A squad of near-future operatives gearing up in an orbital hangar

T.E.R.R.A.

A Near-Future Tactical Role-Playing Game

Humans never came from Earth. Out here among the colonies, mining rigs, and moon-sized starships, your squad answers only to the mission — and to each other.

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// Transmission 001

Form a Squad. Take the Mission.
Fight for what your character believes in.

// Step 02 — Choose a Body Model

Three ways to exist in the universe

Your body model sets your raw ability scores and a signature feature. Flesh, machine, or something in between — the choice shapes everything that follows.

Body Model 01

Humanoid

A living pilot inside a powered exo-suit. Adaptable, ambitious, and dangerously human — driven by conviction the machines can only simulate.

Body Model 02

Adamoid

A human-like robot with history written in code as much as memory. Precise, resilient, and quietly wrestling with what it means to choose.

Body Model 03

Cybernaut

A fragile human who survived, again and again, until more than half was replaced with steel. Elite, alien, and unmistakably formidable.

// Signature System

Every action runs on Action Energy

AE fuels everything you do in an Engagement. Bank it across turns for one decisive strike, or spend fast and flood the field. The tempo of the fight is yours to set.

Action Energy — Stored18 / 24

Backed by a matrix that grows your character your way:

Power · force
Speed · initiative
Clearance · hacking
Detection · scanning
Intuition · insight

The Development Pattern isn't a straight class ladder — it's a grid. Climb your Primary Tuning, branch into two Specializations, and stack Acceleration dice (d4→d12) on whatever you're built to be great at.

// Rhythm of Play

Three Phases of Play

Time bends to the moment. The game shifts gears with you — from downtime, to the field, to the knife's edge of combat.

01

Inactive Leave

Between missions. Shop, research, scheme, and build your character in a bounded home base — time measured loosely.

02

Active Deployment

Boots on the ground. Structured objectives, real distances, and a Zone that can turn hostile in a heartbeat.

03

Engagement

Rounds, turn-order, and Action Energy. Every 12 seconds counts when a Conflict erupts.

// Powers That Be

Pledge to a Faction

Governments, alliances, and mercenary orders with centuries of history. Your allegiance shapes your gear — and who greets you with a handshake or a weapon.

T.E.R.R.A.

Terrestrial & Extraterrestrial Regiment of Regulated Adamoids — order, structure, and the long arm of regulation.

The I.F.A.

Interstellar Freedom Alliance — a coalition betting everything on the frontier's independence.

The C.K.P.

Confederation of Kertesh Peoples — old power, deep roots, and a culture all its own.

Cybernauts

An elite mercenary force of cybernetic humans — alien, intimidating, and impossibly effective.

Coming in V2

Play a mission in your browser

A distilled tactical skirmish — squad, grid, Action Energy, and dice — playable right here. No install, no download. Just deploy.

Deploy Demo · Soon
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