Specter Ops Clarifications

By: Dennis B. B. Taylor

Specter Ops Clarifications

Hey there!

Have you been playing Specter Ops and find yourself a bit confused about some of the rules? Don’t worry, I’ve got you covered! Let’s go over a few clarifications that should help clear things up for you.

Revealing My Location

Okay, so let’s say you’re playing as the Agent, and you’ve decided to reveal your current location to the Hunters. Here’s exactly how that works: you’ll write down your current location on your hidden pad with a numbered token, and then you’ll place a matching numbered token on the board.

Now, this is important: if there was already a token on the board with that number, you’ll remove it before placing your own. Keep in mind, though, that you must have line of sight to your location in order to reveal it. If you can’t see it, you can’t reveal it.

Encountering Tokens

So, what happens when you encounter a token? Well, it’s pretty straightforward. If you’re standing in a space with an item token, you’ll collect it and add it to your inventory. Simple as that!

But things get a bit more interesting when you encounter a Hunter token. If that happens, you’ll need to go through a process to determine if you’ve been captured or not.

First, you’ll play a face-down card from your hand next to the Hunter token. Then, the Hunter player will reveal their Movement card. If the number on your card matches the number on their card, you’ve been captured. But, if the numbers don’t match, congratulations! You’ve successfully evaded capture and can continue your mission.

Using Special Abilities

Now, let’s talk about special abilities. Each character in Specter Ops has their own unique ability that can be a real game-changer. To use your ability, just follow the instructions on your character card. It’s important to note that each ability has its own limitations and conditions, so be sure to read the fine print!

For example, take Riker, the Scout. Her special ability allows her to move through walls. But, there’s a catch: she can’t move through walls if there’s an enemy token adjacent to the wall. So, you’ll need to plan your moves carefully to make the most out of your abilities.

Remember, understanding the rules and clarifications in Specter Ops is key to mastering the game and enjoying it to the fullest. I hope these clarifications have been helpful to you!

The Beast: When I use the Beast’s enhanced senses, I can ignore structures. See, the Beast’s got this special ability that lets it work its magic in a 9×9 grid, with the Beast smack in the middle of it all.

The Gun: Now, the Gun’s got something cool too. It gets to roll not one, but two dice when it attacks. It’s like having double the chance to hit! And yes, even though it’s two dice, it still counts as one attack, ’cause we’re all about summing up the results here.

But hey, here’s the kicker. If both dice show a ‘1’, well, that’s a straight-up miss. No two ways about it. But wait, there’s more! If either of the dice lands on a ‘6’, you get to roll that die again, and add the new result to the total. It’s like a second chance at hitting the target.

Oh, and here’s a nifty tip. Quick Draw, that sneaky lil’ ability, only works when you’re up close and personal with the Gun. So, let’s say you’re not in the Gun’s line of sight, but then you move right in its view. Well, guess what? Boom! The Gun’s got its sights locked on you. On the other hand, if you start your turn spotted by the Gun, but manage to slip out of its view, leaving behind only the last seen marker, then the Gun loses track of you. Talk about a disappearing act!

If I, as the agent, am spotted by the Gun but don’t leave my last seen marker within the Gun’s line of sight, I still have a chance to deal damage. I’ll make sure to let the Gun know that I’ve been spotted. To successfully hit me, the Gun will need to roll equal to or higher than the distance to my last seen marker. The marker doesn’t represent where the Gun is aiming, but rather the difficulty of the shot.

If I reach an escape point and the Gun has the abilities Quick Draw or Sniper Shot, the Gun can attack me with those abilities before I make my escape. It’s a tense moment, but I have to be ready for anything.

The Heat: When I activate Thermal Vision, I can only see what’s directly in front of me, either in a row, a column, or along a stretch of road. This special ability lasts until the end of my turn.

However, when it’s the agent’s turn, I don’t have access to Thermal Vision anymore. Smoke Grenades can still block my Thermal Vision, making it harder for me to see.

If I choose to attack a hunter with Traitor Heat’s Pulse Cannon, I don’t have to reveal my current location.

But here’s the catch: I can’t attack while inside a Vehicle, not even with the mighty Pulse Cannon.

Interceptor: When the optic alarm is triggered, I don’t have to tell anyone which direction it came from or place a last seen marker. Basically, any spot that has a clear view of the Vehicle will set off the optic alarm.

The Judge: When I use my clairvoyance, I don’t have to tell you exactly where I am, just that you can sense me.

Mantis: If I place a “last seen” marker next to the Gun, I can strike with my blade before she can draw her gun and stun her.

Panther: I can only use Shadow Step if I move through a space that the hunter can see. If I didn’t move through their line of sight, I can’t place a “last seen” marker.

Portable Barrier: The Heat can see through portable barriers using Thermal Vision, but Rover can’t take them down.

The Prophet: I get a +2 bonus to my roll, but if I roll a natural “1,” it’s still a miss.

Let me give you an example of post-cognition: If we’re currently on round 9, which is the last round with a location written on it, then I have to tell the Prophet player what location I wrote in on turn 7.

Raven: If Raven hasn’t revealed their agent card yet and they use the Omen ability, I don’t have to show my agent card, but the hunter team will know who they’re going up against.

When Raven uses Omen, we treat the chosen ability as if the text isn’t there anymore. So if Omen is used on Tracker’s “Rover” ability, Rover can’t move and won’t have vision. And if Omen is used on Watcher’s “Surveillance” ability, the Watcher can’t place Camera tokens and won’t have vision with any currently placed ones.

Remote Trigger: With Prophet’s Precognition ability, I have to announce the turn before the objective is completed.

When I use the Remote Trigger, I can announce my moves one turn later than I usually would.

With the Stealth Field: I can only be seen by hunters when I’m within 2 spaces of them. Cameras, pets, and vehicle alarms won’t be able to detect me. Even the Heat’s Thermal Vision won’t work if I have the Stealth Field active, unless I’m within 2 spaces of the Heat.

When it comes to the Tracer: I can tell the direction of my current position relative to the vehicle using the compass on the game board. Most times, I’ll announce northeast, northwest, southeast, or southwest.

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Figuring Out Which Way the Sensor Detected Motion

I was just moved from space O5 to L4, a distance of 3 spaces. Meanwhile, the vehicle I’m in is currently at N9.

So, I decide to activate the motion sensor and see what happens. As the hunter player, I say that I detected motion in the northwest direction.

Now, here’s the interesting part: if I, as the agent player, happen to be on a space that is in the same row or column as the vehicle when I use the motion sensor, I need to tell the other players which way the motion was detected. I can say it was to the north, south, east, or west.

But there’s a twist! If I moved fewer than 2 spaces on my last turn, then I have to announce that no motion was detected at all.

Oh, and one more thing: I can’t move the vehicle and use the motion sensor in the same round. It’s one or the other. And the motion sensor can only be used once per round.

By the way, even after using the motion sensor, I can still choose to leave the vehicle if I want to.

When two agents are in the game, we, as the agent players, work together to report the direction of motion that was sensed. If both agents moved at least three spaces and are on opposite sides of the vehicle, we will need to report both directions. However, if the agents are in the same spot and at least one of them moved three or more spaces, we will collectively report only one direction.

The Watcher: The Watcher’s cameras can see in one direction until they reach a wall or structure. If a camera is looking down a road section, it can see both lanes of the road. However, the Watcher cannot see the space it is on.

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