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FIELD OPERATIONS MANUAL

CLASSIFIED DOSSIER — AUTHORIZED OPERATIVES ONLY

World Briefing - 2095

Intelligence summary for newly activated field operatives. This briefing establishes the collapse sequence, the current power architecture, and why deniable micro-conflicts now define global control.

Aerial surveillance over a contested corporate district

Operational Context

By 2095, the geopolitical map has dissolved into a lattice of corporate micro-states. Nations still exist in name, but sovereignty has shifted to entities that can secure infrastructure, data routes, and civilian compliance at scale. Territory matters less than throughput. Whoever controls transit hubs, fabrication lines, and predictive systems controls the future.

Open war is rare. Strategic violence is constant. Most conflicts are constrained, deniable, and algorithmically timed to avoid market panic while forcing policy outcomes.


Collapse Era (2071-2080)

The first fracture was logistical. Cascading port failures, food-route interruptions, and energy shortages broke national response systems. Resource wars followed. Emergency privatization handed critical infrastructure to corporations that could restore flow quickly, no matter the legal framework.

Security teams hired to protect supply lines became standing private armies. What began as convoy defense evolved into full-spectrum military doctrine with autonomous support platforms and real-time threat forecasting.

Corporate Ascendancy (2081-2090)

Corporate governments did not seize power in a single coup; they replaced failing institutions function by function. Housing credits, grid access, education feeds, and medical licenses became subscription-controlled. Civil law became enforceable only where corporate network coverage allowed it.

Populations adapted. Citizenship shifted from nationality to contract tier. Neighborhood loyalty was replaced by platform loyalty, and dissent became a service interruption problem rather than a political one.

The 2095 Battlespace

Modern engagements occur in dense vertical zones: rooftops, mag-rail corridors, server vaults, and utility spines. Terrain is active and programmable. Drone swarms can create temporary cover, nanite haze can disrupt targeting, and environmental controls can be weaponized in under thirty seconds.

Victory rarely means annihilation. It means securing a relay node, extracting an engineer, corrupting a targeting model, or delaying a competitor by one decisive cycle.

Why Syndicate Protocol Exists

Syndicate Protocol is the convergence layer for this era of controlled conflict. Operators are selected for decision speed, cross-domain fluency, and deniable execution. Mercenaries extend tactical options and preserve mission elasticity when plans collapse.

Every skirmish represented in this manual is a micro-event with macroeconomic consequences. A single breach can alter regional influence, move capital, and redraw alliance boundaries before sunrise.

Game Setup

This section defines the pre-engagement workflow: force assembly, deployment logic, initial resource state, and priority assignment for Round 1.

Operator loadout placard with core equipment and support slots

Pre-Mission Doctrine

Setup is not administrative overhead. It is the first strategic layer of the match. Your Operator package, support pairing, and opening hand create a tactical envelope that determines how aggressively you can contest space in the first two rounds.

Errors made here are compounding. Incomplete loadouts, weak deployment lines, or poor priority planning force reactive play and surrender initiative before the first attack resolves.


1. Choose Operators and Build Loadouts

Before the match begins, each player assembles a complete combat package for their squad. This Loadout defines your tactical identity for the entire game.

Each player selects:

  • 1 Operator — Your primary combatant and the core of your strategy.
  • 1 Weapon — Determines your attack profile, range bands, and special traits.
  • 1 Armor — Provides defensive bonuses and influences survivability.
  • 2 Mercenaries — Support units that reinforce your Operator’s strengths or cover weaknesses.
  • 1 Tactics Deck (40 cards) — Your pool of Movement, Maneuver, Utility, and Melee cards.

Players place their Operator, Weapon, Armor, and Mercenaries on their Loadout Placard. The Placard acts as a quick‑reference sheet during play, keeping your entire combat kit visible and organized.

Loadout Placard

A well‑built Loadout balances offense, defense, support, and flexibility. Your choices here shape every decision you’ll make on the battlefield.

2. Prepare the Battlefield

  • Place the map in the center of the play area.
  • Place all terrain pieces according to the scenario or mutually agreed layout.
  • Each player chooses a deployment zone as defined by the scenario.

3. Deploy Units

Each player deploys:

  • Their Operator
  • Their 2 Mercenaries

Units must be placed fully within the player’s deployment zone.

4. Shuffle Tactics Decks

Each player shuffles their 40‑card Tactics Deck and places it face‑down.

5. Draw Starting Hands

Each player draws 5 cards from their Tactics Deck.

All future draws occur one card at a time during the Reload Phase.

6. Determine Starting Priority

At the beginning of the game, both players roll 1d6.

  • The player with the higher roll gains Priority for Round 1.
  • If tied, reroll until a winner is determined.

What Priority Means

Priority determines:

  • Who resolves Movement first
  • Who resolves Tactics first
  • Who attacks first
  • Who resolves simultaneous effects first

Priority influences every sub‑phase of the round.

7. Priority Alternation Rule

After Round 1, Priority automatically switches to the player who did not have Priority the previous round.

  • No dice roll is made after Round 1.
  • Priority alternates back and forth every round.
  • This ensures fairness and predictable tactical flow.

Example

  • Round 1: Player A wins the roll → Player A has Priority.
  • Round 2: Priority switches → Player B has Priority.
  • Round 3: Priority switches → Player A has Priority.

8. Begin Round 1

Once Priority is established and both players have their starting hands, the game begins with the Planning Phase of Round 1.

Core Concepts

Syndicate Protocol: 2095 is a tactical skirmish game built around Operators, Mercenaries, weapons, armor, and a customizable Tactics Deck. Every match is a contest of positioning, timing, probability, and resource management. This section introduces the fundamental concepts that define gameplay and establishes the vocabulary used throughout the manual.

Strategic boardroom hologram of a combat theater

Doctrine Snapshot

Core Concepts are the operating grammar of Syndicate Protocol. Every action in play reduces to unit identity, spatial control, card economy, and sequencing pressure. If these fundamentals are read correctly, advanced tactics become consistent rather than situational.

Treat this section as a calibration layer. Before optimizing builds or combo lines, ensure your baseline understanding of spaces, line-of-sight, timing, and role interaction is exact.


2.1 The Battlefield

Spaces

A space is a 1"x 1" square on the map. Units occupy one space at a time. 2 units cannot occupy the same space.

Cover

Some spaces provide Cover, granting defensive bonuses. Cover typically provides +1 Dodge unless otherwise stated.

Line of Sight (LoS)

A unit must have Line of Sight to attack a target. LoS is blocked by walls, solid obstacles, and certain terrain features.

Elevation

Some maps include elevated terrain. Only Operators may climb or vault elevation using Movement cards.

2.2 Units: Operators & Mercenaries

Your squad consists of:

  • 1 Operator — your primary combatant
  • 2 Mercenaries — support units that reinforce your Operator’s identity

Operators are elite specialists with full statlines, abilities, and loadout choices. Mercenaries are simpler, weaker units that provide tactical support.

2.3 Operator Stats

Stat Description Typical Range
Accuracy (ACC) Determines how easily the Operator hits targets. 3–6
Dodge (DOD) Determines how hard the Operator is to hit. 2–4
Health (HP) Total durability before elimination. 15–20
Load (LD) Determines how much armor the Operator can wear before becoming Encumbered. 1–3

2.4 Encumbered Status

If an Operator equips armor whose Load Cost exceeds their Load stat, they become Encumbered.

Encumbered Effects

  • -1 Dodge
  • Cannot play Advanced Movement Cards
  • Movement‑granting Maneuver cards cost 1 HP to play

2.5 Mercenary Stats

Mercenaries use simplified statlines:

  • Accuracy: 2–4
  • Dodge: 1–3
  • Armor: 0–1
  • Health: 8–12
  • Role: Runner, Enforcer, Spotter, or Tech
  • Ability: 1 synergy effect tied to the Operator

Mercenaries do not use Load, armor, or Tactics Decks.

2.6 Loadouts

Each Operator enters the mission with:

  • 1 Weapon
  • 1 Armor
  • 2 Mercenaries
  • 1 Tactics Deck (40 cards)

This loadout defines your squad’s capabilities and playstyle.

2.7 The Tactics Deck

Your Tactics Deck is a 40‑card deck containing:

  • Movement Cards (17 minimum)
  • Maneuver Cards
  • Utility Cards
  • Signature Cards (restricted by Color Identity)
  • Advanced Movement Cards (restricted by Color Identity)

Each round, you choose one card from your hand to play during the Execution Phase.

2.8 Card Types

Movement Cards

Reposition your Operator. Includes universal Base Movement and Color‑restricted Advanced Movement.

Tactic Cards

Modify attacks, defense, or battlefield conditions.

Utility Cards

Represent gear and tools such as grenades, smoke screens, or decoys.

2.9 Color Identities

Every Operator and Mercenary belongs to one of five corporate Color Identities:

  • Verge Industries — Mobility, momentum, flow
  • Force Alliance — Aggression, pressure, frontline dominance
  • Focus Technology — Precision, prediction, calculation
  • Bulwark United — Defense, anchoring, durability
  • System Corporation — Disruption, manipulation, interference

Color Identity determines Signature cards, Advanced Movement cards, synergy patterns, stat tendencies, and Mercenary availability.

2.10 Combat Overview

Combat is resolved using the formula:

Hit Target = 6 - (Accuracy - Target Dodge)

Minimum 2+, maximum 6+.

2.11 Turn Structure

A round consists of three phases:

  • Planning Phase
  • Execution Phase
  • Reload Phase

All movement, tactics, attacks, and Mercenary actions occur inside the Execution Phase.

Planning Phase

Players do not draw cards during this phase. Each player selects one card from their existing hand and places it face‑down. Once placed, the card cannot be changed.

Execution Phase

A. Movement Resolution Sub‑Phase
  • Reveal chosen cards
  • Resolve Movement or Advanced Movement effects
  • Resolve in Priority order
B. Tactics Resolution Sub‑Phase
  • Resolve Maneuver or Utility card effects
  • Non‑attack effects occur here
  • Priority determines order
C. Mercenary Movement Sub-Phase
  • After both Operators resolve their chosen card effects, each player may move their Mercenaries
  • Resolve Mercenary movement in Priority order
  • Mercenaries must complete movement before any attacks begin
D. Attack Sub‑Phase
  • Operators attack first
  • Mercenaries attack after Operators
  • All attacks use the standard hit formula

Reload Phase

Operators
  • Discard the card played this round
  • Draw exactly 1 new card
  • Resolve end‑of‑round effects
  • Refresh abilities
Mercenaries
  • Resolve end‑of‑round ability triggers

Mercenaries never draw or discard cards.

Summary of the Round Flow

  • Planning Phase — Choose 1 card, no drawing
  • Execution Phase - Movement -> Tactics -> Mercenary Movement -> Attacks
  • Reload Phase - Discard, draw 1 card, resolve end-of-round effects

2.12 Victory Conditions

Victory is achieved by eliminating the enemy Operator or completing mission objectives.

Elimination occurs when an Operator’s Health is reduced to 0 or below.

2.14 Design Philosophy

Syndicate Protocol: 2095 is built on four pillars:

  • Tactical Clarity
  • Identity Expression
  • Card‑Driven Creativity
  • Squad Synergy

Round Structure

A round in Syndicate Protocol: 2095 is a synchronized sequence of planning, movement, tactical execution, and combat. Both players act every round, and both Operators always attack once per round, ensuring constant pressure and momentum. A new round begins immediately after Reload unless a victory condition has been met.

Command perspective over a live tactical engagement

Command Cycle

Section 3 defines the tempo engine of the game. Every round is a repeatable decision loop where hidden intent becomes visible commitment, then resolves into movement, pressure, and damage.

Teams that control tempo do not just react faster; they force predictable responses. Priority, card sequencing, and phase discipline decide who dictates the shape of each engagement.


3.1 Planning Phase

During the Planning Phase, both players secretly commit to their Operator’s tactical approach for the round.

  • Each player selects one card from their hand
  • The chosen card is placed face‑down.
  • Once both cards are placed, selections cannot be changed.

This phase represents the Operators’ split‑second decision‑making before the action unfolds.

3.2 Execution Phase

Reveal

Both players flip their chosen card face‑up simultaneously.

Resolve Card Effects

  • The player with Priority resolves their card first.
  • The second player resolves afterward.

If the card is a Movement card

  • The Operator moves a number of spaces indicated on the card.
  • Movement must follow legal paths (no passing through walls, obstacles, or enemy miniatures).
  • If both Operators Choose to move. The Player with priority moves first.

If the card is a Tactics card

  • The Operator resolves the ability or effect described on the card.
  • Tactics may include defensive boosts, debuffs, positioning tricks, temporary stat changes, utility actions, or disruption effects.

Mercenary Movement Window

  • After both Operators resolve card effects, Mercenaries move before attacks.
  • Resolve Mercenary movement in Priority order.
  • Mercenaries cannot delay movement until after the Attack Sub-Phase.

3.3 Attack Phase

Operators attack once per round, regardless of what card they played. Unless a status effect, tactics, or other game state prevents it.

Steps

  • The player with Priority makes their attack first.
  • The second player attacks afterward.
  • After Operators finish attacking, Mercenary attacks resolve in Priority order.

Attack Procedure

For each Operator:

  • Check Line of Sight.
  • Check Range.
  • Roll attack dice (Rate of Fire).
  • Compare results using hit formula
  • Apply armor damage mitigation.
  • Deal final damage to target’s Health.
  • Trigger any on‑hit or on‑miss effects.

If an Operator has no valid target, they still spend their attack for the round.

3.4 Reload Phase

The Reload Phase resets the game state and prepares players for the next round.

Steps

  • Both players discard the card they played this round.
  • Both players draw one new card from their unified deck.
  • Temporary effects that expire at end of round are removed.
  • Abilities that refresh each round become ready again.
  • Cooldowns, reloads, or charges reset as specified by card text.

After Reload, the next round begins with the Planning Phase.

3.5 Round Flow Diagram

The round flow can be summarized as:

START OF ROUND
Planning Phase
Execution Phase
Mercenary Movement
Attack Phase
Reload Phase

Combat

Combat in Syndicate Protocol: 2095 is fast, lethal, and mathematically clean. Every Operator attacks once per round, and each attack is resolved using a bullet‑based system where every die represents a single shot. Accuracy, Dodge, and Armor interact in a simple but tactically rich way that rewards positioning and smart card play.

Live-fire combat exchange with line-of-sight pressure

Engagement Doctrine

Section 4 is the resolution core of the system. Combat rewards preparation, angle control, and precise sequencing over raw aggression. Positioning and timing decide expected damage before dice are rolled.

This framework keeps lethality high while preserving tactical clarity. Every attack follows the same pipeline, making outcomes legible and decision quality measurable round by round.


4.1 Overview of an Attack

Every Operator performs one attack per round during the Attack Phase.

An attack consists of:

  • Target Check
  • Line of Sight Check
  • Range Check
  • Roll Bullets (Rate of Fire)
  • Determine Hit Target
  • Count Hits
  • Apply Armor Mitigation
  • Deal Final Damage

If an Operator has no legal target, they still expend their attack for the round.

4.2 Targeting Rules

An Operator may target one enemy Operator per attack.

A valid target must:

  • Be within Line of Sight
  • Be within weapon range
  • Not be behind terrain that fully blocks LoS
  • Not occupy the same space as the attacker

4.3 Line of Sight (LoS)

Line of Sight is clear if a straight, unobstructed line can be drawn from the attacker’s space to the target’s space.

Shooter
Target
A straight, unobstructed line exists between Shooter and Target. Line of Sight is established.
Shooter
Obstacle
Target
An object blocks the straight line between Shooter and Target. Line of Sight is broken.

If LoS is blocked, the attack cannot be made.

4.4 Range

Range is measured in spaces. A weapons range is specified on your equipped weapon card.

Ranges

Shooter
Close 1–3 Spaces
Medium 4–6 Spaces
Long 7–9
Target

4.5 Rate of Fire (RoF) = Bullets Fired

Each weapon has a Rate of Fire (RoF).

  • RoF = number of dice rolled
  • Each die = one bullet
  • Each bullet is resolved independently

Example: RoF 3 → roll 3 dice → 3 bullets fired.

4.6 Hit Calculation Formula

Each bullet hits if its die result meets or exceeds the Hit Target:

Hit Target Formula
Hit Target ≥
6 Accuracy Dodge
The result is the minimum die result needed to hit (capped between 2 and 6).

Interpretation:

  • Higher Accuracy → easier to hit
  • Higher Dodge → harder to hit
  • If Accuracy = Dodge → Hit Target = 6
  • Minimum Hit Target = 2+
  • Maximum Hit Target = 6+

Critical 6: If an attack die shows a natural 6, the attack automatically hits, regardless of the Hit Target number or any modifiers

4.7 Resolving Hits

After rolling all bullets:

  • Count each die that meets/exceeds the Hit Target
  • Each successful hit = 1 damage before Armor

Example:

RoF 3 → rolls 3, 5, 6
Hit Target = 5+
Hits = 5 and 6 → 2 damage before Armor
    

4.8 Armor (Damage Mitigation)

Armor reduces total incoming damage, not hit chance.

Damage Mitigation Steps

  • Count total hits
  • Subtract Armor value
  • Minimum final damage = 0
  • Apply final damage to HP

Example:

2 bullets hit
Armor reduces damage by 1
Final damage = 1
    

4.9 Cover

Cover increases survivability by making Operators harder to hit.

Cover
Cover increases survivability by making Operators harder to hit.
Light Cover +1 Dodge
Heavy Cover +2 Dodge
Full Cover Blocks LoS
O
Shooter
#
Cover
X
Target
Cover between the shooter and target increases Dodge or blocks Line of Sight entirely.

4.10 Special Effects and Modifiers

Weapons, Tactic cards, and Operator abilities may introduce effects such as:

  • Piercing (reduces Armor)
  • Suppression (reduces Speed next round)
  • Stagger (forces movement)
  • Marking (future attacks gain bonuses)
  • Disruption (reduces Accuracy or Dodge)

These effects resolve after hit calculation unless stated otherwise.

4.11 Eliminations

An Operator is eliminated when their HP reaches 0.

When eliminated:

  • They are removed from the battlefield
  • All ongoing effects end
  • The opposing player wins unless scenario rules say otherwise

4.12 Full Combat Example

Combat Example
Attacker
Accuracy 5
RoF 3
Defender
Dodge 4
Armor 1
Step 1 — Hit Target
Hit Target ≥
6 Accuracy Dodge
6 − (5 − 4) = 5 → hits on 5+
Step 2 — Roll Bullets
Roll: 3, 5, 6
Step 3 — Count Hits
5 and 6 hit → 2 hits
Step 4 — Apply Armor
2 hits − 1 Armor = 1 final damage
Step 5 — Apply Damage
Defender loses 1 HP.

Weapons

Weapons define how Operators project force on the battlefield. Each weapon belongs to one of six categories, each with its own tactical identity, strengths, and weaknesses. Operators may equip any weapon unless restricted by scenario or special rules, but each Color Identity has a signature weapon that embodies their corporate doctrine.

Weapon range band reference from close to long engagement distances

Armory Doctrine

Section 5 defines how threat is projected across distance. Range bands, rate of fire, and trait text together determine whether a weapon is a pressure tool, a precision instrument, or a disruption platform.

Build decisions should start with engagement distance first, then reliability second. A weapon that cannot operate in your intended lane turns every round into a recovery turn.


5.1 Weapon Card Rules

Weapon Cards represent the firearms, heavy ordnance, and exotic armaments Operators bring into the field. Each card provides the essential combat statistics needed to resolve attacks during the Attack Sub‑Phase. Weapons define an Operator’s offensive identity through engagement range, rate of fire, and special traits.

Every Operator equips exactly one primary weapon. Weapon Cards are not drawn from the deck; they are fixed loadout elements chosen during game setup when building an Operator’s loadout.

Weapon Card Structure

A Weapon Card contains the following elements:

  • Weapon Name — The model, designation, or codename.
  • Category — Pistol, SMG, Assault Rifle, Sniper Rifle, Heavy Weapon, or Exotic.
  • Range — The maximum number of spaces the weapon can target.
  • Rate of Fire (ROF) — The number of attack dice rolled.
  • Traits — Special rules that modify how the weapon behaves.

Reading a Weapon Card

FieldDescription
Range The maximum distance (in spaces) the weapon can target. Attacks beyond this range are illegal.
Rate of Fire The number of attack dice rolled during an attack. Higher ROF increases hit probability and consistency.
Traits Special rules that modify how the weapon functions. Traits may affect accuracy, suppression, armor interaction, movement, or timing windows (e.g., Piercing, Suppressive, Silent, Scoped, Volatile, Heavy, Agile).

Weapon Categories

  • Pistols — Close‑range, flexible, low ROF.
  • SMGs — High ROF, short‑to‑mid range, aggressive.
  • Shotguns — Mid ROF, short range, aggressive.
  • Assault Rifles — Balanced range and ROF; versatile.
  • Sniper Rifles — Long‑range, single‑shot precision, often with powerful traits.
  • Heavy Weapons — High ROF or explosive effects; unwieldy but devastating.
  • Exotic Weapons — Unique mechanics, energy systems, or syndicate‑specific tech.

Weapon Selection During Loadout Building

During game setup, each Operator assembles a complete loadout consisting of an Operator Card, a Weapon Card, and an Armor Card. These three cards form the Operator’s identity on the battlefield and are placed together on the Loadout Placard.

  • Each Operator selects exactly one Weapon Card during loadout construction.
  • Weapons are chosen deliberately; they are not drawn from the unified deck.
  • The chosen weapon must follow any Operator or scenario restrictions (if applicable).
  • Some syndicates or scenarios may grant access to signature or exotic weapons.
  • Once chosen, the Weapon Card remains fixed for the entire match unless a scenario rule states otherwise.

Displaying the Weapon Card

Once selected, the Weapon Card is placed on the Loadout Placard alongside the Operator Card and Armor Card:

  • Operator Card — Center: identity, stats, abilities.
  • Weapon Card — Left: offensive capability (range, ROF, traits).
  • Armor Card — Right: defensive capability and protection profile.

This tri‑card layout provides an at‑a‑glance view of the Operator’s full combat kit and loadout synergies. The Weapon Card is a permanent, always‑visible reference during play.

5.2 Pistols

Category Traits

  • Range: Short
  • RoF: Low–Moderate
  • Accuracy: Moderate
  • Damage: Low
  • Role: Close‑range skirmishing, reactive fire

Opportunistic Precision

+1 if target has any negative status

+2 if target has 2+ negative statuses (max +2)

Example Weapons

Weapon Range RoF Trait
Sidekick 9mm 3 2 Quickdraw — Gain +1 Accuracy if you moved this round.
Viper Compact 2 3 Close Quarters — +1 Dodge when targeted within 2 spaces.
Hammerlock .50 3 1 Stopping Power — If the bullet hits, reduce target’s Speed by 1 next round.

5.3 Submachine Guns (SMGs)

Category Traits

  • Range: Short–Medium
  • RoF: High
  • Accuracy: Moderate
  • Damage: Moderate
  • Role: Flanking, suppression, run‑and‑gun

Momentum Scaling

+1 if target is within 3 spaces.

+2 if you moved 2+ spaces this round AND target is within 3 spaces (max +2).

Example Weapons

Weapon Range RoF Trait
Blitz M7 4 4 Spray Pattern — Ignore Light Cover.
Razorline PDW 3 5 Recoil Control — Reroll one die that misses.
EchoBurst 45 4 3 Suppressive Fire — If at least 2 bullets hit, target suffers -1 Accuracy next round.

5.4 Shotguns

Category Traits

  • Range: Very Short
  • RoF: Moderate-High
  • Accuracy: Low-Moderate
  • Damage: High (Range-Scaled)
  • Role: Breach, room clearing, close-quarters dominance

Damage Profile (Range-Based Bonus Damage)

When a Shotgun attack hits, apply the following Bonus Damage to the total attack based on distance to the target:

  • 1 space: +3 damage
  • 2 spaces: +2 damage
  • 3 spaces: +1 damage
  • 4 spaces: +0 damage
  • 5+ spaces: Cannot attack

Bonus Damage is applied once per attack, not per hit/bullet.

Shotguns ignore Light Cover Dodge bonuses at 1-2 spaces.

Shotgun Bonus Damage is capped at +3.

Example Weapons

Weapon Range RoF Trait
Street Sweeper SG-12 4 3 Pellet Spread - If at least 2 bullets hit, the target becomes Disoriented.
Breachfire Auto-Shotgun 3 4 Door-Kicker - Gain +1 Accuracy when attacking a target within 1 space.
Nullpoint Tactical Shotgun 4 2 Armor Shred - If at least 1 bullet hits at 1-2 spaces, reduce the target's Armor by 1 for this attack only.

5.5 Assault Rifles

Category Traits

  • Range: Medium
  • RoF: Moderate
  • Accuracy: High
  • Damage: Moderate
  • Role: Versatile, reliable, mid‑range dominance

Hold the Line

If you did not move this round: +1 bonus damage.

If you did not move last round AND this round: +2 bonus damage. (max +2)

Example Weapons

Weapon Range RoF Trait
AR‑12 Vanguard 6 3 Precision Burst — +1 Accuracy if you did not move this round.
Tempest 5.56 5 4 Adaptive Optics — Ignore Heavy Cover penalties.
Hydra Modular Rifle 6 2 Modular Rail — Choose +1 Accuracy or +1 RoF at the start of each round.


5.6 Sniper Rifles

Category Traits

  • Range: Long
  • RoF: Low
  • Accuracy: Very high
  • Damage: High
  • Role: Long‑range picks, area denial, punishing mispositioning

Precision Scaling

When a Sniper Rifle attack hits, it deals +1 damage for each point of Accuracy above the Operator's base Accuracy for that attack (max +3).

Example Weapons

Weapon Range RoF Trait
Longshot M99 10 1 Deadeye — +2 Accuracy if target is 6+ spaces away.
Ghostline Suppressed Rifle 8 1 Silent Strike — Target cannot gain Dodge from cover.
Talon Anti‑Material Rifle 9 1 Piercing Round — Reduce target’s Armor by 2 for this attack.

5.7 Heavy Weapons

Category Traits

  • Range: Short–Medium
  • RoF: Very High
  • Accuracy: Low–Moderate
  • Damage: Low
  • Role: Suppression, armor breaking, area control

Suppression Scaling

+1 if you did not move this round

+1 if the target is in cover (max +2)

Example Weapons

Weapon Range RoF Trait
Ironclad LMG 5 6 Sustained Fire — If you remain stationary, reroll all 1s.
Cyclone Rotary Gun 4 7 Spin‑Up — -1 RoF on the first round of firing, +1 RoF on subsequent rounds.
Breach Cannon 3 2 Armor Breaker — Each hit reduces Armor by 1 for the rest of the round.

5.8 Exotic Weapons

Category Traits

  • Range: Varies
  • RoF: Varies
  • Accuracy: Varies
  • Mobility: Varies
  • Role: Utility, disruption, battlefield manipulation

Damage Scaling

Damage Scales based on unique weapon mechanics and traits. Exotic Weapons often have powerful or unconventional effects that can alter the flow of combat in creative ways.

Example Weapons

Weapon Range RoF Trait
Arc‑Coil Emitter 5 2 Chain Lightning — If a bullet hits, a second target within 2 spaces takes 1 damage (no Dodge).
Nanite Swarm Projector 4 1 Corrosion — Ignore Armor entirely.
Phase Disruptor 6 1 Dimensional Shift — If the bullet hits, teleport the target 1 space in any direction.

5.9 Signature Weapons

Each Color Identity has access to a signature weapon that embodies their corporate doctrine and tactical philosophy. These weapons often feature unique traits or enhanced stats that align with the syndicate’s playstyle. These weapons are available to Operators of that Color Identity during loadout construction.

Armor

Armor represents the protective gear worn by Operators to mitigate incoming damage, resist battlefield hazards, and define their defensive identity. Unlike Dodge, which helps avoid hits, Armor reduces the damage taken after a hit is confirmed.

Operator defensive kit and armor profile reference

Protection Doctrine

Armor is your durability architecture. It does not replace positioning or deny bad decisions, but it changes how much punishment your squad can absorb while contesting space.

Section 6 is about tradeoffs: mitigation versus mobility, load versus flexibility, and passive safety versus tactical tempo.


6.1 Armor Rating (ARM)

Every armor item provides an Armor Rating (ARM). ARM reduces incoming damage after hits are counted and damage is totaled.

Damage Reduction Formula:

Final Damage = Total Damage - Armor Rating
  
  • Damage cannot be reduced below 1 unless a rule specifically allows it.
  • ARM applies to each attack damage total, not each die.

6.2 Armor Types

Light Armor

  • ARM: 0–1
  • Load: Low
  • Dodge Modifier: +0 or +1
  • Movement Penalty: None

Light Armor favors mobility and evasive playstyles.

Medium Armor

  • ARM: 1–2
  • Load: Moderate
  • Dodge Modifier: 0
  • Movement Penalty: –1 to any movment card.

Medium Armor balances protection and mobility.

Heavy Armor

  • ARM: 2–3
  • Load: High
  • Dodge Modifier: –1
  • Movement Penalty: –2 to any movement card.

Heavy Armor is designed for frontline Operators who expect to take hits.

6.3 Load Value

Armor contributes to an Operator’s Load, representing encumbrance and bulk. High Load may interact with abilities or scenario rules. Load does not directly reduce movement — that is handled by the armor’s Movement Penalty.

6.4 Dodge Modifier

Armor may modify an Operator’s Dodge stat. Light Armor may grant +1 Dodge, while Heavy Armor may impose –1 Dodge. Dodge cannot be reduced below 0.

6.5 Movement Penalty

Some armor reduces an Operator’s MOVE stat. Medium Armor typically imposes –1, while Heavy Armor may impose –1 or –2. Movement Penalties apply after all other modifiers.

6.6 Armor Traits

Armor may include one or more Traits, representing specialized technology.

  • Reinforced Plating: Reduce damage from the first attack each round by 1.
  • Thermal Mesh: Ignore the first instance of Burning each round.
  • Shock Dampeners: Ignore Knockback or forced movement effects.
  • Stealth Weave: Gain Hidden when starting your activation in cover.
  • Ballistic Gel: Once per game, reduce incoming damage to 0.

6.7 Armor and Status Effects

  • Burning: Not reduced by ARM unless a trait says otherwise.
  • Bleeding: Not reduced by ARM.
  • Shielded: Applies before Armor.
  • Guarded: Applies before Armor.

6.8 Example Armor Table

Armor Name Type ARM LD Dodge Mod Move Penalty Trait
Light Tactical Vest Light 1 1 +0 0 Stealth Weave
Composite Armor Rig Medium 2 2 +0 -1 Reinforced Plating
Bulwark Exo-Shell Heavy 3 3 -1 -2 Shock Dampeners

6.9 Design Philosophy

Armor in Syndicate Protocol: 2095 is built around three pillars:

  • Clear Defensive Identity: Dodge avoids hits; Armor mitigates damage.
  • Meaningful Tradeoffs: Heavier armor protects more but slows Operators.
  • Syndicate Expression: Each corporation favors different armor styles.

Tactics Deck

The Tactics Deck is the Operator’s tactical toolkit — a blend of movement techniques, combat maneuvers, and specialized gear. Each round, players commit exactly one card from their hand, shaping tempo, positioning, and battlefield control. A well‑built deck expresses an Operator’s identity and reinforces their strategic strengths.

Armory display of tactical cards and deployment tools

Deck Doctrine

Section 7 defines your action economy. The Tactics Deck is not just card access; it is your round-by-round control over tempo, spacing, and threat windows.

Strong deck construction balances consistency with leverage. Reliable movement establishes position, while maneuver and utility density determines whether you can convert position into advantage.


7.1 Deck Size & Composition

Each player brings a 40‑card Tactics Deck containing a mix of Movement, Maneuver, and Utility cards.

Requirements

  • Exactly 40 cards
  • Up to 4 copies of any card
  • At least 17-20 Movement cards
  • Melee, Maneuver, and Utility cards fill remaining slots
  • Signature and Advanced Movement cards follow Operator Corporate Color Identity restrictions

7.2 Card Types

Movement Cards

Reposition your Operator. These determine how far and how effectively you move.

Maneuver Cards

Modify attacks, defense, or battlefield conditions. These are your combat tricks.

Utility Cards

Represent gear, grenades, drones, decoys, and other tools.

Melee Cards

Represent close-range combat techniques and specialized melee gear.

All four types are shuffled together into a single unified deck.

7.3 Movement Cards

Movement Cards are the backbone of the deck. They determine how Operators navigate the battlefield and set up attacks.

Base Movement Cards (Universal)

These cards represent fundamental movement techniques available to all Operators.

Card Name Effect
Dash Move up to 3 spaces in a straight line.
Advance Move up to 2 spaces in any direction.
Slide Move 2 spaces; ignore the first obstacle.
Vault Move 2 spaces; ignore vertical terrain.
Withdraw Move 2 spaces directly away from the nearest enemy.

Advanced Movement Cards (Color‑Restricted)

Advanced Movement Cards represent specialized training and proprietary mobility techniques unique to each Color Identity.

Rules
  • Count as Movement cards
  • Restricted by Color Identity
  • Provide enhanced or conditional movement effects

Verge Industries — Momentum & Flow

Card NameEffect
Ghostline Dash Move 3 spaces in a straight line; gain Hidden until end of round.
Combat Roll Move 1 space; gain Guarded until end of round.

Force Alliance — Aggressive Advance

Card NameEffect
Vault Breaker Move 2 spaces; if you move through cover, gain +1 die on your next attack.
Adrenal Surge Gain +1 Accuracy and +1 Dodge until end of round; costs 1 HP.

Focus Technology — Predictive Positioning

Card NameEffect
Predictive Advance Move 2 spaces; choose an enemy within 6 spaces — gain +1 Accuracy against that enemy this round.
Quick Draw Your attack this round resolves before your opponent’s, regardless of Priority.

Bulwark United — Anchored Mobility

Card NameEffect
Anchor Step Move 1 space; gain Guarded and cannot be displaced this round.
Hardpoint Gain Guarded and cannot be moved by enemy effects this round.

System Corporation — Disruptive Mobility

Card NameEffect
Phase Shift Move 1 space; you may move through 1 enemy unit. That unit becomes Disoriented.
Signal Scrambler Choose an enemy within 4 spaces; that unit becomes Jammed and Revealed.

7.4 Maneuver Cards

Maneuver Cards represent decisive combat actions—split‑second techniques, tactical adjustments, and syndicate‑specific combat doctrine. These cards are committed during the Planning Phase and resolve during the Execution Phase, immediately after Movement Resolution but before the Attack Sub‑Phase.

Maneuver Cards allow Operators to alter the flow of combat by modifying accuracy, damage output, defenses, positioning, or battlefield conditions. They do not replace an Operator’s attack; they enhance or influence it.

Timing & Use

  • Commit: During the Planning Phase (face‑down).
  • Reveal: At the start of the Execution Phase.
  • Resolve: After Movement Resolution, before any attacks.

Maneuver Cards may:

  • Add or remove dice from an attack.
  • Apply debuffs or status effects.
  • Improve defenses or accuracy.
  • Manipulate positioning.
  • Trigger syndicate‑specific combat doctrine.
  • Set up combos for the Attack Sub‑Phase.

Operators cannot play Maneuver Cards while Suppressed, Disoriented, or Downed.

Syndicate Examples

All examples below follow this timing window: Planning Phase → Reveal → Resolve after Movement → Affects the upcoming Attack Sub‑Phase.

System Corporation — Predictive Combat Logic

Card NameEffect
Predictive Burst Gain +1 attack die on your next attack if your target moved during their last activation.
Targeting Suite Sync Gain +2 ACC on your next attack; if it hits, apply Marked.

Bulwark United — Fortified Response

Card NameEffect
Braced Shot If you did not move this round, gain +1 attack die and +1 ARM until end of round.
Counterline Pressure If an enemy ends movement within 3”, gain +1 DOQ on your next attack.

Force Alliance — Aggression & Tempo

Card NameEffect
Guns Akimbo Roll +1 attack die on your next attack this round.
Combat Rush If you ended movement closer to an enemy than you began, gain +1 ACC and +1 DOQ on your next attack.

Focus Technology — Precision & Disruption

Card NameEffect
Overclocked Shot Gain +1 attack die on your next attack; after resolving it, suffer 1 self-damage.
Holo‑Assist Gain +2 ACC on your next attack; if it misses, the target becomes Disoriented.

Verge Industries — Chaotic Momentum

Card NameEffect
Adrenal Spike Gain +1 attack die and +1 DOQ on your next attack.
Flash Disruptor Before attacking, apply Disoriented to an enemy within 6”.

7.5 Melee Tactics

Close‑Quarters Tactics Resolved During the Execution Phase

Melee Tactics are standard Tactic cards that represent brief, decisive close‑quarters engagements. They follow all normal rules for Tactic cards and are played during the Execution Phase before the Attack Sub‑Phase. Melee Tactics do not replace or interfere with an Operator’s normal ranged attack.

Requirements

  • The acting Operator must be adjacent to the target.
  • If the card includes movement, that movement must end with the Operator adjacent to the target.
  • If adjacency is not maintained after movement, the melee contest does not occur.
  • Melee Tactics count as normal Tactic cards for all rules and limitations.

Resolution

Step 1 — Movement (If Any)
Resolve all movement granted by the card. After movement, the acting Operator must still be adjacent to the target.

Step 2 — Contested Roll
Both players roll 1 die. The attacker adds ACC; the defender adds Dodge.

Step 3 — Compare Results

  • Attacker wins: Apply the melee effect listed on the card.
  • Defender wins: No effect.
  • Tie: Both Operators suffer 1 damage. This damage is not reduced by Armor unless stated otherwise.

Step 4 — Continue the Turn
After resolving the melee contest, proceed normally into the Attack Sub‑Phase. The acting Operator may still make their normal ranged attack.

Melee Effects

Melee Tactics may include damage, movement, displacement, or conditions such as Disoriented, Jammed, Marked, or Revealed. These effects only apply if the attacker wins the contested roll unless the card states otherwise.

Example Melee Tactics

Verge Industries — Melee Mobility

Card NameEffect
Momentum Kick Move 1 space before the contest; movement must end adjacent to the target.
Roll 1 die + ACC vs 1 die + Dodge.
Win → Deal 1 damage, then move 1 space.
Tie → Both Operators suffer 1 damage.
Ghoststep Palm Teleport 1 space to any adjacent space around the target; must end adjacent.
Roll 1 die + ACC vs 1 die + Dodge.
Win → Target becomes Revealed.
Tie → Both Operators suffer 1 damage.

Force Alliance — Close‑Quarters Aggression

Card NameEffect
Breaching Elbow Requires the Operator to have moved at least 2 spaces earlier this round.
Roll 1 die + ACC +1 vs 1 die + Dodge.
Win → Deal 2 damage and push target 1 space.
Tie → Both Operators suffer 1 damage.
Shockline Drive Move 1 space before the contest; must end adjacent.
Roll 1 die + ACC vs 1 die + Dodge.
Win → Deal 1 damage and gain +1 die on your next attack this round.
Tie → Both Operators suffer 1 damage.

Focus Technology — Predictive Counters

Card NameEffect
Predictive Counter No movement.
Roll 1 die + ACC vs 1 die + Dodge.
Win → Deal 2 damage and apply Marked.
Lose → Take no damage from the contest.
Tie → Both Operators suffer 1 damage.
Vector Redirection Move 1 space in a straight line before the contest; must end adjacent.
Roll 1 die + ACC +1 vs 1 die + Dodge.
Win → Deal 1 damage.
Tie → Both Operators suffer 1 damage.

Bulwark United — Control & Lockdown

Card NameEffect
Shield Bash No movement.
Roll 1 die + ACC vs 1 die + Dodge.
Win → Deal 1 damage and apply Disoriented.
Tie → Both Operators suffer 1 damage.
Holding Grip No movement.
Roll 1 die + ACC vs 1 die + Dodge.
Win → Target cannot move during their next Movement Resolution.
Tie → Both Operators suffer 1 damage.

System Corporation — Disruptive Strikes

Card NameEffect
Phantom Feint Move 1 space before the contest; must end adjacent.
Roll 1 die + ACC vs 1 die + Dodge.
Win → Deal 1 damage; target must reroll their highest die on their next attack.
Tie → Both Operators suffer 1 damage.
Jammer Strike No movement.
Roll 1 die + ACC vs 1 die + Dodge.
Win → Deal 1 damage and apply Jammed.
Tie → Both Operators suffer 1 damage.

7.6 Utility Cards

Utility Cards represent the specialized gear, tools, and deployable equipment Operators bring into the field. These include grenades, drones, scanners, decoys, beacons, and other mission‑ready devices. Utility Cards provide tactical advantages that extend an Operator’s capabilities beyond raw combat skill.

Utility Cards are committed during the Planning Phase and resolve during the Execution Phase, immediately after Movement Resolution but before the Attack Sub‑Phase. Their effects may alter positioning, apply status conditions, deploy objects, or modify the upcoming attack.

Utility Cards do not replace an Operator’s attack; they supplement or enhance tactical options.

Timing & Use

  • Commit: During the Planning Phase (face‑down).
  • Reveal: At the start of the Execution Phase.
  • Resolve: After Movement Resolution, before any attacks.

General Rules

  • Utility Cards represent physical equipment—they may deploy objects, create zones, or apply persistent effects.
  • Utility Cards cannot be played while Suppressed, Disoriented, or Downed.
  • If multiple Utility Cards resolve simultaneously, resolve them in priority order.
  • Some Utility Cards create temporary terrain, hazard zones, or summoned objects such as Decoys, Drones, or Beacons.
  • Utility effects may modify the Operator’s next attack, hinder enemy actions, or influence battlefield positioning.
  • Utility Cards are not affected by weapon traits unless the card specifies otherwise.

Utility Card Effects May Include

  • Deploying drones, decoys, or beacons
  • Throwing grenades (damage, debuffs, area effects)
  • Applying status conditions (Suppressed, Disoriented, Marked, etc.)
  • Creating temporary zones or hazards
  • Enhancing accuracy or defense through equipment
  • Revealing hidden enemies or scanning terrain
  • Providing movement or positioning tools

Syndicate Examples

System Corporation — Precision Tools & Data Assets

Card NameEffect
Telemetry Ping Choose an enemy within 10”. They become Marked until end of round.
Auto‑Stabilizer Gain +1 ACC on your next attack this round.

Bulwark United — Defensive Gear & Reinforcement Tools

Card NameEffect
Impact Shield Gain +2 ARM until the end of the round.
Shock Beacon Place a beacon within 2”. The first enemy entering within 2” becomes Disoriented.

Force Alliance — Tactical Gear & Suppression Tools

Card NameEffect
Fragmentation Grenade Target a space within 6”. All enemies within 1” suffer 1 damage.
Suppressor Module Your next attack this round applies Suppressed if it hits.

Focus Technology — Illusion & Signal Manipulation

Card NameEffect
Holo‑Decoy Deploy a Decoy within 3”. The next attack targeting you must target the Decoy instead.
Signal Jammer Choose an enemy within 8”. They suffer –1 ACC on their next attack.

Verge Industries — Chemical Tools & Disruption Devices

Card NameEffect
Flashbang Target an enemy within 8”. They become Disoriented until the end of their next activation.
Adrenal Injector Gain +2” movement immediately after resolution. This movement does not provoke reactions.

7.7 Push

Push is a forced-movement effect that appears only on Tactic cards. Operators cannot perform a Push unless a card specifically states it. Push effects are used to break cover, disrupt positioning, and create openings for ranged attacks.

Push Rules

  • Push moves the target 1 space directly away from the acting Operator(or space of causing effect).
  • If multiple valid spaces exist, the acting player chooses the destination.
  • Push cannot move a target into an illegal space (walls, blocked tiles, off the map).
  • If no valid space exists, the Push has no effect.
  • Push does not count as the target’s movement and does not trigger movement-based abilities unless stated.
  • Push does not provoke melee or reaction attacks.

Push and Cover

If a pushed Operator leaves a cover space, they immediately lose the cover bonus. They do not regain cover unless they enter a new cover space. Push effects are a reliable way to dislodge entrenched Operators and open firing lanes.

Example Push Tactics

Universal — Push Utility Cards

Card NameEffect
Displacement Pulse Emit a concussive shockwave.
Push an adjacent enemy 1 space directly away from your Operator. No roll required.
Shock Grenade Target a space within 3 spaces.
All enemies adjacent to that space are Pushed 1 space directly away from the blast center and become Disoriented.

Verge Industries — Momentum Displacement

Card NameEffect
Slipstream Burst Move 1 space before resolving; movement must end adjacent to the target.
Roll 1 die + ACC vs 1 die + Dodge.
Win → Push the target 1 space and move your Operator 1 space.
Tie → Both Operators suffer 1 damage.
Velocity Shove No movement.
Roll 1 die + ACC vs 1 die + Dodge.
Win → Push the target 1 space and gain +1 Dodge until end of round.

Force Alliance — Impact & Breach

Card NameEffect
Shockline Drive Move 1 space before the contest; must end adjacent.
Roll 1 die + ACC vs 1 die + Dodge.
Win → Deal 1 damage and Push the target 1 space.
Tie → Both Operators suffer 1 damage.
Concussive Slam No movement.
Roll 1 die + ACC +1 vs 1 die + Dodge.
Win → Push the target 1 space and they lose 1 ACC on their next attack.

Focus Technology — Predictive Displacement

Card NameEffect
Trajectory Redirect No movement.
Roll 1 die + ACC vs 1 die + Dodge.
Win → Push the target 1 space and apply Marked.
Lose → Take no damage from the contest.
Vector Pulse Push an adjacent enemy 1 space.
If the pushed enemy enters a space aligned in a straight line with your Operator, gain +1 die on your next attack.

Bulwark United — Control & Denial

Card NameEffect
Shield Bash No movement.
Roll 1 die + ACC vs 1 die + Dodge.
Win → Deal 1 damage, Push the target 1 space, and apply Disoriented.
Brace & Break No movement.
Roll 1 die + ACC vs 1 die + Dodge.
Win → Push the target 1 space and gain +1 Armor until end of round.

System Corporation — Disruptive Push Effects

Card NameEffect
Signal Scramble Move 1 space before the contest; must end adjacent.
Roll 1 die + ACC vs 1 die + Dodge.
Win → Deal 1 damage, Push the target 1 space, and the target becomes Revealed.
Jammer Strike No movement.
Roll 1 die + ACC vs 1 die + Dodge.
Win → Push the target 1 space and apply Jammed.

Operators

Operators are elite corporate assets — specialists trained in close‑quarters engagements, infiltration, suppression, and precision elimination. Each Operator defines the core identity of a squad, shaping its tempo, threat profile, and tactical options. Mercenaries support them, but Operators are the centerpiece of every engagement.

Operator portrait lineup representing active corporate field assets

Operator Doctrine

Section 8 defines the primary combat unit. Operators are not interchangeable; each one is a tactical identity with distinct risk profiles, pressure patterns, and scaling conditions.

Strong Operator play is a sequencing discipline. Statlines determine baseline math, but role fit, loadout pairing, and phase timing decide whether that math converts into board control.


8.1 Operator Stats Overview

Each Operator has a full statline representing their combat profile.

Stat Description Typical Range
Accuracy (ACC) Determines how easily the Operator hits targets. 3–6
Dodge (DOD) Determines how hard the Operator is to hit. 2–4
Health (HP) Total durability before elimination. 15–20
Load (LD) Determines how much armor the Operator can wear before becoming Encumbered. 1–3

8.2 Encumbered Status

If an Operator equips armor whose Load Cost exceeds their Load stat, they become Encumbered.

Encumbered Effects

  • -1 Dodge
  • Cannot play Advanced Movement cards
  • Movement‑granting Tactic cards cost 1 HP to play

8.3 Operator Card Breakdown

Each Operator card contains the following elements:

  • Name — Callsign or designation
  • Color Identity — Determines Signature cards and synergy patterns
  • Stat Bar — ACC, DOD, HP, LD
  • Ability — A unique passive or triggered effect
  • Weapon Slot — Determines equipped weapon
  • Armor Slot — Determines equipped armor
  • Mercenary Slots — Two Mercenaries assigned to the Operator

8.4 Operator Roles

Operators fall into broad tactical archetypes that define their battlefield function.

Assault

Frontline pressure, mid‑range dominance, aggressive tempo.

Skirmisher

High mobility, flanking, hit‑and‑fade engagements.

Marksman

Long‑range precision, area denial, punishing mispositioning.

Control

Disruption, debuffs, battlefield manipulation.

Bulwark

Durability, anchoring, objective holding.



8.5 Example Operators

Below are example Operators representing each Color Identity. These examples illustrate how stats, abilities, and identity themes combine to create distinct playstyles.

Force Alliance
CALLSIGN: RAZOR
Assault Specialist
ACC3 DOD3 HP20 LD2
Signature Ability Breach & Clear: Once per round, Razor may move through a blocked entry and gains +1 Assault on the following attack.
Focus Technology
CALLSIGN: LENS
Recon Analyst
ACC5 DOD3 HP17 LD1
Signature Ability Predictive Mark: Once per round, Lens may mark an enemy. The next friendly Operator to attack that target gains +1 Accuracy.
System Corporation
CALLSIGN: GLITCH
Signal Disruptor
ACC2 DOD3 HP18 LD2
Signature Ability Signal Jam: Once per round, Glitch may force an enemy within 3 spaces to reroll one die of your choice.
Verge Industries
CALLSIGN: VELOCITY
Mobility Operative
ACC3 DOD4 HP17 LD1
Signature Ability Surge Step: Once per round, Velocity may move 2 spaces after performing any action.
Bulwark United
CALLSIGN: RAMPART
Defensive Anchor
ACC2 DOD1 HP20 LD3
Signature Ability Hold the Line: Once per round, Rampart may reduce incoming damage by 1 after an attack.

Mercenaries

Mercenaries are auxiliary units assigned to an Operator. They reinforce identity themes, extend tactical reach, and provide small but meaningful bonuses. Mercenaries are intentionally weaker than Operators, but their synergy effects create powerful momentum when positioned correctly.

Mercenary support unit operating alongside an Operator

Support Doctrine

Section 9 defines the force multipliers in your squad. Mercenaries are not primary duelists; they are timing tools that convert Operator actions into incremental advantage.

Good mercenary play is about spacing and trigger discipline. Their value spikes when they are positioned to exploit specific Operator decisions instead of acting independently.


9.1 Mercenary Stat Overview

Mercenaries use simplified statlines to keep gameplay fast and readable.

Stat Description Typical Range
Accuracy (ACC) Determines hit chance. 2–4
Dodge (DOD) Determines how hard they are to hit. 1–3
Armor (ARM) Reduces incoming damage. 0–1
Health (HP) Total durability. 8–12
Role Defines movement and combat behavior. Runner, Spotter, Enforcer, Tech

9.2 Mercenary Roles

Runner

Fast, fragile scouts. Highest mobility.

Spotter

Provides accuracy boosts and targeting support.

Enforcer

Close‑range bruisers with higher HP and Armor.

Tech

Disruption, interference, and utility effects.

9.3 Mercenary Card Breakdown

Each Mercenary card includes:

  • Color Identity
  • Stat Bar (ACC, DOD, ARM, HP)
  • Ability — synergy effect tied to Operator actions
  • Weapon Profile — simple, 1–2 dice
  • Role — determines movement value

9.4 Mercenary Synergy Design

Mercenary abilities are designed to:

  • Reinforce the Operator’s playstyle
  • Trigger off Operator actions
  • Provide small but meaningful bonuses
  • Never overshadow the Operator

Common Synergy Triggers

  • If your Operator moved this round…
  • If your Operator hit with at least 1 bullet…
  • If your Operator played a Utility card…
  • If your Operator is adjacent…

9.5 Mercenary Movement & Combat Rules

Movement

Role Movement
Runner3 spaces
Spotter2 spaces
Enforcer2 spaces
Tech2 spaces
Movement Rules
  • May move up to their movement value
  • Moves after Operators resolve cards and before the Attack Sub-Phase
  • Cannot split movement
  • Cannot climb vertical terrain unless stated
  • Cannot move through enemy spaces
  • Can move through friendly spaces

Attacks

Mercenaries attack once per round using their printed weapon profile.

  • Roll the number of dice shown
  • Use their own Accuracy stat
  • Cannot use Tactic cards
  • Cannot reroll unless stated
Hit Formula

Hit Target = 6 - (ACC - Target DOD)
Minimum 2+, maximum 6+.

Damage
  • 1 damage per hit unless stated
  • Armor reduces damage normally

Targeting Rules

Default priority:

  • Closest enemy within range
  • If tied: closest to the Operator
  • If still tied: controlling player chooses

Synergy Range

Mercenaries must be within 4 spaces of the Operator to activate synergy abilities unless stated otherwise.

Survivability

Mercenaries are intentionally fragile:

  • HP: 8–12
  • Dodge: 1–3
  • Armor: 0–1

Example Turn Flow

  • Check synergy
  • Move (optional)
  • Attack (optional)
  • End of turn

9.6 Mercenaries by Color Identity

Verge Industries

NameDetails
Slip — Runner-Class Scout
Stats: ACC 3 | DOD 3 | ARM 0 | HP 9
Ability: Kinetic Shadow — If your Operator moved 3+ spaces this round, Slip gains +1 Dodge.
Weapon: Light SMG (2 dice)
Trace — Momentum Spotter
Stats: ACC 4 | DOD 2 | ARM 0 | HP 10
Ability: Angle Assist — If your Operator ends movement adjacent to an enemy, Trace gains +1 Accuracy.
Weapon: Marksman Pistol (1 die, +1 Accuracy)

Force Alliance

NameDetails
Brick — Enforcer-Class Bruiser
Stats: ACC 3 | DOD 1 | ARM 1 | HP 12
Ability: Forward Pressure — If your Operator hits with at least 1 bullet, Brick may move 1 space toward the same target.
Weapon: Shotgun (2 dice)
Rex — Assault Spotter
Stats: ACC 4 | DOD 2 | ARM 0 | HP 10
Ability: Target Sync — If your Operator attacks a target within 4 spaces, Rex gains +1 Accuracy.
Weapon: Carbine (2 dice)

Focus Technology

NameDetails
Glyph — Predictive Analyst
Stats: ACC 3 | DOD 2 | ARM 0 | HP 9
Ability: Data Relay — Once per round, if your Operator attacks, treat one of Glyph’s dice as a 4.
Weapon: Light Pistol (1 die)
Line — Vector Spotter
Stats: ACC 4 | DOD 2 | ARM 0 | HP 10
Ability: Alignment Protocol — If your Operator and Line are in a straight line with the target, Line gains +1 Accuracy.
Weapon: Scoped Pistol (1 die, +1 Accuracy)

Bulwark United

NameDetails
Wall — Shield-Bearer
Stats: ACC 2 | DOD 1 | ARM 1 | HP 12
Ability: Cover Extension — If your Operator is adjacent to Wall, they gain +1 Dodge from cover.
Weapon: Heavy Baton (1 die)
Havoc — Bulwark Gunner
Stats: ACC 3 | DOD 1 | ARM 1 | HP 11
Ability: Suppression Link — If your Operator did not move this round, Havoc’s attacks inflict -1 Accuracy.
Weapon: LMG (2 dice, cannot move and shoot)

System Corporation

NameDetails
Ping — Signal Runner
Stats: ACC 3 | DOD 3 | ARM 0 | HP 9
Ability: Ghost Relay — The first time your Operator is targeted each round, Ping may move 1 space.
Weapon: Machine Pistol (2 dice)
Scrap — Interference Tech
Stats: ACC 2 | DOD 2 | ARM 0 | HP 10
Ability: Jam Pulse — If your Operator plays a Utility card, the nearest enemy suffers -1 Accuracy.
Weapon: Shock Baton (1 die)

9.7 Mercenary Balance Philosophy

Mercenaries are designed to be:

  • Weaker than Operators
  • Useful but not dominant
  • Synergistic but not required
  • Identity‑reinforcing
  • Tactically meaningful

They expand the tactical sandbox without overwhelming the core Operator gameplay loop.

Status Effects & Conditions

Status Effects represent temporary advantages, disadvantages, or altered states that affect Operators and Mercenaries during the game. They are applied by weapons, Tactic cards, Utility cards, Operator abilities, Mercenary abilities, or scenario rules. Status Effects add tactical depth by rewarding timing, positioning, and synergy.

Status effect reference board showing condition tracking tokens

Condition Doctrine

Section 10 governs tempo disruption and advantage layering. Status Effects are how pressure persists between actions and how tactical choices carry forward into later phases.

Winning status play is about timing windows, not volume. Correctly applied effects force inefficient enemy turns while creating clean openings for your next sequence.


10.1 Universal Rules for Status Effects

Duration

Most Status Effects last until the end of the round, resolving during the Reload Phase.

Stacking

  • Positive effects stack
  • Negative effects do NOT stack

Application

A Status Effect applies immediately when its source resolves.

Removal

Status Effects are removed at the end of the round, when their condition is met, or when a card or ability removes them.

Visibility

Status Effects are public information and must be tracked with tokens.

10.2 Tracking Status Effects

Players should use tokens to mark Status Effects on Operators and Mercenaries. Tokens are placed by the player who applies the effect.

Token Types

  • Suppressed
  • Marked
  • Disoriented
  • Jammed
  • Immobilized
  • Revealed
  • Burning
  • Bleeding
  • Guarded
  • Overwatch
  • Hidden
  • Focused
  • Shielded

Token Placement

  • Place tokens next to the affected unit
  • Stack or cluster tokens neatly if multiple effects apply
  • Tokens must remain visible to both players

Token Removal

Tokens are removed at the end of the round, when the effect expires, or when a card or ability removes them. Tokens are removed by the player who applied them.

10.3 Negative Status Effects

These hinder a unit’s ability to move, attack, or defend.

Suppressed

  • -1 Accuracy
  • Cannot perform attacks with more than 2 dice
  • Removed at end of round

Marked

  • Attacks against this unit gain +1 Accuracy
  • Removed at end of round

Disoriented

  • -1 Dodge
  • Cannot benefit from Cover
  • Removed at end of round

Jammed

  • Cannot play Utility cards
  • Cannot use Weapon abilities
  • Removed at end of round

Immobilized

  • Can still take actions
  • Cannot move as part of any action with movement
  • Removed at end of round

Revealed

  • Cannot become Hidden
  • Cannot benefit from LoS‑blocking effects
  • Removed at end of round

Burning

  • Takes 1 damage immediately
  • Takes 1 damage at the start of the next Attack Phase
  • Removed after the second damage tick

Bleeding

  • Takes 1 damage at the start of the Attack Phase
  • Cannot benefit from Shielded (Shielded is removed when Bleeding triggers)
  • Bleeding cannot reduce a unit below 1 HP
  • Removed at end of round unless reapplied

10.4 Positive Status Effects

Guarded

+1 Armor until end of round.

Overwatch

Unit gains +1 RoF until end of round if enemy moved this turn.

Hidden

Cannot be targeted beyond 4 spaces; breaks on attack or Mark.

Focused

+1 Accuracy and +1 die on next attack.

Shielded

Prevent the next 1 damage.

10.5 Condition Interactions

Marked + Focused

Attacker gains +2 Accuracy total.

Suppressed + Disoriented

Unit may only attack with 1 die.

Hidden + Revealed

Revealed cancels Hidden.

Immobilized + Burning

Unit cannot move to escape Burning zones.

Bleeding + Burning

Both damage sources trigger normally.

10.6 Sources of Status Effects

Status Effects may be applied by weapons, Tactics cards, Operator abilities, Mercenary abilities, and scenario rules.

10.7 Design Philosophy

Status Effects in Syndicate Protocol: 2095 are designed to be impactful but temporary, encouraging dynamic, fluid play and rewarding tactical timing.

Game Area & Terrain Specification

The battlefield is a compact, high‑density tactical zone where positioning, cover, and sightlines determine the flow of combat. Terrain shapes every engagement in Syndicate Protocol: 2095 — it dictates movement routes, firing lanes, ambush angles, and defensive strongholds. This section defines the standard play area, terrain categories, placement rules, and recommended density for balanced play.

Battlefield terrain layout showing cover lanes and contested zones

Terrain Doctrine

Section 11 defines the geometry of every engagement. Terrain is not decoration; it is the control surface that determines lane access, risk exposure, and objective pressure.

Balanced maps create meaningful choices for both aggression and defense. Good terrain design gives every archetype playable routes while preserving counterplay windows.


11.1 Standard Play Area

The standard battlefield for Syndicate Protocol is a 24 × 24 grid (576 spaces). This size ensures:

  • Fast engagement times
  • Meaningful movement decisions
  • Clear sightlines without excessive open space
  • Balanced interaction between Operators and Mercenaries

Deployment Zones

Each player deploys within a 2‑row zone on opposite sides of the map.

Symmetry

Maps should be functionally symmetrical to ensure fairness, even if visually asymmetric.

11.2 Terrain Categories

Terrain is divided into four primary categories. Each category affects movement, Line of Sight, and cover differently.

Category Effect Movement Cover LoS
Open Ground Empty spaces Normal None Clear
Light Cover Low obstacles, crates, railings Normal +1 Dodge Clear
Heavy Cover Walls, barricades, vehicles Normal +2 Dodge Blocks LoS
Impassable Large structures, sealed doors Cannot enter N/A Blocks LoS

11.3 Terrain Density & Ratios

Balanced terrain density ensures fair, dynamic engagements. The recommended distribution for a 24 × 24 map is:

Terrain Type Recommended Count Percentage
Open Ground 40–50 spaces 40–50%
Light Cover 20–25 spaces 20–25%
Heavy Cover 15–20 spaces 15–20%
Impassable 5–10 spaces 5–10%

These ratios create:

  • Clear firing lanes
  • Safe approach routes
  • Flanking paths
  • Strong defensive positions

11.4 Terrain Placement Guidelines

Avoid Clustering

Do not place more than 4 Heavy Cover spaces adjacent unless designing a fortified zone.

Maintain Lanes

Ensure at least 2–3 clear lanes across the map for movement and sightlines.

Balanced Sides

Both deployment zones should have equal access to cover within the first 3 spaces.

Verticality

Optional elevated terrain should be accessible by at least 2 routes.

No Dead Zones

Avoid areas where units cannot be meaningfully attacked or reached.

11.5 Token-Based Terrain Objects

Some terrain is represented by tokens rather than fixed map art. These objects add modularity and replay value.

Token Type Effect Cover Notes
Crate Light Cover +1 Dodge Can be moved by abilities
Barricade Heavy Cover +2 Dodge Blocks LoS
Terminal Interactive None Used in objective scenarios
Hazard Environmental Damage None Deals 1 damage when entered

11.6 Example Balanced Layout

The following layout principles create a fair, competitive battlefield:

  • Two central Heavy Cover clusters offset from center
  • Diagonal Light Cover lanes for flanking
  • One elevated vantage point accessible from both sides
  • Impassable terrain placed to break up long sightlines
  • Open Ground corridors enabling aggressive pushes

This structure ensures:

  • Both Operators can reach meaningful cover by Round 1
  • Mercenaries have safe approach routes
  • Snipers have long but interruptible sightlines
  • Close‑range Operators have multiple approach vectors
Appendix A

Tactics Cards

This appendix lists all Movement, Tactic, and Utility cards available in Syndicate Protocol: 2095, organized by Color Identity for fast deckbuilding and reference.

Universal Movement Cards

Card Name Type Color Identity Effect Summary
Dash Movement Universal Move up to 3 spaces in a straight line.
Advance Movement Universal Move up to 2 spaces in any direction.
Slide Movement Universal Move 2 spaces; ignore the first obstacle.
Vault Movement Universal Move 2 spaces; ignore vertical terrain.
Withdraw Movement Universal Move 2 spaces directly away from the nearest enemy.

Verge Industries

Card Name Type Effect Summary
Combat Roll Movement Move 1 space and gain Guarded until end of round.
Shadowstep Movement Move 2 spaces and gain Hidden until you attack or are Marked.
Break Contact Movement Move 1 space; remove Marked and Revealed.
Ghostline Dash Movement Move 3 spaces in a straight line; gain Hidden until end of round.
Sonic Pulse Utility Target a space within 3; all enemies in or adjacent become Disoriented; you may move 1 space.
Mirage Field Utility Place a Mirage within 3 spaces; attacks targeting you from beyond 4 spaces suffer -1 Accuracy until end of round.

Force Alliance

Card Name Type Effect Summary
Guns Akimbo Maneuver Your next attack this round gains +1 die if using a Sidearm or SMG.
Grenade Utility Target a space within 4; all units in or adjacent take 1 damage and become Disoriented.
Adrenal Surge Maneuver Gain +1 Accuracy and +1 Dodge until end of round; costs 1 HP.
Vault Breaker Movement Move 2 spaces; if you move through cover or an obstacle, gain +1 die on your next attack this round.
Frag Cluster Utility Target a space within 4; units in or adjacent take 1 damage; units on the target space also become Suppressed.
Adrenal Injector Utility A friendly unit within 2 spaces gains +1 Accuracy and +1 Dodge until end of round; costs that unit 1 HP.

Focus Technology

Card Name Type Effect Summary
Tactical Reload Maneuver Reroll one missed shot this turn.
Precision Shot Maneuver Your next attack gains +1 Accuracy; on hit, apply Marked.
Quick Draw Maneuver Your attack this round resolves before your opponent’s, regardless of Priority.
Predictive Advance Movement Move 2 spaces; choose an enemy within 6 spaces—gain +1 Accuracy against that enemy this round.
Recon Drone Utility Place a Drone within 4 spaces; enemies within 2 spaces of it are Marked until end of round.
Tactical Uplink Utility Draw 1 card; if you are Hidden, draw 2 instead.

Bulwark United

Card Name Type Effect Summary
Suppressing Fire Maneuver Make an attack with half RoF (rounded up). On hit, apply Suppressed.
Stim Shot Utility Gain Shielded and remove one negative Status Effect.
Overwatch Stance Maneuver Unit gains +1 RoF until end of round if enemy moved this turn.
Anchor Step Movement Move 1 space; gain Guarded and cannot be displaced this round.
Nano-Heal Patch Utility Remove Bleeding and Burning from a friendly unit within 2 spaces; that unit gains Shielded.
Kinetic Barrier Utility Place a Barrier adjacent to you; it provides Cover and blocks LoS until end of round.
Hardpoint Maneuver Gain Guarded and cannot be moved by enemy effects this round.

System Corporation

Card Name Type Effect Summary
Smoke Screen Utility Place a Smoke token within 3 spaces; units inside gain Hidden until end of round.
Holographic Decoy Utility Place a Decoy within 3 spaces; first attack targeting you this round must target the Decoy.
Flashbang Utility Target a space within 4; all enemy units in or adjacent become Disoriented and Revealed.
Phase Shift Movement Move 1 space; you may move through 1 enemy unit. That unit becomes Disoriented.
Signal Scrambler Utility Choose an enemy within 4 spaces; that unit becomes Jammed and Revealed.
Data Spike Utility Choose an enemy within 5 spaces; that unit becomes Jammed. If already Jammed, it becomes Immobilized.
Appendix B

Operators

Force Alliance
CALLSIGN: RAZOR
Assault Specialist
ACC3 DOD3 HP20 LD2
Signature Ability Breach & Clear: Once per round, Razor may move through a blocked entry and gains +1 accuracy on the following attack.

“He doesn’t breach doors. He erases them.”

Razor is the Force Alliance’s frontline shock instrument — a walking pressure spike engineered to collapse defensive positions through sheer aggression. His AR‑X battle rifle is tuned for violent tempo swings, and his breach‑charge training turns any obstacle into an invitation. When Razor commits, the fight ends quickly, one way or another.

Operational Specialty: Close‑range burst, breach entry, pressure escalation

Psych Profile: Controlled fury, mission‑first, thrives in chaos

Focus Technology
CALLSIGN: LENS
Recon Analyst
ACC5 DOD3 HP17 LD1
Signature Ability Predictive Mark: Once per round, Lens may mark an enemy. The next friendly Operator to attack that target gains +1 Accuracy.

“He sees the shot before the target knows it exists.”

Lens is Focus Technology’s long‑range analyst, a precision marksman whose mind runs predictive models faster than most Operators can blink. Every bullet he fires is the end result of a dozen invisible calculations — wind vectors, micro‑movements, probability curves — all distilled into a single perfect trigger pull. When Lens is watching, the battlefield becomes a solved equation.

Operational Specialty: Long‑range elimination, predictive targeting, information dominance

Psych Profile: Analytical, detached, unnervingly calm

System Corporation
CALLSIGN: GLITCH
Signal Disruptor
ACC2 DOD3 HP18 LD2
Signature Ability Signal Jam: Once per round, Glitch may force an enemy within 3 spaces to reroll one die of your choice.

“If you’re seeing double, he’s already won.”

Glitch is System Corporation’s disruption specialist, a battlefield illusionist who weaponizes misdirection, signal interference, and psychological pressure. His toolkit isn’t built to kill — it’s built to make the enemy fail, turning their best shots into wasted opportunities and their clean pushes into scrambled chaos. Fighting Glitch feels like fighting the battlefield itself.

Operational Specialty: Disruption, denial, accuracy manipulation, tempo interference

Psych Profile: Playful, unpredictable, thrives on destabilization

Verge Industries
CALLSIGN: VELOCITY
Mobility Operative
ACC3 DOD4 HP17 LD1
Signature Ability Surge Step: Once per round, Velocity may move 2 spaces after performing an attack.

“The faster she moves, the slower you think.”

Velocity is Verge’s premier tempo‑manipulation asset, a kinetic savant who treats the battlefield like a puzzle she’s already solved. Her neural‑linked SMG and micro‑dash implants let her slip between firing lanes, bait angles, and reset engagements before the enemy even realizes she’s moved. Every step she takes is a calculated disruption of the opponent’s rhythm.

Operational Specialty: Tempo control, flanking vectors, precision harassment

Psych Profile: Hyper‑focused, restless, thrives under pressure

Bulwark United
CALLSIGN: RAMPART
Defensive Anchor
ACC2 DOD1 HP20 LD3
Signature Ability Hold the Line: Once per round, Rampart may reduce incoming damage by 1 after attack.

“A wall doesn’t move. It makes you move.”

Rampart is Bulwark United’s armored anchor, a human redoubt built to hold ground against impossible odds. His composite plating and Bastion LMG turn any position into a fortified line, and his unshakable discipline makes him the last thing an enemy wants to see when pushing an objective. Rampart doesn’t chase victory — he forces it to break against him.

Operational Specialty: Area denial, suppression, defensive anchoring

Psych Profile: Stoic, immovable, mission‑anchored

Appendix C

Syndicates

Verge Industries

THE FUTURE MOVES FAST. MOVE FASTER.

Verge Industries was born in the overflow of a world that could no longer keep pace with itself. When global infrastructure collapsed under the weight of outdated logistics and slow‑moving governments, Verge stepped into the vacuum with a single promise: speed is survival. They built their empire on acceleration — faster networks, faster deployment, faster decision‑making, faster everything.

To Verge, motion is more than a tactic. It is a philosophy. A worldview. A declaration that the world belongs to those who refuse to stand still. Their Operators are selected not for strength or discipline, but for instinct — the ability to read a battlefield in motion, to slip between firing lanes, to turn momentum into a weapon sharper than any blade.

Inside Verge training halls, recruits learn to treat hesitation as the enemy. Every drill is timed. Every route is optimized. Every breath is measured against the clock. Verge Operators don’t just outrun their opponents — they outrun their own limits, pushing past the threshold where most soldiers break.

To join Verge is to embrace velocity as a way of life. To fight Verge is to realize too late that the battle ended three seconds ago.

Force Alliance

STRENGTH ISN’T GIVEN. IT’S TAKEN.

The Force Alliance rose from the ashes of fractured militias and failed peacekeeping coalitions. Where others saw chaos, Force saw opportunity — a chance to unify the strongest fighters under a single banner. Their creed is simple: power decides outcomes. Diplomacy is a luxury. Hesitation is a weakness. Victory belongs to those willing to seize it.

Force Operators are forged in brutal, uncompromising training regimens that strip away fear and doubt. They learn to breach fortified positions, to overwhelm entrenched enemies, to turn raw aggression into a tactical instrument. Every Operator is a walking pressure spike — a human battering ram engineered to break lines and shatter morale.

Inside the Alliance, strength is not measured by rank or medals, but by impact. A Force Operator is expected to change the shape of a battlefield simply by stepping onto it. Their presence is a warning. Their advance is a promise. Their victory is inevitable unless stopped with overwhelming force.

To join Force is to become the weapon that ends the fight. To oppose Force is to stand in the path of an avalanche.

Focus Technology

SEE THE PATTERN. CONTROL THE OUTCOME.

Focus Technology began as a predictive analytics firm — a quiet, clinical organization that specialized in forecasting market shifts and geopolitical instability. But when the world fractured, Focus adapted. They realized that the same algorithms used to predict stock trends could predict something far more valuable: human behavior in combat.

Focus Operators are not trained to react. They are trained to anticipate. Every engagement is a solved equation, every movement a calculated variable. Their rifles are extensions of their analytical minds, firing only when the probability curve collapses into certainty. To Focus, chaos is merely data waiting to be processed.

Inside Focus facilities, recruits undergo cognitive augmentation, learning to see the world as vectors, trajectories, and probabilities. They study enemy doctrine, environmental patterns, and micro‑movements until instinct and analysis become indistinguishable. When a Focus Operator takes aim, the target is already dead — they just haven’t realized it yet.

To join Focus is to embrace clarity over chaos. To fight Focus is to lose before the first shot is fired.

Bulwark United

HOLD THE LINE. HOLD THE FUTURE.

Bulwark United was formed in the aftermath of the Great Collapse, when entire regions fell into lawless ruin. While corporations and warlords scrambled for power, Bulwark took a different path: they rebuilt. They fortified. They protected. Their mission was not conquest, but stability — to create safe zones where civilization could survive.

Bulwark Operators are the embodiment of this philosophy. They are trained to endure, to resist, to stand firm against overwhelming odds. Their armor is heavy, their discipline absolute, their resolve unbreakable. A Bulwark Operator does not retreat. They do not falter. They do not yield. They hold the line until the threat is gone or they are.

Inside Bulwark academies, recruits learn the art of controlled resistance — how to turn terrain into advantage, how to anchor a position, how to absorb pressure without breaking. Their strength is not in speed or aggression, but in presence. When Bulwark takes a position, it becomes a fortress. When they defend an objective, it becomes untouchable.

To join Bulwark is to become the shield that protects the world. To challenge Bulwark is to break yourself against the wall.

System Corporation

CONTROL THE SIGNAL. CONTROL THE FIGHT.

System Corporation began as a covert communications contractor, specializing in counter‑surveillance and signal manipulation. But as warfare evolved into a contest of information, System realized the truth: the side that controls perception controls reality. And so they shifted from passive defense to active disruption.

System Operators are battlefield illusionists — masters of misdirection, interference, and psychological warfare. They don’t overpower enemies. They unmake them. They scramble targeting systems, distort sensor feeds, and fracture enemy cohesion until the opposition collapses under its own confusion. Fighting System feels like fighting a ghost, a glitch, a battlefield that refuses to behave.

Inside System training complexes, recruits learn to weaponize uncertainty. They study deception, signal theory, and cognitive overload. They practice creating false positives, phantom signatures, and tactical illusions that lure enemies into traps of their own making. A System Operator doesn’t win by shooting straighter — they win by making sure the enemy never gets a clean shot at all.

To join System is to rewrite the rules of engagement. To face System is to question every step, every signal, every shadow.

Appendix D

Status Tokens

IconStatus EffectDescription
Suppressed Unit suffers -1 ACC and cannot perform Overwatch.
Marked All attacks against this unit roll +1 die.
Disoriented Unit suffers -1 Dodge until end of round.
Jammed Unit cannot use ranged weapons until cleared.
Immobilized Unit can still take actions, but cannot move as part of any action with movement.
Revealed Unit cannot benefit from Hidden or cover bonuses.
Burning Unit suffers 1 damage at end of round.
Bleeding Takes 1 damage at start of Attack Sub‑Phase; cannot drop below 1 HP.
Guarded Unit gains +1 Armor until end of round.
Overwatch Unit gains +1 RoF until end of round if enemy moved this turn.
Hidden Unit cannot be targeted by ranged attacks beyond 3 spaces.
Focused Unit gains +1 ACC on its next attack.
Shielded Unit ignores the next 1 damage taken.
Appendix E

Glossary of Terms

Quick-reference definitions for common rules language used throughout the manual.

Accuracy (ACC)

Attack precision stat used when resolving ranged and melee hit checks.

Armor Rating (ARM)

Defensive stat that reduces incoming damage after hits are confirmed.

Deployment Zone

Assigned starting area where each player's units are placed before play begins.

Dodge (DOD)

Evasion stat used to resist or reduce enemy attack success.

Heavy Cover

Stronger terrain protection that significantly improves defensive positioning.

Health (HP)

Durability stat showing how much damage a unit can take before elimination.

Load (LD)

Encumbrance stat representing carried weight and its impact on mobility or handling.

Light Cover

Partial terrain protection that grants a moderate defensive advantage.

Loadout

The complete pre-game package of Operator, Weapon, Armor, Mercenaries, and deck.

Maneuver Card

A Tactics card focused on positioning, tempo shifts, and tactical movement plays.

Mercenary

Support unit attached to an Operator loadout to expand battlefield options.

Movement Card

A Tactics card used to reposition units and control engagement distance.

Objective

A scenario-critical position or marker that determines scoring and win conditions.

Operator

The primary unit in a loadout and central piece of a player's strategy.

Overwatch

A reactive state that allows interrupt attacks against qualifying enemy movement.

Range

The maximum targeting distance, measured in spaces, for an attack or effect.

Rate of Fire (RoF)

The number of attack dice or shots a weapon can generate in its attack profile.

Tactics Deck

The 40-card deck containing Movement, Maneuver, Utility, and Melee cards.

Utility Card

A Tactics card that applies support effects, control tools, or tactical disruption.