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.
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 + 1–4 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. |
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.
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 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.
| 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. |
| Pressure tokens | Earned during play. Poker chips, coins, or dice work. |
| Wound markers | Track 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.
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 three 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 |
| Advanced Play | 1,200 pts | 3 operators | Max 3 of any single class |
| Solo Play | 400 pts | 2 operators | No composition requirement |
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. |
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.
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. |
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. | Unlimited uses. |
| Strained | Max 1 grenade + 1 medical kit 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. |
| Phase | What Happens |
|---|---|
| 1. Priority Check | Both 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 Phase | Players alternate activating one operator at a time. Each operator gets 2 actions (except Priority loser's first). Activate in any order. |
| 3. Threat Phase | GM activates all NPCs, patrols, reinforcements, and environmental effects. Each NPC unit activates once. |
| 4. End Phase | Resolve ongoing effects. Check objectives. Remove expired Sustain effects. 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 position. Make one free Shoot attack against the first enemy that moves into your LoS. |
| Ability | Varies | Use your class signature ability or Specialization. Cost listed on your operator card. |
| Interact | 1 | Work an objective, hack a door, plant a charge, defuse a 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 | Roll 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 Fire | 2 | Make a second SHOOT attack at −2. Natural 1 on the second shot jams your weapon (1 action to clear). |
| Sustain | Ongoing | Hold a position, signal, or system. Move at half MOBI only. When you take a wound while Sustaining, roll GUTS 4+ or Sustain breaks. |
| Stand Up | 1 | You are Prone. Stand up at the end of this action. |
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.
Shoot Modifiers (to die roll)
| Condition | Modifier |
|---|---|
| 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) |
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.
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.
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. All targets in 3" blast suffer a Mortal Wound. |
| 4–5 | Grenade lands on target. Apply normal grenade effect. |
| 2–3 | Grenade scatters D3" in a random direction. |
| Natural 1 | Grenade 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.
| Terrain | Movement | Cover Modifier | Notes |
|---|---|---|---|
| Open Ground | Full | None | You are exposed. |
| Light Cover | Full | −1 to attacker | Low walls, foliage, fences. |
| Heavy Cover | Half (difficult) | −2 to attacker | Concrete barriers, sandbags, vehicle hulks. |
| Difficult | Half (2" per 1") | None | Rubble, mud, shallow water, dense vegetation. |
| Elevated | Full | −1 from below | Rooftops, balconies. See over Light Cover. |
| Impassable | Blocked | Blocks LoS | Solid 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 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 handhold: TACT 4+ or no progress, action spent. |
| Falling | 1 FW per full 3" fallen. |
| Unlocked doors | Costs 1" of movement to pass through. |
| Locked doors | Requires Breach (Breacher) or Override (Tech) to open. |
| Windows | LoS as Light Cover. Entering costs 2" of movement. |
| Condition | Effect |
|---|---|
| Full Daylight | No 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 Vision | Ignore all darkness and low-light penalties. |
| Flashlight | Illuminate a 6" cone. Negates darkness in 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
| Event | Change |
|---|---|
| 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 LoS | GM call |
What Holds or Lowers Alert
| Action | Effect |
|---|---|
| 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 hidden | No alert change. |
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. 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). |
| Tier | SHOOT | FIGHT | AR | FW | MW | MOBI | Cost |
|---|---|---|---|---|---|---|---|
| Grunt | 5+ | 5+ | 0 | 2 | 0 | 5" | 40 pts |
| Elite | 4+ | 4+ | 1 | 3 | 1 | 5" | Varies |
| HVT | Varies | Varies | Varies | 3+ | 2+ | Varies | Scenario |
| Tier | Activation | Morale | Available Reactions | Notes |
|---|---|---|---|---|
| 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. |
| Weapon | Range | Cost | Notes |
|---|---|---|---|
| Sidearm | 12" | 10 pts | Close Quarters (+1 within 6"). |
| Suppressed Pistol | 12" | 20 pts | Silent. No alert on hit. Close Quarters. |
| Combat Knife / Melee | Contact | 5 pts | +1 to Fight rolls. |
| Shotgun | 12" | 25 pts | Close Quarters. +1 within 6". |
| SMG | 18" | 20 pts | Close Quarters. |
| Suppressed SMG | 18" | 30 pts | Silent. Close Quarters. |
| Compact Carbine | 24" | 15 pts | Standard. |
| Assault Rifle | 24" | 25 pts | Standard. Reliable. |
| Suppressed Carbine | 24" | 25 pts | Silent. |
| Battle Rifle | 30" | 30 pts | Hard-hitting. No close-quarters bonus. |
| LMG | 24" | 35 pts | Suppression platform. Pinned on hit. |
| Designated Marksman Rifle | 36" | 30 pts | Marksman class. Steady Aim compatible. |
| Sniper Rifle | 48" | 40 pts | Maximum standoff. Heavy — cannot Move and Shoot in same activation. |
| Frag Grenade | Thrown 12" | 35 pts | 3" blast. FW all in range (MW on nat 6). |
| Flashbang | Thrown 12" | 8 pts | 3" blast. All targets Pinned this round. |
| Smoke Grenade | Thrown 12" | 25 pts | 2" cloud. Heavy Cover until end of next round. |
| EMP Grenade | Thrown 12" | 15 pts | 3" blast. Disables all electronics (drones, cameras, powered armor) until end of round. |
| Demo Charge | Placed | 15 pts | Breacher signature use. Can also destroy structural targets. 3" blast. |
| 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 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
| State | Effect |
|---|---|
| Clean | Default. No penalty. |
| Stressed | Natural 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).
| Item | Cost | Effect |
|---|---|---|
| Med Kit | 15 pts | Once per mission: Medic may use Field Dress twice in a single activation (instead of once). |
| Trauma Kit | 20 pts | Once per mission: automatically succeed on a Stabilize roll without rolling OPINT. |
| Stimulants | 10 pts | Once per mission: target operator ignores wound penalties for one full activation. |
| Breaching Charges | 10 pts | Breacher can use Demo Charge twice this mission instead of once. |
| Smoke Canister | 5 pts | Deploy at start of activation — 4" cloud of smoke (heavy cover) until end of round. |
| Recon Drone | 20 pts | Deploy as Interact action. OPINT 4+ to spot hidden enemies in 8" radius. Destroyed if targeted. |
| Signal Jammer | 15 pts | Once per mission: prevent enemy from calling reinforcements for 2 rounds. |
| Hacking Kit | 20 pts | Non-Tech operators may attempt Override (OPINT 5+ instead of 4+). |
| Grapple Kit | 10 pts | Climbing costs 1" per 1" vertical instead of 2". |
| Night Vision Optics | 15 pts | Ignore all darkness and low-light penalties. |
| Ballistic Shield | 25 pts | +1 AR while stationary (does not move with operator). |
| Comms Relay | 10 pts | Operators within 8" of this gear piece may share Pressure tokens once per round. |
Game Setup
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
| 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-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.
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 Loyalty Track
| Level | State | Effect |
|---|---|---|
| −2 | Burned | Patron cuts contact. Final pay withheld. May sell squad's location. |
| −1 | Strained | Less intel. Reduced pay. Patron holds back. |
| 0 | Neutral | Standard briefing. Standard pay. Professional distance. |
| +1 | Trusted | Better intel. Bonus gear available. Patron shares personal stakes. |
| +2 | Bonded | Patron 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.
Run this checklist after every mission, in order:
| Step | Action |
|---|---|
| 1. Wound Recovery | All FW clear automatically. MW: Medic rolls OPINT 4+ to treat (or GUTS 4+ without Medic). Failure: MW carries into next mission. |
| 2. Downtime Menu | Each 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. Retrain | Any operator may swap their Specialization. No cost. |
| 4. Field Requisitions | Award by performance: Silver (objective complete, casualties taken), Gold (minimal casualties), Platinum (no casualties, clean). |
| 5. Advance Factions | Move every faction one step on their timeline. Don't tell the players. |
| 6. Update Patron Loyalty | Shift based on mission outcome. |
| 7. Update Supply State | Check Patron Loyalty — shifts may apply. |
| 8. Brief Next Mission | Present the next job. Let the squad plan. |
Field Requisition Tiers
| Tier | Options |
|---|---|
| Silver | Ammo resupply, basic medical kit, or intel package. |
| Gold | Specialist gear, elite-grade weapon, or field upgrade. |
| Platinum | Priority extract, unique asset, or Pressure token bonus (carries over to next mission). |
This document covers the essential rules for play. Full rules, scenarios, and supplements available in the complete archive.