//  OT_TABLETOP // SOLO_SYS // v5 // ALIGNED_WITH_CORE_v7 // LIVE   //  YOU RUN THE SQUAD   //  YOU RUN THE ENEMY   //  THE RULES ARE THE REFEREE   //  ASK THE ORACLE   //  FOLLOW THE PROTOCOL   //  SPEND THE FAILSAFE   //  TERRA_CONFLICTUS // 2066   //  OT_TABLETOP // SOLO_SYS // v5 // ALIGNED_WITH_CORE_v7 // LIVE   //  YOU RUN THE SQUAD   //  YOU RUN THE ENEMY   //  THE RULES ARE THE REFEREE   //  ASK THE ORACLE   //  FOLLOW THE PROTOCOL   //  SPEND THE FAILSAFE   //  TERRA_CONFLICTUS // 2066
v5 // OT_TABLETOP // SOLO_SYS
// OPERATOR_TACTICS

THE SOLO RULES

// ONE PLAYER. NO GM. THE RULES ARE THE REFEREE. // A PUBLICATION OF DIMINISHING CREDIBILITY AND INCREASING ACCURACY
TERRA_CONFLICTUS // 2066 // SOLO_MANUAL

What This Book Is

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.

How to use this book

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.

You run your squad and the enemy. The rules are the referee. — Solo Discipline, First Principle
Set the Scene The table is yours. No one across from you. No voice calling targets, no hand placing reinforcements, no judgment but the dice and the protocol. The board is cold terrain under bad light. Your operators move when you say. The enemy moves when the rules say. And between those two facts -- the silence where a GM used to sit -- is the space where solo play lives. You are the last authority in the room. Act like it.
Under the System

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.

Conventions Used

What You Need at the Table

Dice

A fistful of D6 and one D20. Two visibly different D6 for the Event Phase (Category + Severity).

Tokens

Two colors: one for patrol waypoints (Fog of War), one for Intel Markers. Plus wound, Edge, Tempo, and Failsafe tokens.

Table

24″ × 24″ surface with terrain (36″ × 24″ for vinyl-scale figures). Cover matters. Sight lines matter. Open ground kills.

Notepad

A single page per campaign. Write your Heat number. Update it after every mission.

Contents

  1. Part I · The Solo Loop
  2. 1The Five Solo Tools
  3. 2The Turn Sequence
  4. 3Modified Rules
  5. Part II · The Oracles
  6. 4SITREP
  7. 5Enemy AI Protocol
  8. 6Alert States & Priorities
  9. 7HVT Escalation & Motivation
  10. Part III · Economies
  11. 8Tempo Tokens
  12. 9Performance Tokens
  13. 10Failsafe Tokens
  14. Part IV · The Event Phase
  15. 11Running the Event Phase
  16. 12Universal Event Table
  17. 13Event Deck Builder
  18. Part V · Investigation & Intel
  19. 14Intel Markers
  20. 15Investigation Checks
  21. 16Universal Intel Table
  22. 17Secondary Objectives
  23. Part VI · Mission Builder
  24. 18The Nine Steps
  25. 19The Five-Zone Method
  26. 20Patrol Tokens & Fog of War
  27. 21The Self-Pressurizing Principle
  28. 22Extended Operations & Extraction
  29. Part VII · Campaign Systems
  30. 23The Heat Track
  31. 24After-Action & Between Missions
  32. 25Battlefield Evolution
  33. 26Climax Variables
  34. Part VIII · First Mission: Operation Dead Signal
  35. 27Briefing, Operators & Setup
  36. 28Sector 1 — The Approach
  37. 29Sector 2 — Ground Floor
  38. 30Sector 3 — Server Floor
  39. 31Sector 4 — Rooftop & Extraction
  40. Part IX · The Player’s Screen
  41. 32Quick Reference
  42. Back Matter
  43.  Designer Notes, Compatibility, Credits
// ASK THE ORACLE // FOLLOW THE PROTOCOL // COMMIT THE CALL //
// PART_I // 03 CHAPTERS
THE SOLO LOOP

1 · The Five Solo Tools

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.

ToolWhat It ReplacesWhen You Use It
SITREP OracleGM judgment on uncertain eventsAny yes/no question the rules don’t already answer.
Enemy AI ProtocolGM enemy decisionsEvery enemy activation during the Threat Phase.
Fog of WarGM-hidden informationSetup: enemies are waypoint tokens, not models.
Event PhaseGM-driven complicationsEnd of every round after Turn 1.
Heat TrackCampaign-level pressureBetween 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.

Solo Discipline

Apply the result. Do not reroll. Do not interpret favorably. The whole point is that the final room is harder than you planned.

2 · The Turn Sequence

Every round of solo OT resolves in five phases. Work top to bottom. Don’t skip.

PhaseWhat Happens
1. PriorityBoth sides roll D6. You choose whether to take priority or concede. The loser’s first activated model gets 1 action instead of 2.
2. OperatorActivate each operator. Two actions each. Finish one operator before starting the next.
3. ThreatEvery enemy activates under the Enemy AI Protocol. Alert State → Target Priority → Action Priority.
4. EventRoll 2D6 on the Universal Event Table (or draw one scenario card). Skip on Turn 1.
5. EndResolve ongoing status effects. Check objectives. Remove expired Sustains. Advance clocks.
Design Note

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.

3 · Modified Rules

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.

Priority Check

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.

Action Floor

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.

Fumble Table

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.

D6Fumble
1Weapon Jam. Can’t Shoot this activation. 1 action to clear.
2Dropped Weapon. At your feet. 1 action to retrieve.
3Exposed. Stealth ends. Nearest enemy gets a free detection roll.
4Friendly Warning. Nearby ally −1 to next roll.
5Compromised Gear. One piece of field gear out for the mission.
6Total Failure. Worst case. Nothing mitigates it.

GUTS Check Triggers

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.

Wound Clarity

Taking an MW clears all current FW. MW penalties replace FW penalties — they don’t stack. Applies to enemies too.

Reactions

A reaction costs 1 action next activation. One per operator per round.

Terrain

Visibility

The scenario card states the condition. Default: Full Daylight.

Environmental Conditions (D6)

Roll D6 at mission start or select. Lasts the entire mission. Place as Step 0.5 in the Mission Builder.

D6ConditionEffect
1Heavy RainLow Light. Grenades scatter +1″. Smoke dissipates after 1 round.
2High WindGrenade range halved. Smoke gone. Shoot at 18″+ at −1.
3Extreme HeatAny operator that Sprints rolls GUTS 4+ end of round or takes 1 FW.
4Extreme ColdAny operator ending round in the open takes 1 FW.
5FloodingGround becomes difficult. Prone operators in flood must Stand or take 1 FW.
6NoneStandard conditions.

Combat Updates

Fighting

  1. Contact. Move until your model touches the enemy (base-to-base, or within 1″ if either model uses a separate base). 1 action. Fight triggers immediately.
  2. Opposed. Both roll D6. +1 with a melee weapon. High wins. Attacker wins ties.
  3. Armor Check. Roll D6. Greater than loser’s AR = wound. Equal or less = absorbed. Nat 6 always penetrates.
  4. Wound. FW on any win. Nat 6 on the armor check: MW instead.
  5. Locked. TACT 4+ to break free. Success: 3″ clear. Fail: still locked.

Multiple Attackers. +1 per friendly in contact with the same target. Max +2.

Grenades — Solo Scatter

No opposing player to scatter against. Roll D6:

D6Direction
1Toward thrower.
2Thrower’s left.
3Thrower’s right.
4Long left of target.
5Long right of target.
6Beyond target (away from thrower).

Challenge Thresholds

Roll against the listed number. Modifiers apply to the die. Default threshold when unspecified: 4+.

Specializations

Choose one per operator before each mission. Retrain freely between missions. No cost.

Field Read SOLO

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.

Desperation Fire

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.

Sustain

Half MOBI while sustaining. Wound = GUTS 4+ or Sustain breaks. A Tech Override from an adjacent ally removes the roll requirement.

Fog of War

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.

Reinforcements

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).

Complexity Indicators

If you’re teaching solo OT, introduce classes in this order:

GM Judgment Calls

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.

// EVEN ODDS UNLESS THE CONTEXT SAYS OTHERWISE //
// PART_II // 04 CHAPTERS
THE ORACLES

4 · SITREP

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.

Odds

The Table

D6Result
1No, and it gets worse.
2No.
3No, but there’s an opening.
4Yes, but there’s a cost.
5Yes.
6Yes, and something breaks your way.

Unlikely cannot produce a 6. Likely cannot produce a 1. The extremes are reserved for the neutral-odds roll.

Prompts (D6 + D6)

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.

D6ActionObject
1SecureRoute
2DestroyAsset
3RevealThreat
4ShiftPosition
5DelayObjective
6CompromiseContact
Complication Generator

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.

When to Ask the Oracle

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.

Solo Tip

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.

5 · Enemy AI Protocol

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 Priority (Alert)

#ActionCondition
1ReactTargeted by Shoot and eligible.
2FightAn operator is in contact (base-to-base or within 1″).
3ShootTarget in LoS. Use Target Priority to pick.
4AdvanceAlert, no LoS: full MOBI toward the last known operator position.
5HoldAssigned to a zone: take cover, don’t pursue.

Target Priority (Alert)

  1. Operator who attacked this enemy this round.
  2. Closest operator in LoS.
  3. Most wounded operator in LoS.
  4. Nearest to the primary objective.
  5. Tie: roll D6. Odd = left, even = right, from the enemy’s facing.

Enemy Types

TierFWMWCostNotes
Hostile Asset1015All checks −2. Solo only.
Grunt2030No MW conversion.
Soldier3150
Veteran3275
Heavy32100+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.

Threat Keywords

Assign one keyword per enemy at setup. Persists the whole mission.

Running Enemy AI Smoothly

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.

What Makes Solo Combat Different

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.

Field Log, unknown operator, recovered from a bunker south of the Contested Zone: "Third activation. The Veteran ignores the Infiltrator flanking right -- the Commando had wounded it last round, so the Protocol locks targeting. The Vet puts two into the Commando through light cover. I watch my best shooter go from 4 FW to Out of Action in a single Threat Phase. The Protocol doesn't know what it did. It followed the card. That's the worst part."

6 · Alert States & Priorities

Track alert per group, not per individual. A group is one patrol cluster — models that started together.

StateBehaviorTransition
UnawareNormal patrol. No engagement.Any trigger below promotes to Suspicious.
SuspiciousSITREP each round. Resolve per table below.5–6 = Alert. Any Shoot nearby = Alert. 2+ weapons in one round = Alert.
AlertActive combat. Use Target Priority and Action Priority.Alarm + SITREP, Round 4, or an operator going OoA can promote to Reinforced.
ReinforcedAdditional forces inbound. SITREP each Threat Phase to resolve arrival.

Unaware → Suspicious Triggers

Suspicious Resolution (SITREP Even, each round)

RollOutcome
5–6Alert.
4Alert, no reinforcements.
3Stay Suspicious. Reinforcements in 2 rounds.
1–2Stay Suspicious. Do nothing.

Surprise Attack

An attack from Stealth gets +2 to the first attack. Breaks Stealth regardless of the result.

Example: Escalation Clock

A four-segment clock tracking how quickly a patrol group escalates from Unaware to Reinforced. Mark one segment per trigger.

Segment 1
Unaware to Suspicious. Gunfire within 12", failed Hide in LoS, or body discovered. Mark the first segment.
Segment 2
Suspicious holds. SITREP (Even) each round. On 5--6, mark the next segment immediately.
Segment 3
Alert. Enemy group uses full Action Priority and Target Priority. Combat is open. No going back from here.
Segment 4
Reinforced. Additional forces inbound. SITREP each Threat Phase to resolve arrival. The mission clock just shortened.

7 · HVT Escalation & Motivation

HVT Escalation

A High-Value Target escalates as it takes damage. The ladder below overrides normal enemy behavior once triggered.

TriggerEffect
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.

Enemy Motivation (D8)

Roll D8 before setup. This sets how the force behaves at its break threshold.

MotivationBreak Threshold
Paid50% casualties. Retreat.
True BelieversNever break.
CoercedFirst isolated: SITREP for surrender.
ProtectingOnly 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.

// SMART PLAY // CLUTCH PLAY // LAST RESORT //
// PART_III // 03 CHAPTERS
ECONOMIES

8 · Tempo Tokens

Tempo is the smart-play economy. Earn by playing well, spend to bend the dice.

Earn 1 Tempo When

One Tempo per trigger per activation. Don’t stack triggers into a single burst.

Universal Spends

Class-Specific Spends

ClassSpend
CommandoPush Through. 1 Tempo after second action. One additional action. Once per mission.
MarksmanCold Shot. 1 Tempo after a missed Shoot. Reroll and strip one modifier. Once per activation.
InfiltratorVanish. 1 Tempo. Enter Stealth without rolling. Must be in cover. Once per mission.
BreacherFortify. 1 Tempo. +1 AR until end of round.
MedicTriage at Range. 1 Tempo. Field Dress an ally within 6″.
TechRemote Access. 1 Tempo. Override a system within 12″.
Tempo in Solo Play

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.

Solo Tip

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.

9 · Performance Tokens

Earned at a class’s critical moment. One-use. Expires at mission end. Not bankable between missions.

ClassEarn TriggerPrimary Stat
CommandoRemove an enemy with Fight.SHOOT / FIGHT
MarksmanRemove an enemy at long range or through cover.SHOOT
InfiltratorFull activation in Stealth, undetected.TACT
BreacherOpen a route an ally uses next activation.TACT
MedicSuccessfully Stabilize a MW.OPINT
TechAn Override that changes the tactical situation.OPINT

Spend. +2 on the next roll using your class’s primary stat.

10 · Failsafe Tokens

When nothing else works, you spend this.

2 tokens per mission. Shared across the squad. Not earned. Not refreshed. Expire at mission end.

Spending Failsafe

Spend 1 on your activation. Choose one:

Self-check

If you’re spending Failsafe every other round, tokens aren’t your problem. You’re loading more mission than your operators can carry.

// THE MISSION IS NEVER JUST YOU AND THE ENEMY //
// PART_IV // 03 CHAPTERS
THE EVENT PHASE

11 · Running the Event Phase

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.

Procedure

  1. Threat Phase ends. All enemy activations resolved.
  2. Roll 2D6. Designate one die as Category, one as Severity (color-code them).
  3. Cross-reference on the Universal Event Table. Apply immediately.
  4. Resolve any triggered checks (SITREP, OPINT, TACT) before moving to End Phase.
  5. End Phase. Clean up.

First Turn

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.

Two Modes

If a scenario provides a deck, use it. If not, roll Universal. Never run both at the same time.

Doubles = Amplified

When both dice show the same number, apply the event as written, then apply one amplification beat. Two notable doubles:

Heat Modifiers on Events

HeatEffect on Event Phase
0–1No change.
2–3Reroll Opportunity results once.
4–5Reroll Opportunities. Minor severity becomes Moderate.
6Reroll Opportunities. All results become Major.

12 · Universal Event Table (2D6)

Roll 2D6. Red die = Category. White die = Severity. Read the pair. Apply now.

Category (First Die)

D6CategoryTheme
1ENEMYOpposition moves, repositions, or reinforces.
2TERRAINEnvironment shifts. Visibility, cover, layout.
3INTELInformation surfaces. Signals, chatter, discovered fragment.
4PRESSUREClocks compress. Stakes rise.
5COMPLICATIONSomething breaks. Gear, route, NPC, cover.
6OPPORTUNITYA window opens. Use it.

Severity (Second Die)

D6Severity
1–2Minor. A nudge. Response optional.
3–4Moderate. Requires a response this round or next.
5–6Major. The situation has changed. Replan.

Event Fragments

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.

Enemy / Minor

Patrol Shift. One Unaware group rerolls its route. D6 for direction of drift.

Enemy / Major

Tactical Reposition. All Alert groups move to flanking cover. Reassess LoS before your next activation.

Terrain / Moderate

Door Failure. One interior door in the Objective Zone locks or unlocks. SITREP (Even) for which.

Intel / Moderate

Intercepted Comm. Preview the next event, or learn one group’s Motivation.

Pressure / Major

Clock Compression. The mission window halves. Round down.

Complication / Moderate

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.

Opportunity / Major

Defector Window. One Hostile Asset or Grunt breaks ranks for 1 round. Can be spoken to, restrained, or used as cover. No free attack.

Intel / Minor

Signal Fragment. Learn one Threat Keyword on an unrevealed group without spending an Intel action.

Design Note — Why 2D6

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.

13 · Event Deck Builder

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.

Deck Size

Mission LengthDeck SizeNotes
Short (5–6 turns)5–6 cardsFast, intense. Every card matters. No breathing room.
Standard (7–9 turns)7–8 cardsThe sweet spot. Deck runs out near the end, triggering Endgame.
Long (10+ turns)9–10 cardsMulti-phase missions. These need at least one lull card.

The Five Required Categories

Every deck must include at least one card from each. A deck missing a category will feel flat in that dimension.

The Lull Card (7+ decks)

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.

Endgame Trigger

When the deck runs out, the scenario enters Endgame. Define what Endgame means in the scenario brief. This is not optional.

The Event Generator (Four Rolls)

Blank card, no idea. Roll each axis in order. Assemble a skeleton. Write it in three sentences.

Step 1 — Category (D6)

D6Category
1Enemy Movement
2Environmental Shift
3Intel Opportunity
4Pressure Spike
5Decision Point
6Wildcard — combine two categories.

Step 2 — Scope (D6)

D6ScopeReach
1–2LocalOne model, one terrain piece, one feature. Targeted.
3–4ZoneOne of the five zones (Insertion, Approach, Objective, Kill, Extraction).
5–6GlobalThe whole table. Every model feels it.

Step 3 — Agency (D6)

D6AgencyHow the Player Engages
1–2AutomaticIt happens. No roll, no choice. React on your next activation.
3–4Roll to ResistA check (OPINT, TACT, GUTS, or SITREP) can mitigate or negate.
5–6ChoosePlayer picks between two options. Both cost something. Neither is free.

Step 4 — Connection (D6)

D6ConnectionWhat the Event Touches
1–2ObjectiveDirectly affects the primary or secondary objective.
3–4EnemyModifies a specific named enemy or group in this scenario.
5–6TerrainInteracts with a specific terrain feature unique to this scenario.
Assembly Example

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.

The Three-Sentence Rule

  1. What happens. Concrete terms. “The east wall collapses,” not “something bad occurs.”
  2. The mechanic. What the player does about it — a roll, a choice, a repositioning.
  3. The consequence. What changes if they don’t act.

If your event takes more than three sentences, split it or simplify.

Deck-Building Checklist

  1. Deck size matches mission length.
  2. At least one card from each required category.
  3. At least one card advances or compresses the mission clock.
  4. At least one card creates a genuine choice (both options cost).
  5. At least two cards reference scenario-specific elements.
  6. No card takes more than three sentences.
  7. Lull included for 7+ decks.
  8. Endgame trigger defined.
  9. No card introduces a mechanic that isn’t already in this book.
  10. Every card has a category label.
Operator journal, Nordics Arcology Sub-Level 9, timestamp corrupted: "Turn 5. Event Phase rolls double-3. Intel category, amplified. The dead console in the southwest corridor suddenly has power. I spend an action I do not have to spare. The D20 gives me a 14 -- Objective Shortcut. One locked door I was planning to breach just opened on its own. The building is helping me and I do not know why. I do not like that I do not know why."
// THE SHOOTING IS THE EASY PART //
// PART_V // 04 CHAPTERS
INVESTIGATION & INTEL

14 · Intel Markers

Small tokens. Big consequences. Every one is a question you don’t know the answer to yet.

Core Rules

Placement Generator (Mission Builder)

D6MarkersPlacement
1–241 in Insertion, 1 in Approach, 1 in Kill, 1 in Objective.
3–451 in each zone except Extraction.
5–661 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.

15 · Investigation Checks

Intel Markers are what you find on the ground. Investigation Checks are what you pull from the world.

When to Use

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.

Procedure

  1. Declare the target. A body, terminal, locked room, captured enemy, document, vehicle.
  2. Spend 1 action. Contact required — base-to-base or within 1″ (or within 6″ for a Tech Specialist using Remote Access).
  3. Roll vs 4+. OPINT for electronic systems, documents, analysis. TACT for physical environments and tactical reading.
  4. Read the result.
RollResult
Nat 1Bad Read. Information is wrong or misleading. Fumble Table. Next check this mission at −1.
Below 4Surface Only. One obvious fact. No mechanical benefit.
4–5Useful 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 6Deep Intel plus one related future action auto-succeeds. Mark it. Use it or lose it at mission end.

Investigation Targets

TargetAttributeWhat You Might Learn
Electronic SystemOPINTCamera feeds, alarms, door controls, comms logs, encrypted data.
Document / Physical IntelOPINTOrders, manifests, maps, coded messages, photos.
Body / CasualtyTACTEquipment, ID, unit markings, radio frequency, last orders.
Environment / StructureTACTStructural weakness, passages, traps, cover quality.
Captured EnemyOPINTEnemy count, motivation, commander location, objective defense. Requires restraint (OoA or subdued).
Vehicle / EquipmentTACTOperational status, contents, destination, modifications.
The Investigation Economy

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.

16 · Universal Intel Table (D20)

Roll D20 when an operator recovers an Intel Marker on a Mission Builder game.

D20CategoryIntel
1–2TACTICALEnemy Dispositions. Learn the composition of one unrevealed enemy group.
3–4TACTICALPatrol Schedule. Lock one Unaware group into a predictable route. D6″ along the same axis each Threat Phase.
5–6TACTICALSecurity Flaw. Place a bypass opening (vent, cracked wall, hatch) in the Objective Zone. First operator through gains Surprise Attack.
7–8OPERATIONALComms Intercept. Preview the next Event Phase result before it fires.
9–10OPERATIONALAsset Location. +2 to next Interact at the primary objective. Gain 1 Campaign Token if running a campaign.
11–12OPERATIONALTimetable. Reveal the hidden clock, or create one if none exists.
13–14MATERIALWeapons Cache. 2 frags + 1 field gear item (D6: 1–2 Medical Kit, 3–4 EMP, 5–6 Signal Jammer).
15–16MATERIALField Supplies. Recover 2 FW on one operator in contact. If no operator is wounded, bank 1 Tempo.
17–18CRITICALObjective Shortcut. Waive one success requirement on the primary objective.
19–20CRITICALThe 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.

17 · Secondary Objectives

The primary objective is what Command sent you for. The secondary is what the mission actually needs. Roll D6 during Mission Builder setup.

D6Secondary ObjectiveFailure
1Collect at least 3 Intel Markers before the primary objective.Heat +1 (you left traces).
2Complete 2 Investigation Checks on different target types before extraction.No Field Requisitions roll this mission.
3Identify the enemy force’s Motivation before Round 4.Enemy force +1 to all rolls rest of mission.
4Recover the HVT marker (or the Objective Zone marker) without triggering Alert.The intel is destroyed. No Campaign Token.
5Complete the primary using intel gained from markers or checks.Objective completes but the information cost was wasted. No MP bonus.
6Leave 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.

// WHAT GETS WORSE IF YOU DO NOTHING //
// PART_VI // 05 CHAPTERS
MISSION BUILDER

18 · The Nine Steps

Run these before you set up the table. A mission built this way fits on an index card.

StepRollWhat It Sets
0D6Mission Modifier. A campaign-level pressure that reshapes the whole mission (e.g. comms blackout, reinforced opposition, tight window).
0.5D6Environmental Condition. See ch. 3. Lasts the whole mission.
14 × D6Mission Frame. Client, Opposition, Objective, Twist.
23 × D6Location. Region, Site Type, Complicating Feature.
3D8Enemy Force. Composition and Motivation. Heat 3+: upgrade one Soldier to Veteran.
4D8Handler. Who you report to. Shapes tone and consequences.
53 × D6HVT (if any). Identity, defensive posture, escalation trigger.
6D20Objective Complication. What the simple version won’t cover.
7D12Approach. How you arrive. Starting Alert state scales with Heat.
8CardVisibility. Check scenario card. Default: Full Daylight.
Scenario Card Format

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.

19 · The Five-Zone Method

Every Mission Builder table is five zones, front to back. Set them up first. Terrain comes second.

  1. Insertion Zone. Where you enter. Somewhat defendable.
  2. Approach Corridor. Between insertion and objective. Punishes a straight dash.
  3. Objective Zone. Where the work happens. Enemy-set defense.
  4. Kill Zone. Open ground raked by fire.
  5. Extraction Zone. The way out. Not the same edge as Insertion.

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.

20 · Patrol Tokens & Fog of War

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...

Patrol Behavior

Place tokens where they intersect approach lanes. A corner forces a decision. Open middle does not.

21 · The Self-Pressurizing Principle

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:

22 · Extended Operations & Extraction

Extended Operations

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.

Extraction Protocol

When half your squad has taken at least 1 MW: SITREP (Even Odds).

// THEY’RE LEARNING YOUR PATTERNS //
// PART_VII // 04 CHAPTERS
CAMPAIGN SYSTEMS

23 · The Heat Track

Track between missions. Maximum: 6. Starts at 0.

Heat Increases

Heat Decreases

Heat Thresholds

24 · After-Action & Between Missions

After-Action Events (D8)

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.

Recovery (No Medic)

Each operator carrying an MW rolls GUTS 4+. Success: recovered. Fail: persists into the next mission. Cannot be assisted.

Field Requisitions

Earned on mission outcome. One-use.

25 · Battlefield Evolution

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.

Trigger Events

Example Evolutions

26 · Climax Variables

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.

How to Use

  1. When the first operator crosses the threshold, roll D6 (or choose one pre-assigned result).
  2. The room you planned for is now a different problem.
  3. Apply the variable. Do not reroll. The whole point is that the final room is harder than you planned.

Climax Variables do not replace the existing objective. They change the conditions under which it plays out.

Construction Pattern

A Climax Variable is a six-entry table. Build one per mission. Each entry should do exactly one of these things:

Sealed Orders

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.

Design Note — Why This Matters

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 // FOUR SECTORS // EVERY TOOL, THE MOMENT IT MATTERS //
// PART_VIII // 05 CHAPTERS
FIRST MISSION
OPERATION DEAD SIGNAL

27 · Briefing, Operators & Setup

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.

How to Use This Tutorial

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.

The Mission

Somewhere in the Southwark flood basin, a dead signal came back online. Not a broadcast. A query. Something asking whether anyone is still listening.

Briefing — Mercer Substation Seven

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.

Pick an Operator

Each plays differently. Read all three before choosing.

WIRE — Infiltrator
// PATIENT. PRECISE. INVISIBLE.
SHOOT Ord 4+   FIGHT Ord 4+   TACT Gd 2+   OPINT Ord 4+   GUTS Ord 4+   MOBI 7″   AR 1
Wounds: 3 FW / 2 MW   Edge: 1   Failsafe: 2 (shared)
Ghost. Begins mission in Stealth. A missed shot does not break Ghost. A hit does. Silenced weapons never break Ghost.
Loadout. Suppressed SMG (18″, silenced) · Suppressed Pistol (12″, silenced) · Light Vest (AR 1) · Smoke Grenade · Tactical Camera.
FORGE — Commando
// AGGRESSIVE. DURABLE. STRAIGHTFORWARD.
SHOOT Gd 2+   FIGHT Gd 2+   TACT Ord 4+   OPINT Bad 5+   GUTS Ord 4+   MOBI 6″   AR 2
Wounds: 3 FW / 2 MW   Edge: 1   Failsafe: 2 (shared)
Rapid Fire. Make 2 SHOOT attacks in a single Shoot action. Both use normal modifiers. Once per activation.
Loadout. Assault Rifle (24″) · Combat Knife (+1 Fight) · Medium Rig (AR 2) · Frag Grenade · Sidearm.
SIGNAL — Tech Specialist
// SYSTEM-FIRST. HACK-EVERYTHING.
SHOOT Bad 5+   FIGHT Bad 5+   TACT Ord 4+   OPINT Gd 2+   GUTS Ord 4+   MOBI 5″   AR 1
Wounds: 3 FW / 2 MW   Edge: 1   Failsafe: 2 (shared)
Override. Hack or disable any electronic system with OPINT 4+. Adjacent costs no action. Remote requires Sustain.
Loadout. SMG (18″) · EMP Device (one-use, OPINT 4+, disables electronics within 6″ for 2 rounds) · Night Vision · Light Vest (AR 1) · Sidearm.

Map Setup

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.

SectorWhat It IsTerrain Notes
1. The ApproachExterior. Street-level. Substation wall and gated entry.Light cover (dumpsters, stacked materials). One gate.
2. Ground FloorInterior. Utility room, storage. One stairwell up.Heavy cover (shelving, equipment). Doors.
3. Server FloorMid-level. Data racks, humming terminals, dim lighting.Light cover (server racks). One locked door (electronic).
4. The RooftopExposed. Cooling units, satellite dish. The substation roof.Open ground. Two pieces of heavy cover (cooling units).

Pre-Mission Setup: Fog of War

In solo play, enemies are not placed as models. They are patrol zones marked with tokens. The enemy is revealed when you see it.

  1. Place Fog of War tokens (one type) at the patrol waypoints listed below.
  2. Do not place enemy models yet.
  3. When your operator has clear LoS to a waypoint, replace the token with the enemy model at that position. Check their Alert State immediately.
  4. Revealed enemies stay revealed.

The table should look empty. That’s correct.

Patrol Setup

EnemyStarting SectorPatrol WaypointsAlert State
Guard A (Grunt)Sector 1Gate → wall corner → gateUnaware
Guard B (Grunt)Sector 2Stairwell → storage door → stairwellUnaware
Guard C (Soldier)Sector 3Server room entry → far rack → entrySuspicious
VALE (Veteran, HVT)Sector 4Rooftop edge, stationaryAlert

Enemy Stats

TypeSHOOTFIGHTARMOBIWoundsNotes
GruntOrd 4+Bad 5+04″2 FWNo reactions. Group if 2+ together.
SoldierOrd 4+Ord 4+15″3 FW / 1 MWReturn Fire reaction.
VALE (Veteran)Gd 2+Ord 4+26″3 FW / 2 MWHVT. Battle Rifle 30″. Escalates.

Heat Track

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.

Two Operators?

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.

28 · Sector 1 — The Approach

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.

Teach — The SITREP Oracle

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.

Teach — Alert States

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.

Play

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.

Design Note

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.

29 · Sector 2 — Ground Floor

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.

Teach — Enemy AI Protocol

Every Alert enemy uses this sequence every activation. Run top to bottom. First condition that fires wins.

  1. React if targeted this round.
  2. Fight if in contact (base-to-base or within 1″).
  3. Shoot if target in LoS. Use Target Priority: attacker this round → closest in LoS → most wounded in LoS → nearest to objective → tie D6 (odd = left, even = right).
  4. Advance toward last known position.
  5. Hold if defending a zone.

Run it out loud the first few times. It becomes fast.

Teach — Priority Check

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.

Play

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:

  1. Priority Check. Roll D6 vs D6. Choose.
  2. Operator Phase. Your two actions.
  3. Threat Phase. Every Alert enemy runs the AI Protocol.
  4. Event Phase. Skip this on Turn 1. Starting Turn 2, you roll here.
  5. End Phase. Resolve status effects, check objectives.

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.

Body Management

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.

30 · Sector 3 — Server Floor

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.

Teach — Intel Markers

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.

Teach — Event Phase

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.

Play

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.

The Intel Markers

First Event Roll

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.

The Locked Server Room Door

The Primary Objective

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.

Design Note

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.

31 · Sector 4 — Rooftop & Extraction

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.

Teach — HVT Escalation

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.

Teach — Tempo

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.

Teach — Failsafe

Two tokens per mission. Shared. Not refreshed. Spend one to:

  • Auto-succeed a single check (not combat).
  • Cancel one incoming wound.
  • Force an enemy to skip its next activation.
  • Hold Stealth even when spotted.

Use them only when it matters.

VALE’s Last Stand

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.

D6Last Stand
1–2Broadcasts your operator’s description on an open frequency. Heat +1 immediately.
3–4Triggers a rooftop alarm. Alert +1, clock reduced by 2 rounds.
5–6Produces a secondary data drive and destroys it. Secondary objective fails.

The Climax Variable

When your operator reaches the rooftop (crosses the threshold of this sector), roll D6:

D6Variable
1VALE is not alone. A second contact, unseen. Place 1 Grunt in cover. Activates start of Round 1.
2Wind spike. All SHOOT at 12″+ suffers −1 this sector.
3The rooftop alarm panel is live. Combat longer than 3 rounds auto-triggers it. Alert +2.
4VALE knows. Activates immediately as Cornered (+1 all rolls). Skip Fresh.
5VALE has the secondary drive in his jacket — not in the server room.
6Radio traffic. VALE is mid-contact. 2 rounds of distraction before fully Alert. You have a window.

Play

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.

Extraction

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.

Resolution

OutcomeCondition
Full SuccessAccess log extracted + secondary drive secured + no alarm triggered.
Partial SuccessAccess log extracted + alarm triggered, OR drive lost to Last Stand.
ComplicatedAccess log extracted but operator carrying MW or OoA consequence.
FailureAccess log not extracted.

After the Mission: Update the Heat Track

Write your new Heat value. It carries to your next mission.

Between-Mission Recovery

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.

After-Action Roll (D8)

  1. Loose Ends. Unfinished business returns next session.
  2. Handler Heat. Your handler is exposed. Heat +1.
  3. Friendly Loss. An NPC contact is removed from operations.
  4. Intel Leak. False information surfaces. First SITREP next mission uses Unlikely odds.
  5. Safe House Burn. One location is no longer available.
  6. Promotion. One operator gains a Battlefield Evolution (see ch. 25).
  7. Rest. Full recovery. All statuses reset.
  8. Celebration. First activation next mission: +1 to all checks.
The access log in your hand points to a signal relay two kilometers north. Same frequency. Still active. — This is not the last job.

What You Just Learned

Solo MechanicWhere 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 // LAMINATE // KEEP IT NEXT TO THE TABLE //
// PART_IX // 01 CHAPTER
THE PLAYER’S SCREEN

32 · Quick Reference

Print this section. Laminate it. Keep it next to the table. Everything you need mid-mission, on one spread.

// TURN SEQUENCE

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.

// SITREP ORACLE

Unlikely. 2D6, take lowest. (Cannot roll 6.)
Even. 1D6.
Likely. 2D6, take highest. (Cannot roll 1.)

D6Result
1No, and it gets worse.
2No.
3No, but there’s an opening.
4Yes, but there’s a cost.
5Yes.
6Yes, and something breaks your way.

2 checks per situation maximum. Then commit.

// ENEMY AI — ACTION PRIORITY (ALERT)
#ActionCondition
1ReactTargeted and eligible.
2FightOperator in contact (base-to-base or within 1″).
3ShootTarget in LoS. Use Target Priority.
4AdvanceAlert, no LoS: full MOBI toward last known.
5HoldAssigned to zone: cover, don’t pursue.
// TARGET PRIORITY (ALERT)
  1. Operator who attacked this enemy this round.
  2. Closest operator in LoS.
  3. Most wounded operator in LoS.
  4. Nearest primary objective.
  5. Tie: D6, odd=left, even=right.
// ALERT STATES
StateBehaviorTransition
UnawarePatrol. No engagement.Shoot 12″, Nat 1, failed Hide, body, 6″ LoS 5+.
SuspiciousSITREP Even each round. 5–6 = Alert.Any Shoot, 2+ weapons in round.
AlertTarget + Action Priority.Alarm+SITREP, Round 4, operator OoA.
ReinforcedSITREP each Threat Phase.
// WOUND TRACK
StatePenaltyActions
0–2 FWNone2
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
OoARemoved from play.0
// FUMBLE TABLE (NAT 1, D6)
D6Fumble
1Weapon Jam.
2Dropped Weapon.
3Exposed.
4Friendly Warning.
5Compromised Gear.
6Total Failure.
// GUTS TRIGGERS (4+, FAIL = LOSE 1 ACTION)
  • Friendly in LoS goes OoA.
  • First MW this mission.
  • Activate with 3 FW.
  • Last active operator.
// SHOOTING MODIFIERS
ConditionMod
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.

// GRENADE SCATTER (D6)
1Toward thrower4Long left of target
2Thrower’s left5Long right of target
3Thrower’s right6Beyond target
// UNIVERSAL EVENT TABLE (2D6)

Red die = Category. White die = Severity. Skip Turn 1. Doubles = amplified.

D6Category D6Severity
1ENEMY1–2Minor
2TERRAIN3–4Moderate
3INTEL5–6Major
4PRESSURE
5COMPLICATION
6OPPORTUNITY

Heat Modifiers. 2–3: reroll Opportunity once. 4–5: also Minor → Moderate. 6: all Major.

// HEAT TRACK
EventChange
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.

// TEMPO (SMART PLAY)

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).

// FAILSAFE (LAST RESORT)

2 per mission. Shared. Not refreshed.

  • Auto-succeed one check (not combat).
  • Cancel one incoming wound.
  • Force one enemy to skip its next activation.
  • Break Stealth detection on one operator.
// ENEMY TYPES
TypePtsWoundsNotes
Hostile Asset151 FWChecks −2. Solo only.
Grunt302 FWNo MW conversion.
Soldier503 FW / 1 MW
Veteran753 FW / 2 MW
Heavy1003 FW / 2 MW+1 AR.
// FIELD READ (1 ACTION, ATTRIBUTE VS 3+)
OptionEffect
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.

When You Go Down Alone

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.

After-action fragment, recovered from a dead drop in the Ferghana corridor: "Extracted at 0447. One operator ambulatory. One carried. Two still in the building. Heat +3. Primary incomplete. The Event Phase rolled Reinforcement on Turn 4 and I spent both Failsafes by Turn 5. I am writing this so the next operator who reads it knows: the final room is always harder than you planned. Always."

Back Matter

Designer Notes

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.

Playtest Note

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.

How to Use This Book With Other OT Volumes

Compatibility

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.

Credits

Quick Cross-Reference

Multiplayer OTSolo OTWhat Changed
GM judgmentSITREP oracleYes/no becomes D6 on the odds ladder.
GM enemy decisionsEnemy AI ProtocolFirst valid Action Priority wins. No improvisation.
GM-hidden informationFog of War tokensPatrol zones, not models. Reveal on LoS.
GM complicationsEvent Phase (2D6)Fires every turn after Turn 1.
Priority roll-offPriority CheckYou choose to take or concede. Loser’s first model: 1 action.
Automatic reinforcementsReinforcement SITREPFires on alarm, OoA, or end of Round 4.
Climactic GM callClimax VariableD6 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.