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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.*

Systemd20 / Zoned HP
Players1–6 Operators (co-op)
ToneGrounded / Lethal
LoopPrep → Deploy → Exfil
AOOEconomic 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

EEZTheaterNotes
02 — Dasht-i-Kharan LithiumHigh desertLong sightlines, dust jams, heat
03 — Kivu CobaltJungleHumidity, short engagements, corrosion
04 — New DetroitUrbanVertical, CQB

All use the same rules. Only the kit changes.


Contents

  1. Design Pillars
  2. Core Loop & Economy
  3. Operator
  4. Combat Resolution
  5. Ballistics & Armor
  6. Safehouse & Progression
  7. Session Structure
  8. 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

  1. PREP — Loadout, intel buy, route plan
  2. DEPLOY — Insertion, comms check
  3. SEARCH — Loot, intel, handler tasks
  4. CONTACT — Hostile contact, decisive
  5. EXFIL — Timed extraction, risk spike
  6. 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

RuleDetail
CurrencyCredits (CR)
Gear = ProgressionNo XP shop for stats
Insurance20% kit value; 75% return if body unlooted
CasesTrophy wall / horizontal storage
Death TaxKeep 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).

HandlerRoleRep Unlocks
QuartermasterBasic rifles, ammo Class 1–3, armor Class 3–4, backpacksR1: Starter kits / R2: Optics / R3: Class 4 plates / R4: Rare chassis
SawbonesMeds, surgery kits, instant limb heal (2× cost), stimsR1: Bandage / R2: Surgical kit / R3: Instant blacked heal / R4: Trauma kit (auto stabilize)
TinkererRare mods, AP ammo, custom loads, suppressors, NVGR1: Grips / R2: Suppressor / R3: AP 5.56 / R4: Custom wildcat loads

3. Operator

Abilities — 6 Stats

Point buy / 27 pts · +2 / +3 mod max

AbbrStatUse
STRStrengthCarry, recoil, breach
DEXDexterityTo-hit, stealth, exfil speed
CONConstitutionDeath saves, bleed resist
WISWisdomPerception, intel, med
INTIntellectCraft, mod, decrypt
CHACharismaBarter, 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:

TierBonusHow
Specialty family+3Pick one at creation
Secondary family+2Pick one at creation
Everything else+0Can still fire it

Families: Pistols · Carbines/Rifles · Shotguns · DMRs · Heavy. Proficiency applies to to-hit only — never damage.

Hit Zones

ZoneHPNote
Head20Instant KIA at 0
Thorax50KIA at 0 / Critically injured if <15
Stomach40Critically injured at 0
Arms (each)30Blacked = injured
Legs (each)35Blacked = 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

StateConditionEffect
OPERATIONALAll zones >0, <2 limbs blackedFully capable. Bleed checks if applicable.
INJURED1 limb blacked (0 HP)Disadvantage on relevant checks. −10% move per blacked leg. Blacked arm = no two-hand weapons.
CRITICALLY INJURED / OOAStomach 0 OR 2+ limbs blacked OR Thorax <15Downed. 3× CON saves (DC 12 + failures). On fail, mark death fail. 3 fails = KIA. Ally can drag to exfil. Counts as alive if exfilled.
KIAHead 0 OR Thorax 0 OR 3 failed savesDead. 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

RangeDC
Close (≤5m)12
Mid (~25m)15
Long (~100m)18
Extreme + cover22

Step 2 — Hit Location

Roll d12:

RollZone
1–2Head
3–5Thorax
6–7Stomach
8–12Limbs *(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.

ResultFleshArmorBleed / Spall
PEN ≥ CLASS (Penetrate)Full DMG−1 DURWound on zone. Head/thorax pen → Heavy bleed. Else → Light bleed.
PEN < CLASS (Stopped)BLUNT (printed on card)A-DMG DURRoll d100 ≤ FRAGspall: Light bleed (Heavy if head/thorax).

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)

BleedEffectStop with
Light−1 HP to affected zone at end of turnBandage (1 action)
Heavy−3 HP at end of turn; untreated 2 turns → incapacitatedTourniquet / 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.

ModeRule
Move5 m — free, before or after the action
SprintAction = second move (10 m total); shots at sprinter +2 DC
StealthHalf speed; DEX vs watcher WIS
Drag allyHalf speed, both hands occupied
Prone / standPart of the move
Between POIsNarrative 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

DoorForce (loud)Pick (quiet)
Interior / flimsySTR DC 10
Locked commercialSTR DC 12DEX DC 12
Security / reinforcedSTR DC 15DEX DC 15
Vault / cageNo rollBreach 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

ConditionEffect
Braced / Prone+2 or Advantage
Suppressed TargetDisadvantage to return fire
Flank (90°+)Ignore 1 AC / Advantage
Point Blank (<2m)Auto-hit torso; 20% roll head

Example — 45m Engagement


5. Ballistics & Armor

No dice for damage. Fixed values from reference. Math done once at authoring.

Ammo Card Stats

StatMeaning
DMGFlesh damage on penetration
BLUNTDamage when stopped (pre-printed ≈ DMG÷3)
PENArmor penetration (1–6)
FRAGSpall chance when stopped (d100 ≤ FRAG)
A-DMGArmor durability loss when stopped: LOW / MED / HIGH

A-DMG map: LOW −1 · MED −2 · HIGH −4 DUR

Ballistics Reference — Generic (Sample)

AmmoPENDMGBLUNTFRAGA-DMGVelocityNotes
9×19 115gr Ball128913%LOW380 m/sCheap, abundant
.45 ACP 230gr Ball134119%LOW260 m/sHigh blunt
5.56×45 55gr Ball3381325%MED940 m/sYaw on soft
7.62×39 123gr Ball3441524%MED730 m/sCommon rifle
7.92×57 198gr Ball4581925%HIGH760 m/sFull-power
.308 168gr Match4541827%HIGH820 m/sAccurate
.45-70 300gr Copper3622119%MED580 m/sHeavy subsonic
.300 WM 190gr HP5682330%HIGH900 m/sLong-range
.338 LM 250gr Ball5782629%HIGH860 m/sAnti-personnel
.577 750gr Solid61103716%HIGH480 m/sAnti-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

ClassExampleDURStops
1Soft panel20PEN ≤ 0*
2Light rig25PEN 1
3Standard plate carrier35PEN ≤ 2
4Ceramic plates45PEN ≤ 3
5Heavy ceramic60PEN ≤ 4
6Steel / top-tier80PEN ≤ 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
Tiptip_pentip_exptip_frag
HP / lead0.61.51.5
FMJ lead1.01.00.8
FMJ steel1.30.850.5
AP1.70.70.2

Hand-tune final integers onto the card.


6. Safehouse & Progression

Stations

StationFunctionUpgrade Path
InfirmaryHeal blacked limbs over downtime (base: 2 ops per limb). Sawbones instant heal for CR.Lv1→3: Time halved, bleed resist +2
WorkshopCraft ammo (−20% cost), mod weapons, repair armor DUR, build meds. INT check for rare mods.Lv1→3: AP, custom loads, suppressors
VaultKeep 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 BoardPre-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:

No action = rest → +1 CON save next op.


7. Session Structure

Phases

PhaseTimeFocus
Pre-Op~15 minDowntime resolve, intel buy, handler tasks, loadout, insertion roll (WIS)
Operation2–3 hrs6–8 POIs in the EEZ, escalating contact, high-value push, contested exfil
Post-Op~20 minLoot 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

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

AreaChange
SettingEconomic Exclusion Zones (EEZs), contractor slang *Zeroes*
Playtest mapEEZ 01: Kreslia Port (Baltic)
TerminologyPerimeter Guard, EEZ / the Zero

v0.1 → v0.2

AreaChange
Title*Global Operator: Zero Sum*
Combatd12 hit location; binary PEN; spall-on-stop
Ammo cardsBLUNT, FRAG, A-DMG columns
Armor breakDurability 0 → Class −1

*GLOBAL OPERATOR: ZERO SUM © Cold Wire Studios · GDD v0.21 · All rights reserved.*

*RISK EVERYTHING. KEEP WHAT YOU EXFIL.*