01 Welcome to the Fight Introduction

Operator Tactics is a tabletop RPG about modern special operations in a fractured near-future Earth. You play elite operators — soldiers, infiltrators, medics, and tech specialists — running missions in contested zones where the politics are dirty, the intel is incomplete, and every call has consequences that follow you to the next job.

The RPG came first. OT was designed from the ground up as a narrative game: a GM-led, character-driven experience where operators build histories, carry liabilities, and run campaigns across connected missions. The skirmish and solo formats grew out of that foundation — same engine, different shape.

The rules are minimal by design. One six-sided die handles everything. Shoot, fight, hack, breach, heal — same mechanic, one die. The system stays out of the way so the action and the story stay at the table.

Design Intent Every rule earns its place. If it doesn't create a decision or generate tension, it gets cut. The engine is one die. The game is everything else.

Modes of Play

OT is designed to run in three formats. The core rules in this document are the foundation for all three.

FormatPlayersStructureWhat It Is
RPG GM + 1–4 players Narrative missions, campaign arc, between-mission sequence The primary game. Operators have backgrounds, liabilities, and service records. The GM builds scenarios and plays NPCs, factions, and the world. Missions connect. Consequences carry.
Skirmish 1–2 players (no GM) Head-to-head tactical combat, 400-point squads, 6 scenarios Competitive format. Both players build simultaneously after seeing the scenario. No narrative overhead — pure tactical decision-making. Also playable solo with the NPC Behavior tables.
Solo 1 player (no GM) Solo oracle, story engine, campaign framework A GM-less single-operator campaign. Uses oracle tables to generate mission complications, NPC responses, and consequences. The narrative weight of the RPG format, without a second person at the table.
New to the game? Operation: First Light is the recommended entry point — a guided learn-to-play tutorial that walks one GM and up to four players through every core mechanic across a single 60–90 minute mission. No prior rules knowledge required. Find it in the OT First Contact folder.

The World

The game is set in Terra Conflictus, Earth 2060 — a world where climate displacement, resource wars, and political consolidation fractured the old map into six competing power blocs. No front lines. No declarations. Proxy conflicts, deniable operations, and operators like you, running jobs for people whose names you never learn.

The setting is built into every operator's background, every faction's training profile, and every mission's political texture. You don't need to know the full world to play — but the more you know, the more the scenarios mean.

02 The Core Mechanic Foundation

Roll D6. Meet or beat your proficiency threshold. That is the whole engine.

Almost every action in the game resolves this way. Shoot, fight, hack a terminal, throw a grenade, stabilize a wound — one die, one number.

RatingThresholdProbability (unmodified)Meaning
Good2+5 in 6 (83%)You almost always succeed. Only a natural 1 fails.
Ordinary4+3 in 6 (50%)Coin flip. Modifiers make the difference.
Bad5+2 in 6 (33%)You need help, gear, or luck.

Modifiers

Modifiers always 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 once.

Critical Results. Natural 6 always succeeds, regardless of threshold. Natural 1 always fails, regardless of modifiers. These are the only true absolutes in the system.

Threshold above 6: When armor or conditions push the threshold above 6, only a natural 6 can wound — and even then, it deals a Flesh Wound only.

Action Floor: No combination of penalties can reduce an operator below 1 action per activation.

03 What You Need Setup
ItemNotes
D6 diceA handful. You roll one at a time.
Miniatures or tokensOne per operator. Anything works at this level.
Measuring tapeEverything measured in inches.
Playing surface3×3 feet minimum. Larger is fine.
Terrain8–12 pieces of hard cover. Open tables get people killed.
Pressure tokensEarned during play. Poker chips, coins, or dice work.
Wound markersTrack FW and MW per operator. Dice alongside base works fine.

Your Models

There are two ways to get figures on the table. Neither requires buying anything new.

The parts-bin path: sprues, clippers, 40k piles of shame, military model kits, dollar-store dinosaurs. Raw material, built up. Whatever you kit-bash can be a gene-forged operator — the Gene Forge provides the in-world logic for any silhouette.

The Dead Shelf path: a complete figure you already own. A Pop Mart blind box, a thrift store find, a Quiccs TEQ63 you bought for a different reason, a Labubu that's been sitting on your desk since last year. You don't build it. You give it a name, a card, and a place in a splice.

These figures are Commercial Stock in both senses. In the OT world, Commercial Stock gene-forged were built for entertainment markets and ended up on the battlefield when the Upheaval reorganized everything. In yours, the figure was built for a collector shelf and is now on the table. The lore was already written. No conversion required.

The Point The figures already in the world are the correct figures. Designer vinyl — Pop Mart, 52Toys, Quiccs, Kidrobot — already looks like it exists in a near-future contested zone. It was in the toy bins before this game existed. We designed around what already exists. For faction marking, modification techniques, scale guidance, and the full collector crossover framework, see the Commercial Stock document.
04 Attributes Operators

Every operator has six attributes. Five are rated Good, Ordinary, or Bad. One (MOBI) is a fixed number in inches.

AttributeUsed For
SHOOTRanged attacks. Fire at enemies, reaction shots, shooting through doorways.
FIGHTMelee attacks. Close combat, grapples, knife work.
TACTPhysical and technical tasks. Force doors, plant charges, navigate terrain, throw grenades.
OPINTOperational intelligence. Hack systems, spot ambushes, download files, read the room.
GUTSMorale and toughness. Hold under fire, recover between missions, resist panic.
MOBIMovement in inches per activation. Not a roll — just distance.
05 The Six Classes Operators

Every class fills a role the squad cannot survive without. You are not picking favorites. You are picking the right people for the job.

Each class has one Signature ability (always available) and three Specializations — choose one per mission. Specializations can be swapped between missions.

Commando
100 pts  //  Combat
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.
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  //  Recon
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.
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
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.
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  //  Combat
Breacher
SHT
4+
FGT
2+
TCT
2+
OPI
5+
GTS
2+
MOB
6"
AR 3 (Heavy Plate)  //  3 FW / 2 MW
Signature: Structural Damage
+1 to FIGHT or TACT rolls against structural elements (doors, barricades, walls). Passive, always on.
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  //  Support
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.
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  //  Support
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.
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 reward triggered by successful use of the class signature ability. Doctrine Bonuses are always active and do not need to be chosen.

ClassDoctrine BonusEffect
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", the target is pushed 2" in a direction you choose (no Reaction), OR the Marksman's 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 the Fight roll.
MedicTriageWhen you Stabilize an operator at 2 MW, their next activation gets 2 actions regardless of wound state.
Tech SpecialistClean BreakOn a successful Override, move up to 3" free (no action cost).
06 Building Your Squad Operators
FormatPoint BudgetMinimumRestriction
Standard Play1,000 pts3 operatorsMust include 1 Combat, 1 Recon, 1 Support
Skirmish400 pts2 operatorsNo composition requirement
Advanced Play1,200 pts3 operatorsMax 3 of any single class
Solo Play400 pts2 operatorsNo composition requirement

The Three Roles

RoleClassesWhat They Do
CombatCommando, BreacherClose with the enemy. Hold ground. Clear rooms. Create approaches.
ReconMarksman, InfiltratorShape the engagement. Control sightlines. Get the team in before anyone knows they're there.
SupportMedic, Tech SpecialistKeep the squad viable. Without a Medic, wounds accumulate with no recovery. Without a Tech, every locked door is a wall.

Gear Limits. Each operator carries 1 primary weapon, 1 sidearm, and up to 4 pieces of field gear. Melee weapons and grenades do not count against the gear limit.

07 Pressure Tokens Operators

Pressure tokens are earned through risk and spent for advantage. They carry between rounds but reset at mission end. No GM approval needed — only choices count, not forced actions.

Earn a Token When You:

Trigger
Push voluntarily into contaminated terrain.
Use your last consumable.
Use Desperation Fire while at 1 MW.
Complete a mission-critical Interact action while at 2 MW.
End your activation inside an enemy's declared Overwatch trigger arc and survive.
Make an honest call that costs the operator something (narrative, GM-granted).

Spend a Token To:

Effect
Re-roll any die.
Auto-pass a GUTS check.
Recover 1 FW at the start of your next activation.
Delay a consequence by one round.
Cap: each operator caps at 3 Pressure Tokens in their own hand per mission. Shared pool may hold more through mission seeds or GM grants. Pressure is earned by leaning into danger. Hold it for the moments that matter most.
08 Supply State Playing the Game

Before each mission, check the squad's Supply State. This determines what consumables operators carry and how Field Stabilize works.

StateConsumablesField Stabilize
OperationalStandard, full loadout.Unlimited uses.
StrainedMax 1 grenade + 1 medical kit per operator.Once per operator per mission.
CriticalNone at mission start; acquire in field only.TACT 4+ to improvise a kit, then OPINT 4+ to stabilize.
Supply State shifts with Patron Loyalty. Patron Loyalty −1 or below drops Supply State one step. Exceptional mission success may raise it one step.
09 Turn Sequence Playing the Game
PhaseWhat Happens
1. Priority CheckBoth sides roll D6. High roll picks first or second. Ties reroll. Priority Pressure: the loser's first operator to activate this round gets 1 action instead of 2.
2. Operator PhasePlayers alternate activating one operator at a time. Each operator gets 2 actions (except Priority loser's first). Activate in any order.
3. Threat PhaseGM activates all NPCs, patrols, reinforcements, and environmental effects. Each NPC unit activates once.
4. End PhaseResolve ongoing effects. Check objectives. Remove expired Sustain effects. Start a new round.
09 Actions Playing the Game

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

ActionCostEffect
Move1Walk up to your MOBI value in inches. Movement can be split around another action.
Sprint2Move up to MOBI ×2 inches. No other actions this activation.
Shoot1Make a ranged attack against a target in LoS within weapon range.
Fight1Move into contact (base-to-base, or within 1″ if either model uses a separate base) and make a melee attack. Fight triggers immediately.
Overwatch2Hold position. Make one free Shoot attack against the first enemy that moves into your LoS.
AbilityVariesUse your class signature ability or Specialization. Cost listed on your operator card.
Interact1Work an objective, hack a door, plant a charge, defuse a trap. Usually TACT or OPINT 4+ check.
Field Stabilize1Adjacent ally at 1+ MW. Cannot self-treat. Roll OPINT 4+. Success: remove 1 MW. Non-Medic using a kit rolls at -1.
Hide1Roll TACT 4+. Must be in cover and outside all enemy LoS. Success: enter Stealth.
Field Read1Roll OPINT or TACT 4+. Choose: Spot Weakness (learn a tactical detail), Call Target (next friendly attack on target +1), or Read the Room (reduce cover penalty by 1 against enemies in a terrain feature). Nat 6: two benefits. Nat 1: false information.
Desperation Fire2Make a second SHOOT attack at −2. Natural 1 on the second shot jams your weapon (1 action to clear).
SustainOngoingHold a position, signal, or system. Move at half MOBI only. When you take a wound while Sustaining, roll GUTS 4+ or Sustain breaks.
Stand Up1You are Prone. Stand up at the end of this action.
10 Reactions Playing the Game

When targeted by a SHOOT attack, declare your reaction before the attacker rolls. Cost: lose 1 action on your next activation. One reaction per operator per round.

ReactionTriggerEffect
Return FireYou're shot atImmediately make a Shoot attack against the shooter. Normal modifiers. Cannot Return Fire if Pinned.
Take CoverYou're shot atReposition up to 3" into the nearest cover. The triggering shot resolves against the new position.
Duck DownYou're shot atGo Prone. The attacker takes −1 on the triggering shot. Standing is a normal action.
Body ShieldAdjacent friendly is targetedAn adjacent operator or NPC becomes the target instead. Resolve as if they were the target.
11 Shooting Combat

Step by Step

1. Declare target in LoS within weapon range.
2. Set threshold from SHOOT proficiency: Good 2+ / Ordinary 4+ / Bad 5+.
3. Add defender's AR to the threshold. AR never modifies the die roll.
4. Apply all die modifiers. Stack them, then roll.
5. Meet or beat threshold to hit. Hit = Flesh Wound. Natural 6 = Mortal Wound.

Shoot Modifiers (to die roll)

ConditionModifier
Target in Light Cover (low walls, foliage)−1
Target in Heavy Cover (barriers, vehicles)−2
Long range (beyond half weapon's max range)−1
Close Quarters weapon within 6" (weapon property)+1
Target Prone−1
Attacker has 3 FW−1
Attacker Pinned−1
Elevation advantage+1
Assisting operator in LoS of same target+1
Surprise Attack (first shot from Stealth)+2
Shooting into a fight−2
Desperation Fire (second shot)−2
Marksman's Steady Aim active+2 to the die (natural 1 still fumbles)
Stacking Limit: No single Shoot attack may benefit from more than +2 total from class abilities.

Special Cases

Shooting Into a Fight: Roll SHOOT at −2. Modified result of 1 or 2 hits your ally instead. Natural 1 always hits your ally.

Threshold Above 6: Heavy armor can push the threshold beyond 6. Only a natural 6 wounds, and it deals a Flesh Wound only — armor absorbed the penetration.

12 Fight (Melee) Combat
1. Move into contact: base-to-base, or within 1″ if either model uses a separate base. This is your first action. Fight triggers immediately.
2. Both operators roll D6. Add +1 if armed with a melee weapon. High total wins. Attacker wins ties.
3. Armor check: roll D6. If result exceeds the loser's AR, the wound lands. Equal or less: armor absorbs. Natural 6 always penetrates. Natural 1 never penetrates (unless AR is 0).
4. Winner deals a wound: any winning roll = FW. Natural 6 from winner = MW.
5. Loser stays in contact. TACT 4+ at start of next activation to break free (move 3″ clear). Fail: take 1 FW, try again next turn.

Multiple Attackers: Each additional friendly in contact grants +1 to Fight roll. Maximum +2 from allies.

13 Grenades Combat

Throwing a grenade costs 1 action. Declare a target location in LoS within range. Roll TACT 4+. Blast radius: 3". Grenades ignore cover modifiers.

RollResult
Natural 6Perfect throw. Lands exactly on target. All targets in 3" blast suffer a Mortal Wound.
4–5Grenade lands on target. Apply normal grenade effect.
2–3Grenade scatters D3" in a random direction.
Natural 1Grenade scatters D6" in a random direction. May threaten friendly operators.

Scatter Direction: Opposing player nominates direction, or roll D6: 1 = toward thrower, 2 = left, 3 = right, 4 = long left, 5 = long right, 6 = away from thrower.

14 Movement & Terrain Battlefield
TerrainMovementCover ModifierNotes
Open GroundFullNoneYou are exposed.
Light CoverFull−1 to attackerLow walls, foliage, fences.
Heavy CoverHalf (difficult)−2 to attackerConcrete barriers, sandbags, vehicle hulks.
DifficultHalf (2" per 1")NoneRubble, mud, shallow water, dense vegetation.
ElevatedFull−1 from belowRooftops, balconies. See over Light Cover.
ImpassableBlockedBlocks LoSSolid walls, deep water, cliffs.

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, no LoS. Elevated operators can see over Light Cover. Heavy Cover still blocks.

Contaminated Terrain

Any terrain can carry the Contaminated tag (GM marks on map before play). If you end your activation in contaminated terrain:

Operator TypeEffect
BaselineRoll GUTS 4+. Failure = take 1 FW.
Gene-ForgedTake 1 FW automatically. No roll.

Passing through contamination without ending there = no effect. Salvage looted from contaminated terrain starts Stressed.

Special Movement

SituationRule
ClimbingCosts 2" per 1" vertical. Ladders/stairs: 1" per 1". No clear handhold: TACT 4+ or no progress, action spent.
Falling1 FW per full 3" fallen.
Unlocked doorsCosts 1" of movement to pass through.
Locked doorsRequires Breach (Breacher) or Override (Tech) to open.
WindowsLoS as Light Cover. Entering costs 2" of movement.
15 Visibility Conditions Battlefield
ConditionEffect
Full DaylightNo penalties. Standard rules.
Low Light (dusk, heavy rain, dense smoke beyond 3")All Shoot beyond 12" at −1. Stealth detection range reduced to 4".
Darkness (night, no illumination)All Shoot at −1. Max Shoot range 12". Stealth detection reduced to 3". Without Night Vision: −1 to TACT and OPINT checks.
Night VisionIgnore all darkness and low-light penalties.
FlashlightIlluminate a 6" cone. Negates darkness in cone. Reveals Stealthed enemies inside it.
16 Alert Levels Battlefield

Track where enemy forces are on the attention scale. Most missions start at Level 0. The squad's job is to keep it there — or manage what happens when they can't.

0
Unaware
Normal patrol. No active searching. Operators can move freely in non-LoS areas.
1
Suspicious
One guard investigates. Others continue patrol. Something seemed wrong. No confirmation yet.
2
Alerted
All guards move to search posture. No one leaves their post. They know something is here.
3
Lockdown
Building seals. Reinforcements called. Every exit monitored.
4
Hot
Full response. No hesitation. Everything at once. You are no longer in a stealth mission.

What Raises Alert

EventChange
Unsuppressed gunfire (nearby)+1 or +2 (GM call)
Guard finds evidence of intrusion+1
Guard goes missing from patrol (after 2 turns)+1
Failed TACT check in enemy LoSGM call

What Holds or Lowers Alert

ActionEffect
Create Distraction (TACT 4+)Redirects one guard for 2 turns. No alert change.
Tech Override at security terminal (OPINT 4+)Hold Alert or reduce by 1.
Silent takedown + body hiddenNo alert change.
17 Wound Track Wounds & Morale
Clean
No Wounds
No penalties
2 actions
Wounded
1–2 FW
No penalties
2 actions
Hurt
3 FW
−1 all rolls
2 actions
Critical
1 MW
−1 all rolls
1 action
Failing
2 MW
−2 all rolls
1 action
Down
+1 hit at 2 MW
Out of Action
Removed
Wound Clarity: When you take a MW (conversion or direct hit), clear all current FW. MW penalties replace FW penalties — they don't stack.

3 FW + hit: Converts to 1 MW. All FW cleared. The wound track resets to the MW state.

Mortal Wound removal via Field Stabilize: Medic Field Stabilize (OPINT 4+, 1 action, adjacent) removes 1 MW on success. Apply updated wound state after treatment.

18 GUTS Checks Wounds & Morale

Roll GUTS vs 4+. Success: you hold. Failure: lose 1 action on your next activation.

Make a GUTS check when:

Trigger
A friendly operator in your 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.
The GM calls for it under extreme circumstances.
19 Status Effects Wounds & Morale
StatusEffectHow It Ends
Prone Incoming Shoot attacks at −1. Crawl at half MOBI. Can Shoot at no penalty. Cannot Fight, Sprint, or use movement abilities. Stand Up (1 action).
Pinned Next Move costs both actions. −1 to all Shoot rolls. AR reduced by 1. Pinned only once per round. Expires at end of your next activation.
Stealth Cannot be targeted by Shoot. Enemies won't move toward you. Hit with unsuppressed Shoot. Any Fight. Failed TACT in enemy LoS. Moving in open within 6" of an alert enemy.
Sustaining Move at half MOBI only. On any wound, roll GUTS 4+ or Sustain breaks. Ability expires, or wound + failed GUTS check.
Out of Action Removed from play. Fate determined after the mission (see Between Missions).
20 Enemy Tiers Enemies
TierSHOOTFIGHTARFWMWMOBICost
Grunt 5+5+0205"40 pts
Elite 4+4+1315"Varies
HVT VariesVariesVaries3+2+VariesScenario
21 NPC Behavior Enemies
TierActivationMoraleAvailable ReactionsNotes
Grunt Group Breaks at 3+ group casualties None Cheap, numerous, fragile. Basic opposition.
Elite Individual Standard GUTS (4+) Return Fire, Take Cover Trained, armed, uses cover. Mid-tier threat.
HVT Individual Escalation track Scenario-specific Named, mission-critical. At 1 MW: Cornered phase. At 2 MW: Last Stand. See scenario sheet.
22 Weapons Equipment
WeaponRangeCostNotes
Sidearm12"10 ptsClose Quarters (+1 within 6").
Suppressed Pistol12"20 ptsSilent. No alert on hit. Close Quarters.
Combat Knife / MeleeContact5 pts+1 to Fight rolls.
Shotgun12"25 ptsClose Quarters. +1 within 6".
SMG18"20 ptsClose Quarters.
Suppressed SMG18"30 ptsSilent. Close Quarters.
Compact Carbine24"15 ptsStandard.
Assault Rifle24"25 ptsStandard. Reliable.
Suppressed Carbine24"25 ptsSilent.
Battle Rifle30"30 ptsHard-hitting. No close-quarters bonus.
LMG24"35 ptsSuppression platform. Pinned on hit.
Designated Marksman Rifle36"30 ptsMarksman class. Steady Aim compatible.
Sniper Rifle48"40 ptsMaximum standoff. Heavy — cannot Move and Shoot in same activation.
Frag GrenadeThrown 12"35 pts3" blast. FW all in range (MW on nat 6).
FlashbangThrown 12"8 pts3" blast. All targets Pinned this round.
Smoke GrenadeThrown 12"25 pts2" cloud. Heavy Cover until end of next round.
EMP GrenadeThrown 12"15 pts3" blast. Disables all electronics (drones, cameras, powered armor) until end of round.
Demo ChargePlaced15 ptsBreacher signature use. Can also destroy structural targets. 3" blast.
23 Armor Equipment
ArmorARThreshold EffectMovementCost
None0
Light Vest1+1 to threshold15 pts
Medium Rig2+2 to threshold30 pts
Heavy Plate3+3 to threshold−1" MOBI50 pts

AR is added to the hit threshold, not the die roll. A Good (2+) shooter vs. AR 2 = threshold 4+. The defender never rolls armor separately — it makes the attacker's job harder to begin with.

Equipment Stress

StateEffect
CleanDefault. No penalty.
StressedNatural 1 on any Shoot = weapon jams. TACT 4+, 1 action to clear.

Weapons start Stressed if: GM flags in setup, looted from contaminated terrain, or battlefield salvage (Stressed by default unless specified).

24 Field Gear Equipment
ItemCostEffect
Med Kit15 ptsOnce per mission: Medic may use Field Dress twice in a single activation (instead of once).
Trauma Kit20 ptsOnce per mission: automatically succeed on a Stabilize roll without rolling OPINT.
Stimulants10 ptsOnce per mission: target operator ignores wound penalties for one full activation.
Breaching Charges10 ptsBreacher can use Demo Charge twice this mission instead of once.
Smoke Canister5 ptsDeploy at start of activation — 4" cloud of smoke (heavy cover) until end of round.
Recon Drone20 ptsDeploy as Interact action. OPINT 4+ to spot hidden enemies in 8" radius. Destroyed if targeted.
Signal Jammer15 ptsOnce per mission: prevent enemy from calling reinforcements for 2 rounds.
Hacking Kit20 ptsNon-Tech operators may attempt Override (OPINT 5+ instead of 4+).
Grapple Kit10 ptsClimbing costs 1" per 1" vertical instead of 2".
Night Vision Optics15 ptsIgnore all darkness and low-light penalties.
Ballistic Shield25 pts+1 AR while stationary (does not move with operator).
Comms Relay10 ptsOperators within 8" of this gear piece may share Pressure tokens once per round.
25 Scenarios & Setup Running the Op

Game Setup

1. Choose a scenario. Pick a mission or roll from the scenario tables. The scenario sets the objective, enemy composition, and special conditions.

2. Build squads. Each player builds within the point budget. Standard play: 1000 pts. Skirmish: 400 pts.

3. Set terrain. Use the Five-Zone Method. Standard table: 3×3 feet. Place 8–12 pieces of hard cover. Open tables get people killed.

4. Deploy. Roll D6. High roll chooses deployment zone. The other player deploys first. Operators within 6" of your board edge. In cover if terrain allows.

5. Begin Round 1. Roll Priority. Play begins.

Objective Types

ObjectiveMechanic
ExtractionMove a VIP or asset to the extraction point. VIP moves with an adjacent operator's Move action.
EliminationRemove the HVT from play. Apply HVT Escalation track (Cornered → Last Stand) when HVT takes first MW.
RecoveryReach a location, spend Interact action (TACT or OPINT 4+) to secure the objective. Carry it to extraction.
SabotagePlace Demo Charges or Override a system. Demo: Breacher TACT 4+. Override: Tech OPINT 4+. Set and detonate or hold.
SurveillanceReach and hold a position for a full round. Mark enemies with Field Read. No alarm triggered before timer expires.

Five-Zone Table Method

Divide your table into five zones: center, and one per board quadrant. Place at least 2 pieces of terrain per zone. Ensure clear lanes exist between zones for movement and LoS — but no operator should be able to see across the full table without cover interrupting the line.

26 Campaign Framework Running the Op

The campaign is three jobs, a patron, and a problem that gets worse. You don't need a full setting to start. You need four answers and someone on the other end of the comms.

The Squad's Situation (answer before Session 1)

QuestionAnswer
Who are you?A squad of 3–6 operators working freelance / for a patron / under contract. Active in [City] for [timeframe].
What do you have?A staging area — safehouse, shipping container, back room. Note what it provides: supplies, comms rig, medical station.
What do you owe?Roll D6 on the Obligation table below, or pick one.
What's at stake?The squad needs [money / extraction / information / protection] within [timeframe]. Failure costs [consequence].

Obligation Table (D6)

RollObligation
1You owe your patron for the staging area. First job's pay covers it. Refuse the job, lose the safehouse.
2One operator has a Mortal Wound from a prior contract. It won't heal without a Medic or downtime.
3A previous employer believes you stole intelligence. One faction starts at Unfriendly.
4You're carrying gear that belongs to someone else. Return it (lose 100 pts of equipment) or they come looking.
5One operator has a personal connection in this city. That connection is in trouble. Side job available from Session 1.
6Clean slate. No debts. Unknown here. That's an advantage — until nobody vouches for you either.

The Three-Job Arc

JobPurposeDesign Notes
Job 1: The Introduction Teach the table. Establish the city. Introduce the antagonist's fingerprints. Supply State: Operational. 4 sectors max. Teach movement, combat, wounds. End with unexpected information.
Job 2: The Complication The problem is bigger. New actors. New pressure. Stealth matters. Supply State: Strained (default). Introduce Alert Levels. At least one NPC as person, not stat block. Info from Job 1 recontextualizes something. End with choice affecting Job 3.
Job 3: The Resolution Everything converges. Split objectives. The antagonist is present. Consequences land. Supply State: Strained or Critical. Split objectives if group allows. HVT has Cornered/Last Stand behavior, possibly gene-forged. At least one outcome from Jobs 1–2 changes conditions. End with hook forward.

Patron Loyalty Track

LevelStateEffect
−2BurnedPatron cuts contact. Final pay withheld. May sell squad's location.
−1StrainedLess intel. Reduced pay. Patron holds back.
0NeutralStandard briefing. Standard pay. Professional distance.
+1TrustedBetter intel. Bonus gear available. Patron shares personal stakes.
+2BondedPatron risks their position to help. Full disclosure. Real partnership.

Shifts loyalty: Full success = +1. Partial = no change. Failed objective = −1. Betraying patron's interest = −2. Going beyond contract to protect something they care about = +1.

27 Between Missions Running the Op

Run this checklist after every mission, in order:

StepAction
1. Wound RecoveryAll FW clear automatically. MW: Medic rolls OPINT 4+ to treat (or GUTS 4+ without Medic). Failure: MW carries into next mission.
2. Downtime MenuEach operator selects one activity: Rest (auto FW recovery), Train (swap Specialization), Acquire (OPINT 4+, gain one gear), Intel (TACT 4+, GM reveals next-mission detail), Recover (GUTS 4+, convert 1 MW → 1 FW), or Lay Low (reduce faction Threat by 1).
3. RetrainAny operator may swap their Specialization. No cost.
4. Field RequisitionsAward by performance: Silver (objective complete, casualties taken), Gold (minimal casualties), Platinum (no casualties, clean).
5. Advance FactionsMove every faction one step on their timeline. Don't tell the players.
6. Update Patron LoyaltyShift based on mission outcome.
7. Update Supply StateCheck Patron Loyalty — shifts may apply.
8. Brief Next MissionPresent the next job. Let the squad plan.

Field Requisition Tiers

TierOptions
SilverAmmo resupply, basic medical kit, or intel package.
GoldSpecialist gear, elite-grade weapon, or field upgrade.
PlatinumPriority extract, unique asset, or Pressure token bonus (carries over to next mission).