This is the solo companion to Operator Tactics. One player, no GM, a 24″ × 24″ board (36″ × 24″ for vinyl-scale figures), one to four operators, sixty to ninety minutes. Every decision the GM would normally make is replaced by a rule, an oracle, or an enemy protocol.
The core game does not change. Attributes, dice, actions, wounds, cover, Edge, Stealth, Heat — all of it is the same as the multiplayer game. What this book adds is the handful of structures you need to run the game without a human across the table: a yes/no oracle, an enemy AI protocol, a turn-end event phase, an intel system, a mission builder, and a campaign Heat track.
Deliberately left out: faction politics, setting history, gene-forged lineage rules, augment packages, the full RPG layer. This is a table manual, not a world book. If you want the setting, read the Operator Tactics Core Book. If you want to play tonight, keep reading.
New to solo OT? Read Part I · The Solo Loop and Part II · The Oracles first. Play one mission using Part VI · Mission Builder. Everything else comes in when you need it.
Coming from the RPG or Skirmish? Skim Part I, go straight to Part II, and skip to the Player’s Screen on your first session.
Running a scenario? The scenario card tells you what to ignore from this book. When scenario and book disagree, scenario wins.
Five tools replace the GM. Each one answers a single class of question. SITREP handles yes/no uncertainty. Enemy AI Protocol drives every hostile activation. Fog of War hides what you have not earned the right to see. Event Phase pushes the world forward after both sides have acted. Heat Track carries pressure between missions. Learn the boundaries of each tool. When you know which tool answers which question, you stop guessing and start operating.
A fistful of D6 and one D20. Two visibly different D6 for the Event Phase (Category + Severity).
Two colors: one for patrol waypoints (Fog of War), one for Intel Markers. Plus wound, Edge, Tempo, and Failsafe tokens.
24″ × 24″ surface with terrain (36″ × 24″ for vinyl-scale figures). Cover matters. Sight lines matter. Open ground kills.
A single page per campaign. Write your Heat number. Update it after every mission.
Learn these five. Play forever without a GM.
Solo OT replaces a human GM with five discrete tools. Each answers one class of question that would otherwise cross the table.
| Tool | What It Replaces | When You Use It |
|---|---|---|
| SITREP Oracle | GM judgment on uncertain events | Any yes/no question the rules don’t already answer. |
| Enemy AI Protocol | GM enemy decisions | Every enemy activation during the Threat Phase. |
| Fog of War | GM-hidden information | Setup: enemies are waypoint tokens, not models. |
| Event Phase | GM-driven complications | End of every round after Turn 1. |
| Heat Track | Campaign-level pressure | Between missions: rises and falls with how clean you play. |
If a rule or scenario card answers a question, you don’t ask the oracle. If the oracle can answer it, you don’t improvise. If the protocol can decide for an enemy, you don’t override. The whole system is built to keep your judgment out of the loop where it would bias the fight in your favor.
Apply the result. Do not reroll. Do not interpret favorably. The whole point is that the final room is harder than you planned.
Every round of solo OT resolves in five phases. Work top to bottom. Don’t skip.
| Phase | What Happens |
|---|---|
| 1. Priority | Both sides roll D6. You choose whether to take priority or concede. The loser’s first activated model gets 1 action instead of 2. |
| 2. Operator | Activate each operator. Two actions each. Finish one operator before starting the next. |
| 3. Threat | Every enemy activates under the Enemy AI Protocol. Alert State → Target Priority → Action Priority. |
| 4. Event | Roll 2D6 on the Universal Event Table (or draw one scenario card). Skip on Turn 1. |
| 5. End | Resolve ongoing status effects. Check objectives. Remove expired Sustains. Advance clocks. |
The Event Phase sits between Threat and End on purpose. The enemy has already acted. You’ve already acted. Now the world gets a turn — after both sides, before cleanup — so its effects land on the state you both just built.
Core rules apply. These are the solo-specific adjustments. If a rule isn’t listed here, run it the way the core game runs it.
Roll D6 for your squad and D6 for the enemy. You choose whether to take priority or concede it. Priority Pressure. The loser’s first activated model (operator or enemy) gets 1 action instead of 2 this round. Applies to both sides.
Every activation has a floor of 1 action. No combination of penalties — Priority Pressure, MW, Pinned, wound-track modifiers — reduces below it. Applies to operators and enemies equally.
Natural 1 on a primary action roll triggers a D6 Fumble. Applies to both sides. When an enemy fumbles and rolls a 6, the nearest friendly enemy model counts as their “ally” for the result.
| D6 | Fumble |
|---|---|
| 1 | Weapon Jam. Can’t Shoot this activation. 1 action to clear. |
| 2 | Dropped Weapon. At your feet. 1 action to retrieve. |
| 3 | Exposed. Stealth ends. Nearest enemy gets a free detection roll. |
| 4 | Friendly Warning. Nearby ally −1 to next roll. |
| 5 | Compromised Gear. One piece of field gear out for the mission. |
| 6 | Total Failure. Worst case. Nothing mitigates it. |
Roll GUTS vs 4+. On a fail, the operator loses 1 action next activation. Triggers:
Any extreme situation beyond these: SITREP (Even Odds) to determine if a check fires.
Taking an MW clears all current FW. MW penalties replace FW penalties — they don’t stack. Applies to enemies too.
A reaction costs 1 action next activation. One per operator per round.
The scenario card states the condition. Default: Full Daylight.
Roll D6 at mission start or select. Lasts the entire mission. Place as Step 0.5 in the Mission Builder.
| D6 | Condition | Effect |
|---|---|---|
| 1 | Heavy Rain | Low Light. Grenades scatter +1″. Smoke dissipates after 1 round. |
| 2 | High Wind | Grenade range halved. Smoke gone. Shoot at 18″+ at −1. |
| 3 | Extreme Heat | Any operator that Sprints rolls GUTS 4+ end of round or takes 1 FW. |
| 4 | Extreme Cold | Any operator ending round in the open takes 1 FW. |
| 5 | Flooding | Ground becomes difficult. Prone operators in flood must Stand or take 1 FW. |
| 6 | None | Standard conditions. |
Multiple Attackers. +1 per friendly in contact with the same target. Max +2.
No opposing player to scatter against. Roll D6:
| D6 | Direction |
|---|---|
| 1 | Toward thrower. |
| 2 | Thrower’s left. |
| 3 | Thrower’s right. |
| 4 | Long left of target. |
| 5 | Long right of target. |
| 6 | Beyond target (away from thrower). |
Roll against the listed number. Modifiers apply to the die. Default threshold when unspecified: 4+.
Choose one per operator before each mission. Retrain freely between missions. No cost.
A solo-exclusive action. 1 action. Roll relevant attribute vs 3+ (solo DC).
Nat 6: two benefits. Nat 1: false information, roll Fumble Table. Success earns 1 Tempo.
Both actions. Second Shoot at −2. Nat 1 on the second: weapon jam (1 action to clear). Commando Rapid Fire: 3 total, third at −2.
Half MOBI while sustaining. Wound = GUTS 4+ or Sustain breaks. A Tech Override from an adjacent ally removes the roll requirement.
Recommended for every solo mission. Mark patrol zones with tokens, not enemy models. Reveal the enemy only when an operator has LoS. Once revealed, the enemy stays revealed and is tracked as a model from that point on.
No automatic reinforcements in solo play. A SITREP check fires for reinforcements when: an alarm triggers, an operator goes OoA, or at the end of Round 4. Odds depend on Heat Level (see 23 · The Heat Track).
If you’re teaching solo OT, introduce classes in this order:
Wherever a rule written for the multiplayer game says “GM decides,” in solo play you use SITREP (Even Odds) unless the context clearly shifts the probability.
The picture is never complete. Make your call with what you have.
SITREP is the yes/no oracle. Use it for questions the rules and the scenario card can’t answer. If the rules can answer it, don’t ask. Limit: 2 checks per situation. Then commit.
| D6 | Result |
|---|---|
| 1 | No, and it gets worse. |
| 2 | No. |
| 3 | No, but there’s an opening. |
| 4 | Yes, but there’s a cost. |
| 5 | Yes. |
| 6 | Yes, and something breaks your way. |
Unlikely cannot produce a 6. Likely cannot produce a 1. The extremes are reserved for the neutral-odds roll.
When the oracle result needs more than yes/no — “what happens next?” — roll two D6. First die reads the Action column, second die reads the Object column. Combine through the fiction.
| D6 | Action | Object |
|---|---|---|
| 1 | Secure | Route |
| 2 | Destroy | Asset |
| 3 | Reveal | Threat |
| 4 | Shift | Position |
| 5 | Delay | Objective |
| 6 | Compromise | Contact |
When a SITREP result reads “Yes, but...” and the context isn’t obvious, roll D6 on the Prompts table above. The die tells you what the cost is. For mid-mission escalation, roll D12 on the Event Table instead — a larger die for a larger shift.
SITREP fires when the rules cannot answer and the scenario card is silent. That is its only trigger. You do not ask SITREP whether an enemy moves left or right -- the AI Protocol decides that. You do not ask SITREP whether your shot hits -- the dice decide that. You ask SITREP when the fiction produces a question no rule covers: Is the door locked? Did the civilian hear the shot? Is there a second exit?
Two checks per situation. Then commit. If you are asking a third time, you are stalling. Pick the result that hurts more and move.
Write your SITREP question before you roll. One sentence. If you cannot phrase the question as a yes/no, you need the Prompts table or a different tool. The act of writing forces clarity -- and clarity is what keeps solo play honest.
They follow their training. No improvisation.
Every enemy activates in the Threat Phase using this protocol. First valid action wins. Don’t improvise. Don’t play the enemy as if they have a GM in their head — play them as if they have an SOP card taped to their helmet.
| # | Action | Condition |
|---|---|---|
| 1 | React | Targeted by Shoot and eligible. |
| 2 | Fight | An operator is in contact (base-to-base or within 1″). |
| 3 | Shoot | Target in LoS. Use Target Priority to pick. |
| 4 | Advance | Alert, no LoS: full MOBI toward the last known operator position. |
| 5 | Hold | Assigned to a zone: take cover, don’t pursue. |
| Tier | FW | MW | Cost | Notes |
|---|---|---|---|---|
| Hostile Asset | 1 | 0 | 15 | All checks −2. Solo only. |
| Grunt | 2 | 0 | 30 | No MW conversion. |
| Soldier | 3 | 1 | 50 | — |
| Veteran | 3 | 2 | 75 | — |
| Heavy | 3 | 2 | 100 | +1 AR. |
Hostile Assets. Non-combatants don’t attack. They move 4″ toward the nearest exit unless restrained. A Hostile Asset used as combatant tier (15 pts) takes all checks at −2 and is removed on any single wound; overflow from a crowd Shoot lands here first.
Assign one keyword per enemy at setup. Persists the whole mission.
Read the Action Priority list top to bottom. First valid line wins. Do not think about what you would do -- think about what an SOP card taped to a helmet says. The enemy is not clever. The enemy is trained. Trained operators follow the list. Untrained operators follow the list worse.
Speed tip: resolve all enemies of the same type at once. Two Grunts in the same patrol? Same action, same target priority check. Resolve simultaneously. Move on.
You know every enemy stat. You placed every piece of terrain. The asymmetry is not informational -- it is temporal. You planned your approach with full knowledge. The Protocol planned nothing. It reacts. And reactive enemies, governed by a rigid priority list, will do things no human GM would choose -- and those choices will catch you in ways no human GM would find. The Protocol does not bluff. It does not adapt. It follows the card. That is why it works.
Track alert per group, not per individual. A group is one patrol cluster — models that started together.
| State | Behavior | Transition |
|---|---|---|
| Unaware | Normal patrol. No engagement. | Any trigger below promotes to Suspicious. |
| Suspicious | SITREP each round. Resolve per table below. | 5–6 = Alert. Any Shoot nearby = Alert. 2+ weapons in one round = Alert. |
| Alert | Active combat. Use Target Priority and Action Priority. | Alarm + SITREP, Round 4, or an operator going OoA can promote to Reinforced. |
| Reinforced | Additional forces inbound. SITREP each Threat Phase to resolve arrival. | — |
| Roll | Outcome |
|---|---|
| 5–6 | Alert. |
| 4 | Alert, no reinforcements. |
| 3 | Stay Suspicious. Reinforcements in 2 rounds. |
| 1–2 | Stay Suspicious. Do nothing. |
An attack from Stealth gets +2 to the first attack. Breaks Stealth regardless of the result.
A four-segment clock tracking how quickly a patrol group escalates from Unaware to Reinforced. Mark one segment per trigger.
A High-Value Target escalates as it takes damage. The ladder below overrides normal enemy behavior once triggered.
| Trigger | Effect |
|---|---|
| Cornered (first MW) | +1 to all rolls. Activates at the start of the Threat Phase. |
| Last Stand (second MW) | One final activation (2 actions) before removal. +2 to all checks. Overrides action-reducing effects. Operators may spend Edge to skip this activation and remove the HVT immediately. |
| Forced Engagement (Round 10, no MW) | HVT moves toward the nearest sector containing operators. SITREP for specific behavior. |
Last Stand resolves before any Stabilize attempt on it in the same round. You don’t get to close the book before the HVT writes its last line.
Roll D8 before setup. This sets how the force behaves at its break threshold.
| Motivation | Break Threshold |
|---|---|
| Paid | 50% casualties. Retreat. |
| True Believers | Never break. |
| Coerced | First isolated: SITREP for surrender. |
| Protecting | Only if objective taken. |
On reaching the threshold, roll Break Behavior (D6). Autonomous platforms skip this step. Commander Killed — all enemies within 12″ roll GUTS 4+. Fail: roll Break Behavior individually.
Tempo is the smart-play economy. Earn by playing well, spend to bend the dice.
One Tempo per trigger per activation. Don’t stack triggers into a single burst.
| Class | Spend |
|---|---|
| Commando | Push Through. 1 Tempo after second action. One additional action. Once per mission. |
| Marksman | Cold Shot. 1 Tempo after a missed Shoot. Reroll and strip one modifier. Once per activation. |
| Infiltrator | Vanish. 1 Tempo. Enter Stealth without rolling. Must be in cover. Once per mission. |
| Breacher | Fortify. 1 Tempo. +1 AR until end of round. |
| Medic | Triage at Range. 1 Tempo. Field Dress an ally within 6″. |
| Tech | Remote Access. 1 Tempo. Override a system within 12″. |
Tempo is the reward for reading the board correctly. In multiplayer, good play earns social recognition -- a nod from the GM, a reaction from the table. In solo, Tempo is that recognition made mechanical. You played smart. The system noticed. Spend it when the margin matters.
Do not hoard Tempo. Unspent tokens at mission end are wasted reads. The game gave you a resource. Use it before the Event Phase takes it away.
Track Tempo physically. A coin, a bead, a shell casing if you have one. Move it from your left hand to your right when you earn it. Move it off the table when you spend it. The tactile motion anchors the economy in your body, not just your notes.
Earned at a class’s critical moment. One-use. Expires at mission end. Not bankable between missions.
| Class | Earn Trigger | Primary Stat |
|---|---|---|
| Commando | Remove an enemy with Fight. | SHOOT / FIGHT |
| Marksman | Remove an enemy at long range or through cover. | SHOOT |
| Infiltrator | Full activation in Stealth, undetected. | TACT |
| Breacher | Open a route an ally uses next activation. | TACT |
| Medic | Successfully Stabilize a MW. | OPINT |
| Tech | An Override that changes the tactical situation. | OPINT |
Spend. +2 on the next roll using your class’s primary stat.
When nothing else works, you spend this.
2 tokens per mission. Shared across the squad. Not earned. Not refreshed. Expire at mission end.
Spend 1 on your activation. Choose one:
If you’re spending Failsafe every other round, tokens aren’t your problem. You’re loading more mission than your operators can carry.
At the end of every turn, after the Threat Phase resolves, the Event Phase fires. Something changes. The situation shifts. You react or you don’t — either way, the world moved.
Skip the Event Phase on Turn 1. Let the operators deploy and take their first actions before the world starts moving. Events begin firing on Turn 2.
If a scenario provides a deck, use it. If not, roll Universal. Never run both at the same time.
When both dice show the same number, apply the event as written, then apply one amplification beat. Two notable doubles:
| Heat | Effect on Event Phase |
|---|---|
| 0–1 | No change. |
| 2–3 | Reroll Opportunity results once. |
| 4–5 | Reroll Opportunities. Minor severity becomes Moderate. |
| 6 | Reroll Opportunities. All results become Major. |
Roll 2D6. Red die = Category. White die = Severity. Read the pair. Apply now.
| D6 | Category | Theme |
|---|---|---|
| 1 | ENEMY | Opposition moves, repositions, or reinforces. |
| 2 | TERRAIN | Environment shifts. Visibility, cover, layout. |
| 3 | INTEL | Information surfaces. Signals, chatter, discovered fragment. |
| 4 | PRESSURE | Clocks compress. Stakes rise. |
| 5 | COMPLICATION | Something breaks. Gear, route, NPC, cover. |
| 6 | OPPORTUNITY | A window opens. Use it. |
| D6 | Severity |
|---|---|
| 1–2 | Minor. A nudge. Response optional. |
| 3–4 | Moderate. Requires a response this round or next. |
| 5–6 | Major. The situation has changed. Replan. |
Some combinations write themselves. When you need specifics, blend the pair through the fiction — or draw from the short-list below. These are reference seeds, not the whole tree.
Patrol Shift. One Unaware group rerolls its route. D6 for direction of drift.
Tactical Reposition. All Alert groups move to flanking cover. Reassess LoS before your next activation.
Door Failure. One interior door in the Objective Zone locks or unlocks. SITREP (Even) for which.
Intercepted Comm. Preview the next event, or learn one group’s Motivation.
Clock Compression. The mission window halves. Round down.
Gear Fault. One operator’s field gear is out for the rest of the mission. Player picks the operator; SITREP picks the gear if it matters.
Defector Window. One Hostile Asset or Grunt breaks ranks for 1 round. Can be spoken to, restrained, or used as cover. No free attack.
Signal Fragment. Learn one Threat Keyword on an unrevealed group without spending an Intel action.
A single D6 gives six results. Not enough variety for a table that fires every turn. 2D6 (Category + Severity) produces 36 combinations from a resolution method you already know. The two-axis structure means the same category plays differently at different severities — an Enemy event at Minor is a patrol shift; at Major it’s a full tactical reposition.
The Universal Table keeps any mission alive. A scenario-specific deck makes a mission feel designed. If you’re writing your own scenario, build a deck.
| Mission Length | Deck Size | Notes |
|---|---|---|
| Short (5–6 turns) | 5–6 cards | Fast, intense. Every card matters. No breathing room. |
| Standard (7–9 turns) | 7–8 cards | The sweet spot. Deck runs out near the end, triggering Endgame. |
| Long (10+ turns) | 9–10 cards | Multi-phase missions. These need at least one lull card. |
Every deck must include at least one card from each. A deck missing a category will feel flat in that dimension.
One card in the deck does nothing. “Dead air. The silence is worse.” A lull provides one turn of relief that makes the next event hit harder, and creates tension through absence. Decks of 5–6 don’t need one — every card should carry weight at that size.
When the deck runs out, the scenario enters Endgame. Define what Endgame means in the scenario brief. This is not optional.
Blank card, no idea. Roll each axis in order. Assemble a skeleton. Write it in three sentences.
| D6 | Category |
|---|---|
| 1 | Enemy Movement |
| 2 | Environmental Shift |
| 3 | Intel Opportunity |
| 4 | Pressure Spike |
| 5 | Decision Point |
| 6 | Wildcard — combine two categories. |
| D6 | Scope | Reach |
|---|---|---|
| 1–2 | Local | One model, one terrain piece, one feature. Targeted. |
| 3–4 | Zone | One of the five zones (Insertion, Approach, Objective, Kill, Extraction). |
| 5–6 | Global | The whole table. Every model feels it. |
| D6 | Agency | How the Player Engages |
|---|---|---|
| 1–2 | Automatic | It happens. No roll, no choice. React on your next activation. |
| 3–4 | Roll to Resist | A check (OPINT, TACT, GUTS, or SITREP) can mitigate or negate. |
| 5–6 | Choose | Player picks between two options. Both cost something. Neither is free. |
| D6 | Connection | What the Event Touches |
|---|---|---|
| 1–2 | Objective | Directly affects the primary or secondary objective. |
| 3–4 | Enemy | Modifies a specific named enemy or group in this scenario. |
| 5–6 | Terrain | Interacts with a specific terrain feature unique to this scenario. |
You roll: Category 4 (Pressure Spike), Scope 3 (Zone), Agency 5 (Choose), Connection 1 (Objective).
Skeleton. A pressure spike affecting one zone, gives the player a choice, connects to the objective.
Written event. Objective Compromise. The charges on Level 2 are on a timer — 2 turns. Rush the objective now (skip remaining Intel Markers on this level), or spend 1 action per charge to disarm (TACT 4+, 2 charges). If even one detonates, the stairwell collapses.
If your event takes more than three sentences, split it or simplify.
Small tokens. Big consequences. Every one is a question you don’t know the answer to yet.
| D6 | Markers | Placement |
|---|---|---|
| 1–2 | 4 | 1 in Insertion, 1 in Approach, 1 in Kill, 1 in Objective. |
| 3–4 | 5 | 1 in each zone except Extraction. |
| 5–6 | 6 | 1 in each zone, plus 1 additional in Objective. |
Place each marker at the most interesting feature in its zone: a desk, a vehicle, a locked door, a comms panel. If a zone has nothing interesting, place it at the center in cover.
Bonus Marker. If the mission has an HVT, place one additional marker on the HVT’s person. Recovery requires the HVT to be OoA or restrained. This marker always yields the highest-tier result.
Intel Markers are what you find on the ground. Investigation Checks are what you pull from the world.
Use an Investigation Check when an operator wants to learn something the rules and scenario don’t already answer, and the answer has tactical consequence. This is different from SITREP.
| Roll | Result |
|---|---|
| Nat 1 | Bad Read. Information is wrong or misleading. Fumble Table. Next check this mission at −1. |
| Below 4 | Surface Only. One obvious fact. No mechanical benefit. |
| 4–5 | Useful Intel. One actionable fact. +1 to one related future roll, or reveal one hidden element. |
| 6+ | Deep Intel. Two actionable facts, or one fact + 1 Tempo (or 1 Campaign Token). |
| Nat 6 | Deep Intel plus one related future action auto-succeeds. Mark it. Use it or lose it at mission end. |
| Target | Attribute | What You Might Learn |
|---|---|---|
| Electronic System | OPINT | Camera feeds, alarms, door controls, comms logs, encrypted data. |
| Document / Physical Intel | OPINT | Orders, manifests, maps, coded messages, photos. |
| Body / Casualty | TACT | Equipment, ID, unit markings, radio frequency, last orders. |
| Environment / Structure | TACT | Structural weakness, passages, traps, cover quality. |
| Captured Enemy | OPINT | Enemy count, motivation, commander location, objective defense. Requires restraint (OoA or subdued). |
| Vehicle / Equipment | TACT | Operational status, contents, destination, modifications. |
Every check costs 1 action. In an 8-turn mission with a 4-operator squad, you have roughly 64 total actions. Spending 6–8 on investigation is aggressive but viable. Spending more than 10 is risky — you’re running out of time to act on what you’ve learned. Spending zero is playing a different game. The system rewards squads that balance force and information.
Roll D20 when an operator recovers an Intel Marker on a Mission Builder game.
| D20 | Category | Intel |
|---|---|---|
| 1–2 | TACTICAL | Enemy Dispositions. Learn the composition of one unrevealed enemy group. |
| 3–4 | TACTICAL | Patrol Schedule. Lock one Unaware group into a predictable route. D6″ along the same axis each Threat Phase. |
| 5–6 | TACTICAL | Security Flaw. Place a bypass opening (vent, cracked wall, hatch) in the Objective Zone. First operator through gains Surprise Attack. |
| 7–8 | OPERATIONAL | Comms Intercept. Preview the next Event Phase result before it fires. |
| 9–10 | OPERATIONAL | Asset Location. +2 to next Interact at the primary objective. Gain 1 Campaign Token if running a campaign. |
| 11–12 | OPERATIONAL | Timetable. Reveal the hidden clock, or create one if none exists. |
| 13–14 | MATERIAL | Weapons Cache. 2 frags + 1 field gear item (D6: 1–2 Medical Kit, 3–4 EMP, 5–6 Signal Jammer). |
| 15–16 | MATERIAL | Field Supplies. Recover 2 FW on one operator in contact. If no operator is wounded, bank 1 Tempo. |
| 17–18 | CRITICAL | Objective Shortcut. Waive one success requirement on the primary objective. |
| 19–20 | CRITICAL | The Full Picture. 2 Campaign Tokens (or 2 Tempo). All operators +1 to all rolls this turn. Learn the Climax Variable result. |
Nat 20. Always yields The Full Picture, even if already obtained. Overrides the duplicate rule.
The primary objective is what Command sent you for. The secondary is what the mission actually needs. Roll D6 during Mission Builder setup.
| D6 | Secondary Objective | Failure |
|---|---|---|
| 1 | Collect at least 3 Intel Markers before the primary objective. | Heat +1 (you left traces). |
| 2 | Complete 2 Investigation Checks on different target types before extraction. | No Field Requisitions roll this mission. |
| 3 | Identify the enemy force’s Motivation before Round 4. | Enemy force +1 to all rolls rest of mission. |
| 4 | Recover the HVT marker (or the Objective Zone marker) without triggering Alert. | The intel is destroyed. No Campaign Token. |
| 5 | Complete the primary using intel gained from markers or checks. | Objective completes but the information cost was wasted. No MP bonus. |
| 6 | Leave no Intel Markers unrecovered. | Heat +1 (whatever you missed, the enemy found first). |
Reward. Investigating operator earns 1 additional MP. Campaign: +1 Campaign Token (Mission Intel). Non-campaign: 1 Tempo that carries into the next mission.
Run these before you set up the table. A mission built this way fits on an index card.
| Step | Roll | What It Sets |
|---|---|---|
| 0 | D6 | Mission Modifier. A campaign-level pressure that reshapes the whole mission (e.g. comms blackout, reinforced opposition, tight window). |
| 0.5 | D6 | Environmental Condition. See ch. 3. Lasts the whole mission. |
| 1 | 4 × D6 | Mission Frame. Client, Opposition, Objective, Twist. |
| 2 | 3 × D6 | Location. Region, Site Type, Complicating Feature. |
| 3 | D8 | Enemy Force. Composition and Motivation. Heat 3+: upgrade one Soldier to Veteran. |
| 4 | D8 | Handler. Who you report to. Shapes tone and consequences. |
| 5 | 3 × D6 | HVT (if any). Identity, defensive posture, escalation trigger. |
| 6 | D20 | Objective Complication. What the simple version won’t cover. |
| 7 | D12 | Approach. How you arrive. Starting Alert state scales with Heat. |
| 8 | Card | Visibility. Check scenario card. Default: Full Daylight. |
An index card. Six fields. If it doesn’t fit, the mission isn’t defined yet.
Fields. Objective · Location · Enemy Force · Alert State · Visibility · Twist / Complication.
Every Mission Builder table is five zones, front to back. Set them up first. Terrain comes second.
The zones do double duty: they tell you where to place terrain, patrols, and Intel Markers, and they give events a vocabulary. “An event that affects the Objective Zone” means something specific on your table.
Enemies deploy as tokens, not models. Reveal only on LoS. Place 3–5 tokens on the table at setup. Label in sequence: P1, P2, P3...
Place tokens where they intersect approach lanes. A corner forces a decision. Open middle does not.
A solo mission gets worse if you stall. Define why before Round 1.
Every mission answers one question before play: what gets worse if the operators do nothing?
Not every mission needs a timer. Every mission needs a consequence for inaction. If sitting in cover is as good as moving, the mission isn’t defined yet. Common pressures:
Non-combat phases: set a success target (3–5) and a round limit (4–8). Operators earn points by completing tasks. Hit the target before the clock or the mission degrades. Good for hacks, hostage stabilization, ritual disruption, controlled demolition.
When half your squad has taken at least 1 MW: SITREP (Even Odds).
Track between missions. Maximum: 6. Starts at 0.
Roll immediately after each mission resolves, before the between-mission sequence. Results range from clean extraction with no follow-up to intelligence drops, compromised identities, patron interference, or a fresh lead that shortens the next mission’s setup.
Each operator carrying an MW rolls GUTS 4+. Success: recovered. Fail: persists into the next mission. Cannot be assisted.
Earned on mission outcome. One-use.
The mission changed them.
After adjusting Heat, check for Evolution triggers. One Evolution per operator maximum. A second qualifying event: keep or replace the current one.
Every mission with a final objective zone has a Climax Variable: a die roll that fires once, when the first operator crosses the threshold of the final objective zone.
Climax Variables do not replace the existing objective. They change the conditions under which it plays out.
A Climax Variable is a six-entry table. Build one per mission. Each entry should do exactly one of these things:
Before deployment, roll the relevant hidden table and write the result face down. Do not look until the Climax Variable fires and instructs you to open it. This preserves surprise in solo play.
Without a Climax Variable, the final room of a solo mission is fully legible: you know what’s there, what the objective is, and the AI behavior. The variable injects uncertainty into the exact moment where a GM would normally improvise tension. One die roll. One commitment. The room is now different.
One operator. No GM. Every solo mechanic, introduced the moment it matters.
This is a learn-by-playing tutorial. Every chapter of this book is a reference; this Part is a rehearsal. Run the mission below and you will have used the SITREP oracle, the Enemy AI Protocol, the Event Phase, Intel Markers, HVT Escalation, Tempo, Failsafe, the Heat Track, and the Climax Variable — in the order the game naturally calls for them.
60–90 minutes. Solo or paired. No prior solo knowledge required. Core mechanics assumed; the rest of this book teaches what you need as you go.
Each sector has two halves. The teach block pauses play and explains the tool you’re about to use. The play block is what actually happens at the table. If you already know the tool, skip the teach block and run the play block straight.
Somewhere in the Southwark flood basin, a dead signal came back online. Not a broadcast. A query. Something asking whether anyone is still listening.
Decommissioned. Someone reactivated a buried data terminal three days ago and ran a two-minute burst query on a frequency reserved for black operations. Then it went silent.
Your patron wants to know who sent that query and why. Pull the terminal’s access log. If there’s a drive attached, take it.
The facility has a security detail. Small. Corporate contractor. They don’t know the query happened.
Primary. Access the data terminal in the substation’s server room. Extract the access log (2 successful OPINT checks).
Secondary. Find and retrieve the attached storage drive, if present.
Clock. 7 rounds. After Round 7, a scheduled maintenance crew arrives. Exposure guaranteed.
Directive. Do not trigger the alarm. Do not leave bodies in sight.
Each plays differently. Read all three before choosing.
Build the table with four sectors in a row, left to right. Each sector should have natural chokepoints and at least one piece of cover.
| Sector | What It Is | Terrain Notes |
|---|---|---|
| 1. The Approach | Exterior. Street-level. Substation wall and gated entry. | Light cover (dumpsters, stacked materials). One gate. |
| 2. Ground Floor | Interior. Utility room, storage. One stairwell up. | Heavy cover (shelving, equipment). Doors. |
| 3. Server Floor | Mid-level. Data racks, humming terminals, dim lighting. | Light cover (server racks). One locked door (electronic). |
| 4. The Rooftop | Exposed. Cooling units, satellite dish. The substation roof. | Open ground. Two pieces of heavy cover (cooling units). |
In solo play, enemies are not placed as models. They are patrol zones marked with tokens. The enemy is revealed when you see it.
The table should look empty. That’s correct.
| Enemy | Starting Sector | Patrol Waypoints | Alert State |
|---|---|---|---|
| Guard A (Grunt) | Sector 1 | Gate → wall corner → gate | Unaware |
| Guard B (Grunt) | Sector 2 | Stairwell → storage door → stairwell | Unaware |
| Guard C (Soldier) | Sector 3 | Server room entry → far rack → entry | Suspicious |
| VALE (Veteran, HVT) | Sector 4 | Rooftop edge, stationary | Alert |
| Type | SHOOT | FIGHT | AR | MOBI | Wounds | Notes |
|---|---|---|---|---|---|---|
| Grunt | Ord 4+ | Bad 5+ | 0 | 4″ | 2 FW | No reactions. Group if 2+ together. |
| Soldier | Ord 4+ | Ord 4+ | 1 | 5″ | 3 FW / 1 MW | Return Fire reaction. |
| VALE (Veteran) | Gd 2+ | Ord 4+ | 2 | 6″ | 3 FW / 2 MW | HVT. Battle Rifle 30″. Escalates. |
This is your first mission. Write HEAT: 0 on your notepad. You’ll update it after extraction. Everything you do in this mission either keeps that number where it is, raises it, or lowers it.
Take WIRE and FORGE. Each has its own Edge. Failsafe stays at 2 for the mission (shared). Add 1 Grunt to Sector 2, 1 Soldier to Sector 3. VALE gets +1 FW. Clock extends to 8 rounds. Alternate activations.
Cracked pavement. Street-level dark. The substation wall is old concrete, flood-stained to the eight-foot mark. A gate hangs slightly open. One patrol token near the gate. Whatever is there hasn’t seen you yet.
This sector teaches: SITREP Oracle, Alert States.
SITREP answers yes/no questions the rules can’t. Ask a clear question. Pick the odds. Roll. Read.
Unlikely. 2D6, take lowest. (Can’t roll 6.)
Even. 1D6.
Likely. 2D6, take highest. (Can’t roll 1.)
1 = No, and worse. 2 = No. 3 = No, but an opening. 4 = Yes, but cost. 5 = Yes. 6 = Yes, and advantage.
Max 2 checks per situation. Then commit.
Unaware. Does not activate until triggered. First attack from Unaware gets Surprise (+2). Triggers: unsuppressed SHOOT nearby, body contact within 6″, operator enters LoS (roll 5+ to detect).
Suspicious. SITREP each round (Even). 5–6 = Alert. 3–4 = stay. 1–2 = back to Unaware.
Alert. Activates under Enemy AI Protocol. Shoots. Moves. Coordinates.
Move your operator toward the gate. Before you commit, ask the oracle: “Is the gate unlocked?” Odds: Even. Roll 1D6.
When your operator has LoS to the patrol token at the gate, reveal Guard A. They are Unaware. Now you choose:
Once Guard A is resolved — eliminated, bypassed, or snuck past — move to Sector 2.
SITREP is not a magic answer machine. It’s a prompt generator. When you roll a 4 (Yes, but cost), you invent the cost. When you roll a 1 (No, and worse), you decide what deteriorates. The oracle sets direction. You write the scene.
Fluorescent hum. Half the lights failed. Shelving units loaded with electrical components, old labels, dust. A patrol token near the stairwell. The stairwell is the only way up. There is no other route.
This sector teaches: Enemy AI Protocol, Priority Check.
Every Alert enemy uses this sequence every activation. Run top to bottom. First condition that fires wins.
Run it out loud the first few times. It becomes fast.
At the start of each round, roll D6 for your operator and D6 for the enemy. You choose to take the result or concede it. The loser’s first model gets 1 action instead of 2. Sometimes letting the enemy activate first tells you where they are before you commit.
Guard B’s patrol token sits near the stairwell. Unaware. The stairwell is the objective for this sector — you have to pass through it.
This is the first time you run the full combat loop. Walk through each phase out loud:
If you eliminate Guard B silently (stealth kill, suppressed weapon, fight from ambush): no Alert change.
If you shoot unsuppressed: Alert +1 across the building. Guard C in Sector 3 will escalate faster.
If Guard B’s body is visible to Guard C’s patrol in Sector 3, Suspicious escalates to Alert. Place the model face-down as a body marker and track LoS against future patrols. The game doesn’t enforce this. Your commitment to it is what makes solo play work.
Cool air. Indicator lights blue-green in the dark. Server racks floor to ceiling. The locked door at the end of the floor is the server room. A patrol token moves its route. Two square tokens sit against racks — Intel Markers. One of them is glowing faintly. That’s new.
This sector teaches: Intel Markers, Event Phase.
Move into contact with the marker (base-to-base or within 1″). Spend 1 action. Roll OPINT or TACT vs 4+. Remove the marker after rolling.
Below 4: Surface only. Vague. −1 to any roll made using this information.
4–5: Useful intel. Clear answer.
6+: Deep intel. Answer plus one detail.
Nat 6: Auto-success. Next related action auto-succeeds.
Nat 1: Bad read. False information. Fumble Table.
Tech and Infiltrator roll twice, keep the better.
End of every round, after the Threat Phase. Skip Turn 1. Roll from Turn 2.
Designate one D6 as Category, one as Severity. Roll both.
Category: 1 Enemy · 2 Terrain · 3 Intel · 4 Pressure · 5 Complication · 6 Opportunity.
Severity: 1–2 Minor · 3–4 Moderate · 5–6 Major.
Same number on both = amplified. 1–1 fires twice. 6–6 is a wild card.
Interpret in context. Category 3 / Severity 1 in this room might be: you spot a camera you missed. Severity 5: the server room starts auto-locking.
Guard C is on a patrol between the server room door and the far rack. They start Suspicious. Each round, roll SITREP (Even). 5–6: Guard C goes Alert. 1–2: relaxes to Unaware.
At the end of Round 2, roll the Event Phase for the first time. Interpret the result in this room, right now, given what’s already happened.
Inside the server room: the data terminal. 2 successful OPINT checks to extract the access log. Nat 6 counts as 2 successes. If Intel Marker A was investigated successfully, add +1 to each OPINT roll on the terminal.
The Event Phase is generative, not punitive. A Complication isn’t there to kill your operator — it’s there to change the shape of the problem. When you roll one, ask: what makes sense in this room, right now, given what has already happened? Then play that. The best solo sessions feel authored because you interpret the dice like a writer, not an accountant.
Open air. Wind off the basin. The rooftop is exposed except for two cooling units the size of cars. VALE stands at the edge, back to you, looking at something in the distance. A pistol. A radio. A stillness that says they’ve been waiting longer than this shift.
This sector teaches: HVT Escalation, Tempo, Failsafe, Climax Variable.
Fresh (no wounds). Standard Enemy AI Protocol.
Cornered (first MW). +1 to all rolls. Activates at the start of the Threat Phase. Reaches for a secondary position.
Last Stand (second MW). One final activation before OoA: full attack, trigger a trap, destroy intel, call reinforcements. You decide what VALE’s Last Stand is before play starts.
Earn 1 Tempo when you succeed on Field Read, score the first kill, or roll nat 6 in combat. Spend: reroll any D6, or +1 to any roll after rolling.
Class spends (pick your operator’s):
WIRE. Vanish — re-enter Stealth without rolling. Must be in cover.
FORGE. Push Through — one additional action this activation. Once/mission.
SIGNAL. Remote Access — Override at 12″ instead of adjacent.
Two tokens per mission. Shared. Not refreshed. Spend one to:
Use them only when it matters.
Before you start this sector, choose or roll D6. Write the result on a card. Turn it face down. Reveal when VALE hits 2 MW.
| D6 | Last Stand |
|---|---|
| 1–2 | Broadcasts your operator’s description on an open frequency. Heat +1 immediately. |
| 3–4 | Triggers a rooftop alarm. Alert +1, clock reduced by 2 rounds. |
| 5–6 | Produces a secondary data drive and destroys it. Secondary objective fails. |
When your operator reaches the rooftop (crosses the threshold of this sector), roll D6:
| D6 | Variable |
|---|---|
| 1 | VALE is not alone. A second contact, unseen. Place 1 Grunt in cover. Activates start of Round 1. |
| 2 | Wind spike. All SHOOT at 12″+ suffers −1 this sector. |
| 3 | The rooftop alarm panel is live. Combat longer than 3 rounds auto-triggers it. Alert +2. |
| 4 | VALE knows. Activates immediately as Cornered (+1 all rolls). Skip Fresh. |
| 5 | VALE has the secondary drive in his jacket — not in the server room. |
| 6 | Radio traffic. VALE is mid-contact. 2 rounds of distraction before fully Alert. You have a window. |
VALE is Alert. Enemy AI fires immediately. Battle Rifle at 30″, SHOOT Good 2+, AR 2. You need a plan.
When VALE hits 2 MW: flip the Last Stand card. Apply it. Then resolve the aftermath.
Objective secured. Drive in hand or lost to Last Stand. Time to leave the building the way you came in.
Extraction point: the gate in Sector 1. Once your operator crosses the board edge, the mission is over.
| Outcome | Condition |
|---|---|
| Full Success | Access log extracted + secondary drive secured + no alarm triggered. |
| Partial Success | Access log extracted + alarm triggered, OR drive lost to Last Stand. |
| Complicated | Access log extracted but operator carrying MW or OoA consequence. |
| Failure | Access log not extracted. |
Write your new Heat value. It carries to your next mission.
All FW recover automatically. For each MW: roll GUTS 4+. Success: MW recovers to 1 FW. Failure: MW persists into the next mission.
Edge tokens reset to 1. Failsafe does not reset — gone until a major campaign event restores them. Tempo expires at mission end.
| Solo Mechanic | Where Introduced |
|---|---|
| Fog of War (patrol tokens, revealed on LoS) | Setup / Sector 1 |
| SITREP Oracle (odds table, results 1–6) | Sector 1 |
| Alert States (Unaware, Suspicious, Alert) | Sector 1 |
| Enemy AI Protocol (Target + Action Priority) | Sector 2 |
| Priority Check (solo version, choose or concede) | Sector 2 |
| Intel Markers (contact, investigation check) | Sector 3 |
| Event Phase (2D6, Category + Severity) | Sector 3 |
| HVT Escalation (Fresh, Cornered, Last Stand) | Sector 4 |
| Tempo Tokens (earning, universal and class spends) | Sector 4 |
| Failsafe Tokens (auto-succeed, cancel, skip) | Sector 4 |
| Climax Variable (D6, fires at sector threshold) | Sector 4 |
| Heat Track (0–6, rises and falls) | Pre-Mission + Extraction |
| After-Action Roll (D8 campaign consequence) | Extraction |
| Between-Mission Recovery (FW clears, MW roll) | Extraction |
You are ready for the Mission Builder. You are ready to run procedural solo campaigns. You are ready to take whatever is in that access log and follow it.
// NO GM REQUIRED //
Print this section. Laminate it. Keep it next to the table. Everything you need mid-mission, on one spread.
1. Priority. Both sides D6. You choose: take or concede. Loser’s first model gets 1 action.
2. Operator. Activate each operator. 2 actions each. Finish one before starting the next.
3. Threat. Every enemy activates via AI Protocol. Alert State > Target Priority > Action Priority.
4. Event. 2D6 on Universal Event Table (or draw scenario card). Skip Turn 1.
5. End. Resolve status effects, check objectives, remove expired Sustains.
Unlikely. 2D6, take lowest. (Cannot roll 6.)
Even. 1D6.
Likely. 2D6, take highest. (Cannot roll 1.)
| D6 | Result |
|---|---|
| 1 | No, and it gets worse. |
| 2 | No. |
| 3 | No, but there’s an opening. |
| 4 | Yes, but there’s a cost. |
| 5 | Yes. |
| 6 | Yes, and something breaks your way. |
2 checks per situation maximum. Then commit.
| # | Action | Condition |
|---|---|---|
| 1 | React | Targeted and eligible. |
| 2 | Fight | Operator in contact (base-to-base or within 1″). |
| 3 | Shoot | Target in LoS. Use Target Priority. |
| 4 | Advance | Alert, no LoS: full MOBI toward last known. |
| 5 | Hold | Assigned to zone: cover, don’t pursue. |
| State | Behavior | Transition |
|---|---|---|
| Unaware | Patrol. No engagement. | Shoot 12″, Nat 1, failed Hide, body, 6″ LoS 5+. |
| Suspicious | SITREP Even each round. 5–6 = Alert. | Any Shoot, 2+ weapons in round. |
| Alert | Target + Action Priority. | Alarm+SITREP, Round 4, operator OoA. |
| Reinforced | SITREP each Threat Phase. | — |
| State | Penalty | Actions |
|---|---|---|
| 0–2 FW | None | 2 |
| 3 FW | −1 all rolls. Next hit converts to MW. | 2 |
| 1 MW | −1 all rolls. Clears all FW. | 1 |
| 2 MW | −2 all rolls. Next hit = OoA. | 1 |
| OoA | Removed from play. | 0 |
| D6 | Fumble |
|---|---|
| 1 | Weapon Jam. |
| 2 | Dropped Weapon. |
| 3 | Exposed. |
| 4 | Friendly Warning. |
| 5 | Compromised Gear. |
| 6 | Total Failure. |
| Condition | Mod |
|---|---|
| Light Cover | −1 |
| Heavy Cover | −2 |
| Pinned shooter | −1 |
| Elevation advantage | +1 |
| Surprise Attack (Stealth) | +2 |
| Desperation Fire (2nd shot) | −2 |
| Close Quarters weapon within 6″ | +1 |
Stacking: +2 max from class abilities. Close Range = weapon property, not universal.
| 1 | Toward thrower | 4 | Long left of target |
| 2 | Thrower’s left | 5 | Long right of target |
| 3 | Thrower’s right | 6 | Beyond target |
Red die = Category. White die = Severity. Skip Turn 1. Doubles = amplified.
| D6 | Category | D6 | Severity | |
|---|---|---|---|---|
| 1 | ENEMY | 1–2 | Minor | |
| 2 | TERRAIN | 3–4 | Moderate | |
| 3 | INTEL | 5–6 | Major | |
| 4 | PRESSURE | |||
| 5 | COMPLICATION | |||
| 6 | OPPORTUNITY |
Heat Modifiers. 2–3: reroll Opportunity once. 4–5: also Minor → Moderate. 6: all Major.
| Event | Change |
|---|---|
| Alarm triggered | +1 |
| Operator OoA | +1 |
| Mission failed | +2 |
| Extraction under fire | +1 |
| Complete, no alarm | −1 |
| Fully undetected | −2 |
Heat 3. Missions start one Alert level higher.
Heat 6. Start at Alert. Reinforcements auto-arrive Round 2.
Earn. Field Read success, first kill of mission, nat 6 in combat. One per trigger per activation.
Spend. Reroll any D6 (no stack with Edge) or +1 to any roll (after rolling).
2 per mission. Shared. Not refreshed.
| Type | Pts | Wounds | Notes |
|---|---|---|---|
| Hostile Asset | 15 | 1 FW | Checks −2. Solo only. |
| Grunt | 30 | 2 FW | No MW conversion. |
| Soldier | 50 | 3 FW / 1 MW | — |
| Veteran | 75 | 3 FW / 2 MW | — |
| Heavy | 100 | 3 FW / 2 MW | +1 AR. |
| Option | Effect |
|---|---|
| Spot Weakness (OPINT) | Learn one tactical detail. |
| Call the Target (TACT) | Next attack vs target: +1. |
| Read the Room (OPINT) | Reduce cover penalty by 1 in a terrain feature. |
Nat 6: two benefits. Nat 1: false info (Fumble). Success = 1 Tempo.
Your last operator hits Out of Action. The board is still set. The dice are still warm. No one is coming. No GM narrates the fall. No table groans. You sit in the silence and you know exactly which roll broke you -- and which decision three rounds earlier made that roll inevitable.
This is not a failure state to avoid. This is the state that makes every other moment in solo play matter. If going down alone were not real, nothing you did to prevent it would count. Reset the board. Rebuild the squad. Run it again. The terrain remembers. You should too.
Solo OT is the same game. The core rules haven’t moved. What this book adds are the minimum structures required to replace a human GM — and nothing more. The design priority at every step was: answer the question without importing a new resolution method. The SITREP oracle uses D6. The Enemy AI Protocol uses the existing alert states. The Event Phase uses 2D6 reading off two axes. The Intel Table is the only new die (D20), and it’s the one place the system needed the range.
The other load-bearing idea is Solo Discipline. The game runs on the assumption that you will apply the dice, even when they hurt. SITREP exists to make your calls legible after the fact: you asked the oracle, you got a 2, that’s a No. If you reroll until you like the answer, the whole structure collapses and you’re just telling yourself a story about dice. The rulebook’s bluntness about this — do not reroll, do not interpret favorably, apply the result — is the rule that makes every other rule work.
Failsafe tokens exist as a pressure release. Two per mission, shared, never refreshed, never earned. They are enough to save a mission from one bad roll. They are not enough to save a mission from a bad plan. If the Failsafe is empty on Round 3, you’re overcooked and the rules know it.
Round 6. Two operators down to 3 FW each. Alarm triggered turn 4, so the reinforcement SITREP fires end of this turn. The Objective Zone marker still isn’t recovered. I spend my last Failsafe to cancel the Veteran’s second Shoot, then Push Through on the Commando to reach the marker. The D20 comes up 18 — Objective Shortcut. One success requirement drops. I extract on Round 7 with Heat +1 but the primary complete. The Failsafe spend wasn’t the save. Buying that extra action was.
This book is aligned with OT Solo Rules v5 and Core Rules v7. It does not introduce any resolution method, die, or token that isn’t already in those two documents. Everything in here is a structure laid over mechanics that already exist.
| Multiplayer OT | Solo OT | What Changed |
|---|---|---|
| GM judgment | SITREP oracle | Yes/no becomes D6 on the odds ladder. |
| GM enemy decisions | Enemy AI Protocol | First valid Action Priority wins. No improvisation. |
| GM-hidden information | Fog of War tokens | Patrol zones, not models. Reveal on LoS. |
| GM complications | Event Phase (2D6) | Fires every turn after Turn 1. |
| Priority roll-off | Priority Check | You choose to take or concede. Loser’s first model: 1 action. |
| Automatic reinforcements | Reinforcement SITREP | Fires on alarm, OoA, or end of Round 4. |
| Climactic GM call | Climax Variable | D6 at the threshold of the final objective zone. |
v5 // Aligned with Core Rules v7 // This book is a living document. Rules will change. The oracle will remain.