Table of Contents

Specter Ops

  • 2-5 players

Setup

  • 2-3 Players
    • Vehicle starts on `K17`.
    • Agent rolls a die for each of the 4 mission objectives. Place token on objective and circle on movement sheet.
    • Hunter players choose their hunters then the Agent player choose the agent.
    • Hunters start in the car.
    • Agent takes 3 equipment cards.
  • 4 Players
    • Vehicle starts on `K23`.
    • Agent doesn't place mission tokens on the board. Keeps them secret until they are completed.
    • Agent takes 5 equipment cards.
    • Agent starts with 2 additional health.
    • Place an extra escape point on `H1`.
  • 5 Players
    • Vehicle starts on `K23`.
    • Agent doesn't place mission tokens on the board. Keeps them secret until they are completed.
    • After all Hunters have chosen their hunters, the Agent will hand out the 4 Role cards.

FAQ

  • Motion Detector
    • If the Agent moved 0-2 spaces he does not have to declare a direction when the motion detector is used.
    • If the car is moved at all, the motion detector cannot be used this turn. Vice versa if the motion detector was used, the car cannot be moved this turn.
    • Hunters must start their turn in the car to use the motion detector. (Except for Puppet).
    • Blue Jay's Holo or the Stealth Field does not confuse the motion detector.
  • Car
    • Hunters cannot attack or be stunned while in the car. Hunters may exit the vehicle and still attack (but not move).
    • Car movement is considered hunter movement when it comes to special abilities like the Prophet and the Beast unless the car is moved by a different hunter.
  • Line of Sight
    • Hunters have to be on a road space to be able to see the 2 columns or rows of the road.
    • The car or other hunters do not block line of sight.
  • Equipment
    • Equipment can be thrown over a structure.
    • Blue Jay's Holo: Only one last seen token is placed. The agent can run through the LOS of hunters and still fool them.
  • Stun
    • A stunned hunter cannot make any type of attack including the Gun's special abilities.
  • Special Abilities
    • The Gun - Sniper shot and Quickdraw are mutually exclusive.
    • The Beast & Cobra - Cobra's Ambush nullifies the Beast's Feral Strength.
    • The Prophet - Cannot use precognition and motion detector in one turn. unsure of this rule