// OT_TABLETOP // v.01 // SKIRMISH_SYS // IRON_LINE_SYS // LIVE
// BUILD THE SPLICE
// MOVE THE LINE
// HOLD THE SIGNAL
// KITBASH THE MACHINE
// BURN THEIR RELAY
// EXTRACT WHAT YOU CAN
// TERRA_CONFLICTUS // 2066
// OT_TABLETOP // v.01 // SKIRMISH_SYS // IRON_LINE_SYS // LIVE
// BUILD THE SPLICE
// MOVE THE LINE
// HOLD THE SIGNAL
// KITBASH THE MACHINE
// BURN THEIR RELAY
// EXTRACT WHAT YOU CAN
// TERRA_CONFLICTUS // 2066
v.01 // OT_TABLETOP // SKIRMISH+IRONLINE
// OPERATOR_TACTICS
SKIRMISH & IRON LINE
// TABLETOP + MASS-BATTLE SYSTEM // A PUBLICATION OF DIMINISHING CREDIBILITY AND INCREASING ACCURACY
TERRA_CONFLICTUS // 2066 // FIELD_MANUAL
What This Book Is
This is the tabletop companion to Operator Tactics. Two games in one volume, same rules DNA, two different scales.
Skirmish is the small game. Two players, three to six operators each, a table the size of a dinner tray. A match runs sixty to ninety minutes and needs no GM. It is the entry point: learn the attributes, the dice, the wound track, the Edge economy, and you have learned the core of the whole line.
Iron Line is the big game. Two armies of autonomous combat platforms — drones, walkers, gun platforms, siege rigs — grinding at each other across a 3′ × 3′ board. Same D6, same natural 6 / natural 1, but the abstraction jumps up a level. Units instead of individuals. Strain instead of wounds. Signal instead of Heat. The fight that happens before the operators go in.
Both games share a setting, a vocabulary, and a dice core. What this book deliberately leaves out: the campaign RPG, faction deep-lore, the full gene-forged splice rules, the post-Upheaval history. All of that lives in the Operator Tactics Core Book. This volume is for the table.
How to use this book
New to the system? Start at Part I · Skirmish. Play two or three games. Then build an Iron Line army.
Want the browser to teach the first pass? Open the Skirmish Trainer to generate a splice, deploy, and learn the activation loop against the solo protocol.
Coming from the RPG? Skim Part I’s Quick Reference, then go straight to Part II · Iron Line — it is the new material.
Running a demo or a tournament? Part IV · Organized Play has a convention module and Crackerjack competition rules.
“The hum arrives before the machines do. Low-frequency vibration through the ground, up through your boots. Then the dust. Then the lenses catching light. Then the firing starts and it does not stop. By the time the operators arrive the machines have written the outline of the engagement in wreckage. The operators just fill in the verbs.”
— Cayo Nkrumah, field dispatch, contested sector
Conventions Used
The die is a six-sided die (D6). When two are required, this book says 2D6; when a D66 roll is called for, see Iron Line Core Concepts.
Meet or beat. A roll succeeds when it equals or exceeds the target. A natural 6 always succeeds. A natural 1 always fails. No modifier overrides these.
Measurements are in inches, from nearest point of a base to nearest point of a target.
“Operator” means an individual figure in Skirmish. “Unit” means a formation on a movement tray in Iron Line. The words are not interchangeable.
Core Book references point to Operator Tactics — Core Book. Anything the full RPG handles (augment packages, campaign Heat, faction politics) is cited there, not duplicated here.
// BUILD THE SPLICE // NAME THE CONTRACT // SURVIVE THE CONTACT //
// PART_I // 08 CHAPTERS
SKIRMISH
1 · What Skirmish Is
Two splices. One objective. No referee.
Skirmish is head-to-head tactical combat for one or two players, 60 to 90 minutes, on a table the size of a kitchen counter. Each player fields three to six operators. You alternate activations, you measure in inches, you roll a single D6 for almost everything. When the rules don’t cover a thing, the dice do. There is no GM.
What You Need
Two players (or one, for solo mode)
Three to six miniatures or tokens per side
A handful of D6, a tape measure in inches, a small pile of wound and objective tokens
A 24″ × 24″ play area with terrain
Setup at a Glance
Scenario. Roll D6 or agree. Both players see it before building splices.
Build splices. 400 points. Minimum three operators, maximum six. No more than two of any class. Both players build simultaneously.
Terrain. Roll Terrain Profile. Alternate placing pieces. The player who places last does not choose the deployment zone.
Deploy. Zone chooser deploys first. Infiltrators deploy last, in Stealth, outside 12″ of any enemy.
Fight. Roll Priority. Alternate activations. Complete the scenario. Count VP.
Format
Points
Operators
Small
300
3–4
Standard
400
3–6
Large
500
5–6
2 · Core Rules
Roll 1D6. Add modifiers. Meet or beat your threshold. A natural 6 always succeeds. A natural 1 always fails. No modifier overrides these.
The Round
Priority. Both players roll D6. The winner chooses to activate first or second. The loser’s first activated operator gets one action this round instead of two.
Activation. Alternate, one operator at a time. Each operator gets two actions.
End Phase. Smoke dissipates. Objective control is checked. Expired conditions are removed.
Actions
Two actions per activation. Action Floor: no combination of penalties reduces an operator below one action.
Action
Effect
Move
Walk up to MOBI in inches. May split around another action.
Sprint
Both actions. Move MOBI × 2. Nothing else.
Shoot
Ranged attack against a target in LoS within weapon range.
Fight
Move into contact (base-to-base, or within 1″ if either model has a base). Melee resolves immediately.
Ability
Use a class signature. Cost is on the operator card.
Interact
Manipulate an objective. Usually TACT or OPINT.
Hide
TACT 4+. Must be in cover, outside enemy LoS. Enter Stealth.
Stand Up
One action. Prone to upright.
Movement Details
Difficult terrain. 2″ spent per 1″ traveled.
Climbing. 2″ per 1″ vertical. Ladders and stairs are 1:1. No handhold: TACT 4+ or no progress.
Falling. One FW per 3″. At 6″ or more: MW instead.
Through friendlies. Allowed, but you cannot end on them. You cannot move through enemies.
Shooting
The threshold for a Shoot attack is SHOOT proficiency + target’s AR. Good = 2+. Ordinary = 4+. Bad = 5+. Class abilities that modify Shoot stack to a maximum of +2 per attack.
Condition
Modifier
Light Cover
−1 to die
Heavy Cover
−2 to die
Close Quarters (≤6″)
+1 to die
Shooting Into a Fight
−2. Modified 1–2 hits an ally.
Long Range (>24″)
−1 to die
Shooting Results
Hit. Flesh Wound.
Natural 6. Mortal Wound.
Natural 6 vs. Heavy Plate (threshold 7+). 2 Flesh Wounds (shrapnel, overpressure, spalling). The plate holds; the operator inside does not hold as well.
Natural 1 — Dry Fire. The weapon jams. One action to clear. If the jamming shot is the first of a multi-shot action (Rapid Fire, Desperation Fire), the weapon jams at once and the remaining shot(s) of that action are lost.
Melee
Contact. Move until your model touches the enemy (base-to-base, or within 1″ if either model uses a separate base). One action.
Both roll D6. +1 if armed with a melee weapon. High wins. Attacker wins ties.
Armor check. Roll D6. Greater than the loser’s AR = wound. Equal or less = absorbed. Natural 6 always penetrates.
Wound. FW on any win. Natural 6 from the winner: MW. Against Heavy Plate, a natural 6 on the armor check inflicts MW (a close-quarters blade finds the seams the bullet cannot).
Locked. Loser stays in contact. TACT 4+ next activation to break free. Success: 3″ clear. Fail: 1 FW, still locked.
Multiple attackers. +1 per friendly already in contact with the defender. Maximum +2.
Anti-Armor Melee (Breach tag). The Breacher’s combat kit (breaching hammer, demo-charge pick, cutting torch) counts as an Anti-Armor melee weapon. Against Heavy Plate, an Anti-Armor weapon ignores the Heavy Plate cap — treat AR as 2 for melee armor checks. Other classes may purchase Anti-Armor through Extended Loadouts.
Armor
Type
AR
Properties
None
0
—
Light Vest
1
—
Medium Rig
2
—
Heavy Plate
3
−1 MOBI, threshold 7+
When AR pushes the threshold above 6, only a natural 6 wounds. Against Heavy Plate specifically, a natural 6 inflicts 2 Flesh Wounds; against any other armor pushed past threshold 6 (stacked modifiers, cover combinations), a natural 6 inflicts 1 Flesh Wound.
Wounds
Track
1–2 FW
3 FW
1 MW
2 MW
Penalty
None
−1 all
−1 all, 1 action
−2 all, 1 action
Next
—
4th FW = 1 MW
—
Next hit = OoA
Wound Clarity. Taking an MW clears all FW. MW penalties replace FW penalties.
On the Mortal Wound track. Once a model holds one or more MW, every further confirmed wound — a normal hit (Flesh Wound) or a Mortal Wound, whatever the source — advances it one MW box: 1 MW → 2 MW → Out of Action. Flesh Wounds are no longer tracked separately once the MW track is open.
Out of Action. Removed from play.
Status Effects
Prone. Incoming Shoot −1. Crawl at half MOBI. Can Shoot. Cannot Fight or Sprint. Standing up costs one action.
Pinned. Next Move costs both actions. Shoot −1. AR −1. Expires at the end of the next activation.
Reactions
Triggered when an operator is targeted by a Shoot within 12″ and LoS. Declare before the attacker rolls. Costs one action on the operator’s next activation. One reaction per round.
Return Fire. Shoot first.
Take Cover. Move 2″ into cover, apply the cover modifier.
Duck Down. Go prone. Incoming attack at −2.
Body Shield. Take the hit for an adjacent ally.
Grenades
One action. TACT 4+. 3″ blast. Ignores cover.
Success. Lands on target. Everything in the blast takes a Flesh Wound.
Failure. Scatter D6 inches.
Natural 6. Dead-center strike: Mortal Wound to the named target only. Everything else in the blast takes a Flesh Wound.
While Stealthed. Cannot be targeted by Shoot. Enemies ignore the operator.
Objectives. A Stealthed operator still controls and contests objectives by presence — its body denies the zone exactly as a visible model does. While it stays undetected, though, its presence alone does not trip a Pressure Clock contest (“opposing operators simultaneously within 3″ of the same objective”): that trigger needs a detectable enemy model. The instant the operator is spotted or breaks Stealth, normal contest resumes.
Breaks when the operator shoots and hits, fights, fails a TACT roll in enemy LoS, moves through open ground within 6″ of an enemy, or interacts with a scenario objective.
Passive detection. At end of round, enemies within 6″ with LoS roll 5+ to spot.
Active detection. An enemy spends 1 action. The stealthed operator rolls TACT 4+ or Stealth ends.
Surprise attack. +2 to the first attack from Stealth. Breaks Stealth regardless of result.
Edge Tokens
Each splice starts with two Edge tokens. Earn one by succeeding at Call the Target or completing a class Performance trigger. Maximum pool of four. Does not carry between games.
Spend one token to reroll any D6, or to add +1 to any roll (declared after rolling). Spend one token to remove all Breach Tokens on a friendly operator (see below).
Breach Tokens
Every Flesh Wound opens a window. When an operator takes a Flesh Wound, the opposing player places one Breach Token on that operator. The opposing player holds these tokens — not the wounded operator’s controller.
Spend a Breach Token at any point before a roll involving that operator:
Force a reroll. The targeted operator must reroll any one die they just rolled. Take the worse result.
Escalate the wound. Convert the next hit against that operator from a Flesh Wound to a Mortal Wound. Declared after the hit is confirmed, before the wound is recorded.
Breach Tokens are cleared when the operator goes Out of Action. A friendly operator’s controller may spend one Edge Token to remove all Breach Tokens on them.
Maximum three Breach Tokens per operator at any time. Tokens beyond three are discarded.
Contact Ceiling
Gene-forged professionals don’t break. They recalculate. When your splice reaches half its operators Out of Action — round down — each surviving operator makes a Contact Ceiling check at the start of their next activation.
Roll GUTS. Pass: activate normally. Fail: this activation is defensive only. You may Shoot from cover, Move toward your deployment edge, or Duck Down. You cannot Fight, Sprint, or Interact with objectives.
Spend one Edge Token to auto-pass. The Contact Ceiling triggers once per game, when the threshold is first crossed.
Link-Up
Once per round, instead of a normal activation, declare a Link-Up. Activate two friendly operators simultaneously. Each gets one action — not two. Actions may be taken in any order, interleaving freely between the two operators. The second operator still counts as your next activation in the sequence.
You cannot declare a Link-Up if either operator is currently Pinned, Locked in melee, or Out of Action.
Desperation Fire
Both actions. Two Shoot attacks. The second attack is at −2. A natural 1 on the first shot ends this activation immediately — the weapon jams and the second shot does not occur. A natural 1 on the second shot jams the weapon. Clear a jam: one action.
Call the Target
One action. Target in LoS. TACT or OPINT 4+. Success: the next friendly Shoot against that target gains +1. Earn one Edge.
SITREP — When the Rules Don’t Cover It
No GM, no arguments. When players disagree, or the situation calls for randomness, run a SITREP check.
Maximum two SITREP checks per situation. Then commit.
3 · Operator Profiles
Six roles. Six ways to break the mission open.
Attributes: SHOOT, FIGHT, TACT, OPINT, GUTS, MOBI. Five are rated Good (2+), Ordinary (4+), or Bad (5+). MOBI is measured in inches of movement per activation.
Commando
Forward pressure · 100 pts
SHOOT Good · FIGHT Good · TACT Ord · OPINT Bad · GUTS Ord · MOBI 6″
Armor. Medium Rig (AR 2).
Rapid Fire. One action. Two Shoot attacks. Specialization bonuses trigger once per action. A natural 1 (Dry Fire) on the first shot jams the weapon and the second shot is lost.
Performance. Wound a target at long range or through heavy cover. Earn 1 Edge.
Infiltrator
Stealth & sabotage · 100 pts
SHOOT Ord · FIGHT Ord · TACT Good · OPINT Ord · GUTS Ord · MOBI 7″
Armor. Light Vest (AR 1).
Ghost. Begins in Stealth. Cannot Sprint. A missed Shoot does not break Ghost. A hit does. Silenced weapons never break Ghost. Fighting always breaks Ghost. Interacting with a scenario objective always breaks Ghost — the moment a Ghost-Infiltrator picks up, plants, or manipulates the objective, Stealth ends and the operator is visible to all enemies with LoS.
Performance. Open a route an ally uses next activation. Earn 1 Edge.
Medic
Field stabilization · 90 pts
SHOOT Bad · FIGHT Bad · TACT Ord · OPINT Good · GUTS Good · MOBI 6″
Armor. Light Vest (AR 1).
Triage. One action. Adjacent. Field Dress: remove 1 FW, no roll. Stabilize: OPINT roll. Natural 6 removes an MW. 4–5 converts an MW to an FW. 1–3 has no effect.
Loadout. Sidearm (12″), medical kit, smoke ×2.
Performance. Successfully Stabilize an MW. Earn 1 Edge.
Tech Specialist
Hacking & electronic override · 100 pts
SHOOT Bad · FIGHT Bad · TACT Ord · OPINT Good · GUTS Ord · MOBI 6″
Armor. Light Vest (AR 1).
Override. One action. Adjacent. OPINT 4+. Hack or disable electronic systems. Adjacent is auto-success.
Recon Drone. Once deployed, the drone is a friendly sensor. It extends passive detection (5+ to spot) to any Stealthed model within 8″ and LoS of the drone, rolled at end of round alongside the owner’s own detection. The Tech Specialist may also spend 1 action to make an active detection attempt through the drone against a model in its range and LoS (that model rolls TACT 4+ or Stealth ends).
Performance. Override changes the tactical situation. Earn 1 Edge.
4 · Squad Creation & The Splice
We’re not yours. We’re not anyone’s. We showed up for the contract, and we’ll leave when it’s done.
The Splice Is the Unit
In Operator Tactics, the player unit is a splice. Not a squad. Not a team. Not a crew. A splice: three to six freelance operators assembled under a single contract, mixed in composition and answerable to no flag. The word describes independence from state doctrine. It does not describe headcount, and it does not describe lineage.
“Splice” started as contempt. State militaries used it for mixed-lineage units whose gene-forged heritage didn’t match, whose genomic loyalty couldn’t be verified, whose flag was whoever was paying this week. A Kavast pack commander calling a freelance unit a splice meant: you took operators who were purpose-bred for cohesion and stitched in foreign material. Freelance operators took the word back. It took about fifteen years. By the time a contractor says “my splice,” the contempt has been replaced by something closer to professional identity.
The word still lands hard in some mouths. Most operators wear it clean.
Splice vs. State Doctrine
Nation-state forces are mono-type by design. Kavast fields wolf-lineage cohorts in pack formations. The Protectorate fields raven-lineage flights, a networked sensory array with weapons. The Eastern Compact fields bear-lineage formations built to absorb damage and keep advancing. When the splice fights a state force, the table tells the story before anyone speaks: a wolf, a raven, and two baselines on one contract against an enemy that shares a single augmented baseline.
This contrast is load-bearing. Enemy splices do not exist by default. When the players face a state force, that force is mono-type. When an NPC unit breaks the pattern — an embedded raven-lineage operator inside a Kavast pack, for example — it means something.
Class limit. No more than two of any single class.
Loadouts. Fixed per class at Skirmish scale. Swaps are handled by the optional Extended Loadouts module (see below).
Simultaneous build. Both players see the scenario first, then build at the same time without showing their lists.
Name the splice. Callsigns, unit tag, a patch, a paint scheme. The splice is a character, not an accessory.
Augments & Gene-Forged Lineages
Full gene-forged augment rules — Shark, Wolf, Lynx, Bear, Coyote, Rook, and the baseline package — live in the Operator Tactics Core Book. Skirmish does not require augments to play. At this scale, a Commando is a Commando; the lineage is in the paint job, the callsign, and the story the splice tells about itself.
When you bring the Core Book augment rules in, treat the lineage as flavor plus one class-compatible modifier (Core Book, Gene-Forged). The splice rules are about composition, not mandatory mechanical coupling: a splice can be all baselines, all gene-forged, or any mix.
Advanced Modules (Optional)
Both players agree before squad building. Modules combine.
Specializations. +10 points per operator. Choose one specialization from the class list (see Core Book).
Extended Loadouts. Budget 420 points. Minimum four operators. Swap weapons, armor, or gear for class-legal items; pay the point difference.
Battlefield Evolution (League only). An operator who survives a trigger event earns one permanent ability. Maximum one per operator.
Hostile Environment. Start of each round, both players roll on the Hazard table. Weather shifts, terrain collapses, fires spread.
Kitbash Notes
Skirmish does not require a specific miniature line. A splice can be painted state-military surplus, bootleg 3D prints, resprayed plastic army men, metal heroics minis from a different game entirely, or tokens. What matters is that your operators are distinguishable from your opponent’s at a glance, and that each operator has a recognizable silhouette. A splice looks like a splice: no two operators painted identically, no matching helmets, no shared faction heraldry. The unit is a statement of independence. Paint it like one.
That physical remix is part of the fiction now. The same way the source material had to be constrained from fragments into a playable model, a splice is assembled from partial signals until it becomes something you can test under pressure.
The Dead Shelf Path
There are two ways into Operator Tactics as a physical game. The parts-bin path starts with raw material — sprues, clippers, 40k piles of shame, military model kits, Dollar Tree dinosaurs — and builds up. The Dead Shelf path starts with a complete figure that already exists: pulled from a blind box, found at a thrift store, salvaged from your own shelf when the initial excitement wore off. You don’t build the figure. You re-context it. You give it a card. You give it a name. You put it in a splice.
Designer vinyl figures — Pop Mart blind boxes, Quiccs TEQ63s, Kidrobot customs, 52Toys Beast-Mechs, the full range of chibi and near-future collectibles — are Commercial Stock in both senses of the phrase. In the OT world, Commercial Stock gene-forged were built for entertainment and luxury 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 in-world explanation was written before the game existed. No conversion required.
A Pop Mart Skullpanda on your roster is a commercial stock operative with a stealth profile and a history nobody asked about. A Labubu is a commercial stock berserker who was delighted before the first shot and will be delighted after the last. A Quiccs TEQ63 is a heavy operative with a load-bearing silhouette and a deniable origin. Assign the card. Name the operator. Field them.
The figures already in the world are the correct figures. Two decades of blind-box collector culture means the supply chain is the existing waste stream of consumer culture — and that stream stocks thrift store bins in every mid-sized city. You don’t have to wait for a kit. The material is already there. This is not a concession. It’s what the game is about. If the archive is a simplified interface for a larger pattern, the table is where that interface becomes physical.
Collector Crossover
If you already own Pop Mart or designer vinyl figures, you already have a splice. The rarity system maps cleanly: standard figures are line operators, secret variants are specialists, mega formats are command-tier heavies, and chase variants are high-value targets — the operators everybody’s heard of. For full guidance on faction marking, modification techniques, and vinyl-scale terrain, see the Commercial Stock document.
For vinyl-scale board dimensions, see the Vinyl Scale callout in the Terrain & Setup chapter.
5 · Scenarios
Roll D6 or choose. Eight rounds unless a scenario states otherwise. Scenario VP overrides universal VP where they differ.
Pressure Clock
Every scenario runs a Pressure Clock with a threshold of 3. The Clock gains one token when:
The first operator on either side goes Out of Action.
Operators from opposing splices are simultaneously within 3″ of the same objective.
An operator fails a Contact Ceiling check.
When the Pressure Clock hits 3 tokens, trigger the scenario’s Climax Variable immediately. The Clock fires once per game. If Round 5 ends without the Clock reaching 3, roll the Climax Variable automatically.
The Pressure Clock replaces the individual trigger listed under each scenario’s Climax Variable. Both players track it openly.
Climax Table (D6)
When a scenario’s Climax Variable fires, roll 1D6 on this table unless the scenario names its own result. The event lands at once and runs for the stated duration. The trailing side is whoever holds fewer VP; ties go to whoever has more operators Out of Action. If a rolled result cannot apply to the current scenario in any form, reroll it.
D6
Climax
1
Comms Down. Jamming floods the band. Line of sight is capped at 12″ for every model, and no operator may declare a Reaction. Both effects last one full round.
2
Reinforcement Drop. The trailing side returns their most recently lost operator to play, placed touching the table edge nearest that side’s objective with no Breach Tokens. If no operator is Out of Action, the trailing side gains 2 Edge Tokens instead (pool cap of four still applies).
3
Structural Collapse. A central terrain piece both players agree on gives way. It becomes Impassable for the rest of the game, and every model on it or within 3″ takes 1 FW.
4
Exfil Window. For one round, any model carrying an objective ignores the slow-carrier penalty: full MOBI and may Sprint. If nothing is being carried (a control or elimination scenario, or before any pickup), instead for one round any model may Sprint and still count for objective control at the end of that round.
5
Power Surge. Targeting feeds spike. For one round, every Shoot is at +1 to the die. A natural 1 is still a Dry Fire and a natural 6 is still a Mortal Wound.
6
Last Light. The window is closing. The game ends one round earlier than the scenario’s cap. Resolve VP at that earlier round.
1. Crossfire
Setup. Three objectives on the centerline, evenly spaced. Opposing edges, 6″ deep.
Objective. Control objectives (operator within 3″, opponent does not). Check on Rounds 4, 6, and 8.
VP. +1 per objective per check (max 9). +1 per enemy OoA.
Climax Variable. When any operator controls an objective at the Round 4 check, roll on the Climax Table.
2. Smash & Grab
Setup. One objective at the board center. Opposing edges, 6″ deep.
Objective. Interact (TACT 4+). Carry it. Extract to your deployment zone. The carrier takes −2 MOBI and cannot Sprint.
VP. +5 for extraction. +1 per enemy OoA. No extraction by Round 8: the carrier’s player wins.
Climax Variable. When any operator interacts with the objective, roll on the Climax Table.
3. Black Site
Format. Asymmetric. Play twice, swap roles, compare scores.
Setup. Defender within 12″ of center. Attacker from any edge.
Attacker. Reach center. Two Interact checks (OPINT 4+). Extract off any edge.
Defender. Prevent extraction. Stall until Round 8.
VP. Attacker: +1 per Interact, +3 extraction, +1 per enemy OoA. Defender: +3 if extraction prevented, +1 per attacker OoA.
Climax Variable. When the attacker completes the first Interact, roll on the Climax Table.
4. High Value Target
Setup. One HVT at the board center. Opposing edges, 6″ deep.
Objective. Make contact (adjacent, TACT 4+). The HVT follows at half MOBI. Extract off your edge.
HVT Panic. When an escort takes an MW, SITREP. 4–6 stays. 3 freezes. 1–2 bolts D6″ in a random direction.
VP. +5 extraction. +2 for controlling the HVT at end. +1 per enemy OoA.
Climax Variable. When any operator contacts the HVT, roll on the Climax Table.
5. Dead Drop
Setup. Corner deployment, 8″. Each player secretly notes an objective location in the opponent’s half, 6″+ from any edge.
Objective. Reach your drop. Interact (OPINT 4+). Extract off any edge.
Intel. Call the Target on a 6″ area reveals a hidden objective. SITREP, even odds. Costs both actions.
VP. +5 for drop + extraction. +2 for discovering the enemy objective. +1 per enemy OoA.
Climax Variable. When any operator completes their drop, roll on the Climax Table.
6. Total War
Setup. No objectives. Opposing edges, 6″ deep.
Objective. Destroy the opposing splice.
VP. +2 per enemy OoA. Full elimination ends the game immediately. Otherwise, highest VP at Round 8.
Climax Variable. When the first operator on either side goes OoA, roll on the Climax Table.
Twists (Optional)
Roll D6 after scenario selection. Both players must agree to use Twists before the roll. A Twist overlays the chosen scenario — it changes conditions but not victory math.
Victory & Scoring
Scenario VP overrides universal VP. Tiebreakers, in order:
Most surviving operators.
Fewest total MW on survivors.
Most Priority wins during the game.
Each player rolls D6. High wins.
League Play
Run a 4–6 match series. Persistent splices. Cumulative VP wins the league. Between matches, the splice evolves — operators advance, wounds leave marks, and the post-match economy determines who fields an edge next game.
Between-Match Sequence
Resolve in this order after each match.
1 · Wound Recovery. All FW clear automatically. Each MW: roll D6. 4+ to clear (3+ if a Medic is on the roster). Cleared MWs leave no trace. Failed MWs persist into the next match.
Contract Scar. When an operator fails a MW recovery roll, roll D6 on the Contract Scar table and apply the result. A second failed MW recovery on the same operator removes them from the league entirely.
Contract Scars
D6
Scar
Effect
1
Burned Out
Lose one step on one attribute of your choice (Good → Ordinary, Ordinary → Bad).
2
War Wound
Start each subsequent match with 1 FW already applied.
3
Shaky Hands
−1 on all Shoot rolls for the remainder of the league.
4
Marked
Solo mode: enemy AI always targets this operator first if in LoS. Versus play: both players know the scar exists.
5
Running Ghost
No MP earned this match. No other effect.
6
Hardened
Upgrade GUTS one step (Ordinary → Good). Already Good: no change, but the scar counts as cleared.
2 · Milestone Points. Each surviving operator earns 1 MP. +1 MP if their splice won the match.
Advance. Spend 3 MP to upgrade one attribute one step. Maximum two advances per operator per league. No attribute may exceed Good.
3 · Field Pull. After each match, each surviving operator rolls D6. On a 5–6, the splice earns 1 Pull Token. The winning splice earns +1 Pull Token regardless of individual rolls. Spend Pull Tokens between matches or at the start of a match before deployment.
Pull Token Costs
Cost
Result
1 Pull
Add one consumable to the splice (smoke, breach charge, or stim — agree with your opponent on specifics).
2 Pull
Grant 1 MP to any one operator.
3 Pull
Recruit one Blank at half MP cost (minimum 1 MP).
4 · Earning the Callsign. Unnamed operators are Blanks. Track Performance for each: first blood, putting an opponent Out of Action, surviving a Mortal Wound hit, or contesting an objective solo for a full round. Each of these counts as one Performance event. One Performance per Blank per match maximum.
After 2 Performance events across 2 different matches, the Blank earns a Callsign. Name them. They are now a named operator. On earning the Callsign, roll D6 on the Callsign Trait table immediately.
Callsign Traits
D6
Trait
Effect
1–2
Baseline
No trait. The job is enough.
3
Carries the Line
When this operator passes a Contact Ceiling check, one adjacent friendly operator auto-passes.
4
Cold Breach
Once per match, this operator may spend 0 Edge Tokens to clear all Breach Tokens on them (instead of 1).
5
Field Drift
This operator’s first activation each match: +1″ to all movement.
6
Last Signal
When this operator goes Out of Action, each friendly operator within 6″ auto-passes their next roll (one roll each, applied before the end of the match).
5 · Replace & Catch-Up. An operator with 2 MW who fails recovery: roll D6. 1–2: KIA. Remove them from the roster and recruit a Blank replacement at base cost. 3–6: recovers. Starts the next match with 1 MW and any applicable Contract Scar.
Catch-Up. A splice that lost 2 or more operators in a single match recruits one Blank for free before the next match. Roll D3: 1 = that Blank starts with 1 MP already earned; 2 = that Blank carries one consumable; 3 = that Blank counts as having one Performance event toward their Callsign.
6 · Requisition. After each match, the winning splice rolls D6 on the Requisition table.
Requisition
D6
Result
1
Dry. Nothing moves today. No result.
2
Consumables. Add one consumable to the splice (smoke, breach charge, or stim).
3
Double Pull. The splice earns 2 Pull Tokens.
4
Kit Upgrade. Improve one weapon on any operator: increase its range by 2″ or improve its Shoot result by one step on one outcome. Agree the specifics with your opponent.
5
Signal Cache. Add 1 MP to any two operators (may be the same operator twice).
6
Windfall. Choose any two results from this table.
6 · Terrain & Setup
Shape the board together. Fight over what you’ve built.
Board Size
Standard / Small. 24″ × 24″.
Large. 36″ × 36″.
Vinyl Scale
Playing with designer vinyl figures, blind-box collectibles, or any model larger than 40mm? The rules do not change — the board scales. All distances and ranges stay in inches as written. What adjusts is the playing surface.
Standard / Small (Vinyl Scale). 36″ × 24″.
Large (Vinyl Scale). 48″ × 36″.
These figures play as Commercial Stock in the OT setting — gene-forged built for entertainment and luxury markets that ended up on the battlefield when the world went sideways. The physical objects and the in-world category are the same thing. No adaptation required.
Setup Procedure
Roll the Terrain Profile. Agree on the piece count.
Alternate placing pieces. No piece within 4″ of a deployment edge. Minimum 3″ between pieces. At least one LoS-blocking piece on the centerline.
The last placer does not choose the deployment zone.
Place objectives per the scenario. Then deploy operators.
Terrain Types
Type
Effect
Open Ground
No cover. No cost.
Light Cover
Low walls, foliage. Shoot −1.
Heavy Cover
Reinforced barriers. Shoot −2. Difficult terrain.
Full Cover
Blocks LoS. Cannot be targeted.
Impassable
Cannot enter. Breach creates an opening.
Elevation
See over low obstacles.
Line of Sight
Measured center of base to center of base. For base-less figures, measure from the center of the model’s footprint. If solid terrain breaks the line, no LoS. When the call is disputed, run a SITREP at even odds. Move on.
Deployment Zones
Standard. 6″ from your board edge.
Corners (Dead Drop). 8″ from the corner in both directions.
Infiltrator Exception. Anywhere on the board, in cover, outside 12″ of any enemy. Deploys last.
6b · Scenario Maps
Use these as printed setup templates for standard 24″ × 24″ Skirmish boards. They are not fixed locations. They are pressure diagrams: objective geometry, deployment, cover rhythm, and the lanes each scenario needs to work.
How to read them. Orange zones are deployment. Cyan marks scenario objectives. White blocks are full cover or impassable terrain. Dark blocks are light or heavy cover. Dashed lines show high-pressure movement lanes, not mandatory paths. Keep at least one LoS-blocking piece near the centerline unless the map says otherwise.
DeploymentObjectiveCoverLoS blockRisk zone
Crossfire · Three-Node Kill Grid
Three objectives on the centerline · Opposing edges, 6″ deep
Terrain Intent
Center block splits long LoS and makes the middle objective a close-range problem.
Side cover supports flanks without letting either side castle all three objectives.
Table Notes
Score on Rounds 4, 6, and 8.
Pressure Clock spikes when opposing operators contest the same marker.
Smash & Grab · Central Package Run
One objective at board center · Carrier takes −2 MOBI and cannot Sprint
Terrain Intent
Two center blocks prevent a clean firing lane into the package.
Side lanes create interception angles against a slowed carrier.
Table Notes
Interact with the package at TACT 4+.
If nobody extracts by Round 8, the carrier's player wins.
Black Site · Ring Breach
Defender within 12″ of center · Attacker enters from any edge
Terrain Intent
The central structure needs four readable approaches and two interact points.
Outer cover gives the attacker staging spots without guaranteeing extraction.
Table Notes
Attacker needs two OPINT 4+ Interacts, then exits any edge.
Play twice, swap roles, compare scores.
High Value Target · Panic Box
HVT at board center · Contact, escort, extract off your edge
Terrain Intent
Keep hard cover near the escort routes, not directly on the HVT.
The panic rings make bolt movement easy to measure under pressure.
Table Notes
Contact requires adjacency and TACT 4+.
When an escort takes an MW, roll HVT Panic immediately.
Dead Drop · Blind Corners
Corner deployment, 8″ · Hidden drop in opponent's half, 6″+ from any edge
Terrain Intent
Central full cover denies a single perfect reveal from either corner.
Hidden drops should sit in the opponent's half outside the yellow edge band.
Table Notes
Call the Target reveals a hidden objective in a 6″ area.
Completing the drop plus extraction is worth 5 VP.
Total War · Contact Bowl
No objectives · Opposing edges, 6″ deep · Full elimination ends the game
Terrain Intent
Use more full cover than usual so the match is about closing, not pure range.
Keep the center hostile but traversable; no objective means contact must be attractive.
Table Notes
Score +2 VP per enemy OoA.
The first OoA will usually fire the scenario's Climax Variable.
7 · Solo Mode
Your splice against the protocol.
Same scenarios. Same rules. The opposing force runs on Enemy AI.
Enemy Force
Build to match your splice’s points. For a harder game, scale the opposing force to 110–120% of your own.
Alert States
Unaware. Normal patrol. The enemy does not engage.
Suspicious. SITREP at the start of each round. 5–6 = escalate to Alert. 4 = Alert, no reinforcements. 3 = remain Suspicious; reinforcements arrive in two rounds. 1–2 = remain Suspicious.
Alert. Active combat. Use Target Priority and Action Priority below.
Triggers (Unaware → Suspicious). Gunfire within 12″. A failed Hide. A body is found. An enemy within 6″ rolls 5+.
Target Priority (Alert)
The operator who most recently attacked this enemy.
Closest operator in LoS.
Most wounded operator in LoS.
Operator nearest to the scenario objective.
Tie: D6. Odd = left, even = right.
Action Priority (Alert)
React if targeted by Shoot.
Fight if in contact (base-to-base or within 1″).
Shoot if a target is in LoS.
Advance toward the last known position.
Hold if assigned to a fixed post.
8 · Quick Reference
Turn Sequence
Priority. Both roll D6. High chooses. Loser’s first operator gets 1 action.
Activation. Alternate. 2 actions each.
End Phase. Objectives, conditions, smoke.
Resolution
D6 + modifiers vs. threshold.
Good = 2+. Ordinary = 4+. Bad = 5+.
Natural 6 = success. Natural 1 = fail.
Wound Track
1–2 FW: no penalty.
3 FW: −1 all.
4th FW = 1 MW (clears FW).
1 MW: −1 all, 1 action.
2 MW: −2 all, 1 action.
Next hit at 2 MW = OoA.
Reactions
Return Fire / Take Cover (2″, apply cover) / Duck Down (prone, −2 incoming) / Body Shield (take hit for ally).
One per round. Costs 1 action next turn.
Edge
Start with 2. Earn from Call the Target or class Performance. Max 4.
Spend: reroll, +1 after rolling, or clear all Breach Tokens on a friendly.
Breaks on: hit, fight, failed TACT in LoS, open ground within 6″ of enemy, interact with objective.
Silenced shoots never break Ghost.
Breach Tokens
On each FW taken: opposing player places 1 Breach Token on that operator. Max 3.
Spend before a roll: force reroll (take worse), or escalate next hit FW → MW.
Cleared on OoA. Friendly controller may spend 1 Edge to clear all.
Contact Ceiling
Triggers once when splice hits 50% OoA (round down).
Each survivor: roll GUTS at next activation. Fail = defensive actions only (Shoot from cover or move toward deployment edge). Pass = normal.
Spend 1 Edge to auto-pass.
Link-Up
Once per round: instead of a normal activation, activate 2 friendly operators. Each gets 1 action (not 2). Actions may interleave freely.
Cannot use if either operator is Pinned, Locked, or OoA.
Pressure Clock
Threshold: 3 tokens. Clock gains 1 when: first OoA of match, objective contested, or Contact Ceiling fails.
At 3 tokens: trigger Climax Variable immediately. Fires once. If Round 5 ends without 3 tokens: auto-trigger.
// KITBASH THE MACHINE // BURN THE RELAY // HOLD THE LINE //
// PART_II // 12 CHAPTERS
IRON LINE
9 · What Iron Line Is
Kitbash your army. Burn their signal. Hold the line.
Iron Line is a wargame of massed autonomous combat set in the Operator Tactics world. Two players build armies of drones, combat platforms, and walkers, and crash them across a scarred 3′ × 3′ battlefield. Games run fast and bloody, finishing in under ninety minutes. Same D6 as Skirmish, same natural 6 / natural 1 rules. The abstraction is one step up: units instead of individuals, Strain instead of wounds, Signal instead of campaign Heat.
Where gene-forged operators are scalpels, autonomous platforms are hammers. Every major power fields autonomous combat systems at scale. When two factions contest a water treatment plant, a Lumicite installation, or a stretch of arable coastline, the machines go first. Iron Line is the machine war — the opening salvo that decides whether the operators get to do their work at all.
Scale and Table
Standard scale. 1″ on the table ≈ 3 m of ground. Any miniature, action figure, toy, vinyl collectible, or 3D print fits. Iron Line’s footprint system governs physical placement; exact figure scale is flexible.
Standard table. 3′ × 3′ (36″ × 36″). A kitchen table, a card table, a sheet of plywood on sawhorses.
Large games. 4′ × 4′ for 4,000+ points or three players.
Quick games. 2′ × 2′ for <1,500 points.
Vinyl-Scale Iron Line
Designer vinyl figures map naturally to Iron Line’s unit hierarchy by physical size. Mini-series figures (under 5cm) represent Scout Swarms and Drone Infantry. Standard blind-box figures (7–9cm) represent Strike Vehicles and Assault Walkers. Large and Mega-series figures (15cm+) are Siege Walkers and heavy platforms. The physical tiering the collector market built is the unit tiering the game needs. Use the 3′ × 3′ standard table regardless of figure scale — Iron Line’s footprint constraints handle the rest.
What You Need
Item
Quantity
Notes
Six-sided dice (D6)
12–16 per player
More is faster. Borrow from board games.
Tape measure
1 per table
Inches. Retractable hardware-store tape works best.
Strain tokens
30–40 total
Small dice, glass beads, pennies, micro-cubes.
Signal tokens
20 total
Distinct from Strain. Different color beads or coins.
Playing cards (optional)
1 standard deck
52 + 2 jokers. For the Interrupt Cards module.
Army
1 per player
Miniatures, tokens, standees, or kitbashed models.
Terrain
6–10 pieces
Cardboard, household scrap, printed terrain, or commercial.
10 · Kitbash Doctrine
The machine doesn’t care what it looks like. Neither does the bullet.
Iron Line is built to be played with whatever you have. There is no official miniature line. There are no required components beyond dice, a tape measure, and something to represent your units on the table. The rest is up to you.
What Counts as a Unit
Anything with a rectangular footprint that fits the size constraints in the Unit Footprint table. A unit might be a movement tray of ten 15mm sci-fi infantry, a single repainted mecha model kit on a 60mm base, three die-cast toy cars glued to cardboard with a pen-cap turret, a 3D print from a free STL site, or a stack of poker chips labeled “DRONE INFANTRY” on masking tape. All valid. The rules do not care about the model. They care about the footprint and the keywords.
Building Units from Scratch
Drone Infantry / Skirmishers. Cheap plastic army men, toy soldiers from a bag of 100, wooden tokens. Anything that says “there are a lot of us and we are expendable.”
Assault Walkers. Bipedal mecha model kits, dollar-store robot toys with glued joints, a clothespin with toothpick arms and a bead head.
Siege Walkers. The big stuff — a thrift-store convertible robot toy, a jar lid on dowel legs, a kids’-meal toy with a gun turret glued on top. If it’s the biggest thing on the table, it’s a Siege Walker.
Scout Swarms. Beads on wire flight stands, paper drones, micro-scale helicopter toys. A cloud, not a single model.
Strike Vehicles. Die-cast toy cars, dollar-store motorcycles, brick-built toy vehicles, toy tanks with guns glued on.
Gun Platforms / Artillery Rigs. Stationary firepower. Cardboard box with a straw barrel. A brick-built turret. Bottle cap with a toothpick cannon.
Beast-Mechs. Toy dinosaurs with guns glued on, plastic spiders, animal figurines with foil cybernetics. They should look wrong. That’s the point.
Building Terrain
The OT world is wrecked. Every battlefield is a place where something already went wrong. Cardboard for buildings and barriers. Yogurt cups for cooling towers. Bottle caps for fuel drums. Rocks for boulders. Sand glued to card for wasteland floor. Printed papercraft PDFs for anything else. Fifteen minutes of work produces better terrain than most commercial sets.
Commercial Stock
The thrift store bin is a legitimate army source. Designer vinyl figures — Pop Mart series, Quiccs platforms, 52Toys Beast-Mechs, Finding Unicorn editions — read directly as Iron Line unit types. The physical objects already have the right shapes. A large Siege Walker needs to look like the biggest thing on the table. A Mega Pop Mart figure is the biggest thing on the table. That’s not a workaround. That’s casting.
In the OT world, these figures are Commercial Stock: gene-forged platforms built for entertainment, luxury, and spectacle markets that ended up in warzones when the Upheaval reorganized everything. Whatever they were designed to do before, they’re doing this now. The physical object you salvaged from a clearance shelf has the same in-world history. The dual meaning is not a coincidence. It’s the framing.
This is also not miniature-agnosticism. Miniature-agnostic is a rulebook accommodation — it means "we’re not going to gatekeep your models." This is different. The Dead Shelf path is a first-class design principle. The TC setting is a world where consumer culture’s plastic debris outlasted the civilization that produced it. A player reaching into a thrift store bin for their next unit is not doing something the game allows — they’re doing something the game is about.
The Analog Argument
The best armies in this game will not be the most expensive. They will be the ones somebody stayed up too late building from junk, gave a faction name, wrote a backstory for on an index card, and then watched get flattened in round three. That’s the hobby. That’s the whole thing.
For faction marking, vinyl modification techniques, scale guidance, and the full collector crossover framework, see the Commercial Stock document.
11 · Core Concepts
Rules Conventions
Dice may be re-rolled multiple times. On any attack, a natural 6 is always a hit and a natural 1 is always a miss. You may measure distances and check line of sight at any time. Units are always in range and line of sight of themselves. If a specific rule conflicts with a general rule, the specific rule takes precedence.
Target Number ↔ Threshold
Iron Line calls the number a die must meet or beat a Target Number. Skirmish and the RPG call the same concept a Threshold (Good 2+, Ordinary 4+, Bad 5+). Synonymous. Iron Line derives Target Numbers from unit Order matchups, but the core rule — natural 6 always hits, natural 1 always misses — is identical.
The Rule of Scrap
If a rules interaction is unclear, pick whichever option results in the most destruction for all concerned. If the choice is between doing something or doing nothing, choose the option that changes the game state.
First Player
The First Player holds the First Player token. The other player is the Second Player. Most phases resolve First Player first, then Second Player.
Signal
The machines run on signal. Cut the signal and they’re scrap with legs.
Your army’s Signal is the strength of its command-and-control network. Spend it to broadcast Electronic Warfare, boost performance, and call in tactical support. At the start of each Signal Phase: gain 1 Signal per full 1,000 points in your starting list, plus 1 Signal per in-play unit with the Relay keyword. Store unspent Signal round to round up to a maximum of 10. Excess is lost.
Breakpoint and Integrity
Each army has a Breakpoint. Every unit starts the game with Integrity (x) equal to the army’s breakpoint. Default breakpoint is 10 — meaning all units start with Integrity (10). Some missions and twists adjust this.
Keywords
Units carry Keywords describing capabilities, equipment, and firmware packages. Each keyword has a Type: Strength, Weakness, Chassis, or Categorical. Types don’t do anything inherently, but other rules reference them.
Incrementing keywords. Some keywords have a value: Armored (2), Armored (+1). If a unit is affected by an incrementing keyword with a plus sign, increment the existing value or assign that keyword at that value. With a minus sign, decrement. At zero or below, the unit loses the keyword.
Strain
Strain is what happens to a machine when everything that can break does. As units take fire, absorb impacts, and push their systems past tolerance, they accumulate Strain Tokens. Strain represents structural damage, overheated systems, corrupted targeting, degraded firmware. Units begin with no Strain. They may have any number.
Strain ↔ Wounds
In Skirmish and the RPG, operators accumulate Flesh Wounds and Mortal Wounds until they go Out of Action. In Iron Line, units accumulate Strain Tokens until they reach their Integrity. Strain is to machines what Wounds are to operators. A Broken unit removed from play is equivalent to an operator going OoA. Iron Line doesn’t model intermediate wound stages — damage is linear until Integrity is reached — because unit-scale play doesn’t need individual-figure wound states.
Broken
A unit with Strain equal to or greater than its Integrity gains the Broken weakness for the rest of the game. A Broken unit causes cascade failure and is removed during the Scrap Phase. Cascade resolves once per phase: units that become Broken from cascade do not trigger further cascade until the next Scrap Phase. If a Broken unit ever has fewer Strain than its Integrity, it immediately loses the Broken keyword. A unit that is not Broken is operational.
D66
When the rules call for a “D66,” roll two D6. The first is the tens, the second is the units. A 3 and a 6 reads as 36. A 1 and a 1 reads as 11.
Measuring & Engagement
All distances in inches. Within = closest point of a unit’s base to the closest point of a target base or feature. A unit is within its own range of itself. Measuring and line of sight may be checked at any time, including during the opponent’s turns.
Engaged. If any part of a unit’s base (or physical footprint, for base-less models) touches or is within 1″ of an enemy unit’s base or footprint, both units are Engaged. Engaged units may not make shooting attacks and may not be targeted by shooting attacks (unless the attacker has Shoot Into Combat). A unit may be engaged with multiple enemies simultaneously.
12 · Units
Armies are composed of Units. A unit might be a squadron of twelve drones on a movement tray, a pair of gun platforms on a shared base, or a single siege walker on a scenic base. Every unit has a rectangular or square footprint that fits the constraints below.
Unit Stats vs. Operator Attributes
Iron Line units do not use SHOOT, FIGHT, TACT, OPINT, GUTS, MOBI. Instead, units have Speed, Order, Attacks, Defence, Strikes, and Integrity. This is intentional — at unit scale, operator-level granularity is unnecessary. When an operator splice appears on the Iron Line table as a single unit, see the Crossover chapter.
Unit Statistics
Speed (x). Movement points gained at the start of a Movement Activation.
Order. How the unit moves and fights: Close, Loose, or Free.
Attacks. Weapon power: Weak, Strong, or Monstrous.
Defence. Resistance to incoming fire: Weak or Strong.
Strikes (x). Attack dice rolled in combat. All units start with Strikes (10).
Integrity (x). Strain needed to break the unit.
Footprint. Physical width and depth on the table.
Keywords. Additional rules affecting the unit.
Keyword Cost Multiplier (KCM). Multiplier applied to keyword costs.
Points. Cost when building the army.
Unit Footprints
Footprint
Width
Depth
Examples
Wide
100–200mm
40–150mm
Drone swarms, gun lines
Narrow
40–100mm
40–150mm
Walkers, gun platforms
Horde
150–200mm
100–200mm
Mass drone formations
Order
Close Order. Dense formations. Armored convoys, interlocked shield-wall drones. Target numbers: 3+ vs. Loose, 4+ vs. Close, 5+ vs. Free. Close Order units are Implacable.
Loose Order. Dispersed units. Scouts, skirmishers, fast-attack swarms. Target numbers: 5+ vs. Close, 4+ vs. Loose, 3+ vs. Free. No penalty in Rough terrain.
Free Order. Single platforms. Walkers, siege engines, autonomous behemoths. Target numbers: 3+ vs. Close, 5+ vs. Loose, 4+ vs. Free. Free Order units are Implacable.
Unit Roster
Unit
Spd
Order
Atk
Def
Str
Int
Keywords
FP
KCM
Pts
Drone Infantry
8
Close
—
—
10
10
Infantry
Wide
x1
300
Drone Skirmishers
8
Loose
Weak
—
10
10
Infantry, Ranged (24)
Wide
x1
300
Armored Infantry
8
Close
—
Strong
10
10
Infantry, Hardened (1)
Wide
x1
350
Heavy Platform
10
Close
Strong
Strong
10
10
Infantry, Autonomous
Wide
x2
400
Scout Swarm
14
Loose
—
—
10
10
Nimble, Ranged (8)
Wide
x2
350
Assault Walker
12
Close
Strong
Strong
10
10
Devastating Charge
Wide
x2
450
Strike Vehicle
10
Free
Strong
—
10
10
Fragile, Devastating Charge
Narrow
x1
350
Gun Platform
6
Free
—
—
10
10
Large, Ranged (36)
Narrow
x2
250
Siege Walker
10
Free
Monstrous
Strong
10
10
Large, Autonomous
Narrow
x2
600
Beast-Mech
12
Loose
—
Weak
10
10
Nimble, Autonomous
Wide
x1
200
Artillery Rig
—
Free
Strong
Weak
10
10
Immobile, Ranged (48), Fragile
Narrow
x2
400
Weapon & Armor Abstraction
Skirmish specifies weapons (Assault Rifle, Shotgun, SMG) and armor rigs with AR values. Iron Line abstracts both. A unit’s Ranged (x) represents any effective ranged weapon system at roughly x inches. Weak / Strong / Monstrous Attacks are relative firepower. Armored (+x) and Hardened (+x) are armor increments without specifying a rig. At unit scale, specific loadouts matter less than abstract firepower and durability.
Unit Flavor
Drone Infantry. Cheap, numerous, expendable. The backbone of every autonomous army.
Drone Skirmishers. Fast glass. Shoot and scatter. Light ranged platforms — quad-rotor gunships, wheeled fire support, insectoid suppression swarms.
Armored Infantry. Heavier platforms. Shielded assault drones, riot-suppression units in composite plate, Ural-pattern heavy drones. Slower to break, expensive to replace.
Heavy Platform. When the ground shakes, it’s usually one of these. Quad-legged weapons platforms, armored centipede-drones, PRC cybernetic war-constructs.
Scout Swarm. You hear the buzz before you see them. Then you don’t see anything. Aerial drone swarms, spider-bot packs, adaptive micro-drone clusters.
Assault Walker. Legs are slower than wheels. Legs go places wheels can’t. Shock assault. Close fast, hit with everything, break the line or get torn apart trying.
Strike Vehicle. Glass cannon on wheels. Armed hovercraft, rocket-sled drones, weaponized transports. Punch above their weight on the charge.
Gun Platform. It doesn’t move much. It doesn’t need to. Walking turrets, hover-mounted railguns, converted construction rigs with bolted-on ordnance.
Siege Walker. The ground gives before the walker does. Colossal armored walkers, mobile siege rigs, bio-mechanical titans grown in the Metroplex roots.
Beast-Mech. It used to be something alive. Now it’s something fast. Bio-mechanical constructs, cybernetic animal forms, black-market predator chassis.
Artillery Rig. Somewhere behind the line, something is lobbing shells at you. Rocket batteries, electromagnetic launchers, directed-energy platforms. Artillery may only purchase the following weaknesses: Self-Destructive, Short-Ranged, Degraded, Clumsy (+2).
13 · Army Building
Nobody cares what the machine looks like. They care whether it’s still shooting.
Agree on a points limit. Build your army from units and keywords. You also receive one Commander and one Relay Beacon. Standard games run 3,000–5,000 points. There are no caps on any unit type.
Creating a Unit
Choose a unit type. This sets the base cost and initial keywords.
Purchase additional keywords. Any number of strengths. No more than two weaknesses per unit.
Weakness keywords have a negative cost.
If the unit has a Keyword Cost Multiplier of x2, double every keyword cost.
Keyword Costs
Strength
Cost
Strength
Cost
Weakness
Cost
Bloodthirsty
50
Brutal
125
Berserk
−25
Critical Hits
50
Deadly Shots
100
Clumsy (+2)
−25
Despised
25
Devastating Charge
50
Cowardly
−25
Elite
100
Flying
100
Degraded
−50
Hardened (+1)
75
Hero (+1)
50
Fragile
−50
Hero (+2)
100
Horde
100
Hollow
−25
Implacable
50
Large
25
Autonomous
−25
Merciless
75
Narrow Footprint
25
Self-Destructive
−25
Nimble
75
Ranged (+12)
75
Short-Ranged
−25
Shoot Into Combat
50
Sneaky
50
Slow (+2)
−25
Stubborn
50
Swift (+2)
50
Unruly
−50
Terrifying
50
Relay
200
Wide Footprint
−50
Commander*
0
Relay Beacon*
0
—
—
*The Commander and Relay Beacon are required keywords assigned once in each army, at no cost.
14 · The Turn
Setup
Roll for Chaos of War (optional).
Set up the battlefield. Agree on terrain keywords.
Reveal army lists.
Determine victory conditions (see ch. 17).
First Player. The last player to paint a miniature calls “even” or “odd.” Roll D6.
Deployment. Divide the table in half. First Player chooses a table half. Deployment zones begin 8″ from the centerline. Alternate deploying one unit at a time.
Draw Interrupt Cards if using (four cards each).
Round Structure
Each round has six phases:
Initiative Phase. If using Interrupts, draw one card each (five on round 1). From round 2 onward, the player without the First Player token rolls D6; exceeding the current round number lets them seize the token. (On round 1, the First Player token is fixed from setup — no seize roll.)
Signal Phase. Each player gains Signal (1 per full 1,000 army points, plus 1 per in-play Relay unit). Cap 10, excess lost. First Player may broadcast EW, then Second Player.
Shooting Phase. First Player activates each unengaged Ranged unit once in any order. Each may gain Distracted to make a shooting attack. Then Second Player does the same.
Movement Phase. First Player activates each unit once in any order. Then Second Player.
Combat Phase. First Player resolves combat with each engaged unit. Then Second Player.
Scrap Phase. See below.
The Scrap Phase
Cascade Failure. Each still-in-play Broken unit causes cascade: all friendly units within 8″ gain 1 Strain. If this causes another unit to become Broken, mark it but it does not cascade further this phase.
Remove Broken Units. Remove all Broken units simultaneously. Note which were removed this phase.
Salvage. For each unit removed this phase, the opposing player gains either 2 Signal or (if using Interrupts) one card from the shared deck. Your opponent strips your wreckage for parts, not you.
Reboot. Any unit that was engaged and is now unengaged may make a free reform.
Clear Distracted. Remove Distracted from all units.
Game End
A game of Iron Line ends after 5 rounds, or when one player surrenders.
15 · Movement, Shooting, Combat, Terrain
Movement
When a unit activates in the Movement Phase, it gains Movement Points equal to its Speed. Unspent points are lost. All friendly and enemy units are impassable.
Manoeuvre
Cost
Effect
Advance
1+ per 1″
Move directly forward in a straight line in the direction the unit faces.
Wheel
1+ per 1″
Pick one front corner as pivot. Opposite corner swings up to 1″ per point. Wheeling backwards gains Distracted.
Shuffle
1+ per 0.5″
Slide directly left or right. Facing unchanged.
Retreat
1+ per 0.5″
Gain Distracted. Move directly backwards. Cannot end in contact with an enemy.
Reform
5 (2 for Loose)
Gain Distracted. Rotate in place to face any direction. No other manoeuvres this activation.
Engagement, Disengagement, Outmanoeuvring
Engagement. A unit that moves into contact with an enemy (base-to-base, or within 1″ if either model is base-less) is now Engaged. Engaged units remain engaged until one is destroyed or disengages.
Disengagement and Punishment. If an engaged unit ends its Movement Activation no longer in contact with enemies it started engaged with, it has Disengaged. Each unbroken, unengaged enemy it was in contact with at the start of the activation may immediately make a free combat attack. Punishment rolls dice equal to half the punisher’s Strikes, using normal target numbers. Resolved immediately.
Outmanoeuvred. A unit engaged with an enemy’s flank or rear gives that enemy the Outmanoeuvred weakness: Integrity (−1) per flanking/rearing unit. A unit may not assign more than 5 attack dice to an enemy’s flank, or more than 3 to a rear.
Shooting
A unit with the Ranged keyword activated in the Shooting Phase may gain Distracted to make a shooting attack. It rolls Attack Dice equal to half its Strikes (rounding down). All dice must be assigned to a single target in range and line of sight.
Line of Sight. If a line can be drawn from the center of the attacker’s front edge to any point on the target without passing through another unit or Blocking terrain, LoS exists.
Range. Measured from the center of the attacker’s front edge to the closest point on the target.
Implacable. When hit by a shooting attack, ignore any hit that would push this unit above 5 Strain from that single attacking unit’s activation. Strain from a different attacker, from Surges/Hacks, from Devastating Charge, or from Scrap Phase cascade still applies normally. Close Order and Free Order units are Implacable by default.
Combat
In the Combat Phase, each engaged unit may attack. Resolve: assign dice, roll, place Strain.
A unit rolls Attack Dice equal to its full Strikes stat.
Dice must be assigned to engaged enemies. A unit must assign at least 3 dice to each engaged enemy. If short on dice, divide as evenly as possible (round up for first enemy, down for the rest).
Flank cap: no more than 5 dice to a unit in its flank. Rear cap: no more than 3.
Remaining dice may be freely distributed after minimums are met.
One Strain Token per hit. Apply Implacable (see above). A unit whose Strain equals or exceeds its Integrity becomes Broken.
Terrain
Agree with your opponent on each piece’s terrain keywords before the game begins.
Blocking. Line of sight cannot be drawn through it. Collapsed overpasses, reactor housings, hab-block ruins.
Impassable. Units may never move onto it. Toxic lakes, craters, minefields.
Rough. Doubled movement cost. Loose Order ignores the penalty. Close and Free Order gain Distracted.
Perilous. For each movement point spent moving through it, the unit takes a single attack as if struck by a Gun Platform (TN 4+, resolved immediately). Rad-zones, chemical spills, unstable ground.
Grim. In the Scrap Phase, each piece of Grim terrain counts as a friendly Broken unit for cascade. Wreckage fields, signal-dead zones, drone graveyards.
Obscuring. Units wholly or partly behind it gain the Cover keyword. Smoke, dust, active ECM fields.
Large. Units touching Large terrain also gain Large. Elevated platforms, rooftops, ridge lines.
Cover Modifiers
Skirmish applies Light Cover as −1 to Shoot and Heavy Cover as −2. Iron Line applies cover as a unit keyword. A unit wholly or partly behind Obscuring terrain gains the Cover keyword until it moves out; Cover raises the attacker’s Target Number by 1 (= Skirmish Light Cover). A unit inside Fortified terrain (bunker, trench, hardened structure — agree at setup) raises the Target Number by 2 (= Skirmish Heavy Cover). Skirmish Full Cover corresponds to Blocking terrain here: line of sight is blocked and the target cannot be shot.
Implacable as Cover Analog
Implacable is Iron Line’s unit-scale cover rule. Where Skirmish applies −1 / −2 as shooter penalties, Iron Line bakes protection into formation keywords: Close and Free Order units are Implacable by default, ignoring hits that push past 5 Strain in a single activation. Loose Order units are not Implacable and rely on Obscuring terrain.
16 · Electronic Warfare
The signal is the battlefield nobody sees. Lose it there and nothing on the ground matters.
Autonomous units run on command-and-control signal. Electronic Warfare (EW) is how you boost friendlies, jam enemies, and exploit the invisible spectrum.
Relay Units
To broadcast EW, you must have at least one Relay unit in play. The Relay is the broadcasting platform — used for line of sight and range of EW abilities.
EW Suites
Each Relay selects a single EW Suite during army list construction. Multiple relays may take the same or different suites.
Broadcasting
In the Signal Phase, spend Signal to broadcast an ability with one of your Relays. Name the ability and spend the required Signal. Pulses and Hacks require line of sight. Surges affect every unit in range regardless of LoS.
No Relay on the board. If an army has no unbroken Relay units in play, Pulses may still be broadcast at +1 Signal cost from any unbroken friendly unit (LoS still required). Hacks and Surges cannot be broadcast without a Relay. Losing your last Relay no longer nullifies your entire Signal pool — it downgrades you to Pulse-only at a premium.
Pulse — 2 Signal.
Hack — 4 Signal.
Surge — 6 Signal.
EW Suites
Suite
Abilities
Overwatch NAF Doctrine
Targeting Lock — Pulse (2). Range 18″. Target unit gains Clumsy (+D6) until end of round. Predictive Armor — Hack (4). Range 18″. Target friendly unit gains Hardened (+1) and Swift (+4) until end of round. Killzone Designation — Surge (6). All enemy units within 12″ must roll over their current Strain + 2 on 2D6 or receive 1 Strain from signal-guided fire. (Fresh units at Strain 0 still need to beat 2.)
Ghostwire SCA Doctrine
Spore Shroud — Pulse (2). Range 18″. Target unengaged unit is removed from the board and gains Sneaky. It must return next round. Root Hack — Hack (4). Range 18″. Target friendly. Transfer one Chassis-type keyword from that unit to any friendly within 18″. Bloom Drift — Surge (6). Place a Void marker within 18″. The area within 6″ of that marker counts as Perilous terrain.
Iron Curtain EO Doctrine
Jamming Pulse — Pulse (3). Range 18″. Target unit gains Fragile and Brutal until end of round. Fragile from this Pulse does not retroactively apply to Strain already on the unit — the target only breaks if it accumulates Strain equal to its Integrity while Fragile is active. Override Protocol — Hack (4). Range 18″. Target friendly unbroken unit discards D6 Strain. Dead Zone — Surge (6). All enemy units within 18″ gain Cowardly until end of round.
Burning Glass PCU Doctrine
Heat Spike — Pulse (2). Range 12″. Target unit gains Devastating Charge and Swift (+4) until end of round. Directed Energy — Hack (4). Range 12″. Target friendly unit gains Hardened (+2) and may not be the target of enemy EW, until end of round. Solar Lance — Surge (6). Target friendly unit gains Flying and Swift (+6) until end of round.
Null Signal PRC Doctrine
Firmware Worm — Pulse (2). Range 18″. Target enemy gains Autonomous until end of round. If already Autonomous, gains Berserk instead. Ghost in the Machine — Hack (4). Range 18″. Target enemy. Until end of round, when that unit assigns attack dice in Combat, it must assign at least 3 to a friendly unit of your choice within 4″. Total Override — Surge (6). All friendly units within 18″ gain Integrity (+1) until end of round.
Open Source Black Market
Signal Boost — Pulse (2). Range 18″. Target unit gains Hero (+2) until end of round. Countermeasure — Hack (4). Range 12″. Target friendly. When targeted by an enemy EW, choose a unit within 8″ to be the target instead. Broadband Scream — Surge (6). Every unit within 12″ (friendly and enemy) gains Self-Destructive until end of round.
17 · Victory & Chaos of War
The machines don’t care who wins. You do.
Victory Conditions
During setup, choose or randomly determine (2D6) the victory conditions.
Roll
Condition
Setup & Victory
2–3
Signal Dominance
Place three Objective Markers on the centerline (one at midpoint, two 18″ out). Both players roll 2D6 per marker; higher roll moves it toward their zone by that many inches. At end of turns 4 and 5, each unbroken unit within 8″ of a marker scores 1 VP (2 VP if unit > 500 pts). Max 10 VP per side.
4
Deep Extraction
Before deployment, each player places three Objective Markers in the opposing table half, each >16″ from any other. At the end of any turn, a friendly unbroken unit within 4″ of a marker (no unbroken enemy within 8″) removes the marker for 2 VP (1 VP if not in the enemy zone). Most VP wins.
5
Scorched Perimeter
Choose Attacker and Defender. Defender’s breakpoint increases by 2 (units start at Integrity 12). Attacker wins if any unbroken unit is fully within the Defender’s zone at game end. Otherwise Defender wins.
6–7
Kill Ratio
At game end, total the points of your in-play units. Highest total wins.
8
Decapitation Strike
If your opponent has no Chassis-keyword units in play at game end, you score 5 VP. Otherwise, score 1 VP per enemy Chassis keyword removed from play. Most VP wins.
9
Wreckage Rights
Place three Objective Markers on the centerline (midpoint + 15″ out each way). Each counts as Grim terrain. Just before each Scrap Phase, the player with most unbroken units within 12″ of each marker scores 1 VP. Most VP wins.
10
Burn the Relay
Choose Attacker and Defender. Defender gains three free Gun Platforms with the Immobile and Objective keywords within 12″ of the centerline. If all three survive, Defender wins. Otherwise Attacker wins.
11–12
Desperate Raid
Choose Attacker and Defender. Attacker places three Objective Markers in Defender’s zone. At each round’s end, if the Attacker’s Commander or Relay Beacon is within 4″ of a marker, score 1 VP and remove the marker. Defender gains 3 VP if neither survives. Most VP wins.
Chaos of War (Optional)
Roll D66 on each of the Battlefield, Deployment, and Twists tables. Stack the effects.
Battlefield (D66)
Roll
Battlefield
Effect
11–36
Standard
No modifications.
41–42
Rubble and Ruins
Three areas of Perilous + Obscuring terrain.
43–44
Drone Graveyard
Three areas of Grim + Obscuring terrain. Mass wreckage from a prior engagement.
45–46
Elevated Ground
Each player deploys one elevated platform (Large terrain) anywhere in play.
51–52
The Corridor
Two pieces of Impassable + Blocking terrain, 4–8″ diameter, 24″ apart on the centerline.
53–54
Flooded District
All non-elevated terrain is also Rough.
55–56
Urban Zone
At least six large pieces of Impassable + Blocking terrain.
61–62
Signal Dead Zone
Terrain piece at center. While a Relay is within 4″, EW Hacks and Surges cost 1 less Signal.
63–64
Rad-Wash
Each player places one Perilous + Obscuring area in their half.
65–66
Tunnel Network
Each player deploys a pair of linked Tunnel Entrances. Units within 4″ may redeploy from either entrance next Movement Phase, gaining Distracted and 1 Strain.
Deployment (D66)
Roll
Deployment
Effect
11–36
Standard
No modifications.
41–42
Forced March
Half of each player’s units deploy at least 12″ back from the centerline.
43
Scramble
Speed 8 or lower deploys at least 12″ back.
44
Early Contact
All units deploy at least 12″ back.
45
Wide Line
Divide the board at 45 degrees; deployment zones are triangular.
46
Tunnel Assault
Divide perpendicular to the usual axis. Long and thin.
51–52
Ambush
Each player selects 3 units to gain Sneaky.
53
Scattered Insertion
Each unit deploys in a random section (D3: left / center / right).
54
Vanguard Insertion
Deploy only two units in setup. The rest gain Reinforcements.
55–56
Drop Zone
Each player rolls three dice for three Drop Zone markers. Deploy from any controlled marker.
61
Clustered
Each player places a marker. All Infantry must deploy partially within 12″ of it.
62
Supply Line
Autonomous units must deploy after the Commander, within 12″ of them.
63–64
No Man’s Land
Each player places a marker in the enemy half. No unit may deploy within 8″ of these markers.
65–66
Last Stand
Choose Attacker and Defender. Defender deploys within 10″ of table center. Attacker deploys outside 16″ from center. Defender breakpoint is 12.
Twists (D66)
Roll
Twist
Effect
11–26
None
All is as expected.
31–32
Signal Interference
LoS limited to 12″ for all units.
33
Fast Ground
All units gain Swift (+2).
34
EMP Residue
Each player gains 3 additional Signal per turn.
35
Power Surge
Both players start with 6 Signal.
36
Frozen Firmware
After moving, unit rolls 3D6 equal/over Speed or advances only 3″.
41
Last Resort
Skip Cascade Failure in the Scrap Phase.
42
Hardened Systems
Each player’s breakpoint +3.
43
Corrosive Atmosphere
Each round, each player’s breakpoint −1.
44
Comms Blackout
Command strength on Commander / Relay Beacon cannot be used.
45
EW Saturation
Each player gains one additional Relay keyword, assigned to a unit that doesn’t have it.
46
Hidden Assets
Each player secretly notes two units to gain Hero (+1). Revealed when first used.
51
Veterans
Each player selects one unit to gain Elite.
52
Hand of Fate
Each round, each player draws one extra Interrupt (or +1 Signal if not using).
53
Relay Nodes
First Player places three markers on the centerline, 16″ apart. Start of Signal Phase: the player with more friendlies within 4″ of each marker gains 2 Signal or 1 card.
54
Long-Range War
Command has range 12″.
55
Short Leash
Command has range 4″.
56
Ghost Signals
Units take +1 Strain from cascade. Cascade-Broken units trigger further cascade this phase.
61
High Stakes
Playing an Interrupt draws another. (Re-roll if not using.)
62
Blackout Rounds
Rounds 1 and 2: skip Remove Broken Units.
63
Short Engagement
Battle ends after four rounds.
64
Extended Ops
Battle ends after six rounds.
65
Salvage Rights
Each player selects one unit to gain Brutal.
66
Wreckage Fields
When a unit is removed, place a marker. It counts as Grim terrain.
17a · Iron Line Battle Maps
Use these templates for 3′ × 3′ Iron Line battles. They are built for units, trays, facing, relay coverage, and terrain keywords. They do not use Skirmish objective control or operator-scale interaction rules.
Iron Line map key. Orange bands are deployment zones. Cyan markers are objectives or relay nodes. White blocks are Blocking or Impassable terrain. Dark terrain is Obscuring, Grim, Rough, or Fortified as noted. Yellow fields are Perilous, Grim, or scoring pressure zones.
Signal Dominance · Relay Spine
Three centerline markers · Score turns 4 and 5 within 8″
Terrain Keywords
Center slabs: Blocking.
Side ruins: Obscuring; mark one as Large if both players want vertical LoS.
Battle Notes
Each yellow ring is the 8″ scoring radius.
Good for Signal Dominance, Relay Nodes, or Long-Range War.
Deep Extraction · Broken Grid
Three markers in enemy half · Remove within 4″ if no enemy within 8″
Terrain Keywords
Center mass: Blocking + Impassable.
Corner towers: Obscuring, optionally Fortified.
Battle Notes
Use either player's three enemy-half markers, or all six for larger games.
Good for Deep Extraction, Desperate Raid, or Tunnel Assault.
Burn the Relay · Gun Platform Triangle
Three defender platforms within 12″ of centerline · Attacker wins by destroying them
Terrain Keywords
Platform nests: Fortified if touching the marker.
Outer blocks: Blocking; side cover: Obscuring.
Battle Notes
Defender chooses which long edge they hold after seeing terrain.
Good for Burn the Relay, Scorched Perimeter, or Last Stand.
Wreckage Rights · Grim Salvage Field
Three Grim centerline markers · Score before each Scrap Phase
Terrain Keywords
Yellow fields: Grim + Obscuring.
White slabs: Blocking; dark strips: Rough or Obscuring.
Battle Notes
Use the yellow fields as the 12″ contest zones if table space is tight.
Good for Wreckage Rights, Kill Ratio, or Wreckage Fields.
17b · Iron Line Campaign Play
Two armies. Multiple engagements. The same units keep fighting. What survives gets stronger. What doesn’t is gone.
Campaign Structure
Run a series of 3–5 Iron Line engagements between the same two armies. Armies are fixed at creation — no new units between battles. What changes is the state of what you have.
Track two resources between engagements: Field Upgrades and the Signal Reserve.
Field Upgrades
After each battle, each player may apply one Field Upgrade to any unit that was not Cascade-Broken at the end of the game. The upgrade is permanent. Write it on the army roster.
Choose one keyword from the list below. A unit may hold a maximum of two Field Upgrades total across the campaign.
Field Upgrade Options
Keyword
Effect
Hardened
This unit’s Integrity maximum increases by 1.
Sharpened
This unit rerolls a single Shoot die once per Shooting Phase.
Compact
This unit’s Speed increases by 1.
Anchored
This unit ignores Strain from the first Cascade event each Scrap Phase.
Relay+
This unit gains the Relay keyword (or upgrades an existing Relay to Relay(+1) range).
Savage
This unit’s first melee attack each Combat Phase is at Strength +1.
Cascade Loss. A unit that ends a battle Cascade-Broken earns no Field Upgrade that round. If a unit is Cascade-Broken in two consecutive battles, it loses one Field Upgrade of the owning player’s choice (if it has any).
Signal Reserve
At the end of each battle, each player carries forward half of any unspent Signal — round down, maximum 4 carried. This reserve is added to the Signal generated in the first Signal Phase of the next battle.
Reserve cap. No player may begin a battle with more than 4 carried Signal. Excess is lost.
Signal Reserve rewards careful resource management across multiple engagements. A player who burns everything every battle enters the next at a disadvantage.
Campaign Victory
Track Victory Points across all engagements as normal. The player with the highest cumulative VP at the end of the final battle wins the campaign. Ties go to the player with more units surviving the final engagement.
18 · Commanders & Sample Doctrines
The Commander
Every army must designate exactly one unit with the Commander keyword. This is the AI core, the remote operator link, or the senior combat intelligence directing the battle. Place a token or marker on this unit. The Commander gains Command (+1) and Hero (+2).
Command [x]. Strength, Reserved. All friendly units within 8″ of this unit (including itself) gain Integrity (+x).
The Relay Beacon
Every army must designate exactly one unit with the Relay Beacon keyword — the army’s primary signal amplifier. The same unit may carry both Commander and Relay Beacon. The Relay Beacon gains Command (+1) and Hero (+1).
Commander Upgrades
A Commander may take one upgrade (cost-free). Choose at army creation.
Upgrade
Effect
The Predator Protocol
Conveys Brutal onto the Commander’s unit. War Cry: Once per game, in the Combat Phase, another friendly within 8″ immediately makes a free attack. Kill Priority: Start of Combat Phase, if this unit is not engaged, it gains 1 Strain.
The Architect Algorithm
Conveys Relay onto the Commander’s unit. Deep Reserves: Select two EW Suites instead of one. System Tax: Start of Signal Phase, place 1 Strain on a friendly unit within 12″ (may be itself). Processing Overload: If the Commander is Broken, your opponent gains Signal (or Interrupts) based on when it broke — rounds 1–3: 4 Signal / 5 Interrupts; round 4+: 2 Signal / 3 Interrupts.
The Ghost Network
Conveys Sneaky. Hidden Paths: Once per game, up to three friendlies within 24″ gain Flying until end of round. Blind Spot: The Commander’s unit may not be deployed at game start.
The Iron Throne
Conveys Swift (+4). Rapid Redeployment: Once per game, after this player finishes their Movement Phase, all friendly unengaged units within 12″ may perform a second Movement Phase. Signal Bleed: The Commander’s unit cannot gain the Command keyword.
The Scrapyard Mind
No keywords conveyed. Salvage Engine: Once per game in the Scrap Phase, friendlies within 4″ ignore the Broken keyword. Jury-Rigged: Enemy units gain Cowardly within 4″. Unstable Core: If this unit becomes Broken, opponent gains 4 Signal (or 5 Interrupts).
The Hive Clock
No keywords conveyed. Time Compression: Once per game, at the end of a Movement Phase, a second Movement Phase occurs in which both players may select and move up to three units. Desynchronization: Once per game, at the start of a Scrap Phase, skip the Scrap Phase entirely for both players.
Sample Doctrine Lists (3,000 pts)
Starting points, not gospels. Kitbash to taste.
NAF Adaptive Strike Force
Overwatch EW · Architect Algorithm
3× Drone Infantry (300 ea = 900)
2× Drone Skirmishers + Deadly Shots (400 ea = 800)
1× Assault Walker + Elite (550)
1× Scout Swarm + Swift (+2) (450)
1× Artillery Rig (400)
Commander on Assault Walker. Relay Beacon on Drone Infantry.
EO Armored Advance
Iron Curtain EW · The Iron Throne
2× Armored Infantry (350 ea = 700)
2× Heavy Platform (400 ea = 800)
1× Siege Walker (600)
1× Gun Platform + Hardened (+1) (400)
1× Drone Infantry (300)
Commander on Siege Walker. Relay Beacon on Gun Platform.
SCA Bio-Mechanical Swarm
Ghostwire EW · The Ghost Network
4× Beast-Mech (200 ea = 800)
2× Drone Infantry + Autonomous (275 ea = 550)
2× Scout Swarm (350 ea = 700)
1× Siege Walker + Terrifying (700)
Commander on Siege Walker. Relay Beacon on Drone Infantry.
PCU Desert Strike
Burning Glass EW · The Predator Protocol
2× Strike Vehicle + Swift (+2) (400 ea = 800)
2× Drone Skirmishers (300 ea = 600)
1× Assault Walker + Brutal (700)
1× Artillery Rig + Short-Ranged (375)
2× Drone Infantry (300 ea = 600)
Commander on Assault Walker. Relay Beacon on Drone Infantry.
19 · Interrupt Cards (Optional)
In war, the plan survives until the enemy’s EW suite gets a lock on your relay. Then the plan changes.
Interrupt Cards are an optional module. The core game works without them. Skip this section on a first game; add them once the base rules are familiar. Interrupts add one-shot firmware patches, emergency overrides, and field hacks.
Using a Standard Deck
Interrupts use a standard 52-card deck plus two jokers. No custom cards to print. Shuffle and place the deck face-down between both players. Draw at the start of each round. When the deck runs out, shuffle the discard and start again.
Ace through 6 in each suit are named effects. Look up the card on the table below.
7 through King in any suit are field re-rolls. Discard to re-roll a single die, at any time.
Jokers are the two strongest effects: Emergency Override and Signal Hijack. On draw, choose which and announce it.
Suits and Timing
Suit
Category
When to Play
♥ Hearts
Defense / Recovery
When your units take hits, break, or need repair.
♠ Spades
Aggression / Combat
During Movement or Combat, when attacking.
♦ Diamonds
Signal / Resources
During Signal Phase or any time for economy effects.
♣ Clubs
Disruption / Control
To mess with enemy units or seize the initiative.
Named Effects (Ace through 6)
Card
Name
Effect
A♥
Reactive Armor
When a friendly would suffer hits, halve the hits, rounding up.
2♥
Shield Matrix
Cancel one hit before Strain is placed on a friendly.
3♥
Field Repair
Friendly unbroken unit discards D3 Strain at start of Scrap Phase.
4♥
Fire Discipline
Friendly unbroken unit gains Integrity (+2) until end of round.
5♥
Brace for Impact
Friendly may disengage without Punishment this activation.
6♥
Ghost Protocol
Friendly hit by shooting may immediately Advance 4″.
A♠
Last Transmission
Broken unit gains Brutal until end of round.
2♠
Overclocked
After Movement, if friendly advanced 6″+ and is engaged, it gains Critical Hits.
3♠
Combat Rush
After Movement, if friendly advanced 6″+ and is engaged, discards D3 Strain.
4♠
Precision Strike
Friendly gains Elite until end of round.
5♠
Targeting Override
Friendly gains Hero (+2) until end of round.
6♠
Full Burn
Friendly may take its Movement Activation immediately, even without First Player token.
A♦
Signal Surge
Gain 2 Signal.
2♦
Killswitch
Friendly Relay’s next Pulse costs 0 Signal.
3♦
Relay Bounce
Friendly Relay may measure range/LoS from any friendly unit for its next ability.
4♦
Countermeasures
When targeted by EW, choose a unit within 8″ to be the target instead.
5♦
Scrap Harvest
Every enemy in contact with a friendly Broken unit gains 1 Strain.
6♦
Sensor Flood
Friendly gains Terrifying until end of round.
A♣
Firmware Patch
Enemies engaged with friendly ignore all Chassis keywords until end of round.
2♣
Priority Target
Enemy that gained Strain from panic gains D3 additional Strain.
3♣
Scorched Earth
When a unit is removed, place a marker. Within 4″ counts as Perilous for the rest of the game.
4♣
Redeploy
Friendly gains Swift (+4) until end of round.
5♣
Sensor Flood
Friendly gains Terrifying until end of round.
6♣
Scramble
Cancel an enemy EW Suite effect immediately after activation. The Signal is still spent.
Joker
Emergency Override
Friendly ignores the Broken keyword until end of round (played at start of Scrap).
Joker
Signal Hijack
Immediately after Initiative roll, take or give the First Player Token.
20 · Keyword Glossary
The firmware package is the unit. Everything else is chassis.
Keyword
Type
Effect
Armored [x] / Hardened [x]
Strength
When receiving Strain from a combat attack, ignore the first x Strain.
Autonomous
Weakness
At the start of this unit’s Movement Activation, if it has no Chassis keyword and no friendly Chassis is within 4″, it gains Berserk and Unruly until end of round. The Commander’s Hero (Chassis) satisfies the check.
Berserk
Weakness
At the start of Movement Activation, if unengaged, target the nearest enemy. Move towards them, ending as close as possible. If the unit fails to move towards the target, it receives D1 Strain.
Bloodthirsty
Strength
When this unit destroys an enemy in Combat, it may immediately make a free reform.
Broken
Weakness (Reserved)
During the Scrap Phase, causes cascade failure and is removed from play.
Brutal
Strength
A natural 6 on an attack die counts as 2 hits instead of 1.
Clumsy [+x]
Weakness
This unit’s shooting Target Number is increased by x.
Command [x]
Strength (Reserved)
All friendly units within 8″ gain Integrity (+x).
Cowardly
Weakness
May not advance towards the nearest enemy in its Movement Activation.
Cover
Strength (Reserved)
When targeted by a shooting attack, the attacker increases its Target Number by 1 (max 6).
Critical Hits
Strength
On a natural 6 in combat, the hit ignores the target’s Hardened keyword.
Degraded
Weakness
At the start of Movement Activation, gains 1 Strain.
Deadly Shots
Strength
Natural-6 hits on shooting attacks inflict 2 Strain each instead of 1. Against targets with Implacable, the second Strain bypasses the Implacable cap (but not Hardened).
Despised
Strength
Enemies engaged with this unit may not disengage.
Devastating Charge
Strength
If this unit advanced 6″+ this round, Target Number for combat is decreased by 1 (min 2) until end of round.
Distracted
Weakness (Reserved)
May not end a manoeuvre engaged with a unit.
Elite
Strength
May re-roll one attack die per attack.
Fearless
Strength
Ignores cascade failure from the Scrap Phase.
Flying
Strength
May move over units and terrain (except Impassable). May not end movement overlapping another unit.
Fragile
Weakness
Becomes Broken when Strain ≥ half its Integrity (round up).
Hero [x]
Strength (Chassis)
Gains Strikes (+x).
Hollow
Weakness
May not benefit from the Command keyword.
Horde
Strength
Gains the Horde footprint.
Immobile
Weakness (Reserved)
May not be activated in the Movement Phase.
Implacable
Strength
When hit by a shooting attack, ignore any hit that would push this unit above 5 Strain from that single attacker’s activation. Cap is per-attacker-per-activation, not per-round. Non-shooting Strain (Surges, cascade, movement) ignores this cap.
Infantry
Categorical
Marks this unit as an infantry-class platform.
Large
Strength
Intervening units or terrain may be ignored for LoS unless also Large.
Merciless
Strength
When attacking a Broken enemy, Target Number decreases by 1 (min 2).
Narrow Footprint
Strength
Uses the Narrow footprint dimensions.
Nimble
Strength
May reform for 2 movement points.
Outmanoeuvred
Weakness (Reserved)
Suffers Integrity (−1) per enemy unit engaged with its flank or rear.
Ranged [x]
Strength
May make shooting attacks up to x inches.
Relay
Strength
May broadcast EW abilities. Generates 1 bonus Signal per round.
Self-Destructive
Weakness
At the start of each round, gains 1 Strain.
Shoot Into Combat
Strength
May make shooting attacks against engaged enemies.
Short-Ranged
Weakness
Ranged keyword value halved, rounding down.
Slow [+x]
Weakness
Speed reduced by x.
Sneaky
Strength
Not deployed at game start. From round 2, at start of Movement Activation, may be placed anywhere on the table more than 8″ from any enemy, gaining Distracted.
Stubborn
Strength
May not be moved by enemy abilities or forced movement.
Swift [+x]
Strength
Speed increased by x.
Terrifying
Strength
Enemies starting Movement Activation engaged with this unit must pass a 2D6 GUTS check (roll over current Strain) or gain Distracted.
Trample
Strength
When this unit advances through a unit with fewer Strikes, that unit gains 1 Strain.
Unruly
Weakness
May not be activated in the Shooting Phase.
Wide Footprint
Weakness
Uses the Wide footprint dimensions (if not already).
Wild
Weakness
At the start of Movement Activation, if no Chassis and no friendly Chassis within 4″, gains Berserk and Unruly until end of round.
Close Order
Categorical (Reserved)
Hits on 3+ vs. Loose, 4+ vs. Close, 5+ vs. Free. Close Order units are Implacable.
Loose Order
Categorical (Reserved)
Hits on 5+ vs. Close, 4+ vs. Loose, 3+ vs. Free. No movement penalty in Rough; may Reform for 2 movement points.
Free Order
Categorical (Reserved)
Hits on 3+ vs. Close, 5+ vs. Loose, 4+ vs. Free. Free Order units are Implacable.
Objective
Categorical (Reserved)
Mission objective. May not be activated. May be targeted by attacks as normal. Used in victory conditions.
Reinforcements
Categorical (Reserved)
Not deployed at start. From round 2, start of Movement Phase: controller may deploy within their zone, gaining Distracted. Auto-deployed at start of round 4 if not yet.
// SAME WAR // DIFFERENT MAGNIFICATION // SAME DICE //
// PART_III // 01 CHAPTER
BRIDGING THE SCALES
21 · Same War, Different Scales
The machines go first. The operators go in when the machines are done. Sometimes the machines aren’t done.
Iron Line and Skirmish sit at different magnifications of the same war. Skirmish puts you in the boots of a gene-forged splice running infiltration, assassination, extraction. Iron Line puts you behind the command node of the autonomous platforms preparing the ground before those operators arrive. The two games share a world, a timeline, and a logic. This chapter is how to play them together.
The Machine War Sets the Table
Play an Iron Line battle and use the outcome to frame the Skirmish mission that follows. The state of the battlefield after the machine war becomes the scenario for the operator splice.
If the attacker won the Iron Line battle. The approach corridor is clear. The Skirmish mission starts with Alert State Unaware. The operators inherited a prepared battlefield.
If the defender won. The approach corridor is contested. The Skirmish mission starts with Alert State Suspicious. Enemies in the first zone begin with +1 to cover or an extra combatant. The machines failed to clear the ground.
If the game was close (within 2 VP or decided on tiebreaker). The battlefield is unstable. Start the Skirmish mission with one additional roll on a hazard table of the facilitator’s choosing. The wreckage from the machine battle is the terrain.
Terrain Carries Over
If you played Iron Line on a physical table, leave the terrain where it is. Wreckage markers from destroyed units become Difficult Terrain for the Skirmish mission. Any Grim terrain from Iron Line becomes a zone where GUTS checks are required to enter. Perilous terrain carries over directly. The battlefield the machines fought on is the battlefield the operators inherit.
Signal and Heat
Two Different Resources
Signal is an Iron Line per-battle resource — command-network strength, gained each Signal Phase, spent on EW, reset every game. Heat is the RPG / campaign-level pressure track — it accumulates across missions, raises Alert State, and triggers Pressure Tokens. They serve parallel design roles (a resource that runs out at the wrong moment) but are not interchangeable. The crossover rules below translate Iron Line outcomes into Heat adjustments for the operator mission that follows.
If the winning Iron Line player had 4+ unspent Signal at game end, the Skirmish mission starts with Heat −1 (command network intact, providing overwatch).
If the losing player’s Commander was destroyed during the Iron Line game, the Skirmish mission starts with Heat +1 (command structure compromised, enemy intelligence active).
Operator Squads on the Iron Line Battlefield
For players who want to run both scales at once, a splice from Skirmish can appear as a single unit on the Iron Line table.
Role. Expensive, fragile under massed fire, devastating in close quarters. A gene-forged kill squad moving through the machine battle.
Consequences. If the Operator Splice unit is destroyed in Iron Line, the Skirmish mission that follows begins with each operator at 2 FW and Heat +2.
Mission Seeds from Iron Line Outcomes
Each Iron Line victory condition generates a natural Skirmish mission.
Signal Dominance → Intelligence Extraction. The relay network is intact. The splice must reach a data core before the losing faction sends a kill squad to destroy it.
Deep Extraction → Rescue. The objective markers the attacker captured are downed relay nodes. Each contains a stranded combat intelligence that can be extracted for faction intel.
Scorched Perimeter → Sabotage. Either the operators destroy remaining defensive infrastructure, or they rebuild it before the next wave arrives.
Kill Ratio → Salvage. The battlefield is littered with high-value wreckage. Recover specific components before the opposing faction’s salvage teams arrive.
Decapitation Strike → Assassination. The enemy commander survived or escaped. Find and eliminate the command node before it rebuilds the autonomous network.
Burn the Relay → Demolition. The relay network must be permanently destroyed, or the operators must defend it against a kill squad sent to finish the job.
// RUN THE MODULE // RUN THE BRACKET // RUN THE CLOCK //
// PART_IV // 02 CHAPTERS
ORGANIZED PLAY
22 · The Convention Module
Earth 2060. A two-hour insertion. Cameras off. Clock running.
A ready-to-run two-hour Skirmish scenario for organized play, store demos, and first-night games. Designed for no-GM Skirmish with one player taking the facilitator role — not a game master, just someone who runs the clocks, reads the scripted beats, and operates the opposition using the Solo Mode AI from chapter 7.
The Facilitator’s Job
A facilitator is not a GM. They do not improvise NPC voices, adjudicate intent, or invent new rules on the fly. Their job is four things:
Read the scripted beats aloud at the triggers noted below.
Run the Mission Clock and Threat Clock (turn counters).
Operate the opposition using the Solo Mode AI (ch. 7). Alert State escalations are scripted.
When a ruling is unclear, run SITREP and move on.
The facilitator may also play an operator if the table is short-handed.
Dramatic Engine
A freelance splice intercepts a silent alarm from a corporate research facility buried beneath a casino district. What was supposed to be a five-minute extraction becomes a timed race through a collapsing chain of command. Every turn burns option space. What the splice carries out shapes everything that follows.
Core Verb
Extract. The splice pulls someone or something out of a dying situation. Every choice about how shapes what they carry out.
What You Need
Two to four players plus a facilitator (the facilitator may also play an operator).
One or more of the three pre-gen operators below (HAMMER, WREN, CATALYST). Add a fourth of the players’ choice if the table has four.
Skirmish rules (this book, Part I).
D6 — two per player, two for the facilitator.
Tokens: 5–7 Intel Markers. One Burned Asset Marker per player. One Threat Tracker. One Mission Clock tracker.
A 24″ × 24″ play surface with terrain. 6–8 enemy standees. The pre-gens as operator standees. One civilian marker (the asset).
120 minutes.
Setup (5 minutes)
Facilitator reads aloud.
Briefing
“You’re running an after-hours job. Your contact says a research facility buried three levels below the Cascade Casino fired a silent alarm thirty minutes ago. Someone inside needs extraction. The Coalition wants them dead. Your contact wants them alive. You have two hours before Coalition reinforcements lock down the district. Get in. Find the asset. Get out. Carry whatever you can.”
Hand out the pre-gens. Place operator tokens in the utility corridor at one table edge. Place two guard tokens at Checkpoint A-1, 12″ down the corridor. The first roll should happen within 90 seconds.
Pre-Generated Operators
HAMMER — Reeves Cole
Breacher · Baseline human · ex–Corporate Security
SHOOT Ord · FIGHT Good · TACT Good · OPINT Bad · GUTS Good · MOBI 5″
Through the Door. Once per operation, break a locked or sealed door (FIGHT 5+) without triggering an alarm. The breach is loud but silent.
Stake. Reeves recognizes the voice on the contact line. This is the whistleblower who testified against the same handler who tried to disappear Reeves six months ago. They came to bury her. Reeves came to bring her home.
SHOOT Good · FIGHT Bad · TACT Ord · OPINT Ord · GUTS Ord · MOBI 5″
Armor. Light Vest (AR 1).
Loadout. Precision carbine (24″, +1 to called shots), scope, sidearm (12″), signal jammer, smoke ×1.
Low-Light Optics. No darkness penalty. Sees thermal signatures at range. Eyes glow faintly in darkness — cannot pass as unaugmented. +1 to all vision-based OPINT checks.
High Anchor. Ignores vertical movement penalties. Roofs, elevated positions, climbing — 1:1.
Stake. Wren’s old command disbanded her unit after the “protective miss.” The briefing mentions Coalition involvement. If she can prove Coalition leadership authorized this facility, she can clear her name.
CATALYST — Marcus Webb
Tech Specialist · Baseline human · Independent contractor
SHOOT Ord · FIGHT Ord · TACT Ord · OPINT Good · GUTS Ord · MOBI 6″
Trained Up. CATALYST has seen enough field action that their SHOOT and FIGHT are Ordinary, a step above the Tech Specialist baseline.
Reroute. Once per operation, reroute one security system (alarm, lock, camera feed) for 3 turns. What it protected becomes unguarded. What it ignored now gets monitored.
Stake. Catalyst’s contact on this job is someone Catalyst burned three years ago. The contact agreed to hire them for one final op. “If you get the asset out clean, I forgive the Caracas disaster.”
Act 1 · Insertion and Orientation (25–30 min)
Facilitator reads aloud.
Scene
“You’re in a utility corridor leading down. Cold air, industrial hum. Thermal signature ahead. Two guards at Checkpoint A-1, about forty feet past them. One is reviewing a tablet. One is checking equipment. Neither has clear LoS down the corridor yet. What do you do?”
The checkpoint has three scripted resolutions. The first roll sets the Alert State for Sector 1.
Stealth approach (TACT 4+). Success: team reaches Checkpoint A-1 undetected. Failure: one guard notices movement; the team chooses — engage or fade. Sector 1 starts Unaware on success, Suspicious on failure.
Direct negotiation (GUTS 4+). Success: the guards stand down and let the team pass. Failure: suspicion rises; both guards get one reaction. Sector 1 starts Suspicious either way.
Eliminate from range (SHOOT). WREN or another Good shooter takes the shot. Hit: one guard down, second goes Alert and radios the facility. Sector 1 starts Alert.
Anything else. Shoot out the lights (TACT 4+ to hit the panel; corridor goes dark, enemies cannot see over 6″). Talk their way around. SITREP when unsure.
Sector 1 · The Maintenance Deck
Past A-1 opens into HVAC systems, power conduits, water treatment feeds. Place Intel Marker 1 partially buried near a flooded console. Two enemy operators patrolling. Alert State inherits from the checkpoint resolution.
An operator in contact with the marker spends one action retrieving it, then one action rolling on the Intel Table (D6).
D6
Intel (Sector 1)
1
Corrupted file. No information. Enemies hear you prying. Alert State increases one step.
2–3
“Project Epsilon — Testing Schedule 2026.” Names a containment ward in Sector 3. Don’t explain further.
4–5
Guard rotation schedule. Next Sector begins one state lower (Alert → Suspicious, Suspicious → Unaware).
6
Encrypted video. Dr. Sarah Chen is alive on Level 2 as of 14 hours ago. Testifying against Coalition command. +1 Edge.
Act 2 · The Operation (60–65 min)
Start both clocks.
Mission Clock: 7 turns remaining. When it hits zero, reinforcements lock down the facility. Doors seal. Extraction closes.
Threat Clock: 5 turns to reinforcement arrival. Starts counting the first time an alarm is raised (operator seen, weapon fired, equipment destroyed). When it hits zero, a Falcon-class drone and a Coalition ground team arrive. All locked doors shift to Hardened. Extraction becomes a firefight.
Sector 2 · The Administrative Level
Stairwell. Cold concrete. Locked doors every landing. Office space meets research containment. Two turns from Sector 3.
Enemy setup. One Enforcer (Commando stat line) at Checkpoint A-2. Two standard operators patrolling between offices. One NPC Officer — Captain Reeves — inside the administrative suite, downloading files. The Officer is not a combatant until engaged. Place Intel Marker 2 on an unsecured laptop in the office.
How combat starts depends on Alert State inherited from Sector 1:
Unaware. Surprise round — the splice acts first.
Suspicious. Enforcer rolls GUTS 4+. Pass: engages. Fail: calls it in (Alert State escalates next round).
Alert. Combat on sight.
D6
Intel (Sector 2)
1
Security footage corrupted. Nothing learned. Enforcer acts twice next round.
2–3
Badge logs. Dr. Chen entered Sector 3 fourteen hours ago. She has not come out.
4–5
Project Epsilon was illegal biological testing. Command authorized it anyway. +1 Edge.
6
Dr. Chen is on the termination list. Time of death backdated to today. The asset is already dead on paper.
The Officer — Scripted Trigger
If the splice enters the administrative suite without raising the alarm, Captain Reeves looks up from the laptop and speaks. Facilitator reads aloud:
“I’m downloading evidence. The project was illegal. Command authorized it anyway. Dr. Chen was going to testify. Command had her terminated. Someone in your chain of command signed off. I don’t care who you are. I care about getting these files out. You help me past the Enforcer at A-2, I give you half the files and a head start.”
Options: accept the offer (the Enforcer stands down once Reeves speaks to them); refuse and continue the mission (Reeves takes the files and leaves through the back); incapacitate Reeves (triggers Alert State and escalates the Threat Clock by 1).
Act 3 · Climax and Extraction (20–25 min)
The splice reaches Sector 3. The door is sealed. Mission Clock reads 2. Extraction window is closing. Behind the door is a containment ward. Dr. Chen’s body is in a sealed medical pod.
Before opening the door, roll D6 for the Climax Variable.
D6
Climax
1
The System Is Purging. Automatic destruction protocol. Save the files: OPINT 4+ for two rounds. Or destroy the entire record and walk out with nothing.
2
There Is a Survivor. One test subject survived. Barely conscious. Genetic markers visible. Extract them instead of (or in addition to) Dr. Chen.
3
Reeves Was Right. Captain Reeves is already in Sector 3 with the primary files. They offer an alliance or become a rival.
4
The Enforcer Betrayed You. The Enforcer sealed the door behind you. Coalition team inbound. Fight out or find another route (OPINT 4+ to find maintenance shaft).
5
The Asset Wakes. Dr. Chen is not dead. Comatose. The door opening wakes her. She is confused, afraid, and can walk — at half MOBI, cannot Sprint.
6
The Climax Is Political. No guards. No resistance. Sector 3 is empty. The body is sealed. The files are intact. Then a comm cuts in: “Dr. Chen is secured. Stand down. Extraction denied. You are not authorized to remove anything from this facility.” The voice is Coalition command — the splice has been played. The extraction was never the goal. The splice was. The contact who hired them has gone silent. Reinforcements arrive in 3 rounds to collect the splice itself, alive or dead. Fight out, run out, or negotiate a surrender.
The Extraction Choice
Before leaving Sector 3, the splice chooses what they carry out. This choice becomes the Burned Asset Token.
A. Save the Body. Extract Dr. Chen (living or dead). She is evidence and, if alive, a permanent NPC contact.
B. Save the Files. Extract the research documentation. Files are evidence of Project Epsilon. They can be leaked, weaponized, or sold.
C. Destroy Everything. Burn Sector 3. Kill the power. Destroy the research. Walk out clean. No evidence, no asset, no proof.
D. Take the Survivor. Only if Climax Variable 2 triggered. A completely new person. Unknown capabilities. Unknown loyalties.
The Extraction Point
One turn to reach the rooftop. If the team is clean (Threat Clock did not expire), the extraction helicopter arrives on schedule. If hot, hold position against Coalition forces for 2–3 rounds. If pinned (extraction cut off), find an alternate route: maintenance tunnels, the adjacent building. Adds 10 minutes of play.
The Burned Asset Token
At the end of extraction, each player receives a physical Burned Asset Token (a coin, a laminate card, anything). Write on it:
[CALLSIGN]’S Burned Asset: [ASSET NAME / DESCRIPTION]
Examples: HAMMER’s Burned Asset: Dr. Sarah Chen (whistleblower, rescued alive). WREN’s Burned Asset: Test Subject 9 (survivor, genetic unknown). CATALYST’s Burned Asset: Project Epsilon files (data compromised but intact).
Take it home. The token carries forward if the player picks up the full campaign (see Operator Tactics Core Book). The asset saved, the evidence carried, the person left behind — all of it shapes what comes next.
Pacing & Variations
30 min mark. Team should have cleared Act 1 and be inside Sector 1 or at the A-2 checkpoint.
75 min mark. Team should be in Sector 2, making Enforcer / Officer / Intel decisions.
105 min mark. Team should have chosen what to extract and be running.
120 min mark. Operation complete or in final extraction.
Running under 100 min. Cut Sector 2 to a single encounter (Enforcer only). Combine Intel 1 and 2. Reduce Climax Variables to 1D4.
Running over 120 min. Add Sector 4 (containment breach, rogue test subject). Expand Sector 2 with an engineering room. Add a downtime scene between Act 2 and Act 3.
Single-operator variant. One player, one pre-gen. Use Skirmish Solo Mode rules (ch. 7) for all opposition. Facilitator optional — one person can run the whole thing solo.
Facilitator — Speed Rules
Combat is not the interesting part. The decision about whether to fight is. If a combat round takes more than five minutes of real time, something is broken. Reframe: “Who shoots? Who moves? Who hacks? Resolve it, then tell me what happens next.” When a ruling is unclear, run SITREP and move on.
23 · The Crackerjack — Tournament Play
Every faction fields its best. Every syndicate sends its killers. Every year, the world watches.
The Crackerjack is the premier televised military combat tournament in the Operator Tactics world — held annually at the Global Special Operations Training Center (GSOTC) in the Saharan Desert. Teams from every faction, PMC, and black-market syndicate compete for prestige, contracts, and leverage. The arena is calibrated for spectacle. The cameras are always rolling.
This chapter gives you the rules to run the Crackerjack at your table, your local store, or your convention. Tournament format, competition-specific modifiers, scenario variants, pre-built teams, organizer guide. Uses the Skirmish rules from Part I with the modifications below.
The GSOTC & The Siege of 2091
The GSOTC sprawls across 10,000 acres of adaptive terrain. It can simulate any combat environment on Earth — flooded urbs, irradiated ruins, jungle canopy, desert canyon, industrial sprawl. It is administered by a joint commission. Rules of engagement are enforced by automated arbitration and biometric med-evac. No faction owns it. No faction controls the broadcast.
In 2091, the Heralds of the Storm infiltrated the GSOTC during the competition, seizing critical systems and taking delegates hostage. The siege ended when Major Liam “Maverick” Gallagher and Captain Anya “Ironheart” Sokolova cornered the rogue operative known as The Viper in the central atrium. The Crackerjack Siege became the most-watched single engagement in the tournament’s history. The network has not shut the feed down since.
Competition Rules
Squad Format
500 points. Large Game budget.
Five operators exactly. No more, no fewer.
Class limits. No more than two of any class.
Any gene-forged origin stream. Commercial Stock, Bespoke Commission, Black-Market Deviation, Paleo-Stock, or Aberrant. The silhouette is the story.
Broadcast Rules
Crowd Momentum (CM). A separate pool from Edge. Each team starts with 1 CM (max 3). At the end of each round, earn 1 CM (max 1 per round regardless of trigger count) if any of the following occurred: an operator removed an enemy from play, an operator completed a Performance Trigger, an operator successfully Showboated, or the team controlled an objective uncontested at round end.
Showboating. Once per game, an operator may declare a Showboat before making a Shoot, Fight, or Ability roll. On success: earn 1 CM immediately (ignoring the per-round cap). On failure: lose all CM.
Medical Extraction. When an operator goes OoA, automated medical drones extract them within 1 round. For tournament purposes, OoA operators are injured, not dead. See Triage below.
Competition Combat Modifiers
Modifier Cap. Total negative modifiers on any Shoot roll cannot exceed −2. The arena is built for fights, not standoffs.
Objective Cover. Operators on or within 1″ of an objective marker count as being in light cover. The GSOTC builds defensive positions into every objective.
Advance Under Fire. A Breacher may spend both actions to move up to double their MOBI. After the move, the nearest enemy with LoS and range may take one free Snap Shot.
Call the Target (Competition). Any operator may spend 1 action: TACT or OPINT 3+ (not 4+). On success: earn 1 Edge and all friendlies gain +1 Shoot against the target this round.
Deployment
Standard operators. Deploy within 6″ of the table edge.
Infiltrators. Deploy after everyone else, anywhere in the middle third of the board (more than 12″ from either edge).
Edge & Momentum
Edge works as normal (start 2, max 4). Crowd Momentum is a separate pool (start 1, max 3). Both refresh at the start of each match.
Terrain Protocol
Before each match, roll D6 for the arena. The GSOTC generates the terrain.
D6
Protocol
Special Rule
1
Urban Sprawl
Buildings provide heavy cover. All climb distances halved.
2
Flooded District
Open ground counts as difficult terrain. Prone operators: GUTS 4+ or take 1 FW per round.
3
Industrial Complex
Three hackable terminals (OPINT 4+ to activate). Active terminal grants +1 Shoot to nearest friendly.
4
Desert Canyon
No light cover exists. All cover is heavy. LoS limited to 24″ (heat shimmer).
5
Jungle Canopy
Terrain beyond 12″ counts as heavy cover. Movement through vegetation +1″ per 3″.
6
Irradiated Ruins
End of each round: every operator in open ground rolls GUTS 4+ or takes 1 FW.
Crackerjack Arena Maps
These are terrain protocol overlays for 24″ × 24″ competition boards. Roll the scenario normally, then apply the arena map. Objective locations still come from the scenario unless the overlay marks terminals, flood basins, or hazard zones.
Urban Sprawl · Camera Canyon
Buildings provide heavy cover · Climb distances halved
Arena Intent
Use buildings as heavy cover and elevated play.
Keep alleys wide enough for vinyl-scale figures if needed.
Broadcast Use
Excellent for Crossfire and Total War.
Round 4 Shifting Walls moves building footprints, not the whole block.
Flooded District · Sump Arena
Open ground is difficult terrain · Prone operators risk FW
Arena Intent
Flood basins mark the slowest routes; raised strips are safer but exposed.
Do not remove all cover from the basins.
Broadcast Use
Excellent for Smash & Grab and HVT.
Terrain Flood expands the nearest basin by 3″.
Industrial Complex · Terminal Stack
Three hackable terminals · OPINT 4+ grants +1 Shoot to nearest friendly
Arena Intent
Terminals sit in exposed lanes with nearby cover.
Center machinery blocks clean board-length shots.
Broadcast Use
Excellent for Black Site and Crossfire.
Blackout makes terminal control more valuable.
Desert Canyon · Heat Cut
No light cover · All cover heavy · LoS limited to 24″
Arena Intent
Every cover piece is heavy; there are no soft positions.
The canyon path encourages close contact through the center.
Broadcast Use
Excellent for Total War and HVT.
Drone Strike lands in the canyon bend.
Jungle Canopy · Green Blind
Terrain beyond 12″ is heavy cover · Vegetation movement +1″ per 3″
Arena Intent
Canopy masses create hidden approach routes, not walls.
Fast operators can surf vegetation for tempo.
Broadcast Use
Excellent for Dead Drop and Black Site.
Blackout stacks brutally; warn players before event play.
Irradiated Ruins · Open Ground Tax
End of round: operators in open ground roll GUTS 4+ or take 1 FW
Arena Intent
Yellow fields mark open-ground danger; cover is survival infrastructure.
Objective cover matters more than usual.
Broadcast Use
Excellent for Crossfire and Smash & Grab.
Crowd Surge helps the team trapped outside cover.
Tournament Format
The Crackerjack uses a Swiss-style bracket for 4–8 teams, or single-elimination for 4 or 6. Pick the format that fits your event.
Swiss (Recommended for Conventions)
Round 1. Random pairings. Roll scenario and terrain per table.
Round 2. Winners play winners, losers play losers. No rematches.
Round 3. Top two teams by VP play for the championship. The rest play for placement.
Tiebreaker. Total VP across all rounds. If tied: total enemy operators removed from play. If still tied: coin flip. The crowd loves chaos.
Single Elimination (4 or 6 teams)
Four teams: two semifinals, then a final. Six teams: two first-round matches determine who joins two seeded teams in the semifinals. Seeding from a pre-tournament qualifier roll.
Scoring
Result
Tournament Points
Win
3 TP
Draw
1 TP
Loss
0 TP
Full Elimination Victory
4 TP (bonus point)
VP across matches is the secondary tiebreaker. Crowd Momentum does not carry between matches.
Between Matches: Triage
The med-drones do the field work. Your Medic decides who gets priority.
Automatic Recovery. All FW clear. Edge resets to 2. CM resets to 1. Grenades and charges restock.
Triage Actions. Each surviving Medic (not OoA at the end of the previous match) grants one Triage Action. Each action may: remove 1 MW from any operator; or restore an OoA operator (returns next match with 1 MW).
Unresolved Wounds. MWs not removed by Triage carry into the next match. An OoA operator not restored by a Triage Action is sidelined for the next match. Protect your Medic.
Awards
Award
Criteria
The Crackerjack
Tournament champion. Highest TP, then VP tiebreaker.
Iron Operator
Single operator with most enemy kills across the tournament.
Ghost Medal
Operator with the most Stealth activations without detection.
Crowd Favorite
Team with the most total CM across all matches.
The Phoenix
Operator who was taken OoA and returned to score a kill in a later match.
Last Standing
Last operator alive in any match that ended in full elimination.
Competition Scenarios
Before each match, roll D6 for the scenario. Standard Climax Variables from Part I still apply.
D6
Scenario
1
Crossfire
2
Smash & Grab
3
Black Site (play once, attacker determined by coin flip)
4
High Value Target
5
Dead Drop
6
Total War
Broadcast Hazard (All Scenarios, Round 4)
At the start of Round 4, roll D6. The GSOTC introduces a mid-match complication to keep the audience engaged.
D6
Hazard
Effect
1
Shifting Walls
D3 terrain pieces move D6″ in random directions. Operators in the path are pushed clear.
2
Drone Strike
GSOTC camera drone malfunctions. 3″ blast at board center. All operators in range take 1 FW (natural 6 = MW).
3
Blackout
LoS reduced to 12″ for 2 rounds (facility lights cut for drama).
4
Crowd Surge
Team with fewer CM gains 2 CM immediately.
5
Terrain Flood
Lowest-elevation areas become difficult terrain for the rest of the game.
6
No Hazard
The GSOTC judges the match entertaining enough. No interference.
Scenario Bonuses
Competition Crossfire. Controlling all 3 objectives simultaneously at any check earns +3 VP and 2 CM (the “Triple Crown”).
Competition Smash & Grab. The carrier may attempt a Sprint (both actions) at −3 MOBI total. Successful extract while Sprinting: +2 VP (“Hot Extract”).
Competition Black Site. Played once. Coin flip for attacker. Attacker extracts with 3+ rounds remaining: +2 VP (“Clean Entry”).
Competition High Value Target. HVT extracted without ever entering Panic: +3 VP (“VIP Treatment”).
Competition Dead Drop. Both squads complete drops: VP tiebreaker with +1 VP per surviving operator (“Clean Sweep”).
Competition Total War.Escalation Clock: round 4, all cover reduced one category. Round 6, +1 to all Shoot rolls. Wound Scoring: if no OoA by round 8, score +1 VP per FW currently on enemies, +2 VP per MW. Blitz Kill: full elimination before round 6 earns +3 VP.
Sample Competition Teams
Two of the tournament’s six named squads. All competition teams are built to the 500-point, five-operator format.
Doctrine. Breach, suppress, secure. Phoenix leads the push, Anvil cracks the line, Flicker flanks, Sparks hacks the objective, Patch keeps them all standing.
Strength. High-tempo aggression. Multiple operators with Good SHOOT and FIGHT. Rapid-Fire + Breach = fast objectives.
Weakness. No Marksman. Long-range engagements favor the opponent.
Doctrine. Two Infiltrators deploy in the middle third. Mamba hacks. Fang creates openings. Machete stabilizes. The Vipers dictate engagement distance.
Strength. Unmatched deployment control. Stealth-based objective capture. Hard to pin down.
Weakness. Fragile in extended firefights. No dedicated long-range asset.
The full roster — Dune Specters, Void Walkers, Null Collective, Heralds of the Storm — is published in the Crackerjack supplement.
Organizer Guide
What You Need
Tables. One per active match. Standard 24″ × 24″ or 36″ × 36″.
Terrain. Enough to fill each table with meaningful cover. Terrain Protocol table guides setup.
Dice. D6 per player, plus extras for scatter and terrain.
Tokens. Edge (poker chips work well). Crowd Momentum in a different color.
Rosters. Print the pre-gen team sheets. One per player.
Score sheets. Track TP and VP per match per team.
Timer. 45–60 minutes per match for convention play.
Demo Game Setup
For store demos or convention walk-ups, use Total War or Crossfire with two pre-gen teams. Rules explanation cap: five minutes. Teach just the core mechanic, two actions per activation, wound track, Edge. The rest of the rules emerge through play.
Scaling for Large Events
More than eight teams: run multiple Swiss brackets in parallel and feed the top finishers from each into a single-elimination playoff round. Keeps early rounds moving. Gives more tables a shot at the finals.
Custom Teams
Players may build custom 500-point rosters using the Large Game squad-building rules from Part I (ch. 4). Submit to the organizer before the event starts. Organizer verifies legality.
Back Matter
Designer Notes
Skirmish and Iron Line tell the same story at two magnifications. Skirmish is the splice — three to six operators, one contract, a kitchen-table board. Iron Line is the machine war that happens around them — autonomous platforms grinding across a contested zone before the splice inserts. Both games share a D6, a natural 6 / natural 1 rule, and a resource that runs out at the wrong moment (Edge in Skirmish, Signal in Iron Line). What differs is abstraction. Wounds track a body; Strain tracks a machine. Actions measure a person’s decisions; Movement Points measure a unit’s inertia.
The design priority everywhere is the same: every rule should create a decision. Edge is a resource you can spend to change the story or save to bank against disaster. Reactions cost you your next action. Breach costs you your Heavy Plate-slow operator’s entire turn. In Iron Line, Signal is the axis: spend it on EW and your enemy’s formation crumbles, or hoard it for the round the relay beacon goes down. The rules are mostly there to make the decisions interesting.
The splice concept is load-bearing. Nation-state forces are mono-type by design — Kavast wolf packs, Protectorate raven flights, Compact bear formations. The splice is the opposite: mixed lineage, no shared flag, assembled under a single contract. This contrast is what makes the setting legible at the table without a lore dump. Your splice looks like a splice. Their enemy looks like an institution.
Iron Line’s mechanical DNA — the keyword system, the Order matchups, and the explicit permission to play with whatever’s in your parts bin — comes out of the broader tradition of accessible, kitbash-friendly wargaming. The OT-specific layer — Signal, the EW Suites, the Commander / Relay split — is where the setting speaks.
Iron Line, Playtest Report, Round 3
The NAF Assault Walker has advanced twice, taking a Strong-defence hit on the centerline. Its Strain is at 7. Overwatch EW has lit up an SCA Beast-Mech pack with Targeting Lock. The Beast-Mechs’ next shot is at Clumsy (+5). The Commander’s token sits exposed on the NAF Walker — Signal is at 2, the Architect Algorithm’s System Tax is coming due again next phase. One more cascade and the middle folds. The SCA player spends their last four Signal on Root Hack to strip the Walker’s Strong Defence. The Walker is still standing at the Scrap Phase. The middle holds. Round 4 begins with the line re-forming six inches further south than the defender intended.
Changelog
v1.1 — Iron Line Patch Notes (post-playtest). A 3,000-point Signal Dominance playtest (NAF Adaptive Strike Force vs. EO Armored Advance) surfaced eight balance concerns. The patches below address all eight. Core Order/Signal/Integrity architecture is unchanged.
Initiative Seize. Seize now requires exceeding the round number (not meeting-or-beating), and cannot be attempted on round 1. Previously, round 1 seize was an auto-win on a 1+ and distorted every deployment.
Killzone Designation (Overwatch Surge, 6 Signal). Target must roll over Strain + 2 on 2D6 (previously straight over Strain). Fresh units at Strain 0 still need to beat 2; stressed units are no longer auto-Strained. Closes the “feed Signal, auto-pass tax” loop.
Jamming Pulse (Iron Curtain Pulse). Cost raised 2 → 3. Fragile from this Pulse is now prospective only — it does not retroactively break pre-damaged units. Previously a 2-Signal coinflip could delete a 500-point unit at Strain 4.
EW without a Relay. New Broadcasting clause: Pulses may still be broadcast at +1 Signal from any friendly unit if no Relay is in play. Hacks and Surges still require a Relay. Losing your last Relay is now a degradation, not a hard shutdown.
Processing Overload (Architect Algorithm). Penalty now scales with timing: 4 Signal / 5 Interrupts if the Commander breaks rounds 1–3, 2 / 3 if later. A round-5 commander kill no longer hands the opponent a moot pile of Signal.
Artillery Rig. Cost raised 350 → 400. Allowed weakness list expanded: Self-Destructive, Short-Ranged, Degraded, Clumsy (+2). The rig could not be priced down below 325; it now has real options for counterplay.
Deadly Shots. Clarified that the second Strain on a nat-6 bypasses Implacable (but not Hardened). Prevents the upgrade from being a near-dead 100-point tax against capped targets.
Implacable cap. Now explicitly per-attacker-per-activation, not per-round. Multiple attackers can still chain-Strain a Close Order unit; Surges, cascade, and movement Strain ignore the cap entirely. Close Order + Hardened is still tough — it is no longer unkillable.
Example army lists. Updated to reflect new Artillery Rig costs.
What’s unchanged: Order keyword framework, Signal pool math (1 / 1,000 + 1 / Relay, cap 10), Integrity values, Strike allocation, Scrap Phase cascade, Commander upgrade slate (except Processing Overload timing), all Suite names and Pulse/Hack/Surge structure.
v1.1 — Skirmish Patch Notes (post-playtest). Three internal playtest games surfaced four corner-case exploits and one dead-end interaction. The patches below address all five without touching the core D6 loop or any point cost.
Ghost / Interact. Interacting with a scenario objective now breaks Ghost. Previously, a Ghost-Infiltrator could pick up a Smash & Grab objective and extract through Stealth without counterplay — Game 2 ended Round 3 because of it.
Heavy Plate, ranged. A natural 6 against Heavy Plate now inflicts 2 Flesh Wounds (previously 1). The plate still holds against MW on ranged attacks, but it no longer makes its wearer effectively immortal against small-arms fire — Game 1’s Breacher ate three Marksman nat-6s and two melee hits for a total of 2 FW.
Heavy Plate, melee. A natural 6 on the melee armor check against Heavy Plate now inflicts MW, and the Breacher’s kit counts as Anti-Armor (treats Heavy Plate as AR 2 for melee armor checks). Close-in melee against heavy armor was a dead loop — three-plus rounds of locked combat with no realistic kill path.
Grenade, natural 6. Dead-center strike now inflicts MW to the named target only and FW to others in the blast (previously MW to all). A single TACT 4+ no longer threatens to remove an entire huddle of operators on a 1-in-6 coinflip. The named-target MW keeps the drama; the FW-to-others keeps the splash damage relevant without being catastrophic.
Stealth break list clarification. The general Stealth rules now also list “interact with a scenario objective” as a break trigger, matching the Ghost patch for non-Infiltrator sources of Stealth.
What’s unchanged: point costs, attribute thresholds, Edge economy, Reactions, wound track, action count, scenario VP math, Infiltrator base cost. All five patches are rules clarifications sitting on top of the existing system — no retraining required.
Credits
Operator Tactics, Terra Conflictus 2066. Jesse Alexander.
Iron Line, keyword / Order / KCM architecture. Drawn from the wider tradition of kitbash-friendly mass-battle wargaming.
Splice canon. Defined in OT Splice Canon (project reference).
Playtest squads & encounter tables. OT Skirmish Playtest Packet v3, Iron Line Playtest v0.1.
Art direction & visual system.Operator Tactics Core Book design vocabulary.
How to Use This Book With the Core Book
Augments & gene-forged lineages. Full rules in the Core Book. Skirmish treats them as flavor plus one class-compatible modifier.
Campaign Heat. Core Book. Skirmish and Iron Line feed into Heat through the Crossover chapter.
Faction politics & setting history. Core Book. This volume assumes the reader has (or will) read it.
Hex-crawl campaign layer. Separate companion volume (OT Skirmish Hex Crawl).
Full solo RPG rules. Separate companion volume (OT Solo Rules). This book contains only the tiny Skirmish Solo Mode (ch. 7).
Quick Cross-Reference
Skirmish
Iron Line
What It Tracks
Threshold
Target Number
The D6 result you must meet or beat.
FW / MW / OoA
Strain / Integrity / Broken
Damage accumulation and removal from play.
Light / Heavy / Full Cover
Cover keyword / Fortified / Blocking
Protection from ranged fire.
Heat (campaign)
Signal (per battle)
A resource that runs out at the wrong moment.
Splice
Army
The player’s force. Splice = 3–6 operators. Army = 3,000–5,000 points of units.
Operator
Unit
The player’s deployable piece at each scale.
v0.1 DRAFT · This book is a playtest document. Rules will change. The splice will remain.