Specter Ops: PBP
Introduction:
Specter Ops is a hidden movement game from PlaidHat games. One player takes control of an agent, secretly moving around the facility (marking movement on a hidden sheet), while the rest of the players move hunters around trying to capture the agent.
Rules:
The Rule Book is posted on Plaid Hat’s Website:
http://www.plaidhatgames.com/images/games/specter-ops-shadow-of-babel/rules.pdf
For a quick overview, each turn will be defined by:
The Agent’s move:
First the agent will mark their move on their sheet. They can move four spaces (diagonal movement is allowed). If they crossed a hunters’ field of vision, they place a Last Seen token in the square that they were last seen. If they end their turn in the hunters’ field of vision (incredibly rare), they put their figure on the board.
If they start their turn next to an objective, the complete it (and placing an objective complete token) before moving.
They can play an equipment card before or after moving. Most cards are revealed when they are played, some just announce that a card is being played, but not which card, and one card isn’t announced to players. Equipment cards are listed later on.
Agents cannot move through Hunters.
The Hunters’ move
The Hunters then move their hunters one at a time, in any order of their choosing. Hunters can move 4 squares a turn, including diagonals. (note that they can see only in straight lines). After moving, the hunter’s then check their lines of sight for the agent. If the agent is visible, their figure is placed on the board. Note that hunters can move through agents spaces, and may not know it unless that square is within their line of sight at the end of their move.
If the agent is visible, the hunter may fire a shot at them. The hunter rolls a d6. If the result is greater than or equal to the distance between the hunter and agent, the agent loses 1 hp. Rolling a 1 is an automatic failure. Rolling a 6 allows the hunter to roll again and sum the results (for long range shots).
Some Hunters have special abilities that may take the place of their movement.
Hunter Vision
Each hunter can see in a straight line for unlimited distance. If they are on the road, they can see down the entire road. They cannot see diagonals, and all obstacles block their lines of sight. Other hunters do not block line of sight.
Using the Car
Hunters may use the car. Entering and Exiting the Car ends the each hunter’s turn movement. They may enter or exit car from/to an adjacent space, or the same space as the car.
Inside the car, the hunter has a couple of extra actions. They may drive the car. The car can only go on roads, and it can only go 10 squares per the Hunter team’s turn.
The hunter inside the car may instead use the car’s motion sensor. An agent spends their entire turn to active the motion sensor. If the agent had more than 2 spaces on their previous turn, and the hunter uses the motion sensor, they must say which direction they are in relation to the car. Most of the time this is NE,NW,SE,SW but if the agent is in a direct line to the car it is N,S,W,E.
The car cannot be moved and motion detect on the same Hunter round.
The car can only move on roads.
Hunters cannot fire from the car.
The unoccupied car does not provide line of sight.
The Game ends when
-The agent completes 3 of 4 of their possible objectives and makes it to an escape point
-The agent is reduced to 0 hp
-The agent does not escape within 40 turns.
Hunters:
Agents:
Agent Equipment Cards:
Cards that are revealed as they are played:
2 x Flash Bang: Reveal this card. Place the flash bang token on the board up to 4 spaces away from your agent's location. All hunters that can see the token lose their vision until the start of their turn. If your agent is visible at the start of their turn, put it on the board.
2 x Smoke Grenade: Reveal this card. Place a smoke grenade token up to 4 spaces away from your agent's location. Until the end of your next turn, all spaces within 1 space of that token block line of sight but not movement. Agent's sharing a space with a hunter are still visible to that hunter.
Cards that are not revealed, but an announcement is made that Agent has tapped a card
2 x Stealth Field: Do NOT reveal this card. Until the start of your next turn, your agent is only visible if it is within 2 spaces of a hunter. Rotate this card 90 degrees to show that it has been used.
2 x Adrenal Surge: Do NOT reveal this card. This turn you may move up to 6 spaces. Rotate this card 90 degrees to show that it has been used.
Character Specific Equipment Cards (note that the ones with two hex icons can be used twice per game) :
Holo-Decoy (Blue Jay only): Do NOT reveal this card. Place the last seen token on the board within 4 spaces of BlueJay's actual location. Use the movement sheet to secretly mark the round Holo Decoy was used.
Tangle Line (Spider only, two uses): Reveal this card. Choose a hunter that has line of sight to Spider and roll the die. If you roll equal to or higher than the distance to the chosen hunter, that hunter is stunned.
Power Fists (Orangutan only, two uses): Reveal this card. Place the Orangutan figure on the game board at his current location. All hunters within 2 spaces of Orangutan are stunned.
Velocity Blade (Cobra only, two uses): You may reveal this card when Cobra is being attacked. Until the start of your next turn, hunters get -3 to their die roll when attacking Cobra.
The Board/ Agent Movement Sheet
Signing Up:
We are going to play a 4 player game. One player will be the agent and the remaining three will play as the team of Hunters. Sign up in limegreen.
A few additional rules for 4-players:
-The car (and all the hunters) start in K23
-There is an additional escape point (at H1)
-The agent starts with 6 HP, (8 HP for the Orangutan)
-The agent gets 5 equipment cards instead of 3
-Objectives will be rolled on in secret.
I’m going to keep signups open for a bit, and then I’ll make rolls for everyone. Highest roll gets to be the agent, and the next three highest each get to select a Hunter. If you specifically do not want to be the agent, let me know during signups.
Steam
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
Posts
Less salvaging a mission by having your one active agent drag all the dead agents back to the exit though.
Geth, roll 1d100 for Egos
Geth, roll 1d100 for discrider
Geth, roll 1d100 for Preda
Geth, roll 1d100 for Daemonis
Geth, roll 1d100 for Trust
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
The Hunters will be played by:
@Kaneski
@Egos
@discrider
Talk it over and post which character you want.
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
The agent enters at N1.
The Red circle represents the last seen token (put at N1 as a formality, since you know that's where the agent entered.
Car: K23
Inside the Car: Beast, Gun, Prophet
Alternatively, we could just use a blank sheet instead of the board, if everyone would prefer. let me know:
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
Well... if agent is going for objective 1 area, he has to enter at J9 or L9 to get there on next turn (without using equipment). If he went NE, that's 2-3 rounds of movement anyway. So car to N14 and ping sounds good. I think I should remain in the car as long as possible - if we can guess a road crossing, I can park the car and wait for a quickdraw/snipe or force equipment use. So, I'm happy to do the motion sensor ping this round. I think we should drop someone off at K17 on the way.
the car can't use the motion sensor when it has moved that turn
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
What.. I thought the car couldn't use the motion sensor unless a hunter spent their entire movement doing it.
Edit: That note should be at the top of the motion sensor section instead of the bottom
I guess we just drive around then.
https://www.youtube.com/watch?v=09m0B8RRiEE
@Egos do you want to get out somewhere?
GUN moves car to K17 and disembarks to K16.
Edit: Car has 4 moves left.
I would say move the car to G16 or N16/016 (seems like it leaves more paths open for car) , but I'd imagine G16 might be better for me to go searching around abouts?
The Gun sees nothing.
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
I think the hunters should just declare what they're doing and give hints to others about why. Otherwise each hunter turn will take forever.
I'm fine with whatever. I'll stay in the car and ping next turn or some such.
The beast sees nothing
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
Move the car north one space and end turn in N14
The prophet sees nothing.
TURN 2
Board:
The beast is at O15
The Gun is at K16
The prophet is inside the car at N14.
The agent may move, @Preda
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
On the right, the agent won't have reached the lower road yet.
Better for me to sit on the road and grant visibility than pinging I think.
Conditional orders to move car to N8, if @Kaneski does not want to gain visibility at L9 first (I'd suggest I13 over this though)
https://www.youtube.com/watch?v=qAZmHrtloD8
The gun can check out the remaining L9. If J9 and L9 are clear, the agent is still in either top left or top right, and top left has to cross the road I'm on.