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
WHERE TO START
| I want to... | Go to |
|---|---|
| Learn the core rules fast | Getting Started (Sugar-Free tutorial) |
| Understand the one mechanic | Core Mechanic |
| Build my first operator | Character Creation |
| Pick a class | The Six Classes |
| Use a premade character | Prebuilt Operators |
| Run a game as GM | Running the Op |
| Play solo | Solo Operations |
| Play head-to-head | Skirmish Mode |
| Play the mass battle game | Iron Line |
| Build & kitbash miniatures | Kitbashing Guide |
| Check weapon/gear stats | Equipment |
| Roll on tables mid-session | Roll Tables |
GAME SETUP
- Choose a scenario. Pick a mission card or roll one. It tells you the objective, enemy composition, and special conditions.
- Build squads. Each player builds a squad within the point budget. Standard: 1000 pts. Skirmish: 400 pts.
- Set up terrain. 3' x 3' table. Place 8–12 pieces of hard cover using the Five-Zone Method.
- Deploy. Roll D6. High roll picks deployment zone. Other player deploys first. Place operators within 6″ of your board edge.
- Begin. Roll Priority. Play starts.
THE ONE MECHANIC
Almost every action resolves this way. Modifiers apply to the die roll, never to the threshold. Stack all modifiers, then roll.
| Rating | Threshold | Meaning |
|---|---|---|
| Good | 2+ | This is your thing. You succeed most of the time. |
| Ordinary | 4+ | Competent. Coin flip under pressure. |
| Bad | 5+ | 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
| Attribute | What It Does |
|---|---|
| SHOOT | Ranged attacks. React under fire. Fire through a doorway. |
| FIGHT | Melee attacks. Close in, grapple, end it up close. |
| TACT | Physical challenges. Force a door, plant a charge, throw a grenade, navigate terrain. |
| OPINT | Intelligence tasks. Hack a system, spot an ambush, download files. |
| GUTS | Morale and recovery. Hold under fire. Recover wounds between missions. |
| MOBI | Movement in inches per activation. Not a roll. Just how far you go. |
HOW A ROUND WORKS
| Phase | What Happens |
|---|---|
| 1. Priority | Both roll D6. High chooses first/second. Loser's first operator gets only 1 action (Priority Pressure). |
| 2. Operator | Alternate activating operators. Each gets 2 actions. |
| 3. Threat | Activate NPCs, patrols, reinforcements, environmental effects. |
| 4. End | Resolve 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.
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
| State | Penalty | Actions |
|---|---|---|
| 0–2 FW | None | 2 |
| 3 FW | -1 all rolls | 2 |
| 1 MW | -1 all rolls | 1 |
| 2 MW | -2 all rolls | 1 |
| Out of Action | Removed | 0 |
4th FW converts to 1 MW (clears all FW). 3rd MW = Out of Action.
SHOOTING MODIFIERS
| Condition | Mod |
|---|---|
| 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
| Reaction | Effect |
|---|---|
| Return Fire | Shoot back before incoming resolves. Normal modifiers. Cannot Return Fire if Pinned. |
| Take Cover | Reposition up to 3" into the nearest cover. Triggering shot resolves against the new position. |
| Duck Down | Go prone. Attacker takes -1 on the triggering shot. |
| Body Shield | An adjacent operator or NPC becomes the target instead. |
Cost: Lose 1 action next activation. One reaction per operator per round.
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)
| D6 | Result |
|---|---|
| 1 | Weapon Jam. 1 action to clear. No shooting this activation. |
| 2 | Dropped Weapon. 1 action to retrieve. |
| 3 | Exposed. Stealth ends. Nearest enemy gets free detection roll. |
| 4 | Friendly Warning. Nearest ally takes -1 to next roll. |
| 5 | Compromised Gear. One field gear item damaged (GM's choice). |
| 6 | Total Failure. GM narrates worst case. No roll mitigates. |
CHALLENGE THRESHOLDS
| Threshold | Meaning |
|---|---|
| 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
You always have at least 1 action per activation. No combination of penalties reduces you below 1.
| Action | Cost | Description |
|---|---|---|
| Move | 1 | Walk up to MOBI in inches. Split around another action. Difficult terrain: 2" per 1". |
| Sprint | 2 | Move MOBI x 2. No other actions this activation. |
| Shoot | 1 | Ranged attack vs target in LoS within weapon range. |
| Fight | 1 | Move into contact (base-to-base, or within 1" if either model uses a separate base). Melee resolves immediately. |
| Ability | Varies | Class signature or specialization. Cost on operator card. |
| Interact | 1 | Manipulate objective, hack door, plant charge. Usually TACT or OPINT. |
| Field Stabilize | 1 | Adjacent. Cannot self-treat. OPINT 4+. Success: remove 1 MW. Non-Medic using a kit rolls at -1. |
| Hide | 1 | TACT 4+. Must be in cover, outside all enemy LoS. Success: Stealth. |
| Stand Up | 1 | From prone to upright. |
| Field Read | 1 | Choose: Spot Weakness (OPINT), Call Target (TACT +1 to next attack), Read Room (OPINT, reduce cover). |
| Desperation Fire | 2 | Second SHOOT at -2. Nat 1 on second shot jams weapon. |
| Sustain | Ongoing | Hold 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.
SHOOTING
- Start with SHOOT proficiency threshold (Good 2+, Ordinary 4+, Bad 5+)
- Add defender's AR to the threshold
- Roll D6 + all die modifiers
- Meet or beat the threshold = Flesh Wound
- 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)
- Move into contact (base-to-base, or within 1" if either model uses a separate base). 1 action. Fight triggers immediately.
- Both roll D6. +1 if armed with melee weapon. High total wins. Attacker wins ties.
- Armor check: roll D6. Greater than loser's AR = wound lands. Natural 6 always penetrates.
- Flesh Wound on any winning roll. Natural 6 from winner: Mortal Wound.
- 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
| Armor | AR | MOBI | Cost |
|---|---|---|---|
| None | 0 | — | — |
| Light Vest | 1 | — | 15 pts |
| Medium Rig | 2 | — | 30 pts |
| Heavy Plate | 3 | -1" | 50 pts |
When AR pushes threshold above 6: only a natural 6 wounds, and it counts as Flesh Wound only.
WOUND TRACK
| State | Penalty | Actions |
|---|---|---|
| 0–2 Flesh Wounds | None | 2 |
| 3 Flesh Wounds | -1 to all rolls | 2 |
| 3 FW → converts to 1 MW | Clear all FW. Apply MW penalty. | — |
| 1 Mortal Wound | -1 to all rolls | 1 |
| 2 Mortal Wounds | -2 to all rolls | 1 |
| Out of Action | Removed from play | 0 |
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
| Effect | Description |
|---|---|
| Prone | Incoming Shoot -1. Crawl half MOBI. Can Shoot. Cannot Fight/Sprint. Stand Up: 1 action. |
| Pinned | Next Move costs both actions. -1 Shoot. AR -1. Expires end of next activation. |
| Stealth | Cannot be targeted by Shoot. Enemies won't move toward you. |
| Sustaining | Half MOBI. Wound = GUTS 4+ or Sustain breaks. |
| Out of Action | Removed. Fate after mission: recovering, injured, or dead. |
TERRAIN TYPES
| Type | Move Cost | Cover |
|---|---|---|
| Open Ground | Normal | None. You're exposed. |
| Light Cover | Normal | Attackers at -1 |
| Heavy Cover | Difficult (2:1) | Attackers at -2 |
| Full Cover | Blocked | Blocks LoS. Cannot be targeted. |
| Impassable | Cannot enter | Breach 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
| Condition | Effect |
|---|---|
| Full Daylight | No penalties. Default. |
| Low Light | Shoot beyond 12" at -1. Stealth detection: 4". |
| Darkness | All Shoot -1. Max range 12". Detection: 3". |
Night Vision: Ignore darkness/low-light penalties. Flashlight: 6" cone, negates darkness, reveals Stealthed enemies.
ENVIRONMENTAL CONDITIONS
| Condition | Effect |
|---|---|
| Heavy Rain | Low Light. Grenades scatter +1". Smoke lasts 1 round instead of 2. |
| High Wind | Grenade range halved. Smoke disperses immediately. Shoot beyond 18" at -1. |
| Extreme Heat | End of round: Sprint operators roll GUTS 4+ or take 1 FW. |
| Extreme Cold | Operators ending in the open take 1 FW at end of round. |
| Flooding | Ground floor = difficult terrain. Prone in flood = Stand Up or 1 FW. |
| Dust/Sandstorm | Darkness visibility. All detection halved. |
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.
| Roll | Effect |
|---|---|
| Natural 6 | Perfect throw. Mortal Wound to all in blast. |
| 4–5 | Lands on target. Normal grenade effect. |
| 2–3 | Scatters D3" from target. |
| Natural 1 | Fumble. Scatters D6". May threaten friendlies. |
GRENADE TYPES
| Type | Effect | Cost |
|---|---|---|
| Frag | FW to all in 3" (MW on nat 6) | 35 pts |
| Concussion | -1 all rolls until end of target's next activation | 30 pts |
| Smoke | 2" cloud, blocks LoS for 2 rounds | 25 pts |
- Choose your class (permanent for campaign)
- Read your attributes (SHOOT, FIGHT, TACT, OPINT, GUTS, MOBI)
- Build your loadout (1 primary, 1 sidearm, up to 4 field gear)
- Generate a callsign (D20 + D20)
- Roll background (D100)
- Build service record (D6 × 4: Recruitment, First Deployment, Turning Point, Current Assignment)
- Roll operational liability (D12)
- Build your squad (1,000 pts standard, min 3 operators)
CALLSIGN GENERATOR (D20 + D20)
| D20 | Column A | Column B |
|---|---|---|
| 1 | Ghost | Hammer |
| 2 | Cold | Wire |
| 3 | Broken | Eagle |
| 4 | Red | Dust |
| 5 | Iron | Hound |
| 6 | Black | Knife |
| 7 | Dead | Shadow |
| 8 | Pale | Crow |
| 9 | Stone | Bolt |
| 10 | Razor | Pike |
| 11 | Silent | Fang |
| 12 | Steel | Chain |
| 13 | Void | Storm |
| 14 | Ash | Hook |
| 15 | Dark | Wraith |
| 16 | Scar | Tusk |
| 17 | Hack | Breach |
| 18 | Grit | Drift |
| 19 | Creed | Shred |
| 20 | Viper | Flare |
OPERATIONAL LIABILITY (D12)
| D12 | Liability |
|---|---|
| 1 | Won't abandon teammates under any circumstances |
| 2 | Takes trophies from kills |
| 3 | Dependent on one specific operator |
| 4 | Talks constantly during operations |
| 5 | Triggers first, assesses second |
| 6 | Stimulant dependency |
| 7 | Keeps a written tally of casualties |
| 8 | Refuses collateral damage orders |
| 9 | Follows mission parameters rigidly |
| 10 | Hoards ammunition |
| 11 | Explains every kill aloud |
| 12 | Superstitious pre-mission rituals |
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)
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)
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)
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)
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)
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″)
FORMATS
| Format | Points | Min | Requirement |
|---|---|---|---|
| Standard | 1,000 | 3 | Must include Combat + Recon + Support |
| Skirmish | 400 | 2 | No composition requirement |
| Advanced | 1,200 | 3 | Max 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)
| Archetype | Composition | Cost |
|---|---|---|
| Combat Spine | 2x Commando + Breacher + Medic | ~410 |
| The Ghost | Infiltrator + Marksman + Tech + Medic | 400 |
| Support Spine | Commando + Marksman + Medic + Tech | 400 |
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.
| Tag | Benefit | Complication |
|---|---|---|
| Apex Physiology | +1″ MOBI. First Fight of mission +1 to die. | -1 to OPINT rolls involving empathy or social read. |
| Threat Mapping | On Field Read, always pick two benefits on success (not just Nat 6). | -1 to GUTS checks in crowds or civilian zones. |
| Rapid Clot | Ignore the first FW suffered each mission. | Cannot benefit from Medic Field Stabilize between missions. |
| Suppression Resistance | Ignore 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 Metabolism | No 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)
| D12 | Origin |
|---|---|
| 1 | Faction program standard |
| 2 | Discontinued line |
| 3 | Commercial entertainment |
| 4 | Commercial companion |
| 5 | Bespoke oligarch vanity |
| 6 | Bespoke functional |
| 7 | Black-market stolen template |
| 8 | Black-market experimental |
| 9 | Paleo-stock faction |
| 10 | Paleo-stock private |
| 11 | Unknown origin |
| 12 | Aberrant |
BASELINE OPERATORS
| Callsign | Class | Pts | Spec | Key Gear |
|---|---|---|---|---|
| CROSS | Commando | 100 | Assault Leader | Assault rifle, frag, combat knife |
| SHADE | Marksman | 110 | Long Watch | DMR, smoke |
| VEIL | Infiltrator | 100 | Cat Walk | Suppressed SMG, concussion, knife |
| ROOK | Breacher | 110 | Door Kicker | Shotgun, frag, breach charges x2, Heavy Plate |
| DOC | Medic | 90 | Trauma Surgeon | Sidearm, med kit, smoke x2 |
| CIRCUIT | Tech | 100 | Drone Operator | Sidearm, hacking kit, smoke, recon drone |
GENE-FORGED OPERATORS
| Callsign | Stock | Class | Pts | Special |
|---|---|---|---|---|
| FANG | Wolf (NAF) | Commando | 100 | Pack Hunter: +1 FIGHT within 3" of friendly |
| SICKLE | Raptor (Paleo) | Infiltrator | 100 | Ambush Predator: target can't React on Surprise Attack |
| BUTTON | Companion | Medic | 90 | Bedside Manner: Field Stabilize = ally auto-passes next GUTS |
| GILT | Eagle (Bespoke) | Marksman | 110 | Raptor Vision: ignore -1 cover beyond 24" |
| HUSK | Unknown (Black-Market) | Breacher | 110 | Unstoppable: FW during enemy activation = free 2" toward attacker |
| WIRE | Macaque (PRC) | Tech | 100 | Neural Jack: Override at 6" range (OPINT 5+) |
WEAPONS
| Weapon | Range | Cost | Properties |
|---|---|---|---|
| Sidearm | 12" | 10 | — |
| Suppressed Pistol | 12" | 20 | Silenced |
| Shotgun | 12" | 25 | Close Quarters (+1 within 6") |
| SMG | 18" | 20 | — |
| Suppressed SMG | 18" | 30 | Silenced |
| Assault Rifle | 24" | 25 | — |
| Battle Rifle | 30" | 30 | — |
| LMG | 24" | 35 | Suppressive (pins on hit), Heavy |
| Marksman Rifle | 36" | 30 | — |
| Sniper Rifle | 48" | 40 | Heavy |
| Combat Knife | Melee | 5 | +1 Fight |
| Stun Baton | Melee | 10 | +1 Fight, target -1 next activation |
FIELD GEAR
| Item | Cost | Effect |
|---|---|---|
| Medical Kit | 15 | Required for Medic Field Stabilize |
| Breaching Kit | 20 | Required for Wall Breaker specialization |
| EMP Device | 25 | Disable electronics in 3" |
| Signal Jammer | 20 | Block comms in 6" |
| Grappling Hook | 10 | Climb without TACT roll |
| Rappelling Gear | 10 | Descend safely |
| Tactical Camera | 15 | See around corners |
| Night Vision | 15 | Ignore darkness penalties |
| Concertina Wire | 10 | Create difficult terrain |
| Flashlight | 5 | 6" cone, negates darkness, reveals Stealth |
PROTOTYPE GEAR
1 per operator, 1 per squad.
| Item | Cost | Effect |
|---|---|---|
| Exo-Frame | 40 | +2" MOBI, ignore difficult terrain |
| Active Camo | 35 | Stealth re-entry without rolling (once/mission) |
| Smart Rounds | 30 | Ignore one cover penalty per Shoot |
| Trauma Injector | 25 | Self-stabilize: convert 1 MW to FW (once/mission) |
SAMPLE LOADOUTS
| Build | Total | Composition |
|---|---|---|
| Assault | 220 | Commando + AR + Sidearm + Medium Rig + Knife + Frag + Med Kit |
| Ghost | 205 | Infiltrator + Sup. SMG + Sup. Pistol + Light Vest + Smoke + Camera |
| Overwatch | 190 | Marksman + Sniper + Sidearm + Light Vest + NV |
| Breach | 225 | Breacher + Shotgun + Sidearm + Heavy Plate + Breach Kit + Wire |
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.
Each class has a Doctrine Bonus — a passive reward triggered by executing your class role effectively. Doctrine Bonuses are automatic; no token spend required.
| Class | Doctrine | Effect |
|---|---|---|
| Commando | 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). |
| Marksman | Line of Sight Discipline | Successful Shoot beyond 18″: push target 2″ (no Reaction), OR the Marksman's next Overwatch this mission costs 1 action instead of 2. |
| Infiltrator | Shadow Discipline | Kill from Stealth: re-enter Stealth without a TACT check. |
| Breacher | Hinge Point | Fight action within 3″ of a structural element: +2 to Fight roll. |
| Medic | Triage | When you Stabilize an operator at 2 MW: their next activation gets 2 actions regardless of wound state. |
| Tech | Clean Break | On a successful Override, move up to 3″ free (no action cost). |
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.
| State | Consumables | Field Stabilize |
|---|---|---|
| Operational | Full loadout | Unlimited uses |
| Strained | Max 1 grenade + 1 med kit per operator | Once per operator per mission |
| Critical | No consumables at mission start | Requires 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 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
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 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).
NPC TYPES
| Type | FW | MW | Behavior |
|---|---|---|---|
| Grunt (SHOOT 5+, MOBI 5") | 2 | 0 | Advance in groups, use cover, no reactions. Activate together in Threat Phase. 2 FW slots. No MW. Out of Action after 2 FW. No conversion. |
| Elite | 3 | 1 | Individual activation. One Specialization. Can Call for Support (Grunts arrive next round). |
| HVT | 3+ | 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
- Insertion Zone: Where you enter. Somewhat defendable. One or two patrols.
- Approach Corridor: Between insertion and objective. Long enough to punish a straight dash.
- Objective Zone: Where the work happens. Defensible. Enemy-set defense.
- Kill Zone: Open ground the enemy can rake with fire.
- Extraction Zone: The way out. Not the same edge as insertion.
HVT ESCALATION
| State | Trigger | Effect |
|---|---|---|
| Cornered | 1 MW | +1 to all rolls. Activates at start of Threat Phase. |
| Last Stand | 2 MW | One final action: full attack, trigger trap, destroy intel, or execute hostage. |
| Forced Engagement | Round 10, no MW | HVT 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 TIERS
| Tier | FW | MW | Notes |
|---|---|---|---|
| Grunt (SHOOT 5+, MOBI 5") | 2 | 0 | Basic opposition, low points. No MW conversion. Out of Action after 2 FW. |
| Elite | 3 | 1 | Mid-tier, trained, armed. Individual activation. One Specialization. |
| HVT | 3+ | 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
| Keyword | Effect |
|---|---|
| Unaware | Doesn't activate until alerted. First attack gains Surprise bonus. |
| Entrenched | +1 AR in cover. Loses bonus if forced out. |
| Aggressive | Always moves toward nearest operator. Never takes cover. |
| Shielded | First hit each round absorbed. Second resolves normally. |
ENEMY MORALE
| Rating | Break On |
|---|---|
| Fanatics | Never break. Fight to the end. |
| Professionals | Break when 50%+ casualties or leader removed. |
| Irregulars | Break when any casualty or under suppressive fire. |
| Conscripts | Break 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
ENEMY FACTION DOCTRINES
| Faction | Doctrine | Effect |
|---|---|---|
| Ascendancy | Coordinated Pressure | 2+ units with LoS to same target: each gains +1 to Shoot. |
| Threshold | Attrition Protocol | Elite hits automatically apply Pinned + wound. |
| Free Operators | Calculated Risk | Elites attempt Break Contact when they take a MW. |
| Salvage Collective | Opportunist | Units near OOA targets loot instead of pressing the attack. |
Gene-Forged Unit Doctrines
| Doctrine | Effect |
|---|---|
| Pack Coordination | Gene-forged units within 3″ of each other gain +1 to Fight. |
| Trauma Response | First MW triggers immediate free Fight action against nearest enemy. |
| Persistence | Gene-forged units ignore -1 penalty at 3 FW. |
NPC MOTIVATION TABLE
| Motivation | Surrender? | Notes |
|---|---|---|
| True Believer | Never | Fights to the last. No morale break. |
| Zealot | Never | Will self-destruct rather than be taken. |
| Professional | If outmatched | Recognizes a losing fight. Calculated withdrawal. |
| Paid | If outmatched | Calculating. Will negotiate or flee when the pay isn’t worth it. |
| Coerced | If outmatched | First 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:
| Action | Effect |
|---|---|
| Rally | Remove Pinned status from all Grunts in the group. |
| Suppress | +1 to Suppression value against current target. |
| Maneuver | Full MOBI movement through difficult terrain (ignores penalty). |
CORE SCENARIOS
| # | Name | Type | Location |
|---|---|---|---|
| 01 | Highwater | Sabotage | Flooded London |
| 02 | Emerald Gambit | Covert Infiltration | Amazonian Metroplex |
| 03 | Phoenix Down | HVT Extraction | Neo-Tokyo |
| 04 | Forbidden Ground | Recon | IPFZ |
| 05 | Iron Sands | Hostage Rescue | Saharan 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.
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.
| Trigger | Evolution |
|---|---|
| Sole Survivor | Last 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 Promotion | Weight of Command: issue order as free action. Once/mission. |
| Broken Instrument | Nothing Left to Lose: +1 all rolls Round 1 next mission. |
DOWNTIME ACTIONS
| Action | Effect |
|---|---|
| Patch Up | Medic treats 1 MW (OPINT 4+). No Medic: GUTS 4+ unassisted. |
| Train | Swap Specialization for another from your class. |
| Acquire Contact | Gain an NPC contact for future missions. |
| Side Job | Earn extra requisition points. |
| Lay Low | Reduce Heat by 1. |
| Resupply | Swap gear at no point cost. |
| Debrief | Gain intel on next mission zone. |
| Field Repair | Fix damaged equipment. |
| Rest and Clear | Remove persistent status effects. |
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.
| Odds | Yes On |
|---|---|
| Almost Certain | 2+ |
| Likely | 3+ |
| Even | 4+ |
| Unlikely | 5+ |
| Nearly Impossible | 6 |
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
| State | Behavior |
|---|---|
| Unaware | Patrol routes only. No pursuit. |
| Suspicious | Move toward last known position. Increased detection. |
| Alert | Active pursuit. Call reinforcements. |
| Combat | Full 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.
QUICK START
400-point squads, min 2 operators, no composition requirement. 3'x3' table. 8–12 terrain pieces.
SCENARIOS
| Scenario | Objective |
|---|---|
| Crossfire | Eliminate opposing squad. Last team standing. |
| Smash & Grab | Secure objective and extract. Opponent tries to stop you. |
| Black Site | Infiltrate and download data before extraction. |
| High Value Target | One side protects HVT, other extracts them. |
| Dead Drop | Race to locate and secure a hidden intel cache. |
| Total War | No 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 is a mech-scale mass battle game set in the Terra Conflictus world. Machines fight because people stopped being enough.
CORE CONCEPTS
| Term | Meaning |
|---|---|
| Signal | Command resource. Spent to activate units and abilities. |
| Breakpoint | Army morale threshold. Cross it and units start breaking. |
| Strain | Damage marker on units. Accumulates until unit is Broken. |
| D66 | Roll two D6, read as tens and ones (11–66). |
ROUND STRUCTURE (8 PHASES)
- Initiative — Determine first player
- Signal — Allocate command resources
- Shooting — Ranged attacks resolve
- Movement — Units maneuver
- Combat — Melee engagements
- Scrap — Remove broken units, check Breakpoint
- 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.
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.
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
| Resource | Function |
|---|---|
| Supply | Food, water, medical. Depletes daily. |
| Noise | How much attention your squad generates. Triggers encounters. |
| Ammo | Expendable. Tracked per engagement. |
| Fatigue | Accumulated exhaustion. Penalizes rolls. |
| Intel Age | How current your information is. Older = less reliable. |
| Morale | Squad 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.
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.
Full roll tables for character generation. See Character Creation for the callsign and liability tables.
AVAILABLE TABLES
| Table | Die | Entries |
|---|---|---|
| Backgrounds | D100 | 100 operator backgrounds (embassy security through demolitions expert) |
| Callsign Generator | D20+D20 | 400 combinations (Column A + Column B) |
| First Names (Men) | D100 | 100 names |
| First Names (Women) | D100 | 100 names |
| Surnames | D100 | 100 surnames |
| Service Record | D6 x 4 | Recruitment, First Deployment, Turning Point, Current Assignment |
| Operational Liability | D12 | 12 character flaws |
| GeneForged Origin | D12 | 12 origin streams |
CRITICAL HIT EFFECTS (D12)
| D12 | Effect |
|---|---|
| 1 | Clean Hit |
| 2 | Weapon Damaged |
| 3 | Armor Breach |
| 4 | Knocked Prone |
| 5 | Suppressed |
| 6 | Exposed Position |
| 7 | Intel Compromised |
| 8 | Disoriented |
| 9 | Through and Through |
| 10 | Equipment Destroyed |
| 11 | Pinned |
| 12 | Morale Break |
WOUND COMPLICATIONS (D12)
| D12 | Complication |
|---|---|
| 1 | Clean Through |
| 2 | Arm Hit |
| 3 | Leg Hit |
| 4 | Concussive Blast |
| 5 | Eye Injury |
| 6 | Gut Shot |
| 7 | Hand Injury |
| 8 | Fractured Rib |
| 9 | Shrapnel |
| 10 | Nerve Damage |
| 11 | Internal Bleeding |
| 12 | Adrenaline Surge |
AVAILABLE COMBAT TABLES
- Critical Failure Consequences (D6)
- Stealth Break Gradation
- Stock Instinct (Gene-Forged)
- Terrain Hazards
- Weather (Detailed)
- Illumination Conditions
- Vehicle Encounters
AVAILABLE TABLES
| Table | Die | Use |
|---|---|---|
| Mission Type | D6 | Sabotage, Extraction, Recon, Rescue, Assassination, Defense |
| Scenario Seed | D20 | Starting situations and hooks |
| Location Generator | D20 | Operational environments |
| Approach Conditions | D6 | How you get to the objective |
| Patrol Behavior | D6 | What enemy patrols are doing |
| Alarm Consequences | D6 | What happens when stealth breaks |
| Extraction Problems | D6 | Complications on the way out |
| Climax Variable | D6 | Endgame twist per scenario |
| Secret Objectives | D6 | Hidden secondary goals |
| Mission DNA | D6+D6 | Combined mission parameters |
| Objective Complications | D6 | What makes the objective harder |
| HVT Profile Generator | D20 | Random high-value targets |
AVAILABLE TABLES
| Table | Die | Use |
|---|---|---|
| Post-Mission Consequences | D6 | What changes after a mission |
| Contact Reliability | D6 | Whether a contact comes through |
| Template Drift | D6 | Gene-forged drift progression |
| Downtime Events | D12 | Between-mission happenings |
| Squad Dynamics | D12 | Intra-squad relationship shifts |
| NPC Intel & Leverage | D6 | What NPCs know and want |
| Enemy Force Composition | D6 | What you face next mission |
| Enemy Motivation | D6 | Why they're fighting |
| Equipment: Field Gear | D20 | Random gear finds |
| Equipment: Prototype | D6 | Rare tech discoveries |
| Equipment: Weapons | D12 | Weapon caches |
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
| Weapon | Range |
|---|---|
| Sidearm / Shotgun | 12" |
| SMG | 18" |
| Assault Rifle | 24" |
| Battle Rifle | 30" |
| Marksman Rifle | 36" |
| Sniper Rifle | 48" |
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.
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.
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
| Faction | Visual Language |
|---|---|
| NAF | Precision + visible decay underneath. Smart surfaces covering older infrastructure. Drone mounts. AI visors. |
| SCA | Organic integration. Root-mass in seams. Jungle camo from environmental materials. Anti-spore patches. |
| EO | Repair culture. Battle damage field-welded. Heavy industrial plating. Stamped insignia. Nothing thrown away. |
| PCU | Desert patina. Long-service wear. Layered clothing that accumulates. Patience in the material. |
| PRC | Bio-electronic boundary unclear. Neon circuit traces at joints. Technology fused into the organic. |
| Nordics | Cold-weather discipline. Nothing decorative. Clean geometric lines. Absence of noise as statement. |
| Void Walkers | Absence 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.
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