GLOBAL OPERATOR: ZERO SUM
GDD v0.21 · Internal · High-Lethality Extraction TTRPG
High concept: Co-op extraction TTRPG. Gear fear at the table. Risk everything. Keep what you exfil.
Gear is life. Intel is leverage. Hesitation kills.
*For every crate you exfil, someone else lost their kit trying.*
| System | d20 / Zoned HP |
| Players | 1–6 Operators (co-op) |
| Tone | Grounded / Lethal |
| Loop | Prep → Deploy → Exfil |
| AOO | Economic Exclusion Zone (EEZ) |
Setting — Economic Exclusion Zones (EEZs)
The 2000s created them. Governments leased 200–1,500 km² tracts as Special Economic Zones — tax-free, law-free, corporate-run. Ports, lithium pits, refineries, railyards.
Then the money ran out. Corps defaulted, pulled out, or got sanctioned. Host nations couldn't afford to reclaim them. They built a fence, declared them excluded from national jurisdiction, and posted Perimeter Guards.
They're still full.
The UN calls them Economic Exclusion Zones. Contractors call them Zeroes — places where ownership sums to zero, so whoever holds the ground keeps what they pull out.
No anomalies. No radiation magic. Just concrete, rust, and a lot of unguarded inventory.
Operators don't "go on a mission." They go into the Zero.
Playtest EEZ 01: Kreslia Port (Baltic)
28 km × 10 km coastal strip. Former Soviet port privatized 2004, bankrupt 2011. Pine forest, concrete yards, rail. Cold, wet, close. Scrapper crews stripping copper; Perimeter Guards working for whoever pays this month. This is Scenario 01.
Future EEZs
| EEZ | Theater | Notes |
|---|---|---|
| 02 — Dasht-i-Kharan Lithium | High desert | Long sightlines, dust jams, heat |
| 03 — Kivu Cobalt | Jungle | Humidity, short engagements, corrosion |
| 04 — New Detroit | Urban | Vertical, CQB |
All use the same rules. Only the kit changes.
Contents
- Design Pillars
- Core Loop & Economy
- Operator
- Combat Resolution
- Ballistics & Armor
- Safehouse & Progression
- Session Structure
- Scope Locks
1. Design Pillars
01 — Gear Fear Is a Feature
Every item brought into the Zero can be lost. Players should feel weight before they deploy. The Keep Case is the only guarantee. All other gear is a bet.
02 — Lethality Is Non-Negotiable
Combat is fast, brutal, and decisive. No bullet sponges. Armor buys seconds, not minutes. One good angle ends an engagement. Medical play is triage, not healing. Target: 2–3 round average fights.
03 — Knowledge > Level
A veteran with map knowledge, ammo data, and exfil timing beats a geared novice. No vertical damage scaling. Progression unlocks options, intel, and safety nets — never raw HP or damage dice.
Design lock: No level gives damage. No level gives HP. Abilities modify approach, not lethality. Correct ammo + angle drops any threat — veteran kit or green.
2. Core Loop & Economy
Core Loop
- PREP — Loadout, intel buy, route plan
- DEPLOY — Insertion, comms check
- SEARCH — Loot, intel, handler tasks
- CONTACT — Hostile contact, decisive
- EXFIL — Timed extraction, risk spike
- KEEP / LOSE — Only exfil = keep
Golden Rule
If you don't exfil, you don't keep.
Exception: Keep Case (3–6 slots).
Outside gameplay is downtime management, not a second game. 2 actions between ops. Speed matters.
Economy
| Rule | Detail |
|---|---|
| Currency | Credits (CR) |
| Gear = Progression | No XP shop for stats |
| Insurance | 20% kit value; 75% return if body unlooted |
| Cases | Trophy wall / horizontal storage |
| Death Tax | Keep Case only; new op starts at 75% CR of lost kit |
Handlers (Not Traders)
Handlers are relationship gates, not vending machines. Rep 1–4 unlocks tiers. Tasks give +1 Rep, Credits, and unique mods. Fail = −1 Rep. Tasks are optional in-op objectives (retrieve, mark, eliminate).
| Handler | Role | Rep Unlocks |
|---|---|---|
| Quartermaster | Basic rifles, ammo Class 1–3, armor Class 3–4, backpacks | R1: Starter kits / R2: Optics / R3: Class 4 plates / R4: Rare chassis |
| Sawbones | Meds, surgery kits, instant limb heal (2× cost), stims | R1: Bandage / R2: Surgical kit / R3: Instant blacked heal / R4: Trauma kit (auto stabilize) |
| Tinkerer | Rare mods, AP ammo, custom loads, suppressors, NVG | R1: Grips / R2: Suppressor / R3: AP 5.56 / R4: Custom wildcat loads |
3. Operator
Abilities — 6 Stats
Point buy / 27 pts · +2 / +3 mod max
| Abbr | Stat | Use |
|---|---|---|
| STR | Strength | Carry, recoil, breach |
| DEX | Dexterity | To-hit, stealth, exfil speed |
| CON | Constitution | Death saves, bleed resist |
| WIS | Wisdom | Perception, intel, med |
| INT | Intellect | Craft, mod, decrypt |
| CHA | Charisma | Barter, handler rep, deceive |
Checks & Proficiency
No skill list. The six stats are the skills. Any non-combat task: d20 + stat mod vs DC — Easy 10 · Standard 12 · Hard 15 · Extreme 18. The stat table above tells you which stat governs what.
Weapon proficiency is the only trained bonus:
| Tier | Bonus | How |
|---|---|---|
| Specialty family | +3 | Pick one at creation |
| Secondary family | +2 | Pick one at creation |
| Everything else | +0 | Can still fire it |
Families: Pistols · Carbines/Rifles · Shotguns · DMRs · Heavy. Proficiency applies to to-hit only — never damage.
Hit Zones
| Zone | HP | Note |
|---|---|---|
| Head | 20 | Instant KIA at 0 |
| Thorax | 50 | KIA at 0 / Critically injured if <15 |
| Stomach | 40 | Critically injured at 0 |
| Arms (each) | 30 | Blacked = injured |
| Legs (each) | 35 | Blacked = injured |
Bleed & Fracture
On blacked limb: roll Bleed 1–3 / Fracture.
Bleed = CON save each round or −5 HP thorax.
Combat bleeds (from penetration / spall) are separate — see §4.
Death States — 4-Tier System
| State | Condition | Effect |
|---|---|---|
| OPERATIONAL | All zones >0, <2 limbs blacked | Fully capable. Bleed checks if applicable. |
| INJURED | 1 limb blacked (0 HP) | Disadvantage on relevant checks. −10% move per blacked leg. Blacked arm = no two-hand weapons. |
| CRITICALLY INJURED / OOA | Stomach 0 OR 2+ limbs blacked OR Thorax <15 | Downed. 3× CON saves (DC 12 + failures). On fail, mark death fail. 3 fails = KIA. Ally can drag to exfil. Counts as alive if exfilled. |
| KIA | Head 0 OR Thorax 0 OR 3 failed saves | Dead. Only Keep Case retained (3–6 slots). All other gear lost. New operator at 75% credits of lost kit (insurance). |
4. Combat Resolution
PEN check is the core mechanic. No math at the table — only printed card values.
Step 1 — To-Hit
d20 + DEX mod + PROF (if proficient) + situational vs DC
| Range | DC |
|---|---|
| Close (≤5m) | 12 |
| Mid (~25m) | 15 |
| Long (~100m) | 18 |
| Extreme + cover | 22 |
- Proficiency = +2 to +4 (see Checks & Proficiency, §3)
- No stacking damage bonuses
- Recoil Control (RC): offsets shooting penalties from burst fire and shots at sprinting targets, to a floor of 0 — RC never becomes a bonus to hit. Sources: Foregrip mod (+1), Range station (+1/+2).
- Advantage = angle, surprise, braced
- Nat 1 = jam / failure
- Nat 20 = if a spall check occurs, roll at FRAG × 2
Step 2 — Hit Location
Roll d12:
| Roll | Zone |
|---|---|
| 1–2 | Head |
| 3–5 | Thorax |
| 6–7 | Stomach |
| 8–12 | Limbs *(unarmored — skip armor check, treat as pen)* |
Coverage: Vest = thorax + stomach. Helmet = head. Limbs never armored.
Step 3 — Penetration Check
Compare ammo PEN vs armor CLASS on covered zones.
| Result | Flesh | Armor | Bleed / Spall |
|---|---|---|---|
| PEN ≥ CLASS (Penetrate) | Full DMG | −1 DUR | Wound on zone. Head/thorax pen → Heavy bleed. Else → Light bleed. |
| PEN < CLASS (Stopped) | BLUNT (printed on card) | −A-DMG DUR | Roll d100 ≤ FRAG → spall: Light bleed (Heavy if head/thorax). |
- No flesh-frag on pen — the round punched through.
- Spall is plate spray on failed pens only.
- Head ×3 multiplier if no helmet (after pen/stop resolution).
Spall, in plain words: the plate stopped the bullet, but fragments can spray into the target. Only on STOPPED hits. Roll d100 — at or under the ammo's FRAG% the target takes a Light bleed (Heavy if head/thorax). Spall is a bleed, not damage — it stacks on the BLUNT already dealt. On a Nat 20 to-hit, the spall check rolls at FRAG × 2.
*Example: AKM ball (FRAG 24%) stopped by a Class 4 vest, thorax. Target takes 15 BLUNT, armor takes −2 DUR. d100 = 19 → ≤ 24, so the target also gains a Heavy bleed.*
Bleeds (Combat)
| Bleed | Effect | Stop with |
|---|---|---|
| Light | −1 HP to affected zone at end of turn | Bandage (1 action) |
| Heavy | −3 HP at end of turn; untreated 2 turns → incapacitated | Tourniquet / kit (1 action) |
Stacking: max one Light + one Heavy per operator. Extra procs refresh or escalate Light → Heavy.
Movement & Turn Economy
Each turn: 1 move + 1 action. Round ≈ 6 seconds.
| Mode | Rule |
|---|---|
| Move | 5 m — free, before or after the action |
| Sprint | Action = second move (10 m total); shots at sprinter +2 DC |
| Stealth | Half speed; DEX vs watcher WIS |
| Drag ally | Half speed, both hands occupied |
| Prone / stand | Part of the move |
| Between POIs | Narrative travel, no turns; GM calls WIS/DEX on approach |
Blacked leg = −10% move each. Range bands (≤5 m / ~25 m / ~100 m) mirror the to-hit DCs.
Doors & Breaching
| Door | Force (loud) | Pick (quiet) |
|---|---|---|
| Interior / flimsy | STR DC 10 | — |
| Locked commercial | STR DC 12 | DEX DC 12 |
| Security / reinforced | STR DC 15 | DEX DC 15 |
| Vault / cage | No roll | Breach charge or key only |
Force and breach charges are loud — the first per encounter ticks the exfil clock. Picking is quiet (1 action). A failed force attempt makes the noise anyway and the door holds. Breach charge: auto-opens anything, 1 action to set, always loud.
Cover & Situational
| Condition | Effect |
|---|---|
| Braced / Prone | +2 or Advantage |
| Suppressed Target | Disadvantage to return fire |
| Flank (90°+) | Ignore 1 AC / Advantage |
| Point Blank (<2m) | Auto-hit torso; 20% roll head |
Example — 45m Engagement
- Attacker hits with 5.56 Ball (PEN 3) vs target in Class 4 vest (AC 4)
- Location: Thorax
- PEN 3 vs AC 4 → Stopped → BLUNT damage + spall roll
- Armor takes A-DMG; target may bleed from spall
5. Ballistics & Armor
No dice for damage. Fixed values from reference. Math done once at authoring.
Ammo Card Stats
| Stat | Meaning |
|---|---|
| DMG | Flesh damage on penetration |
| BLUNT | Damage when stopped (pre-printed ≈ DMG÷3) |
| PEN | Armor penetration (1–6) |
| FRAG | Spall chance when stopped (d100 ≤ FRAG) |
| A-DMG | Armor durability loss when stopped: LOW / MED / HIGH |
A-DMG map: LOW −1 · MED −2 · HIGH −4 DUR
Ballistics Reference — Generic (Sample)
| Ammo | PEN | DMG | BLUNT | FRAG | A-DMG | Velocity | Notes |
|---|---|---|---|---|---|---|---|
| 9×19 115gr Ball | 1 | 28 | 9 | 13% | LOW | 380 m/s | Cheap, abundant |
| .45 ACP 230gr Ball | 1 | 34 | 11 | 9% | LOW | 260 m/s | High blunt |
| 5.56×45 55gr Ball | 3 | 38 | 13 | 25% | MED | 940 m/s | Yaw on soft |
| 7.62×39 123gr Ball | 3 | 44 | 15 | 24% | MED | 730 m/s | Common rifle |
| 7.92×57 198gr Ball | 4 | 58 | 19 | 25% | HIGH | 760 m/s | Full-power |
| .308 168gr Match | 4 | 54 | 18 | 27% | HIGH | 820 m/s | Accurate |
| .45-70 300gr Copper | 3 | 62 | 21 | 19% | MED | 580 m/s | Heavy subsonic |
| .300 WM 190gr HP | 5 | 68 | 23 | 30% | HIGH | 900 m/s | Long-range |
| .338 LM 250gr Ball | 5 | 78 | 26 | 29% | HIGH | 860 m/s | Anti-personnel |
| .577 750gr Solid | 6 | 110 | 37 | 16% | HIGH | 480 m/s | Anti-materiel |
*All entries original & generic. No licensed trademarks. Values are example — balance via playtest. Expansion: +P, AP, Subsonic, Tracer variants per caliber with ±1 PEN.*
Armor Classes 1–6
| Class | Example | DUR | Stops |
|---|---|---|---|
| 1 | Soft panel | 20 | PEN ≤ 0* |
| 2 | Light rig | 25 | PEN 1 |
| 3 | Standard plate carrier | 35 | PEN ≤ 2 |
| 4 | Ceramic plates | 45 | PEN ≤ 3 |
| 5 | Heavy ceramic | 60 | PEN ≤ 4 |
| 6 | Steel / top-tier | 80 | PEN ≤ 5 |
\*Class 1 still uses PEN check; soft armor is mostly a DUR sponge.
Break: DUR hits 0 → Class −1, reset DUR to half of new class max. Repair in Safehouse Workshop. Plate replacement costs Credits.
Offline Ammo Generator *(authoring only — never at table)*
SD = grains / (7000 × diam_in²)
KE = 0.5 × mass_kg × v²
Mom = mass_kg × v
PEN = MIN(6, ROUND(SD × v × tip_pen / 40))
DMG = ROUND(KE × tip_exp / 250) // pistols: allow exp 2.5–4
BLUNT = MAX(1, ROUND(DMG / 3))
FRAG% = MIN(25, ROUND((v / 30) × tip_frag))
A-DMG = band(Mom); +1 step if AP/steel-core
Mom <4 LOW · 4–7 MED · 7–10 HIGH · 10+ → HIGH
| Tip | tip_pen | tip_exp | tip_frag |
|---|---|---|---|
| HP / lead | 0.6 | 1.5 | 1.5 |
| FMJ lead | 1.0 | 1.0 | 0.8 |
| FMJ steel | 1.3 | 0.85 | 0.5 |
| AP | 1.7 | 0.7 | 0.2 |
Hand-tune final integers onto the card.
6. Safehouse & Progression
Stations
| Station | Function | Upgrade Path |
|---|---|---|
| Infirmary | Heal blacked limbs over downtime (base: 2 ops per limb). Sawbones instant heal for CR. | Lv1→3: Time halved, bleed resist +2 |
| Workshop | Craft ammo (−20% cost), mod weapons, repair armor DUR, build meds. INT check for rare mods. | Lv1→3: AP, custom loads, suppressors |
| Vault | Keep Case 3→4→5→6 slots. Weapon/Ammo/Medical Cases: owning one makes that category's downtime gear swap free (tempo, not capacity — stash is unlimited). Trophy wall. | Horizontal progression |
| Intel Board | Pre-op buys: hostile activity, EEZ POIs, exfil status, task leads. WIS/INT. | Lv1: 1 intel / Lv3: 3 intel + hidden exfils |
| Range | +1 Recoil Control next op, or zero weapon (ignore first range penalty). | Lv1: +1 RC / Lv2: +2 RC + Advantage first shot |
Downtime — 2 Actions
Between ops, each player gets 2 downtime actions:
- Triage / Repair
- Craft / Mod
- Barter / Sell
- Upgrade Safehouse
- Prep next loadout
No action = rest → +1 CON save next op.
7. Session Structure
Phases
| Phase | Time | Focus |
|---|---|---|
| Pre-Op | ~15 min | Downtime resolve, intel buy, handler tasks, loadout, insertion roll (WIS) |
| Operation | 2–3 hrs | 6–8 POIs in the EEZ, escalating contact, high-value push, contested exfil |
| Post-Op | ~20 min | Loot triage, rep update, injury/death resolve, station upgrades |
Exfil Clock (GM)
Run exfil as a 3-segment clock. Each loud action, failed stealth, or extra loot tick adds 1. At 3: exfil is hot and timer halves. Knowledge reduces ticks.
Player Tip
Your first 3 ops, you are poor. That is intentional. Keep Case discipline wins. Learn one map fully before chasing Class 5 gear.
8. Scope Locks
Non-Negotiable
- NO tetris in-op. Inventory is slots, not puzzle.
- NO calculator on player sheet. Math done once in Ballistics Reference.
- NO HP/AC bloat. Head 20 / Thorax 50 forever.
- NO levels give damage. Gear + ammo + angle = lethality.
- NO secure container creep. Keep Case max 6. That is it.
- NO flea market in-op. Barter only in Safehouse.
Positioning
A grounded, lethal, knowledge-first extraction TTRPG for players who want gear fear at the table.
Not power fantasy. Not heroic. Professional contractors doing high-risk retrieval in the Zero. Every decision is risk calculus: *Is this worth my kit? Is this worth my team?*
Changelog
v0.21
| Area | Change |
|---|---|
| Setting | Economic Exclusion Zones (EEZs), contractor slang *Zeroes* |
| Playtest map | EEZ 01: Kreslia Port (Baltic) |
| Terminology | Perimeter Guard, EEZ / the Zero |
v0.1 → v0.2
| Area | Change |
|---|---|
| Title | *Global Operator: Zero Sum* |
| Combat | d12 hit location; binary PEN; spall-on-stop |
| Ammo cards | BLUNT, FRAG, A-DMG columns |
| Armor break | Durability 0 → Class −1 |
*GLOBAL OPERATOR: ZERO SUM © Cold Wire Studios · GDD v0.21 · All rights reserved.*
*RISK EVERYTHING. KEEP WHAT YOU EXFIL.*