Setting Vocabulary Map
| OT Name | EC Name | Shorthand | What It Does |
|---|---|---|---|
| SHOOT | MARK | MK | All ranged attacks |
| FIGHT | STEEL | ST | All melee attacks |
| TACT | SCHEME | SC | Tactics, coordination, command |
| OPINT | CIPHER | CP | Stealth, intelligence, social |
| GUTS | IRON | IR | Resolve, wound checks, pressure |
| MOBI | STRIDE | SD | Movement -- never rolled |
| Gene-Forged | The Turned | -- | Enhanced operator type |
| Contaminated Terrain | Blighted Ground | -- | Hazardous zone type |
Resolution (OT Core)
Roll 1d6. Compare to threshold. Modifiers shift the die, not the threshold.
| Threshold | Name | Difficulty |
|---|---|---|
| 2+ | Good | Easy |
| 4+ | Ordinary | Standard |
| 5+ | Bad | Hard |
| 6 | Natural 6 | Always succeeds |
| 1 | Natural 1 | Always fails |
Wound Track (OT Core)
| State | Effect |
|---|---|
| 1 Flesh Wound | No penalty |
| 2 Flesh Wounds | –1 all rolls |
| 3 Flesh Wounds | –2 all rolls; next Flesh → Mortal |
| 1 Mortal Wound | IRON check 4+ at activation start or lose 1 action |
| 2 Mortal Wounds | Down. Bleeds out in d3 rounds without stabilization. |
Alert Level
| Level | State | Description |
|---|---|---|
| 0 | Cold | No awareness. Stealth viable. |
| 1 | Aware | Something's off. Patrols tighten. |
| 2 | Suspicious | Active search. Enemies move to last known. |
| 3 | Hot | Full response. Reinforcements en route. |
| 4+ | Blown | Everyone knows. Reinforcements every d4 rounds. |
Raises Alert +1: Loud weapon fired, body found, operator spotted and not neutralized within 1 round, alarm triggered, enemy escapes.
At Alert 3+: Roll d8 for Alarm Consequence (see OT Core).
Blighted Ground
What it is: Zones with necromantic contamination -- Hallaset Fields, ritual sites, castle lower levels, anywhere near active undead work.
Standard operators: End of activation in Blighted Ground → IRON check 3+. Fail: 1 Morale loss. At 0 Morale: withdraw, won't re-enter.
The Turned: Start of activation in Blighted Ground → IRON check 4+. Fail: only 1 action this turn. Also: Augment Tag bonus suppressed.
Escalation: Active Lich Cult ritual completing expands Blighted Ground by 2 zones.
Removal: Wrecker's Breach Charge destroys ritual site, stops expansion. Physick's Alchemical Kit immunizes one operator for the mission.
Placement by mission type:
- Hallaset Fields: 30-40% of zones
- Urban (old city): 10-20%
- Castle ground level: 15%
- Castle lower levels / crypts: 60%+
Faction Doctrines at a Glance
| Faction | Doctrine | Key Behavior |
|---|---|---|
| Red Court | Coordinated Pressure | 2+ Guards in sight → one repositions for free |
| Albion Delegation | Attrition Protocol | No retreat, no surrender; wound penalties suppressed |
| Terrassian Consulate | Calculated Risk | Never overextend alone; wait for support before acting |
| Lich Cult | Opportunist | Enter from any edge at Alert 2+; strike during chaos |
| Merchant Web | Calculated Risk | Negotiate first; only fight if negotiation fails |
New Weapon Properties (EC Only)
| Property | Effect |
|---|---|
| Slow-Load | After firing, spend 1 action reloading before next use. |
| Burn | On hit, zone ignites. Units ending activation in fire: 1 Flesh Wound. Extinguishes after d3 rounds. |
| Blind | Targets in area: Suppressed + lose line of sight until their next activation. |
| Concealable | Passes checkpoints without detection unless actively searched. |
Standard OT properties (Accurate, AoE, Loud, Rapid, Silent, Side Arm, Two-Handed, Limited, Unreliable) apply unchanged.
Faction Pressure Quick Reference
| Track | At 5: Major Objective |
|---|---|
| Red Court | Kiraline identifies and responds to team -- eliminate, recruit, or expel |
| Albion Delegation | Albion walks out of summit; recovery requires hard evidence of Whitehallow conspiracy |
| Terrassian Consulate | Terrassia unilaterally places Albion delegation under magical surveillance; summit crisis |
| Lich Cult | Whitehallow's transformation completes; possession attempt becomes imminent |
| Merchant Web | Rozito chooses a side; team's safehouses compromised |
Advance each track: 1 step per mission by default. Adjust for mission outcomes. Reduce a track: Per the OT Engine Port GM Guide (section 9).
Mission Phase Reminder (Five Zones)
- Insertion -- Entry. Low opposition. Sets atmosphere.
- Approach Corridor -- Patrols, checkpoints, alarms.
- Objective Zone -- Main task. Highest complexity.
- Kill Zone -- Reaction force. Appears after objective triggers.
- Extraction -- The way out. Affected by Alert Level.
Between-Mission Sequence (Seven Steps)
- Wound Recovery
- Downtime (each operator picks one activity)
- Supply State (assess from mission outcome)
- Field Requisitions (purchase gear)
- Battlefield Evolutions (check Performance Triggers)
- Advance Factions (move Pressure Tracks)
- Brief (present next mission)
The Turned -- Tag Summary
| Tag | Bonus | Suppressed in Blighted Ground |
|---|---|---|
| UNDYING | End of activation: remove 1 Flesh Wound | Yes -- no regeneration |
| IRONSHELL | AR +1 permanent (stacks, max AR 3) | Yes -- AR bonus lost |
| GHOST-STEP | Move +1 zone free per round, no Overwatch | Yes -- ability unavailable |
| PREDATOR'S EYE | Never surprised; ignore illumination penalties | Yes -- disadvantage on CP checks |
Universal Complication: IRON 4+ at start of activation in Blighted Ground or lose 1 action.
Class Reference
| Class | MK | ST | SC | CP | IR | SD | Role |
|---|---|---|---|---|---|---|---|
| Ironclad | 2 | 5 | 3 | 2 | 4 | 4 | Close-quarters enforcer |
| Sharpshooter | 5 | 2 | 3 | 3 | 3 | 4 | Precision ranged |
| Shadow | 3 | 3 | 3 | 5 | 3 | 5 | Infiltration & intelligence |
| Wrecker | 3 | 4 | 3 | 2 | 5 | 3 | Demolitions & forced entry |
| Physick | 2 | 3 | 3 | 5 | 4 | 4 | Field medicine & alchemy |
| Artificer | 3 | 2 | 4 | 5 | 3 | 4 | Clockwork & aetheric tech |