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.
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.
Modes of Play
OT is designed to run in three formats. The core rules in this document are the foundation for all three.
| Format | Players | Structure | What 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. |
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.
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.
| Rating | Threshold | Probability (unmodified) | Meaning |
|---|---|---|---|
| Good | 2+ | 5 in 6 (83%) | You almost always succeed. Only a natural 1 fails. |
| Ordinary | 4+ | 3 in 6 (50%) | Coin flip. Modifiers make the difference. |
| Bad | 5+ | 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.
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.
| Item | Notes |
|---|---|
| D6 dice | A handful. You roll one at a time. |
| Miniatures or tokens | One per operator. Anything works at this level. |
| Measuring tape | Everything measured in inches. |
| Playing surface | 3×3 feet minimum. Larger is fine. |
| Terrain | 8–12 pieces of hard cover. Open tables get people killed. |
| Markers | Track 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.
Every operator has six attributes. Five are rated Good, Ordinary, or Bad. One (MOBI) is a fixed number in inches.
| Attribute | Used For |
|---|---|
| SHOOT | Ranged attacks. Fire at enemies, reaction shots, shooting through doorways. |
| FIGHT | Melee attacks. Close combat, grapples, knife work. |
| TACT | Physical and technical tasks. Force doors, plant charges, navigate terrain, throw grenades. |
| OPINT | Operational intelligence. Hack systems, spot ambushes, download files, read the room. |
| GUTS | Morale and toughness. Hold under fire, recover between missions, resist panic. |
| MOBI | Movement in inches per activation. Not a roll — just distance. |
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.
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.
| Class | Doctrine Bonus | Effect |
|---|---|---|
| Commando | Forward Momentum | When both actions are spent on Shoot or Fight, the next activation ignores the wound-state action penalty (act with 2 actions regardless of wound state). |
| Marksman | Line of Sight Discipline | On a successful Shoot beyond 18", 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. |
| Infiltrator | Shadow Discipline | Kill from Stealth: re-enter Stealth without a TACT check. |
| Breacher | Hinge Point | Fight action within 3" of a structural element: +2 to the Fight roll. |
| Medic | Triage | When you Stabilize an operator at 2 MW, their next activation gets 2 actions regardless of wound state. |
| Tech Specialist | Clean Break | On a successful Override, move up to 3" free (no action cost). |
| Format | Point Budget | Minimum | Restriction |
|---|---|---|---|
| Standard Play | 1,000 pts | 3 operators | Must include 1 Combat, 1 Recon, 1 Support |
| Skirmish | 400 pts | 2 operators | No composition requirement; use a scenario-defined opposed turn structure |
| Advanced Play | 1,200 pts | 3 operators | Max 3 of any single class |
| Solo Play | 400 pts | 1+ operators | One or more operators — v1 permits either |
The Three Roles
| Role | Classes | What They Do |
|---|---|---|
| Combat | Commando, Breacher | Close with the enemy. Hold ground. Clear rooms. Create approaches. |
| Recon | Marksman, Infiltrator | Shape the engagement. Control sightlines. Get the team in before anyone knows they're there. |
| Support | Medic, Tech Specialist | Keep 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.
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.
Before each mission, check the squad's Supply State. This determines what consumables operators carry and how Field Stabilize works.
| State | Consumables | Field Stabilize |
|---|---|---|
| Operational | Standard, full loadout. | As written. |
| Strained | Max 1 grenade + 1 medkit per operator. | Once per operator per mission. |
| Critical | None at mission start; acquire in field only. | TACT 4+ to improvise a kit, then OPINT 4+ to stabilize — two actions. |
| Phase | What Happens |
|---|---|
| 1. Priority Check | Both 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 Phase | Activate each operator, normally 2 actions each. Activate in any order. |
| 3. Threat Phase | GM activates NPC units, patrols, reinforcements, and environmental effects. Each NPC unit activates once. |
| 4. End Phase | Resolve ongoing effects, objectives, clocks, and expired Sustains. Start a new round. |
Each operator gets 2 actions per activation. No combination of penalties can reduce you below 1 action.
| Action | Cost | Effect |
|---|---|---|
| Move | 1 | Walk up to your MOBI value in inches. Movement can be split around another action. |
| Sprint | 2 | Move up to MOBI ×2 inches. No other actions this activation. |
| Shoot | 1 | Make a ranged attack against a target in LoS within weapon range. |
| Fight | 1 | Move into contact (base-to-base, or within 1″ if either model uses a separate base) and make a melee attack. Fight triggers immediately. |
| Overwatch | 2 | Hold. Make one free Shoot attack at the first valid enemy entering the declared trigger arc / LoS. |
| Interact | 1 | Manipulate an objective, door, charge, or trap. Usually TACT or OPINT 4+ check. |
| Field Stabilize | 1 | Adjacent ally at 1+ MW. Cannot self-treat. Roll OPINT 4+. Success: remove 1 MW. Non-Medic using a kit rolls at -1. |
| Hide | 1 | Roll TACT 4+. Must be in cover and outside all enemy LoS. Success: enter Stealth. |
| Field Read | 1 | Choose: Spot Weakness (OPINT), Call Target (TACT), or Read the Room (OPINT), normally 4+. |
| Desperation Fire | 2 | Make a second SHOOT attack at −2. Natural 1 on the second shot jams your weapon (1 action to clear). |
| Stand Up | 1 | End Prone. |
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.
| Reaction | Trigger | Effect |
|---|---|---|
| Return Fire | You're shot at | Immediately make a Shoot attack against the shooter. Normal modifiers. Cannot Return Fire if Pinned. |
| Take Cover | You're shot at | Reposition up to 3" into the nearest cover. The triggering shot resolves against the new position. |
| Duck Down | You're shot at | Go Prone. The attacker takes −1 on the triggering shot. Standing is a normal action. |
| Body Shield | Adjacent friendly is targeted | An adjacent operator or NPC becomes the target instead. Resolve as if they were the target. |
Step by Step
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)
| Condition | Modifier |
|---|---|
| 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.
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.
Throwing a grenade costs 1 action. Declare a target location in LoS within range. Roll TACT 4+. Blast radius: 3". Grenades ignore cover modifiers.
| Roll | Result |
|---|---|
| Natural 6 | Perfect throw. Lands exactly on target. Only a damaging grenade converts this into Mortal Wounds. |
| 4–5 | Grenade lands on target. Apply the grenade's own effect. |
| 2–3 | Grenade scatters D3" in a random direction. |
| Natural 1 | Grenade scatters D6" in a random direction. May threaten friendly operators. |
| Terrain | Movement | Cover Modifier | Notes |
|---|---|---|---|
| Open Ground | Normal | None | You are exposed. |
| Light Cover | Normal | −1 to attacker | Low walls, foliage, fences. |
| Heavy Cover | 2" per 1" | −2 to attacker | Concrete barriers, sandbags, vehicle hulks. |
| Full Cover | Blocked | Blocks LoS | Solid walls, deep water, cliffs. |
| Difficult | 2" per 1" | None by itself | Rubble, mud, shallow water, dense vegetation. |
| Elevated | Normal | −1 from below | Rooftops, 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 Type | Effect |
|---|---|
| Baseline | Roll GUTS 4+. Failure = take 1 FW. |
| Gene-Forged | Take 1 FW automatically. No roll. |
Passing through contamination without ending there = no effect. Salvage looted from contaminated terrain starts Stressed.
Special Movement
| Situation | Rule |
|---|---|
| Climbing | Costs 2" per 1" vertical. Ladders/stairs: 1" per 1". No clear route: TACT 4+ or no progress, action spent. |
| Falling | 1 FW per full 3" fallen. |
| Condition | Effect |
|---|---|
| Total Darkness | SHOOT −2. Stealth OPINT +2. MOBI −1. NVGs negate the SHOOT penalty only. |
| Dim Light | SHOOT −1. Stealth OPINT +1. NVGs negate the SHOOT penalty. |
| Normal Light | No modifier. |
| Bright Light | SHOOT +1 beyond 12". Stealth OPINT −1. |
| Flashlight | Illuminates a 6" cone. Negates darkness for attacks into the cone. Reveals Stealthed enemies inside it. |
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.
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.
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.
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. |
| Status | Effect | How 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). |
| Tier | Core Profile | Wounds | Cost | Activation / Reactions |
|---|---|---|---|---|
| Hostile Asset | All checks 5+ at −2 · MOBI 4 · AR 0 | 1 FW | 15 pts | Noncombatant; no reactions |
| Grunt | All 5+ · MOBI 5 · AR 0 | 2 FW | 40 pts | Group up to 6; no reactions |
| Elite Standard | All 4+ · MOBI 5 · AR 1 | 3 FW / 1 MW | 55 pts | Individual; all reactions; 1 specialization |
| Elite Hardened | All 3+ · MOBI 5 · AR 2 | 3 FW / 1 MW | 85 pts | Individual; all reactions; 2 specializations |
| HVT | Varies — FIGHT 3, TACT 3, OPINT 2, GUTS 3 · AR 2 | 3 FW / 2 MW | 100+ pts | Individual; unique ability |
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.
| Weapon | Range Bands | Cost | Properties |
|---|---|---|---|
| Sidearm | Short | 10 pts | Standard |
| Suppressed Pistol | Short | 20 pts | Silent |
| Shotgun | Short | 25 pts | Scatter |
| SMG | Short / Medium | 20 pts | Rapid |
| Suppressed SMG | Short / Medium | 30 pts | Silent, Rapid |
| Assault Rifle | Medium | 25 pts | Standard |
| Battle Rifle | Medium / Long | 30 pts | Standard |
| LMG | Medium | 35 pts | Suppressive |
| Sniper Rifle | Long / Extreme | 40 pts | Heavy |
| Frag Grenade | Short | 35 pts | Blast, One-Use |
| Smoke Grenade | Short | 25 pts | Obscure, One-Use |
Weapon Properties
| Property | Effect |
|---|---|
| Silent | Does not break Stealth when firing. |
| Heavy | Cannot Move and Shoot in the same activation. |
| Suppressive | A hit also makes the target Pinned. |
| Rapid | Multiple attacks only when another rule enables them. |
| Scatter | All targets within 3" take a wound. |
| Blast | All targets within 3"; ignores cover. |
| Obscure | Creates a 3" smoke cloud that blocks LoS for 2 rounds. |
| One-Use | Single use per mission. |
Range: Short 0–6" // Medium 7–18" // Long 19–30" // Extreme 31"+.
| Armor | AR | Threshold Effect | Movement | Cost |
|---|---|---|---|---|
| None | 0 | — | — | — |
| Light Vest | 1 | +1 to threshold | — | 15 pts |
| Medium Rig | 2 | +2 to threshold | — | 30 pts |
| Heavy Plate | 3 | +3 to threshold | −1" MOBI | 50 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
| State | Effect |
|---|---|
| Clean | Default. No penalty. |
| Stressed | Natural 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.
Each operator chooses up to four pieces of general field gear — free at character creation in canonical v1.
| Item | Effect |
|---|---|
| Night Vision Goggles | Ignore darkness and low-light penalties as specified by the visibility rule. |
| Flashlight | Illuminate a 6" cone; negate darkness for attacks into it; reveal Stealth inside. |
| Medkit | Enables Field Stabilize; non-Medic rolls OPINT 4+ at −1. |
| Smoke Charges | Create a 3" cloud that blocks LoS for 2 rounds. |
| Breaching Charges | +1 TACT when used to breach. |
| Signal Relay | Extend Overwatch range by 6". |
| Sensor Array | Detect 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.
Game Setup
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
| Objective | Mechanic |
|---|---|
| Extraction | Move a VIP or asset to the extraction point. VIP moves with an adjacent operator's Move action. |
| Elimination | Remove the HVT from play. Apply HVT Escalation track (Cornered → Last Stand) when HVT takes first MW. |
| Recovery | Reach a location, spend Interact action (TACT or OPINT 4+) to secure the objective. Carry it to extraction. |
| Sabotage | Place Demo Charges or Override a system. Demo: Breacher TACT 4+. Override: Tech OPINT 4+. Set and detonate or hold. |
| Surveillance | Reach and hold a position for a full round. Mark enemies with Field Read. No alarm triggered before timer expires. |
Five Functional Zones
| Zone | Purpose |
|---|---|
| Insertion | Squad entry. Defensible. Few patrols. |
| Approach | Positioning and intel. Punishes a straight dash. |
| Objective | Where the critical work happens. |
| Kill | Open ground that can be raked with fire. |
| Extraction | Exit route. Normally distinct from insertion. |
Use "sector" for physical map subdivisions and "zone" for these mission functions.
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)
| Question | Answer |
|---|---|
| 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)
| Roll | Obligation |
|---|---|
| 1 | You owe your patron for the staging area. First job's pay covers it. Refuse the job, lose the safehouse. |
| 2 | One operator has a Mortal Wound from a prior contract. It won't heal without a Medic or downtime. |
| 3 | A previous employer believes you stole intelligence. One faction starts at Unfriendly. |
| 4 | You're carrying gear that belongs to someone else. Return it (lose 100 pts of equipment) or they come looking. |
| 5 | One operator has a personal connection in this city. That connection is in trouble. Side job available from Session 1. |
| 6 | Clean slate. No debts. Unknown here. That's an advantage — until nobody vouches for you either. |
The Three-Job Arc
| Job | Purpose | Design 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
Run this checklist after every mission, in order:
| Step | Canonical Procedure |
|---|---|
| 1. Wound Recovery | All FW clear. Medic treats one operator: OPINT 4+ to recover MW. Without a Medic, each wounded operator rolls GUTS 4+. |
| 2. Downtime | Each operator chooses one activity from the Downtime Menu below. |
| 3. Supply Update | Set Operational, Strained, or Critical for the next mission from campaign circumstances. |
| 4. Field Requisitions | Award Silver, Gold, or Platinum based on mission outcome. |
| 5. Battlefield Evolution | Check performance triggers. Maximum one permanent Evolution per operator per campaign. |
| 6. Advance Factions | Move every faction one step on its private timeline. Don't tell the players. |
| 7. Brief Next Mission | Present the next operation and allow planning. |
Downtime Menu
| Activity | Effect |
|---|---|
| Rest | Remove Stress from one piece of equipment; FW are already cleared by recovery. |
| Train | Swap Specialization. No cost. |
| Acquire | OPINT 4+; add gear at current Supply State prices. |
| Intel | TACT 4+; reveal one next-mission detail. |
| Recover | GUTS 4+; convert 1 unhealed MW to 1 FW. |
| Lay Low | Reduce Heat/Alert carry-over or one faction Threat by 1. |
Field Requisition Tiers
| Tier | Qualification | Choose One |
|---|---|---|
| Silver | Full or partial success | Extra Edge // Resupply Drop // Pre-Op Intel |
| Gold | Full success | Close Air Support // Hardened Transport // Black Budget Gear |
| Platinum | Full success and zero MW | Ghost 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.
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.
| Phase | Solo Procedure |
|---|---|
| 1. Priority | Both sides roll; choose to take or concede priority. Losing side's first model gets 1 action. |
| 2. Operator | Activate each operator completely, 2 actions each. |
| 3. Threat | Activate every enemy by AI priority. |
| 4. Event | After Turn 1, roll the scenario Event table if available. |
| 5. End | Resolve status, objectives, Sustains, and clocks. |
SITREP Oracle
| Odds | Roll |
|---|---|
| Unlikely | 2D6, take lowest |
| Even | 1D6 |
| Likely | 2D6, take highest |
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.
| Rule | Value |
|---|---|
| Core roll | D6 vs threshold; modifiers change the roll; natural 6 succeeds, natural 1 fails. |
| Actions | 2 per activation; floor 1. |
| Move / Sprint | MOBI / 2× MOBI. |
| Cover | Light −1; Heavy −2; Full blocks LoS. |
| Range | Short 0–6; Medium 7–18; Long 19–30 (−1); Extreme 31+ (−2). |
| Wounds | 3 FW converts on next hit; 2 MW and next hit = OOA. |
| Reaction | One per round; costs 1 action next activation. |
| Stabilize | Adjacent, 1 action, OPINT 4+; remove 1 MW. |
| Hide | In cover, outside LoS, TACT 4+. |
| Alert | Cold / 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.
This document condenses the v1 core book. When a scenario or supplement conflicts, OperatorTactics_v1.pdf controls. Full rules, scenarios, and supplements available in the complete archive.