The document outlines a tabletop role-playing game centered around insect-themed military missions, detailing various mission types, risks, and gameplay mechanics. Players assume the roles of Agents, each with unique attributes, and engage in high-stakes scenarios while addressing obstacles and achieving goals. The game emphasizes teamwork, strategy, and narrative development, with specific rules for actions, risks, and character progression.
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Sting Ops Rules
The document outlines a tabletop role-playing game centered around insect-themed military missions, detailing various mission types, risks, and gameplay mechanics. Players assume the roles of Agents, each with unique attributes, and engage in high-stakes scenarios while addressing obstacles and achieving goals. The game emphasizes teamwork, strategy, and narrative development, with specific rules for actions, risks, and character progression.
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D66 LOCAL MISSION SPARK SPECIES REWARD RISK
11 Barracks Containment Catalyst
Diego Barreto Cicada 12 Fortress Ambush Lament +Morale 13 Mansion Supply Zenith Leafbug -Morale 14 Camp Bombing Shroud 15 Bridge Diversion Tide +Supply Ladybug 16 Sewers Defense Glint 21 Forest Escort Labyrinth Firefly 22 Building Infiltration Reverie +Intel 23 City Heist Fury Cockroach -Supply 24 Laboratory Smuggling Horizon 25 Island Hunt Crimson +Asset Fly 26 Powerplant Blockade Drift 31 Docks Assault Inferno Flea 32 Dam Deception Vortex +Troops 33 Base Siege Underwater Termite -Time 34 Carrier Evacuation Mosaic 35 Prison Retrieval Wraith +Agent Butterfly 36 Bunker Extraction Embrace 41 Caves Espionage Echo Mantis +Morale 42 Encampment Surveillance Phantom +Intel 43 Oilrig Intervention Specter Shiny Beetle 1 Death 44 Oasis Search Shard +Supply 45 Factory Substitution Mirage +Asset Moth 46 Canyon Capture Ember 51 Ruins Observation Nectar Horned Beetle +Troops 52 Catacombs Interrogation Larva +Agent 53 HQ Recon Abyss Scarab Pressure 54 Desert Assassination Nexus Roll 1d6 55 Submarine Liberation Fathom -Time Caterpillar 56 Swamp Demolition Haven 61 Lake Interception Genesis Roll 1d6 Dragonfly 62 Colony Raid Oracle x2 or 63 Village Conquer Cipher higher quality One of the main six None 64 Arctic Support Rebirth Roll 1d6 65 Valley Sabotage Beacon Roll again and x3 or 66 Train Rescue Eternity an extra time exceptional quality GAME INSTRUCTIONS MC Attention team! The HQ (Hivequarter) just sent us our next mission. CONVERSATION The players go back and forth talking about what RISKS There are 2 types of Risks: Hurdles and Opposition. They can Check you gear and report back in here at 0500. their characters do in the fiction. The rules mediate the be of level 1 up to level 4. Hurdles are dealt first. Battle is the glorious redeemer. Let’s give them hell. conversation. • Hurdles are obstacles present in the scene and can’t be removed. WHAT This is a game about insects from a special military SCENE The story is broken down in flexible lengths of time called • 1 is a distraction, 4 is a calamity operations team running high stakes missions. • Oppositions are removable obstacles in the scene. ‘Scenes’. Scenes that have any Risk and a Goal demand dice rolls. • 1 is an unaware element, 4 is a boss MODES The world can be portrayed by a single player (the Marshal Commander, or MC) or it can be shared among all the players (Coop). DICE POOL An Agent gather dice according to their playbook and For each Risk undealt, the MC can spend 1 Snag to affect the Agents. Any player that is not the MC is called an Agent. the situation they’re in. Each MAIS_ is an extra dice for the pool. • Hurt them Each Agent in the Scene marks 1 Haste plus their Each die can become an Action in the Scene. Separate them by value current total of Traumas. SAFETY All and any representation of fascism don’t have a voice rolled according to below. • Conflict them Mark 1 of their Directives in this game and should be punched or worse in game as well. • Overwhelm them Upgrade an Opposition to a Hurdle or add new Risks •5 6 Victory The Agent describes their success TONE The goal of the game is survival and high action. No bigotry • 2 3 4 Control The MC describes the success with a Price ONE-SHOT The game starts with the Briefing Phase and then fast or discrimination allowed. This game is not an excuse for cruelty. forward to the Mission Phase. •1 Snag Added to MC reserve SETTING Decide in a group what kind of conflict you’re in. There Agents can discard a single Snag rolled by marking 1 Haste. Every Briefing needs a major goal, locations and their minor goals, are tables in the back to aid on that. interested parties and obvious risks. Three of each is a good start. ACTING All agents present in the scene roll and each spend their Any and all should be related to some directive from the Agents. Some MATERIAL To play you’ll need: Victories and Controls in the scene. Risks HAVE to be addressed first. risks may be hidden and some may arise from the actions of the Agents. • 8 six sided die (d6), ideally per player Actions are spent in one of their Approaches. When a Control is spent, Plan the elements present and the events of the past. Play to find out • One copy of this pamphlet, and each sheet and strip about the future, it’s built together during the Mission. the Approach states what can’t be the Price. To repeat an Approach in • Means to write per player the same scene, you need to spend 2 dice instead of one. CAMPAIGN The game could be played as a short campaign, centered AGENT Pick an Agent pamphlet and combine with 4 strips, one of only in the Agents. For complex conflicts, use the Company as well. each type: species, goal, belief and commitment. Fill them out. GEAR Mark Gear to add dice after you act and gain new dices for the Scene. Gain extra dice gained if using the descriptor in War over resources Escaping invasion Rescue mission CREDITS parenthesis. Resisting invasion Defending against hate Civil war • Game design & Layout Diego Barreto • Other games at deep-light-games.itch.io TRAUMA When one of the Agent’s tracks is completely filled, clean The Company is a shared playbook, it represents all the other people • Badge and Character Art Felipe Faria it and gain 1 Trauma. It represents how closer you are of your limit. and resources aiding the Agents. Do the following changes: • Spot Art used with permission by Shutterstock • Haste is the Agent’s well being and momentum • Briefing Phase Also disclaim a side mission the Company will do. • Fonts Lucida Sans Typewriter, X Typewriter, Stencil • Directives are the reasons an Agent fight Pick 6 troopers from the company for it. • Creative Commons by 4.0 A trauma can be physical (scar, limp…) or not (paranoia, nemesis…). • Mission Phase No changes. • Inspirations Instead of taking a 4th Trauma, the Agent is at their Last Stand. • Goddess Save the Queen Carolina Neves, Julio Matos • Campaign Phase (New) After the missions, resolve the side mission • Band of Blades John Leboeuf-Little, Stras Acimovic LAST STAND This is the Agent final action before going out of and campaign actions. • Eat the Reich Grant Howitt commission. Roll 8 MAIS_ and reroll any 1’s. Describe what it looks A Player can play as a different Agent in different missions, assuming • Touchstones like and what is the last thing the team sees of you. there is an available agent in the Company. • TV Band of Brothers • Movies A Bug’s Life, Predator, Saving Private Ryan HEALING If you only have 1 or 2 Haste left, you can describe a COOP When you’re unsure of what happens next, use the tables to • Game series Metal Gear, Battlefield, Call of Duty flashback or conversation with other(s) Agent(s) and how you overcome help flesh out Risks, Goal and whatever else you need.