A First Look at New Rules in Out of Time

In this post, we’re diving into some of the exciting new mechanics featured in Out of Time, a historical skirmish game that spans three distinct periods: the late-Medieval era (1066–1500), the Colonial era (1775–1865), and World War II (1939–1945). All of this is built on the familiar core mechanics of Spectre Operations, with fresh additions tailored to each era.

Designed for forces of 5–50 models per side, Out of Time is perfect for casual, narrative-driven games that can be played in an afternoon. Larger engagements are certainly possible but will require additional planning and time.

Veteran Spectre Operations players will find much that’s familiar, but Out of Time introduces crucial new rules for Orders and Formations that add tactical depth and historical flavour.

Commanders and Officers are central to the flow of battle. Each has a Command Value (typically 1–3), indicating how many Orders they can issue per turn. Orders can be given either to the Officer’s own Element or by a Commander to any Element within 6”. While it’s possible to exceed a Commander’s Command Value, doing so carries risks: increased Stress and the chance that Orders may be misinterpreted or lost.

Isolated Elements can still receive Orders via Runners, who physically carry messages across the battlefield. These Runners can be intercepted or eliminated by the enemy, offering rich opportunities for emergent storytelling.

One of the most common Orders is to form a Formation. Each era has its own distinct set:

  • In the Medieval period, you’ll see Shieldwalls, Spearwalls, and Wedge formations.

  • In the Colonial era, expect Line and Column formations.

  • In WW2, you’ll find Chain movement and others when reacting to fire.

Formations grant unique bonuses to Elements. For example, Line Formation allows a Drilled Element to perform Volley Fire - a single roll for Accurate Fire, with an area of effect (AoE) equal to the number of models participating.

In the WWII era, weapon rules receive a major upgrade. Unlike Spectre Operations, which condenses Bolt Action and Assault Rifles into general categories, Out of Time provides distinct profiles for the iconic service weapons of each nation. This highlights the advantages and limitations each force historically faced.

Additionally, many weapons include sub-profiles:

  • Scoped rifles benefit from increased range and accuracy.

  • Machine guns feature a Bipod profile, boosting accuracy and automatic fire when stationary—encouraging historically grounded tactics.

As in WW2, the Medieval era has a whole host of Melee weapons, with their own special rules. Weapons also have Reach, allowing you to fight at a little more of a distance, but leaving you vulnerable if an opponent gets too close.


We’ll be covering more features of Out of Time soon, so be sure to follow us on social media for the latest updates.

In the meantime, don’t forget to sign up for pre-order notifications!