
8
Fractured Rib. Any FIGHT or climbing action causes 1 additional FW. Move at −1 MOBI.
9
Shrapnel. −1 to all rolls. Every time you take another FW, roll GUTS 4+ or take additional FW from fragment shift.
10
Nerve Damage. TACT rolls suffer −2. Cannot perform delicate actions (Override, demolition, lock picking) until treated.
11
Internal Bleeding. Not visible. End of Round 6+: GUTS 4+ or take 1 FW. Medic detects with OPINT 4+ (1 action). Once detected, treatable as standard MW.
12
Adrenaline Surge. Ignore MW penalties for 2 rounds. After 2 rounds, penalties apply and you take 1 additional FW from crash.