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.
New to the system? Start at Part I · Skirmish. Play two or three games. Then build an Iron Line army.
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.
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.
| Format | Points | Operators |
|---|---|---|
| Small | 300 | 3–4 |
| Standard | 400 | 3–6 |
| Large | 500 | 5–6 |
Roll 1D6. Add modifiers. Meet or beat your threshold. A natural 6 always succeeds. A natural 1 always fails. No modifier overrides these.
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. |
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 |
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.
| 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.
| 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.
Out of Action. Removed from play.
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.
One action. TACT 4+. 3″ blast. Ignores cover.
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).
Both actions. Two Shoot attacks. The second attack is at −2. A natural 1 on the second shot jams the weapon (one action to clear).
One action. Target in LoS. TACT or OPINT 4+. Success: the next friendly Shoot against that target gains +1. Earn one Edge.
No GM, no arguments. When players disagree, or the situation calls for randomness, run a SITREP check.
Result: 1 = No, worse. 2 = No. 3 = No, opening. 4 = Yes, cost. 5 = Yes. 6 = Yes, and…
Maximum two SITREP checks per situation. Then commit.
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.
We’re not yours. We’re not anyone’s. We showed up for the contract, and we’ll leave when it’s done.
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.
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.
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.
Both players agree before squad building. Modules combine.
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.
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.
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.
Roll D6 or choose. Eight rounds unless a scenario states otherwise. Scenario VP overrides universal VP where they differ.
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 D6.
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 D6.
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 D6.
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 D6.
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 D6.
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 D6.
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.
Scenario VP overrides universal VP. Tiebreakers, in order:
Run a 4–6 match series with persistent splices. Track cumulative VP.
Between matches. All FW clear. Each MW: D6, 4+ to clear (3+ with a Medic). Failed MW persists.
Advance. Each survivor earns 1 MP. +1 if the splice won. Spend 3 MP to upgrade one attribute one step. Maximum two upgrades per operator per league.
Replace. An operator removed at 2 MW: D6. 1–2 KIA (recruit a replacement at base cost). 3–6 recovers and starts the next match with 1 MW.
Requisition. The match winner rolls D6 on the Requisition table (see Core Book).
Shape the board together. Fight over what you’ve built.
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.
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.
| 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. |
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.
Your splice against the protocol.
Same scenarios. Same rules. The opposing force runs on Enemy AI.
Build to match your splice’s points. For a harder game, scale the opposing force to 110–120% of your own.
Triggers (Unaware → Suspicious). Gunfire within 12″. A failed Hide. A body is found. An enemy within 6″ rolls 5+.
Priority. Both roll D6. High chooses. Loser’s first operator gets 1 action.
Activation. Alternate. 2 actions each.
End Phase. Objectives, conditions, smoke.
D6 + modifiers vs. threshold.
Good = 2+. Ordinary = 4+. Bad = 5+.
Natural 6 = success. Natural 1 = fail.
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.
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.
Start with 2. Earn from Call the Target or class Performance. Max 4.
Spend: reroll, or +1 after rolling.
Unlikely = 2D6 low. Even = 1D6. Likely = 2D6 high.
1 = No, worse. 2 = No. 3 = No, opening. 4 = Yes, cost. 5 = Yes. 6 = Yes, and…
AR 3, −1 MOBI, threshold 7+.
Nat 6 shoot = 2 FW.
Nat 6 melee armor check = MW.
Anti-Armor melee treats AR as 2.
TACT 4+. 3″ blast. Ignores cover.
Hit = FW to all in blast.
Nat 6 = MW to named target, FW to others.
Nat 1 = scatter toward thrower.
Breaks on: hit, fight, failed TACT in LoS, open ground within 6″ of enemy, interact with objective.
Silenced shoots never break Ghost.
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.
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.
| 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. |
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.
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.
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.
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 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.
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.
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.
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.
The First Player holds the First Player token. The other player is the Second Player. Most phases resolve First Player first, then Second Player.
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.
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.
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 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.
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.
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.
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.
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.
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.
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.
| 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 |
| 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 |
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.
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).
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.
| 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.
Each round has six phases:
A game of Iron Line ends after 5 rounds, or when one player surrenders.
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. 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.
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.
In the Combat Phase, each engaged unit may attack. Resolve: assign dice, roll, place Strain.
| Attacker | vs. Close | vs. Loose | vs. Free |
|---|---|---|---|
| Close Order | 4+ | 3+ | 5+ |
| Loose Order | 5+ | 4+ | 3+ |
| Free Order | 3+ | 5+ | 4+ |
Modifiers. Weak Attacks +1 to TN (max 6). Strong Attacks −1 (min 2). Monstrous −2 (min 2). Weak Defence −1 to TN (min 2). Strong Defence +1 (max 6). Natural 6 always hits. Natural 1 always misses. Min TN 2+, max 6+.
One Strain Token per hit. Apply Implacable (see above). A unit whose Strain equals or exceeds its Integrity becomes Broken.
Agree with your opponent on each piece’s terrain keywords before the game begins.
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 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.
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.
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.
Each Relay selects a single EW Suite during army list construction. Multiple relays may take the same or different suites.
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.
| 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. |
The machines don’t care who wins. You do.
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. |
Roll D66 on each of the Battlefield, Deployment, and Twists tables. Stack the effects.
| 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. |
| 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. |
| 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. |
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).
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).
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. |
Starting points, not gospels. Kitbash to taste.
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.
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.
| 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. |
| 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. |
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. |
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.
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 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 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.
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.
Each Iron Line victory condition generates a natural Skirmish mission.
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.
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:
The facilitator may also play an operator if the table is short-handed.
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.
Extract. The splice pulls someone or something out of a dying situation. Every choice about how shapes what they carry out.
Facilitator reads aloud.
“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.
Facilitator reads aloud.
“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.
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. |
Start both clocks.
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:
| 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. |
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).
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. |
Before leaving Sector 3, the splice chooses what they carry out. This choice becomes the Burned Asset Token.
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.
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.
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.
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 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.
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.
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.
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. |
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.
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.
| 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.
The med-drones do the field work. Your Medic decides who gets priority.
| 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. |
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 |
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. |
Two of the tournament’s six named squads. All competition teams are built to the 500-point, five-operator format.
The full roster — Dune Specters, Void Walkers, Null Collective, Heralds of the Storm — is published in the Crackerjack supplement.
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.
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.
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.
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.
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.
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.
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.
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.
| 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.