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.
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.
Section 1
Game Setup
This section defines the pre-engagement workflow: force assembly, deployment logic, initial resource state, and priority assignment for Round 1.
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.
Section 2
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.
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
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
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
Section 3
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 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
Section 4
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.
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 CoverBlocks 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.
Section 5
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.
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
Field
Description
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:
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.
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.
Section 6
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.
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:
Meaningful Tradeoffs: Heavier armor protects more but slows Operators.
Syndicate Expression: Each corporation favors different armor styles.
Section 7
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.
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 Name
Effect
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 Name
Effect
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 Name
Effect
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 Name
Effect
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 Name
Effect
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 Name
Effect
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 Name
Effect
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 Name
Effect
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 Name
Effect
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 Name
Effect
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 Name
Effect
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 Name
Effect
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 Name
Effect
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 Name
Effect
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 Name
Effect
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 Name
Effect
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 Name
Effect
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 Name
Effect
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 Name
Effect
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 Name
Effect
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 Name
Effect
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 Name
Effect
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 Name
Effect
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 Name
Effect
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 Name
Effect
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 Name
Effect
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.
Section 8
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 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.
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
ACC
3
DOD
3
HP
20
LD
2
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
ACC
5
DOD
3
HP
17
LD
1
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
ACC
2
DOD
3
HP
18
LD
2
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
ACC
3
DOD
4
HP
17
LD
1
Signature Ability
Surge Step: Once per round, Velocity may move 2 spaces after performing any action.
Bulwark United
CALLSIGN: RAMPART
Defensive Anchor
ACC
2
DOD
1
HP
20
LD
3
Signature Ability
Hold the Line: Once per round, Rampart may reduce incoming damage by 1 after an attack.
Section 9
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.
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
Runner
3 spaces
Spotter
2 spaces
Enforcer
2 spaces
Tech
2 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
Name
Details
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
Name
Details
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
Name
Details
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
Name
Details
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
Name
Details
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.
Section 10
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.
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.
Section 11
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.
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
ACC
3
DOD
3
HP
20
LD
2
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.
Psych Profile: Controlled fury, mission‑first, thrives in chaos
Focus Technology
CALLSIGN: LENS
Recon Analyst
ACC
5
DOD
3
HP
17
LD
1
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
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
ACC
3
DOD
4
HP
17
LD
1
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
ACC
2
DOD
1
HP
20
LD
3
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
Icon
Status Effect
Description
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.