START HERE / WELCOMEOPERATOR TACTICS · RULES WIKI
WELCOME TO THE LINE
ONE DIE · SIX SIDES · EVERY RULE EARNS ITS PLACE
On this battlefield, every rule earns its place. If it doesn't create a decision or generate tension, it's gone.
— OPERATOR TACTICS CORE RULES

Operator Tactics is a tabletop miniature skirmish RPG built on a single D6 system. Fast to learn, fast to play. Character creation is fifteen minutes. A full mission runs sixty to ninety. The rules are tight enough for competitive play and open enough for deep narrative campaigns.

THREE WAYS TO PLAY

GM-LED
RPG Sessions
Full narrative campaigns with a Game Master. Squad-based operations across linked missions. Character growth, campaign consequences, and a world that remembers.
HEAD-TO-HEAD
Skirmish Matches
Competitive two-player matches with point-built squads. Six scenarios, twists, league play, and scoring.
TRUE SOLO
Solo Operations
Built-in AI opponent and SITREP oracle system. Solo campaigns, investigation tools, and a printable player's screen.

WHERE TO START

I want to...Go to
Learn the core rules fastGetting Started (Sugar-Free tutorial)
Understand the one mechanicCore Mechanic
Build my first operatorCharacter Creation
Pick a classThe Six Classes
Use a premade characterPrebuilt Operators
Run a game as GMRunning the Op
Play soloSolo Operations
Play head-to-headSkirmish Mode
Play the mass battle gameIron Line
Build & kitbash miniaturesKitbashing Guide
Check weapon/gear statsEquipment
Roll on tables mid-sessionRoll Tables
GETTING STARTED
SGT. SUGAR-FREE'S FIELD MANUAL
Sgt. Sugar-Free is not here to be your friend. Sugar-Free is here to make sure you don't show up to the table without knowing what you're doing. Read it once. Then go build a squad and learn the rest the hard way.
— SGT. SUGAR-FREE

GAME SETUP

  1. Choose a scenario. Pick a mission card or roll one. It tells you the objective, enemy composition, and special conditions.
  2. Build squads. Each player builds a squad within the point budget. Standard: 1000 pts. Skirmish: 400 pts.
  3. Set up terrain. 3' x 3' table. Place 8–12 pieces of hard cover using the Five-Zone Method.
  4. Deploy. Roll D6. High roll picks deployment zone. Other player deploys first. Place operators within 6″ of your board edge.
  5. Begin. Roll Priority. Play starts.

THE ONE MECHANIC

CORE RULE
Roll D6. Meet or Beat Your Threshold.

Almost every action resolves this way. Modifiers apply to the die roll, never to the threshold. Stack all modifiers, then roll.

RatingThresholdMeaning
Good2+This is your thing. You succeed most of the time.
Ordinary4+Competent. Coin flip under pressure.
Bad5+Not your strength. Avoid if you can.

Natural 6 — Always succeeds. Attack: Mortal Wound instead of Flesh Wound.
Natural 1 — Always fails. Roll on Fumble Table (D6).

THE SIX ATTRIBUTES

AttributeWhat It Does
SHOOTRanged attacks. React under fire. Fire through a doorway.
FIGHTMelee attacks. Close in, grapple, end it up close.
TACTPhysical challenges. Force a door, plant a charge, throw a grenade, navigate terrain.
OPINTIntelligence tasks. Hack a system, spot an ambush, download files.
GUTSMorale and recovery. Hold under fire. Recover wounds between missions.
MOBIMovement in inches per activation. Not a roll. Just how far you go.

HOW A ROUND WORKS

PhaseWhat Happens
1. PriorityBoth roll D6. High chooses first/second. Loser's first operator gets only 1 action (Priority Pressure).
2. OperatorAlternate activating operators. Each gets 2 actions.
3. ThreatActivate NPCs, patrols, reinforcements, environmental effects.
4. EndResolve status effects. Check objectives. Remove expired Sustain. New round.

YOUR FIRST MISSION: THE LONG DRINK

The Print-at-Home Starter Packet includes a complete tutorial scenario set in Flooded London's Southwark district. Five sectors, six pre-built operators, encounter budget with scaling, and a quick combat reference. Print it, cut it, play it tonight.

QUICK REFERENCE
EVERYTHING ON ONE PAGE

TURN SEQUENCE

1. Priority (D6, high chooses) → 2. Operator Phase (alternate, 2 actions each) → 3. Threat Phase (NPCs/patrols) → 4. End Phase (status/objectives)

HOW TO SHOOT

Start with SHOOT threshold (Good 2+ / Ord 4+ / Bad 5+) → Add target's AR to threshold → Roll D6 + modifiers → Meet or beat = Flesh Wound → Natural 6 = Mortal Wound

HOW TO FIGHT

Move into contact (1 action) → Both roll D6 (+1 if melee weapon) → High wins, attacker wins ties → Armor check: D6 > AR = wound lands → Loser locked, TACT 4+ to break free (fail = 1 FW, try again next turn)

WOUND TRACK

StatePenaltyActions
0–2 FWNone2
3 FW-1 all rolls2
1 MW-1 all rolls1
2 MW-2 all rolls1
Out of ActionRemoved0

4th FW converts to 1 MW (clears all FW). 3rd MW = Out of Action.

SHOOTING MODIFIERS

ConditionMod
Long range (beyond half max)-1
Target in light cover-1
Target in heavy cover-2
Target prone-1
Attacker has 3 FW-1
Elevation advantage+1
Surprise attack (from Stealth)+2
Shooting into a fight-2
Pinned-1
Steady Aim (Marksman)+2
Close Quarters weapon ≤6"+1
Desperation Fire (2nd shot)-2

REACTIONS

ReactionEffect
Return FireShoot back before incoming resolves. Normal modifiers. Cannot Return Fire if Pinned.
Take CoverReposition up to 3" into the nearest cover. Triggering shot resolves against the new position.
Duck DownGo prone. Attacker takes -1 on the triggering shot.
Body ShieldAn adjacent operator or NPC becomes the target instead.

Cost: Lose 1 action next activation. One reaction per operator per round.

CORE MECHANIC
D6 · THRESHOLDS · CRITICAL RESULTS
Roll D6. Meet or beat your proficiency threshold to succeed.

Melee uses a competitive roll instead. Modifiers add to or subtract from the die roll. Never the threshold. Stack all modifiers, then roll.

CRITICAL RESULTS

Natural 6 — Always Succeeds

  • Shooting or Fighting: Mortal Wound instead of Flesh Wound
  • Nat 6 vs Heavy Armor (AR 3, threshold 7+): Flesh Wound only. The armor holds.
  • Grenade: Perfect throw. All targets in blast radius take a Mortal Wound.
  • Objective check: Counts as 2 successes.
  • Any other action: GM applies an additional positive effect.

Natural 1 — Always Fails

No modifier saves it. Roll on Fumble Table (D6).

FUMBLE TABLE (D6)

D6Result
1Weapon Jam. 1 action to clear. No shooting this activation.
2Dropped Weapon. 1 action to retrieve.
3Exposed. Stealth ends. Nearest enemy gets free detection roll.
4Friendly Warning. Nearest ally takes -1 to next roll.
5Compromised Gear. One field gear item damaged (GM's choice).
6Total Failure. GM narrates worst case. No roll mitigates.

CHALLENGE THRESHOLDS

ThresholdMeaning
4+Standard. Most field actions. Any operator can attempt.
5+Difficult. Specialized task. Expect failure without prep.
6+Near-impossible. Only a natural 6 succeeds.

GUTS CHECKS

Roll GUTS vs 4+. Success: you hold. Failure: lose 1 action next activation.

Triggers

  • A friendly in LoS goes Out of Action
  • You take your first Mortal Wound this mission
  • You activate with 3 Flesh Wounds
  • You are the last active operator on your side
  • GM calls for it under extreme circumstances
ACTIONS
TWO ACTIONS PER ACTIVATION · SPEND THEM WELL
ACTION FLOOR

You always have at least 1 action per activation. No combination of penalties reduces you below 1.

ActionCostDescription
Move1Walk up to MOBI in inches. Split around another action. Difficult terrain: 2" per 1".
Sprint2Move MOBI x 2. No other actions this activation.
Shoot1Ranged attack vs target in LoS within weapon range.
Fight1Move into contact (base-to-base, or within 1" if either model uses a separate base). Melee resolves immediately.
AbilityVariesClass signature or specialization. Cost on operator card.
Interact1Manipulate objective, hack door, plant charge. Usually TACT or OPINT.
Field Stabilize1Adjacent. Cannot self-treat. OPINT 4+. Success: remove 1 MW. Non-Medic using a kit rolls at -1.
Hide1TACT 4+. Must be in cover, outside all enemy LoS. Success: Stealth.
Stand Up1From prone to upright.
Field Read1Choose: Spot Weakness (OPINT), Call Target (TACT +1 to next attack), Read Room (OPINT, reduce cover).
Desperation Fire2Second SHOOT at -2. Nat 1 on second shot jams weapon.
SustainOngoingHold an active effect. Half MOBI. Wound = GUTS 4+ or Sustain breaks.

MOVEMENT DETAILS

  • Difficult Terrain: 2" per 1" traveled
  • Climbing: 2" per 1" vertical. Ladders/stairs: 1" per 1"
  • Falling: 1 FW per 3" fallen.
  • Move through friendlies (can't end on them). Cannot move through enemies.
COMBAT
SHOOTING · FIGHTING · ARMOR

SHOOTING

  1. Start with SHOOT proficiency threshold (Good 2+, Ordinary 4+, Bad 5+)
  2. Add defender's AR to the threshold
  3. Roll D6 + all die modifiers
  4. Meet or beat the threshold = Flesh Wound
  5. Natural 6 = Mortal Wound (FW only vs AR 3)

Stacking Limit: No single Shoot benefits from more than +2 total from class abilities.

Shooting Into a Fight: -2. Modified result of 1 or 2 hits your ally. Natural 1 always hits ally.

FIGHTING (MELEE)

  1. Move into contact (base-to-base, or within 1" if either model uses a separate base). 1 action. Fight triggers immediately.
  2. Both roll D6. +1 if armed with melee weapon. High total wins. Attacker wins ties.
  3. Armor check: roll D6. Greater than loser's AR = wound lands. Natural 6 always penetrates.
  4. Flesh Wound on any winning roll. Natural 6 from winner: Mortal Wound.
  5. Loser stays locked. TACT 4+ to break free (3" clear). Fail: take 1 FW, try again next turn.

Multiple Attackers: Each fights separately. Joining a fight in progress: +1.

ARMOR

ArmorARMOBICost
None0
Light Vest115 pts
Medium Rig230 pts
Heavy Plate3-1"50 pts

When AR pushes threshold above 6: only a natural 6 wounds, and it counts as Flesh Wound only.

WOUNDS & STATUS EFFECTS
3 FW SLOTS · 2 MW SLOTS · WOUND CLARITY

WOUND TRACK

StatePenaltyActions
0–2 Flesh WoundsNone2
3 Flesh Wounds-1 to all rolls2
3 FW → converts to 1 MWClear all FW. Apply MW penalty.
1 Mortal Wound-1 to all rolls1
2 Mortal Wounds-2 to all rolls1
Out of ActionRemoved from play0

Wound Clarity: When you take a MW (from conversion or direct hit), clear all current FW. MW penalties replace FW penalties.

HEALING & RECOVERY

During Mission: Field Stabilize: 1 action, adjacent, OPINT 4+, remove 1 MW. Medic treats at full. Non-Medic with a kit rolls at -1. Cannot self-treat.

Between Missions: All FW recover automatically. MW: Medic rolls OPINT 4+ (one attempt per MW per downtime). No Medic: each wounded operator rolls GUTS 4+ unassisted.

STATUS EFFECTS

EffectDescription
ProneIncoming Shoot -1. Crawl half MOBI. Can Shoot. Cannot Fight/Sprint. Stand Up: 1 action.
PinnedNext Move costs both actions. -1 Shoot. AR -1. Expires end of next activation.
StealthCannot be targeted by Shoot. Enemies won't move toward you.
SustainingHalf MOBI. Wound = GUTS 4+ or Sustain breaks.
Out of ActionRemoved. Fate after mission: recovering, injured, or dead.
TERRAIN & LINE OF SIGHT
COVER · VISIBILITY · ENVIRONMENT

TERRAIN TYPES

TypeMove CostCover
Open GroundNormalNone. You're exposed.
Light CoverNormalAttackers at -1
Heavy CoverDifficult (2:1)Attackers at -2
Full CoverBlockedBlocks LoS. Cannot be targeted.
ImpassableCannot enterBreach to create opening.

LINE OF SIGHT

Draw a line from center of attacker's base to center of target's base. Clear = target freely. Light Cover = -1. Heavy Cover = -2. Full Cover = blocked. Elevation sees over low obstacles.

VISIBILITY

ConditionEffect
Full DaylightNo penalties. Default.
Low LightShoot beyond 12" at -1. Stealth detection: 4".
DarknessAll Shoot -1. Max range 12". Detection: 3".

Night Vision: Ignore darkness/low-light penalties. Flashlight: 6" cone, negates darkness, reveals Stealthed enemies.

ENVIRONMENTAL CONDITIONS

ConditionEffect
Heavy RainLow Light. Grenades scatter +1". Smoke lasts 1 round instead of 2.
High WindGrenade range halved. Smoke disperses immediately. Shoot beyond 18" at -1.
Extreme HeatEnd of round: Sprint operators roll GUTS 4+ or take 1 FW.
Extreme ColdOperators ending in the open take 1 FW at end of round.
FloodingGround floor = difficult terrain. Prone in flood = Stand Up or 1 FW.
Dust/SandstormDarkness visibility. All detection halved.
STEALTH
SHADOW STEP · DETECTION · SURPRISE ATTACK

ENTERING STEALTH

Take the Hide action. Roll TACT vs 4+. Must be in cover and outside all enemy LoS. Success: enter Stealth.

WHILE IN STEALTH

  • Cannot be targeted by Shoot attacks
  • Enemies won't move toward you

BREAKING STEALTH

  • Shoot and hit (miss doesn't break it). Silenced weapons never break Stealth.
  • Fight. Any melee breaks it.
  • Fail a TACT roll in enemy LoS.
  • Move through open ground within 6" of an alert enemy.

SURPRISE ATTACK

First attack from Stealth gains +2 to the die roll. Breaks Stealth regardless of outcome.

DETECTION

Enemy (Threat Phase): Within 6" with LoS → D6 on 5+ = spotted.
PvP: Enemy operator within 6" with LoS spends 1 action. Stealthed operator rolls TACT 4+ or detected.

GRENADES
1 ACTION · TACT 4+ · 3″ BLAST · IGNORE COVER
RollEffect
Natural 6Perfect throw. Mortal Wound to all in blast.
4–5Lands on target. Normal grenade effect.
2–3Scatters D3" from target.
Natural 1Fumble. Scatters D6". May threaten friendlies.

GRENADE TYPES

TypeEffectCost
FragFW to all in 3" (MW on nat 6)35 pts
Concussion-1 all rolls until end of target's next activation30 pts
Smoke2" cloud, blocks LoS for 2 rounds25 pts
CHARACTER CREATION
EIGHT STEPS · FIFTEEN MINUTES
  1. Choose your class (permanent for campaign)
  2. Read your attributes (SHOOT, FIGHT, TACT, OPINT, GUTS, MOBI)
  3. Build your loadout (1 primary, 1 sidearm, up to 4 field gear)
  4. Generate a callsign (D20 + D20)
  5. Roll background (D100)
  6. Build service record (D6 × 4: Recruitment, First Deployment, Turning Point, Current Assignment)
  7. Roll operational liability (D12)
  8. Build your squad (1,000 pts standard, min 3 operators)

CALLSIGN GENERATOR (D20 + D20)

D20Column AColumn B
1GhostHammer
2ColdWire
3BrokenEagle
4RedDust
5IronHound
6BlackKnife
7DeadShadow
8PaleCrow
9StoneBolt
10RazorPike
11SilentFang
12SteelChain
13VoidStorm
14AshHook
15DarkWraith
16ScarTusk
17HackBreach
18GritDrift
19CreedShred
20ViperFlare

OPERATIONAL LIABILITY (D12)

D12Liability
1Won't abandon teammates under any circumstances
2Takes trophies from kills
3Dependent on one specific operator
4Talks constantly during operations
5Triggers first, assesses second
6Stimulant dependency
7Keeps a written tally of casualties
8Refuses collateral damage orders
9Follows mission parameters rigidly
10Hoards ammunition
11Explains every kill aloud
12Superstitious pre-mission rituals
THE SIX CLASSES
ONE JOB EACH · EVERY SQUAD NEEDS THE RIGHT COMBINATION
COMMANDO100 PTS◆ Basic
SHOOT
2+
Good
FIGHT
2+
Good
TACT
4+
Ord
OPINT
5+
Bad
GUTS
4+
Ord
MOBI
6"
AR
2

Signature. Rapid Deployment: Activation-timing +1. When the splice activation order is set, the Commando may insert first or last. Applies every round.

Doctrine Bonus. Forward Momentum: When both actions are spent on Shoot or Fight, the next activation ignores the wound-state action penalty (act with 2 actions regardless of wound state).

Specializations: Breach & Clear (first through a door or opening: first Shoot that activation +1 to the die) | Heavy Weapons (+1 to FIGHT or SHOOT with LMG, HMG, or other heavy weapons) | Assault Leader (adjacent ally gains +1 to their next Shoot or Fight this round) | Last Line (at 1 MW, next Shoot or Fight roll +1, once per mission)

MARKSMAN110 PTS◆◆ Intermediate
SHOOT
2+
Good
FIGHT
5+
Bad
TACT
4+
Ord
OPINT
4+
Ord
GUTS
4+
Ord
MOBI
5"
AR
1

Signature. Steady Aim: Spend both actions. Must be stationary. Next Shoot action gets +2 to the die. Natural 1 still fumbles.

Doctrine Bonus. Line of Sight Discipline: On a successful Shoot beyond 18", target is pushed 2" in a direction you choose (no Reaction), OR the Marksman's next Overwatch this mission costs 1 action instead of 2.

Specializations: Counter-Sniper (+1 to SHOOT against targets that made a Shoot action on the previous round) | Designated Marksman (ignore 1 level of cover on first Shoot per activation) | Spotter (adjacent ally's next Shoot gains +1 to the die) | Long Watch (Overwatch covers two adjacent zones instead of one)

INFILTRATOR100 PTS◆◆◆ Advanced
SHOOT
4+
Ord
FIGHT
4+
Ord
TACT
2+
Good
OPINT
4+
Ord
GUTS
4+
Ord
MOBI
7"
AR
1

Signature. Ghost: Stealth persists when firing silenced weapons. Unsuppressed fire breaks Stealth. Re-entering Stealth from cover costs 1 action (instead of the normal Hide cost) if already in cover and outside all enemy LoS.

Doctrine Bonus. Shadow Discipline: Kill from Stealth: re-enter Stealth without a TACT check.

Specializations: Close Cuts (+1 to FIGHT against an unaware target) | Cat Walk (move through difficult terrain without MOBI penalty) | Electronic Ghost (+1 to OPINT on hack or intrusion rolls) | Ex-Filtration (at mission end, ignore one pursuit or exfil complication)

BREACHER110 PTS◆ Basic
SHOOT
4+
Ord
FIGHT
2+
Good
TACT
2+
Good
OPINT
5+
Bad
GUTS
2+
Good
MOBI
6"
AR
3

Signature. Structural Damage: +1 to FIGHT or TACT rolls against structural elements (doors, barricades, walls). Passive, always-on.

Doctrine Bonus. Hinge Point: Fight action within 3″ of a structural element: +2 to Fight roll.

Specializations: Wall Breaker (make a Fight action against a wall or barricade to create a 2″ opening, costs 1 action) | Door Kicker (first through a breached doorway: +1 to Shoot or Fight that activation) | Overwatch Fire (set Overwatch covering a breach point; trigger when enemy crosses) | Armored Hull (+1 AR when adjacent to cover)

MEDIC90 PTS◆◆ Intermediate
SHOOT
5+
Bad
FIGHT
5+
Bad
TACT
4+
Ord
OPINT
2+
Good
GUTS
2+
Good
MOBI
6"
AR
1

Signature. Field Stabilize: 1 action. Adjacent ally only. Roll OPINT 4+. Success: remove 1 MW. Cannot self-treat. With Strained supply: once per operator per mission.

Doctrine Bonus. Triage: When you Stabilize an operator at 2 MW: their next activation gets 2 actions regardless of wound state.

Specializations: Battle Chemist (injected stim: target's next Shoot or Fight +1, 1 action, adjacent, once per target per mission) | Trauma Surgeon (Field Stabilize succeeds on OPINT 3+ instead of 4+) | Calm Under Fire (Medic ignores Pinned status once per mission) | Preserve Life (when an ally would go Out of Action, spend 1 Pressure to keep them at 0 FW / 1 MW instead)

TECH SPECIALIST100 PTS◆◆◆ Advanced
SHOOT
5+
Bad
FIGHT
5+
Bad
TACT
4+
Ord
OPINT
2+
Good
GUTS
4+
Ord
MOBI
5"
AR
1

Signature. Circuit Override: 1 action. Roll OPINT 4+. Interact with a system (door, turret, drone, camera, terminal). Hardened tablet grants +1.

Doctrine Bonus. Clean Break: On a successful Override, move up to 3″ free (no action cost).

Specializations: Drone Operator (deploy a tactical drone as 1 action; drone acts on your activations as a separate 1-action element) | Netrunner (remote Override within 12″ instead of adjacent) | Counter-Intelligence (once per mission, cancel an enemy Alert Level tick) | EMP Discipline (EMP Device blast 6″ instead of 3″)

SQUAD BUILDING
POINT BUDGETS · ROLES · COMPOSITION

FORMATS

FormatPointsMinRequirement
Standard1,0003Must include Combat + Recon + Support
Skirmish4002No composition requirement
Advanced1,2003Max 3 of any single class

THREE ROLES

Combat (Commando / Breacher) — Goes through opposition
Recon (Marksman / Infiltrator) — Shapes the engagement
Support (Medic / Tech Specialist) — Keeps squad viable

WHAT GAPS COST YOU

  • No Medic: Wounds accumulate unchecked, -1 all rolls by late rounds
  • No Infiltrator: Every approach is direct, no persistent Stealth advantage
  • No Breacher: Locked doors stay locked
  • No Marksman: Enemies in cover much harder to dislodge
  • No Tech: Terminals require raw TACT, some inaccessible

SQUAD ARCHETYPES (~400 pts)

ArchetypeCompositionCost
Combat Spine2x Commando + Breacher + Medic~410
The GhostInfiltrator + Marksman + Tech + Medic400
Support SpineCommando + Marksman + Medic + Tech400
GENE-FORGED
CHARACTER CREATION · ORIGIN STREAMS · STOCK INSTINCT

Gene-forged operators use the same rules as baseline operators. The difference is narrative and visual. Same stats, same classes, same point costs.

THREE-STEP CREATION

Step 1: Augment Tag

Every gene-forged operator selects one Augment Tag at creation. Tag selection is permanent. Each tag grants a mechanical benefit and a mechanical complication.

TagBenefitComplication
Apex Physiology+1″ MOBI. First Fight of mission +1 to die.-1 to OPINT rolls involving empathy or social read.
Threat MappingOn Field Read, always pick two benefits on success (not just Nat 6).-1 to GUTS checks in crowds or civilian zones.
Rapid ClotIgnore the first FW suffered each mission.Cannot benefit from Medic Field Stabilize between missions.
Suppression ResistanceIgnore Pinned once per mission (free reaction).-1 to TACT in civilian-facing contexts.
Sensory Overdrive+1 to first Shoot of each activation.On Nat 1, take 1 FW from sensory overload.
Adaptive MetabolismNo GUTS check for contamination. Ignore environmental hazards that grant 1 FW.Requires specialized rations, doubled supply cost at Strained.

Step 2: Faction Training

Pick faction, choose 2 competency tags (narrative keys, not stat bonuses).

Step 3: Prior Contract (D6)

Each result gives an Advantage + Complication (safe house / connection / contact / service record / recovered gear / leverage).

GENE-FORGED ORIGIN TABLE (D12)

D12Origin
1Faction program standard
2Discontinued line
3Commercial entertainment
4Commercial companion
5Bespoke oligarch vanity
6Bespoke functional
7Black-market stolen template
8Black-market experimental
9Paleo-stock faction
10Paleo-stock private
11Unknown origin
12Aberrant
PREBUILT OPERATORS
READY TO PLAY · SIX BASELINE · SIX GENE-FORGED

BASELINE OPERATORS

CallsignClassPtsSpecKey Gear
CROSSCommando100Assault LeaderAssault rifle, frag, combat knife
SHADEMarksman110Long WatchDMR, smoke
VEILInfiltrator100Cat WalkSuppressed SMG, concussion, knife
ROOKBreacher110Door KickerShotgun, frag, breach charges x2, Heavy Plate
DOCMedic90Trauma SurgeonSidearm, med kit, smoke x2
CIRCUITTech100Drone OperatorSidearm, hacking kit, smoke, recon drone

GENE-FORGED OPERATORS

CallsignStockClassPtsSpecial
FANGWolf (NAF)Commando100Pack Hunter: +1 FIGHT within 3" of friendly
SICKLERaptor (Paleo)Infiltrator100Ambush Predator: target can't React on Surprise Attack
BUTTONCompanionMedic90Bedside Manner: Field Stabilize = ally auto-passes next GUTS
GILTEagle (Bespoke)Marksman110Raptor Vision: ignore -1 cover beyond 24"
HUSKUnknown (Black-Market)Breacher110Unstoppable: FW during enemy activation = free 2" toward attacker
WIREMacaque (PRC)Tech100Neural Jack: Override at 6" range (OPINT 5+)
WEAPONS & GEAR
LOADOUT: 1 PRIMARY + 1 SIDEARM + UP TO 4 GEAR

WEAPONS

WeaponRangeCostProperties
Sidearm12"10
Suppressed Pistol12"20Silenced
Shotgun12"25Close Quarters (+1 within 6")
SMG18"20
Suppressed SMG18"30Silenced
Assault Rifle24"25
Battle Rifle30"30
LMG24"35Suppressive (pins on hit), Heavy
Marksman Rifle36"30
Sniper Rifle48"40Heavy
Combat KnifeMelee5+1 Fight
Stun BatonMelee10+1 Fight, target -1 next activation

FIELD GEAR

ItemCostEffect
Medical Kit15Required for Medic Field Stabilize
Breaching Kit20Required for Wall Breaker specialization
EMP Device25Disable electronics in 3"
Signal Jammer20Block comms in 6"
Grappling Hook10Climb without TACT roll
Rappelling Gear10Descend safely
Tactical Camera15See around corners
Night Vision15Ignore darkness penalties
Concertina Wire10Create difficult terrain
Flashlight56" cone, negates darkness, reveals Stealth

PROTOTYPE GEAR

1 per operator, 1 per squad.

ItemCostEffect
Exo-Frame40+2" MOBI, ignore difficult terrain
Active Camo35Stealth re-entry without rolling (once/mission)
Smart Rounds30Ignore one cover penalty per Shoot
Trauma Injector25Self-stabilize: convert 1 MW to FW (once/mission)

SAMPLE LOADOUTS

BuildTotalComposition
Assault220Commando + AR + Sidearm + Medium Rig + Knife + Frag + Med Kit
Ghost205Infiltrator + Sup. SMG + Sup. Pistol + Light Vest + Smoke + Camera
Overwatch190Marksman + Sniper + Sidearm + Light Vest + NV
Breach225Breacher + Shotgun + Sidearm + Heavy Plate + Breach Kit + Wire
PRESSURE & EDGE
TWO MISSION-RESOURCE SYSTEMS

PRESSURE TOKENS

Pressure is earned through hard choices and risk. Each operator caps at 3 Pressure Tokens in their own hand per mission. A shared pool may hold more through mission seeds or GM grants.

Earn 1 Pressure Token When:

  • Push voluntarily into contaminated terrain.
  • Use your last consumable.
  • Desperation Fire at 1 MW.
  • Complete a mission-critical Interact at 2 MW.
  • End activation inside an enemy's declared Overwatch trigger arc and survive.
  • Make an honest call that costs the operator something (narrative, GM-granted).

Spend Pressure Tokens

  • Spend 1: Re-roll any die.
  • Spend 1: Auto-pass a GUTS check.
  • Spend 1: Recover 1 FW at start of next activation.
  • Spend 1: Delay a consequence by one round.

OPERATOR'S EDGE

Every operator starts each mission with 1 Operator's Edge token. Spend it once per mission for any of the four options below. Edge does not carry over between missions unless a campaign reward says so.

Spend Operator's Edge

  • Treat any one roll as a success (declared before the roll).
  • Immediately stand up from Prone without spending an action.
  • Cancel 1 Alert Level tick your actions just caused.
  • Let an ally within 6″ re-roll any one die.

Edge is distinct from Pressure. You start with 1 Edge. Pressure you have to earn.

DOCTRINE BONUSES
CLASS-SPECIFIC TACTICAL REWARDS

Each class has a Doctrine Bonus — a passive reward triggered by executing your class role effectively. Doctrine Bonuses are automatic; no token spend required.

ClassDoctrineEffect
CommandoForward MomentumWhen both actions are spent on Shoot or Fight, the next activation ignores the wound-state action penalty (act with 2 actions regardless of wound state).
MarksmanLine of Sight DisciplineSuccessful Shoot beyond 18″: push target 2″ (no Reaction), OR the Marksman's next Overwatch this mission costs 1 action instead of 2.
InfiltratorShadow DisciplineKill from Stealth: re-enter Stealth without a TACT check.
BreacherHinge PointFight action within 3″ of a structural element: +2 to Fight roll.
MedicTriageWhen you Stabilize an operator at 2 MW: their next activation gets 2 actions regardless of wound state.
TechClean BreakOn a successful Override, move up to 3″ free (no action cost).
SUPPLY & EQUIPMENT STATE
SUPPLY STATE · EQUIPMENT STRESS

SUPPLY STATE

Your squad’s supply state determines consumable availability and healing limits. The GM sets the supply state at mission start based on campaign conditions.

StateConsumablesField Stabilize
OperationalFull loadoutUnlimited uses
StrainedMax 1 grenade + 1 med kit per operatorOnce per operator per mission
CriticalNo consumables at mission startRequires TACT 4+ to improvise a kit, then OPINT 4+ to actually stabilize

EQUIPMENT STRESS

Weapons and gear exist in two states: Clean and Stressed.

STRESSED EQUIPMENT

Stressed weapon: Natural 1 jams the weapon. Clearing a jam requires TACT 4+ and 1 action.

Causes of Stress:

  • GM flags equipment as Stressed (environmental, narrative)
  • Weapon or gear salvaged from contaminated terrain
  • Battlefield salvage from enemy casualties
CONTAMINATED TERRAIN
ENVIRONMENTAL HAZARD · GUTS CHECK · SALVAGE RISK
CONTAMINATION RULES
Ending Activation in Contaminated Terrain

Baseline operators: Roll GUTS 4+ or take 1 FW.

Gene-forged operators: Automatically take 1 FW (no roll).

Passing through: No effect. Only triggers when you end your activation there.

Salvage from contamination: Any equipment salvaged from contaminated terrain becomes Stressed.

ESCORT RULES
ADJACENT MOVEMENT · ZONE TRANSITIONS · WOUNDED NPCs
ESCORT PROTOCOL
  • Escort requirement: Adjacent operator escorts the NPC. Both must remain adjacent.
  • Movement: Both move at the slower MOBI of the pair.
  • Zone transitions: Require TACT 4+ to move through safely.
  • Wounded NPCs: Move at half MOBI. At 2+ MW: no independent movement (must be carried).
RUNNING THE OP
GM GUIDE · MISSION DESIGN · NPC MANAGEMENT
The operators see the table. You see everything underneath it. Your job is not to play against the operators. Your job is to make the world push back — hard enough to matter, honest enough to trust.
— CH7: RUNNING THE OP

NPC TYPES

TypeFWMWBehavior
Grunt (SHOOT 5+, MOBI 5")20Advance in groups, use cover, no reactions. Activate together in Threat Phase. 2 FW slots. No MW. Out of Action after 2 FW. No conversion.
Elite31Individual activation. One Specialization. Can Call for Support (Grunts arrive next round).
HVT3+2+Mission-critical. Escalates as damaged. Forced Engagement at Round 10.

Grunt Suppression: 3+ Grunts with LoS to same target: that target's next SHOOT at -1.

Leadership Bonus: Grunts within 6" of an Elite gain +1 to morale checks.

THE FIVE-ZONE METHOD

  1. Insertion Zone: Where you enter. Somewhat defendable. One or two patrols.
  2. Approach Corridor: Between insertion and objective. Long enough to punish a straight dash.
  3. Objective Zone: Where the work happens. Defensible. Enemy-set defense.
  4. Kill Zone: Open ground the enemy can rake with fire.
  5. Extraction Zone: The way out. Not the same edge as insertion.

HVT ESCALATION

StateTriggerEffect
Cornered1 MW+1 to all rolls. Activates at start of Threat Phase.
Last Stand2 MWOne final action: full attack, trigger trap, destroy intel, or execute hostage.
Forced EngagementRound 10, no MWHVT moves toward player operators.

SAFE TABLE OPERATIONS

The game includes a Safe Table Operations guide covering consent, content boundaries, and player safety tools for sessions that touch on themes of war, exploitation, and trauma.

ENEMY FORCES
THREE TIERS · THREAT KEYWORDS · AI PROTOCOL

ENEMY TIERS

TierFWMWNotes
Grunt (SHOOT 5+, MOBI 5")20Basic opposition, low points. No MW conversion. Out of Action after 2 FW.
Elite31Mid-tier, trained, armed. Individual activation. One Specialization.
HVT3+2+Named, mission-critical. Escalates as damaged. Forced Engagement at Round 10.

Elite Variants (same tier, different point cost):

  • Elite (standard): 3 FW / 1 MW, baseline loadout.
  • Elite (veteran): 3 FW / 1 MW, add one Specialization or +1 to one attribute.
  • Elite (heavy): 3 FW / 1 MW, +1 AR and heavy weapon.

THREAT KEYWORDS

KeywordEffect
UnawareDoesn't activate until alerted. First attack gains Surprise bonus.
Entrenched+1 AR in cover. Loses bonus if forced out.
AggressiveAlways moves toward nearest operator. Never takes cover.
ShieldedFirst hit each round absorbed. Second resolves normally.

ENEMY MORALE

RatingBreak On
FanaticsNever break. Fight to the end.
ProfessionalsBreak when 50%+ casualties or leader removed.
IrregularsBreak when any casualty or under suppressive fire.
ConscriptsBreak on first contact or any wound.

ENEMY FORCE STARTER PACKS

Three factions at three threat levels each:

  • Harkon Meridian PMC: Patrol / Garrison / Assault
  • SCA: Patrol / Garrison / Assault
  • NCB: Patrol / Garrison / Assault
FACTION DOCTRINES
ENEMY TACTICAL BEHAVIORS · NPC MOTIVATION · GRUNT COMMAND

ENEMY FACTION DOCTRINES

FactionDoctrineEffect
AscendancyCoordinated Pressure2+ units with LoS to same target: each gains +1 to Shoot.
ThresholdAttrition ProtocolElite hits automatically apply Pinned + wound.
Free OperatorsCalculated RiskElites attempt Break Contact when they take a MW.
Salvage CollectiveOpportunistUnits near OOA targets loot instead of pressing the attack.

Gene-Forged Unit Doctrines

DoctrineEffect
Pack CoordinationGene-forged units within 3″ of each other gain +1 to Fight.
Trauma ResponseFirst MW triggers immediate free Fight action against nearest enemy.
PersistenceGene-forged units ignore -1 penalty at 3 FW.

NPC MOTIVATION TABLE

MotivationSurrender?Notes
True BelieverNeverFights to the last. No morale break.
ZealotNeverWill self-destruct rather than be taken.
ProfessionalIf outmatchedRecognizes a losing fight. Calculated withdrawal.
PaidIf outmatchedCalculating. Will negotiate or flee when the pay isn’t worth it.
CoercedIf outmatchedFirst to break. Will surrender or flee at earliest opportunity.

GRUNT COMMAND ACTIONS

Grunt groups can receive one of the following command actions per Threat Phase:

ActionEffect
RallyRemove Pinned status from all Grunts in the group.
Suppress+1 to Suppression value against current target.
ManeuverFull MOBI movement through difficult terrain (ignores penalty).
SCENARIOS & MISSIONS
FIVE LINKED SCENARIOS · CLIMAX VARIABLES · MISSION BUILDER

CORE SCENARIOS

#NameTypeLocation
01HighwaterSabotageFlooded London
02Emerald GambitCovert InfiltrationAmazonian Metroplex
03Phoenix DownHVT ExtractionNeo-Tokyo
04Forbidden GroundReconIPFZ
05Iron SandsHostage RescueSaharan Oasis

CLIMAX VARIABLES

When the first operator enters the final objective zone, roll D6 on the scenario's Climax Variable table. Conditions change: compressed clocks, flipped NPC relationships, environmental shifts.

MISSION BUILDER WORKSHEET

Fillable template sections: Mission Identity, Dramatic Engine, Objectives, Five Zones, Enemy Force (with HVT escalation), Clocks, D6 Climax Variable, Mission Modifiers, Resolution, What Carries Forward.

CAMPAIGN PLAY
FIELD REQUISITIONS · BATTLEFIELD EVOLUTION · DOWNTIME

FIELD REQUISITIONS

Tier 1 (Full or Partial Success)

  • Extra Pressure: +1 Pressure token next mission
  • Resupply Drop: one operator swaps entire loadout
  • Pre-Op Intel: designate one zone, all enemies revealed Round 1

Tier 2 (Full Success Only)

  • Close Air Support: strike one zone, every unit rolls 4+ or takes MW
  • Hardened Transport: skip one zone during infiltration
  • Black Budget Gear: one off-list item, one mission

Tier 3 (Full Success + Zero MW)

  • Ghost Protocol: all operators begin undetected
  • Command Override: force one enemy to skip one activation
  • Extraction Guarantee: all surviving operators extracted regardless of position

BATTLEFIELD EVOLUTION

Survive a specific dramatic event. Gain a permanent ability. Max one per operator.

TriggerEvolution
Sole SurvivorLast Operator Standing: +1 all rolls when all friendlies down. Once/mission.
Against All Odds (2+ MW survived)Hard to Kill: first MW each mission converts to FW.
Ghost Protocol (undetected)Phantom: re-enter Stealth without rolling. Once/mission.
Field PromotionWeight of Command: issue order as free action. Once/mission.
Broken InstrumentNothing Left to Lose: +1 all rolls Round 1 next mission.

DOWNTIME ACTIONS

ActionEffect
Patch UpMedic treats 1 MW (OPINT 4+). No Medic: GUTS 4+ unassisted.
TrainSwap Specialization for another from your class.
Acquire ContactGain an NPC contact for future missions.
Side JobEarn extra requisition points.
Lay LowReduce Heat by 1.
ResupplySwap gear at no point cost.
DebriefGain intel on next mission zone.
Field RepairFix damaged equipment.
Rest and ClearRemove persistent status effects.
SOLO OPERATIONS
SITREP ORACLE · ENEMY AI · HEAT TRACK

Solo play is not an afterthought. The system has its own oracle (SITREP), its own enemy AI protocol, event phase mechanics, investigation tools, and a printable player's screen.

SITREP ORACLE

When the answer isn't obvious, ask SITREP. Set the odds, roll D6.

OddsYes On
Almost Certain2+
Likely3+
Even4+
Unlikely5+
Nearly Impossible6

ENEMY AI PROTOCOL

Enemies follow the OPFOR Flowchart in the Threat Phase. No improvisation. The flowchart determines: target selection (nearest visible, then nearest), action (shoot if in range, advance if not, take cover if wounded), and escalation.

Alert States

StateBehavior
UnawarePatrol routes only. No pursuit.
SuspiciousMove toward last known position. Increased detection.
AlertActive pursuit. Call reinforcements.
CombatFull engagement. All units activate toward operators.

THE HEAT TRACK

Heat Increases (+1 each)

  • Weapon fire in civilian area
  • Alarm raised
  • Evidence left
  • Witness left
  • Force over non-combat option
  • Extraction delayed 3+ rounds

Heat Thresholds

1–3: Manageable | 4: SITREP check | 5: Enemies start Aware | 6+: Faction Response Table

Heat Dissipation

-1 auto between missions | Lay Low -1 | Full squad Lay Low -2 | Driving Question resolved -2 | Intel delivery -1

FAILSAFE

Solo safety net. Spend to prevent an Out of Action result, convert to 2 MW instead. Limited uses per campaign.

SKIRMISH MODE
HEAD-TO-HEAD · 400 POINTS · SIX SCENARIOS

QUICK START

400-point squads, min 2 operators, no composition requirement. 3'x3' table. 8–12 terrain pieces.

SCENARIOS

ScenarioObjective
CrossfireEliminate opposing squad. Last team standing.
Smash & GrabSecure objective and extract. Opponent tries to stop you.
Black SiteInfiltrate and download data before extraction.
High Value TargetOne side protects HVT, other extracts them.
Dead DropRace to locate and secure a hidden intel cache.
Total WarNo objectives. No extraction. Last operator standing.

LEAGUE PLAY

Between matches: operators recover, retrain specializations, earn requisition points. Campaign progression across a season of matches.

IRON LINE
MASS BATTLE · MECH-SCALE SKIRMISH · D66 SYSTEM

Iron Line is a mech-scale mass battle game set in the Terra Conflictus world. Machines fight because people stopped being enough.

CORE CONCEPTS

TermMeaning
SignalCommand resource. Spent to activate units and abilities.
BreakpointArmy morale threshold. Cross it and units start breaking.
StrainDamage marker on units. Accumulates until unit is Broken.
D66Roll two D6, read as tens and ones (11–66).

ROUND STRUCTURE (8 PHASES)

  1. Initiative — Determine first player
  2. Signal — Allocate command resources
  3. Shooting — Ranged attacks resolve
  4. Movement — Units maneuver
  5. Combat — Melee engagements
  6. Scrap — Remove broken units, check Breakpoint
  7. Game End — Check victory conditions

UNIT TYPES

11 unit types including: Infantry, Light Mech, Heavy Mech, Artillery, Scout, Engineer, Command, Relay, Transport, Drone Swarm, Superheavy.

ARMY BUILDING

Point-buy system with unit costs and keyword costs. Sample Doctrine Lists provided for four factions.

CROSSOVER: IRON LINE + OT SOLO

Rules for integrating OT operator squads into Iron Line battles. Machine War terrain rules, Signal/Heat conversion, and mission seeds bridging both systems.

HVT CARD GAME
OPERATOR TACTICS: HVT · CARD-DRIVEN SCENARIOS

SINGLE PLAYER

Lead a strike team through a scenario using Operator Skills & Proficiency. Resolve challenges with the D6 system. Manage initiative, special actions, and escalating difficulty.

TWO-PLAYER: HVT VS. OPERATOR

One player controls the HVT and their defenses. The other runs the strike team. Hidden information, asymmetric objectives, adjustable difficulty.

COMPONENTS

Operator cards, High-Value Target cards, Scenario cards, Challenge cards. Each scenario sets the stakes, environment, and win conditions.

HEX CRAWL
STRATEGIC MOVEMENT · 3-MILE HEXES · RESOURCE MANAGEMENT

CORE SYSTEM

Strategic movement across 3-mile hexes with patrol encounters, resource management, and terrain navigation. Turns any city or territory sandbox into a long-form campaign.

RESOURCES TRACKED

ResourceFunction
SupplyFood, water, medical. Depletes daily.
NoiseHow much attention your squad generates. Triggers encounters.
AmmoExpendable. Tracked per engagement.
FatigueAccumulated exhaustion. Penalizes rolls.
Intel AgeHow current your information is. Older = less reliable.
MoraleSquad cohesion. Drops on setbacks.

FLOODED LONDON SUPPLEMENT

13 keyed hexes from Hampstead Heights to Crystal Palace Ridge. Water depth tiers (Shallow / Wading / Swimming / Submerged), tidal cycle mechanics, contamination protocol, structural collapse rules. Four factions: Dredge Compact, NAF London Station, Tideline Authority, Black Reach.

GAME MODULES
GENRE EXPANSIONS · EACH INTRODUCES A DIFFERENT GAME MODE
SOLO CAMPAIGN
Broken Wire
Covert ops behind hostile lines. Solo play with investigation mechanics.
INVESTIGATION
Echo Protocol
Pre-Upheaval facility investigation. Evidence chains and witness mechanics.
SETTLEMENT
Weight of Staying
Protect Salter's Landing as Kael Dragomir. Drift Clock, Law Enforcement Loop, 5 Story Engines.
COMPETITION
Crackerjack
Gene-forged combat entertainment tournament rules.
HEIST
Burnout
Heist operations with vehicle rules and planning mechanics.
COLD CASE
Cold Case
Investigation mechanics, evidence chains, witness interrogation protocols.
HORROR
Dead Loop
Temporal horror module. The loop that keeps resetting.
SURVIVAL
Fear None
Solo survival with dedicated character roster and Ghost Marker mechanic.
EXPLORATION
Traveler
Location-focused exploration and travel supplement.
HUNT
Aberrant Hunting
Solo module tracking Aberrant gene-forged in the wild.
TUTORIAL
First Contact
On-ramp campaign teaching the system through play. Flooded London.
SUPPLY
Acquisition Protocol
Resource acquisition operations. Supply chain warfare.
ARCHAEOLOGY
UNEARTH
Pre-Upheaval installation exploration. The deep game made playable.

SOLO MODULE DESIGN PHILOSOPHY

Every solo module follows five principles: Dramatic Engine (core tension), Core Verb (what the player does most), Character Anchors (Driving Question + Open Wound), Emotional Pressure Mechanic (Ghost Marker), and Campaign Tokens (persistent consequence). The "Not-Line" defines what the module refuses to do.

CREATION TABLES
CHARACTER · CALLSIGN · BACKGROUND · SERVICE RECORD

Full roll tables for character generation. See Character Creation for the callsign and liability tables.

AVAILABLE TABLES

TableDieEntries
BackgroundsD100100 operator backgrounds (embassy security through demolitions expert)
Callsign GeneratorD20+D20400 combinations (Column A + Column B)
First Names (Men)D100100 names
First Names (Women)D100100 names
SurnamesD100100 surnames
Service RecordD6 x 4Recruitment, First Deployment, Turning Point, Current Assignment
Operational LiabilityD1212 character flaws
GeneForged OriginD1212 origin streams
COMBAT TABLES
CRITICAL HITS · WOUND COMPLICATIONS · STEALTH BREAK

CRITICAL HIT EFFECTS (D12)

D12Effect
1Clean Hit
2Weapon Damaged
3Armor Breach
4Knocked Prone
5Suppressed
6Exposed Position
7Intel Compromised
8Disoriented
9Through and Through
10Equipment Destroyed
11Pinned
12Morale Break

WOUND COMPLICATIONS (D12)

D12Complication
1Clean Through
2Arm Hit
3Leg Hit
4Concussive Blast
5Eye Injury
6Gut Shot
7Hand Injury
8Fractured Rib
9Shrapnel
10Nerve Damage
11Internal Bleeding
12Adrenaline Surge

AVAILABLE COMBAT TABLES

  • Critical Failure Consequences (D6)
  • Stealth Break Gradation
  • Stock Instinct (Gene-Forged)
  • Terrain Hazards
  • Weather (Detailed)
  • Illumination Conditions
  • Vehicle Encounters
MISSION TABLES
SCENARIO SEEDS · PATROL BEHAVIOR · COMPLICATIONS

AVAILABLE TABLES

TableDieUse
Mission TypeD6Sabotage, Extraction, Recon, Rescue, Assassination, Defense
Scenario SeedD20Starting situations and hooks
Location GeneratorD20Operational environments
Approach ConditionsD6How you get to the objective
Patrol BehaviorD6What enemy patrols are doing
Alarm ConsequencesD6What happens when stealth breaks
Extraction ProblemsD6Complications on the way out
Climax VariableD6Endgame twist per scenario
Secret ObjectivesD6Hidden secondary goals
Mission DNAD6+D6Combined mission parameters
Objective ComplicationsD6What makes the objective harder
HVT Profile GeneratorD20Random high-value targets
CAMPAIGN TABLES
POST-MISSION · DOWNTIME · CONTACTS · DRIFT

AVAILABLE TABLES

TableDieUse
Post-Mission ConsequencesD6What changes after a mission
Contact ReliabilityD6Whether a contact comes through
Template DriftD6Gene-forged drift progression
Downtime EventsD12Between-mission happenings
Squad DynamicsD12Intra-squad relationship shifts
NPC Intel & LeverageD6What NPCs know and want
Enemy Force CompositionD6What you face next mission
Enemy MotivationD6Why they're fighting
Equipment: Field GearD20Random gear finds
Equipment: PrototypeD6Rare tech discoveries
Equipment: WeaponsD12Weapon caches
PLAYER AIDS
REFERENCE CARDS · QUICK SHEETS

TURN SEQUENCE CARD

1. Priority (D6, high chooses) → 2. Operator Phase (alternate, 2 actions) → 3. Threat Phase (NPCs) → 4. End Phase (status/objectives)

WEAPON RANGES AT A GLANCE

WeaponRange
Sidearm / Shotgun12"
SMG18"
Assault Rifle24"
Battle Rifle30"
Marksman Rifle36"
Sniper Rifle48"

PROFICIENCY AT A GLANCE

Good = 2+ Ordinary = 4+ Bad = 5+

Modifiers shift the die, not the threshold. Natural 6 always succeeds. Natural 1 always fails.

GM SCREEN
FOUR PANELS · EVERYTHING THE GM NEEDS

PANEL 1: TURN SEQUENCE & ACTIONS

Round order, action list with costs, reaction options with effects.

PANEL 2: SHOOTING & COMBAT

Shoot formula (threshold + AR, roll D6 + mods), full modifier table, Fight procedure, armor table.

PANEL 3: WOUNDS, MORALE & STATUS

Wound track progression, GUTS check triggers, status effect definitions, healing rules.

PANEL 4: ALERT LEVELS, TERRAIN & NPC DEFAULTS

Alert level table (Unaware → Suspicious → Alert → Combat), terrain types with cover values, NPC behavior defaults, weapon range quick reference.

KITBASHING & VISUAL GUIDE
THE KITBASH DOCTRINE · BUILD PHILOSOPHY · FACTION LANGUAGES
Your operator is your operator. The silhouette on the base is the story. Build the model. The world already made room for it.
— GENEFORGED EXPANDED ORIGINS

In the source-file layer, kitbashing is not only a hobby method. It is the same interpretive process that produced the game: partial fragments constrained into a form that can be handled, tested, and pushed until the pattern shows itself.

28MM MODELS AS SUIT ACTORS

The Tokusatsu framework: proportions slightly off, weight distribution slightly wrong, and that wrongness is what makes it feel real. Treat operators as miniature suit actors. Build them to carry weight, strain under systems, feel constructed from industrial components repurposed into military use.

THE ONE-AND-ONE RULE

One swap and one addition. Take one component from a kit that isn't the base kit, and add one component that wasn't in either. That is a kitbash. Everything after that is refinement.

FACTION BUILD LANGUAGES

FactionVisual Language
NAFPrecision + visible decay underneath. Smart surfaces covering older infrastructure. Drone mounts. AI visors.
SCAOrganic integration. Root-mass in seams. Jungle camo from environmental materials. Anti-spore patches.
EORepair culture. Battle damage field-welded. Heavy industrial plating. Stamped insignia. Nothing thrown away.
PCUDesert patina. Long-service wear. Layered clothing that accumulates. Patience in the material.
PRCBio-electronic boundary unclear. Neon circuit traces at joints. Technology fused into the organic.
NordicsCold-weather discipline. Nothing decorative. Clean geometric lines. Absence of noise as statement.
Void WalkersAbsence of information. No insignia. Gear that refuses to tell you anything.

PHOTOGRAPHY: THE REMBRANDT LAYER

High-contrast single-source or hard two-source lighting. Multi-planar glass layering for analog depth of field. Real smoke, real dust, real atmosphere.

POST-PRODUCTION: THE BAKSHI LAYER

Hand-drawn ink lines reinforcing edges the photography found. Jitter and imprecision are features. The analog fingerprint no generation pipeline can replicate.

ABOUT THE PROJECT
WHY I CREATED OPERATOR TACTICS
I started building this game because I needed something specific: a system that ran like a firefight, not like an accounting exercise. Something where every roll meant something, every decision had weight, and the miniatures on the table told a story before anyone rolled a die.
— JESSE ALEXANDER

Jesse Alexander brings 40 years of rolling dice and a career in narrative design (Alias, Lost, Heroes, Hannibal, Star Trek, American Gods) plus game design work for Riot and VR Predator. OT started as a game for his kids and evolved into a complete transmedia IP.

THE WORLD IN BRIEF

Terra Conflictus 2066–2105. Climate collapse. Six superpowers. Gene-forged operators fighting proxy wars nobody will acknowledge. Fresh water is the new oil. The surface game is territory. The deep game is Lumicite — energy technology no faction can replicate, sealed in pre-Upheaval installations.

CULTURAL LOADOUT

The DNA of the game — the films, shows, games, and music that shaped Operator Tactics:

Essential Films

Predator, Red Dawn, Black Hawk Down, The Dirty Dozen, Heat, Commando, The Raid, Sicario, Where Eagles Dare

Essential TV

Generation Kill, Band of Brothers, The Unit, Strike Back, Fauda, SIX

Tactical Canon (Games)

Rainbow Six (original), XCOM, Jagged Alliance 2, Full Spectrum Warrior, Brothers in Arms, Close Combat, Hidden & Dangerous

Pre-Mission Playlist

AC/DC, Metallica, CCR, Johnny Cash, Rage Against the Machine, Run the Jewels, Sabaton