01 Welcome to the Line Introduction

Operator Tactics is a tabletop RPG about contract operators in a fractured near-future Earth. One GM and one to six operators can run a mission in a session; one player can use the solo protocol. Take the contract, build the kit, run the op, and carry the consequences forward.

Rules Authority This page condenses the v1 core book. When a scenario or supplement conflicts, OperatorTactics_v1.pdf controls.

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 + 1–6 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 2066 — a world where climate displacement, resource wars, and political consolidation fractured the old map into seven competing powers. 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 — on an attack it normally deals a Mortal Wound. Natural 1 always fails, regardless of modifiers. These are the only true absolutes in the system.

Threshold above 6: When Armor pushes a shooting 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.

Challenge Thresholds

Some tasks set a fixed challenge, such as TACT 4+. Use the stated threshold. The v1 core mentions a proficiency bonus for these checks but does not define its numerical conversion; this Quick-Start does not invent one. The GM should state before play whether a fixed challenge replaces the printed attribute threshold or receives a campaign-specific modifier.

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.
MarkersTrack wounds, status, Edge, Supply, Alert, and objectives. Poker chips, coins, or dice work.

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 four 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; use a scenario-defined opposed turn structure
Advanced Play1,200 pts3 operatorsMax 3 of any single class
Solo Play400 pts1+ operatorsOne or more operators — v1 permits either

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.

Loadout

  • One primary weapon and one sidearm.
  • Up to four pieces of general field gear — free at character creation in canonical v1.
  • Melee weapons and grenades do not consume field-gear slots.
  • Weapon and armor point costs count against the squad budget.
07 Operator's Edge Operators

Every operator starts each mission with 1 Edge token. Spend it at any time — including during a reaction — to reroll one D6. The new result stands. Edge normally resets between missions.

Pressure

Canonical v1 references Pressure for healing, Preserve Life, and mission rewards but does not provide a complete earning procedure. If using the optional Quick-Start Pressure module, keep it separate from Edge and agree on its earning triggers before the mission.

Alignment Note Edge is canonical. Pressure is retained only where a class ability or scenario explicitly awards it; the former three-token personal reroll economy is not assumed.
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.As written.
StrainedMax 1 grenade + 1 medkit 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 — two actions.
Supply State follows campaign circumstances and patron sentiment. A sour patron may lower Supply State; exceptional mission success may raise it.
09 Turn Sequence Playing the Game
PhaseWhat Happens
1. Priority CheckBoth sides roll D6. High roll chooses first or second. Ties reroll. The losing side's first activated model gets 1 action instead of 2.
2. Operator PhaseActivate each operator, normally 2 actions each. Activate in any order.
3. Threat PhaseGM activates NPC units, patrols, reinforcements, and environmental effects. Each NPC unit activates once.
4. End PhaseResolve ongoing effects, objectives, clocks, and expired Sustains. 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. Make one free Shoot attack at the first valid enemy entering the declared trigger arc / LoS.
Interact1Manipulate an objective, door, charge, or 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 Read1Choose: Spot Weakness (OPINT), Call Target (TACT), or Read the Room (OPINT), normally 4+.
Desperation Fire2Make a second SHOOT attack at −2. Natural 1 on the second shot jams your weapon (1 action to clear).
Stand Up1End Prone.
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, except under the heavy-armor rule.

Shoot Modifiers (to die roll)

ConditionModifier
Target in Light Cover (low walls, foliage)−1
Target in Heavy Cover (barriers, vehicles)−2
Target Prone−1
Attacker has 3 FW−1
Attacker Pinned−1
Elevation advantage+1
Assisting operator+1
First attack from Stealth+2
Shooting into a fight−2
Long range (19–30")−1
Extreme range (31"+)−2
Desperation Fire (second shot)−2
Marksman's Steady Aim active+2 to the die (natural 1 still fumbles)

Range Bands

Short 0–6"  //  Medium 7–18"  //  Long 19–30" (−1)  //  Extreme 31"+ (−2). Weapon entries specify which bands are available.

Special Cases

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.
Canonical Limitation The published v1 melee procedure does not apply the printed FIGHT threshold. This edition reproduces v1 rather than adding an unofficial modifier.
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. Only a damaging grenade converts this into Mortal Wounds.
4–5Grenade lands on target. Apply the grenade's own effect.
2–3Grenade scatters D3" in a random direction.
Natural 1Grenade scatters D6" in a random direction. May threaten friendly operators.
14 Movement & Terrain Battlefield
TerrainMovementCover ModifierNotes
Open GroundNormalNoneYou are exposed.
Light CoverNormal−1 to attackerLow walls, foliage, fences.
Heavy Cover2" per 1"−2 to attackerConcrete barriers, sandbags, vehicle hulks.
Full CoverBlockedBlocks LoSSolid walls, deep water, cliffs.
Difficult2" per 1"None by itselfRubble, mud, shallow water, dense vegetation.
ElevatedNormal−1 from belowRooftops, balconies. See over Light Cover.

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 route: TACT 4+ or no progress, action spent.
Falling1 FW per full 3" fallen.
15 Visibility Conditions Battlefield
ConditionEffect
Total DarknessSHOOT −2. Stealth OPINT +2. MOBI −1. NVGs negate the SHOOT penalty only.
Dim LightSHOOT −1. Stealth OPINT +1. NVGs negate the SHOOT penalty.
Normal LightNo modifier.
Bright LightSHOOT +1 beyond 12". Stealth OPINT −1.
FlashlightIlluminates a 6" cone. Negates darkness for attacks into the 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
Cold
Standard patrols. No active search.
1
Tense
Shorter patrol intervals. Some guards check in.
2
Elevated
Active search. Patrols double. Reinforcements stage.
3
Hot
Sector lockdown. Reinforcements each Threat Phase. Enemy quality rises.
4+
Blown
Full mobilization. Extract or fight through.

What Raises Alert (+1 each)

Event
Unsuppressed gunfire.
An alarm.
A discovered body.
A wounded HVT.
A missing guard at the next patrol cycle (D6 rounds).
A communication failure at check-in.

Alarm consequences may add more.

One Direction Alert never decreases during a mission unless a scenario explicitly overrides v1. (The Tech Specialist's Counter-Intelligence cancels one Alert increase per mission — it does not lower the level.)
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. Cannot Fight or Sprint. 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. First attack from Stealth gains +2. Under canonical v1, an unsuppressed Shoot breaks Stealth only when it hits; silenced weapons never break it. 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 NPC Tiers Enemies
TierCore ProfileWoundsCostActivation / Reactions
Hostile Asset All checks 5+ at −2 · MOBI 4 · AR 01 FW15 ptsNoncombatant; no reactions
Grunt All 5+ · MOBI 5 · AR 02 FW40 ptsGroup up to 6; no reactions
Elite Standard All 4+ · MOBI 5 · AR 13 FW / 1 MW55 ptsIndividual; all reactions; 1 specialization
Elite Hardened All 3+ · MOBI 5 · AR 23 FW / 1 MW85 ptsIndividual; all reactions; 2 specializations
HVT Varies — FIGHT 3, TACT 3, OPINT 2, GUTS 3 · AR 23 FW / 2 MW100+ ptsIndividual; unique ability
21 NPC Behavior Enemies

Tier Rules

  • Grunts activate as a group. Three or more with LoS impose −1 on the target's next SHOOT. One Grunt may Command instead of acting normally.
  • Elites activate individually and use Return Fire, Take Cover, Duck Down, and Body Shield.
  • HVT at 1 MW becomes Cornered: +1 all rolls, acts first in the Threat Phase, and attempts escape. At 2 MW it takes one Last Stand action before going OOA.

GM Behavior

Assign a motivation before the mission: True Believer, Zealot, Professional, Paid, or Coerced. Motivation governs morale and surrender. Run groups consistently and let objectives, doctrine, and Alert determine their choices.

22 Weapons Equipment
WeaponRange BandsCostProperties
SidearmShort10 ptsStandard
Suppressed PistolShort20 ptsSilent
ShotgunShort25 ptsScatter
SMGShort / Medium20 ptsRapid
Suppressed SMGShort / Medium30 ptsSilent, Rapid
Assault RifleMedium25 ptsStandard
Battle RifleMedium / Long30 ptsStandard
LMGMedium35 ptsSuppressive
Sniper RifleLong / Extreme40 ptsHeavy
Frag GrenadeShort35 ptsBlast, One-Use
Smoke GrenadeShort25 ptsObscure, One-Use

Weapon Properties

PropertyEffect
SilentDoes not break Stealth when firing.
HeavyCannot Move and Shoot in the same activation.
SuppressiveA hit also makes the target Pinned.
RapidMultiple attacks only when another rule enables them.
ScatterAll targets within 3" take a wound.
BlastAll targets within 3"; ignores cover.
ObscureCreates a 3" smoke cloud that blocks LoS for 2 rounds.
One-UseSingle use per mission.

Range: Short 0–6"  //  Medium 7–18"  //  Long 19–30"  //  Extreme 31"+.

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 raises the attacker's shooting threshold, not the die roll. A Good (2+) shooter vs. AR 2 = threshold 4+. Melee uses its own separate armor check. Heavy Armor: if the shooting threshold exceeds 6, only a natural 6 wounds, for 1 FW.

Equipment Stress

StateEffect
CleanDefault. No penalty.
StressedNatural 1 on any Shoot = weapon jams. TACT 4+, 1 action to clear; success returns it to Clean for the mission.

Gear begins Clean unless the scenario says otherwise. Loot from contaminated terrain and battlefield salvage begins Stressed.

24 Field Gear Equipment

Each operator chooses up to four pieces of general field gear — free at character creation in canonical v1.

ItemEffect
Night Vision GogglesIgnore darkness and low-light penalties as specified by the visibility rule.
FlashlightIlluminate a 6" cone; negate darkness for attacks into it; reveal Stealth inside.
MedkitEnables Field Stabilize; non-Medic rolls OPINT 4+ at −1.
Smoke ChargesCreate a 3" cloud that blocks LoS for 2 rounds.
Breaching Charges+1 TACT when used to breach.
Signal RelayExtend Overwatch range by 6".
Sensor ArrayDetect movement through walls within 12".
Reinforced Armor Plating+1 AR; consumes two gear slots.

Specialization Gear

Recon Probe (Infiltrator)  //  Signal Booster (Marksman)  //  Hardened Tablet (Tech)  //  Breaching Tools (Breacher)  //  Pharmacology Kit (Medic). Assign with the relevant specialization as the scenario permits.

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. Lay out the five functional zones below. 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 Functional Zones

ZonePurpose
InsertionSquad entry. Defensible. Few patrols.
ApproachPositioning and intel. Punishes a straight dash.
ObjectiveWhere the critical work happens.
KillOpen ground that can be raked with fire.
ExtractionExit route. Normally distinct from insertion.

Use "sector" for physical map subdivisions and "zone" for these mission functions.

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 Sentiment

Alignment Note Canonical v1 treats patron sentiment as GM judgment, not a numerical −2 to +2 track. A sour patron may lower Supply State; exceptional success may raise it. Full success earns trust, failed objectives strain the relationship, and betraying the patron's interest burns it — but that arc lives in the fiction, not on a track.
27 Between Missions Running the Op

Run this checklist after every mission, in order:

StepCanonical Procedure
1. Wound RecoveryAll FW clear. Medic treats one operator: OPINT 4+ to recover MW. Without a Medic, each wounded operator rolls GUTS 4+.
2. DowntimeEach operator chooses one activity from the Downtime Menu below.
3. Supply UpdateSet Operational, Strained, or Critical for the next mission from campaign circumstances.
4. Field RequisitionsAward Silver, Gold, or Platinum based on mission outcome.
5. Battlefield EvolutionCheck performance triggers. Maximum one permanent Evolution per operator per campaign.
6. Advance FactionsMove every faction one step on its private timeline. Don't tell the players.
7. Brief Next MissionPresent the next operation and allow planning.

Downtime Menu

ActivityEffect
RestRemove Stress from one piece of equipment; FW are already cleared by recovery.
TrainSwap Specialization. No cost.
AcquireOPINT 4+; add gear at current Supply State prices.
IntelTACT 4+; reveal one next-mission detail.
RecoverGUTS 4+; convert 1 unhealed MW to 1 FW.
Lay LowReduce Heat/Alert carry-over or one faction Threat by 1.

Field Requisition Tiers

TierQualificationChoose One
SilverFull or partial successExtra Edge  //  Resupply Drop  //  Pre-Op Intel
GoldFull successClose Air Support  //  Hardened Transport  //  Black Budget Gear
PlatinumFull success and zero MWGhost Protocol  //  Command Override  //  Extraction Guarantee

Battlefield Evolutions

An operator can earn one permanent Evolution in a campaign after a qualifying performance trigger: completing the objective at 2 MW, eliminating an HVT alone, maintaining Stealth for three rounds, securing a campaign-critical objective, or another listed v1 trigger.

  • Last Operator Standing. When all allies are removed, +1 all rolls for the rest of the round; once per mission.
  • Hard to Kill. First MW each mission converts to FW.
  • Phantom. Re-enter Stealth from cover without rolling; once per mission.
  • Weight of Command. One ally within 6" takes a free action; once per mission.
  • Nothing Left to Lose. +1 all rolls in the first round of the next mission.

XP Advancement

The GM awards advancement for mission success, exceptional performance, and survival. Spend earned XP to improve an attribute from Bad to Ordinary to Good. V1 does not publish numerical XP costs; agree on the campaign scale before awarding points.

28 Solo Protocol Solo

Solo uses the same core rules with five substitutes for a GM: SITREP Oracle, Enemy AI Protocol, Fog of War, Event Phase, and Heat Track. The v1 core contains the first two in usable form; its supplement carries the complete Fog, Event, and Heat systems.

PhaseSolo Procedure
1. PriorityBoth sides roll; choose to take or concede priority. Losing side's first model gets 1 action.
2. OperatorActivate each operator completely, 2 actions each.
3. ThreatActivate every enemy by AI priority.
4. EventAfter Turn 1, roll the scenario Event table if available.
5. EndResolve status, objectives, Sustains, and clocks.

SITREP Oracle

OddsRoll
Unlikely2D6, take lowest
Even1D6
Likely2D6, take highest
1
No, and it gets worse
2
No
3
No, but there is an opening
4
Yes, but there is a cost
5
Yes
6
Yes, and something breaks your way

Enemy AI — First Valid Action

React if targeted → Fight if engaged → Shoot a valid target → Advance toward last known position → otherwise Hold assigned ground.

Targeting priority: the operator that attacked this enemy, then closest in LoS, then most wounded, then nearest the objective.

29 Quick Reference At the Table
RuleValue
Core rollD6 vs threshold; modifiers change the roll; natural 6 succeeds, natural 1 fails.
Actions2 per activation; floor 1.
Move / SprintMOBI / 2× MOBI.
CoverLight −1; Heavy −2; Full blocks LoS.
RangeShort 0–6; Medium 7–18; Long 19–30 (−1); Extreme 31+ (−2).
Wounds3 FW converts on next hit; 2 MW and next hit = OOA.
ReactionOne per round; costs 1 action next activation.
StabilizeAdjacent, 1 action, OPINT 4+; remove 1 MW.
HideIn cover, outside LoS, TACT 4+.
AlertCold / Tense / Elevated / Hot / Blown; normally only rises.

Canonical Clarifications Retained

  • The year is 2066 and the world has seven major powers.
  • General field gear is free and slot-limited; weapons and armor use point costs.
  • Only damaging grenades inflict MW on a perfect throw.
  • Solo permits one or more operators.
  • Patron sentiment is untracked GM judgment in v1.
  • Edge is canonical; Pressure requires an explicit class, scenario, or optional module.
Known V1 Ambiguities The core does not define a numerical challenge proficiency bonus, FIGHT ratings are unused by its melee procedure, and XP costs are not specified. These remain visibly marked rather than being replaced by unofficial rules.