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Spectre Quick Play Booklet V02

The Spectre Operations Quick Play Guide provides essential information for players to understand the game's core mechanics, including manoeuvre and engagement actions, unit cohesion, and momentum management. It outlines the necessary components for gameplay, such as dice, miniatures, and play surface, while detailing key concepts like line of sight and situational awareness. Players are guided through their first game setup and actions, emphasizing strategic decision-making and the importance of maintaining unit cohesion during combat scenarios.

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0% found this document useful (0 votes)
278 views16 pages

Spectre Quick Play Booklet V02

The Spectre Operations Quick Play Guide provides essential information for players to understand the game's core mechanics, including manoeuvre and engagement actions, unit cohesion, and momentum management. It outlines the necessary components for gameplay, such as dice, miniatures, and play surface, while detailing key concepts like line of sight and situational awareness. Players are guided through their first game setup and actions, emphasizing strategic decision-making and the importance of maintaining unit cohesion during combat scenarios.

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2077cyberpunk
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© © All Rights Reserved
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QUICK PLAY GUIDE

SPECTRE OPERATIONS
This comprehensive guide is designed to equip both new and experienced players with
the essential knowledge needed to dive into the world of Spectre Operations quickly and
effectively. By providing clear and concise explanations of core rules, we aim to streamline
the learning process and enable you to focus on the strategic and tactical elements of the
game.

KEY AREAS COVERED IN THIS GUIDE INCLUDE:


► Manoeuvre Actions: Detailed explanations of the various actions that players can
take to move their units around the battlefield including advancing, retreating, and
changing formation.
► Engagement Actions: In-depth analysis of the different ways that units can engage
with enemy forces, such as attacking, defending, and supporting.
► Reactions: Clear descriptions of the different reactions that units can take in
response to enemy actions, such as counterattacks, evasive maneuvers, and defensive
preparations.

TO PLAY SPECTRE OPERATIONS, YOU’LL NEED A FEW


THINGS:
► Dice: You’ll need multiple 10-sided dice (D10s), ideally in different colors.
► Tape Measure: This is used to measure distances in inches.
► Miniatures: You’ll need miniatures to represent your force, with 2 groups of 4-6
recommended for starting. Base size and shape don’t matter.
► Play Surface: The game requires a designated play area of approximately 2x2ft, with
terrain that includes elements to block line of sight (like buildings and woods) and
varied scatter terrain for cover.

2
KEY CONCEPTS
► Line of Sight (LoS): Spectre Operations uses True Line of Sight. You determine what a
miniature can see from its perspective, sometimes requiring you to position your eye at the
miniature’s level to see accurately. LoS is important for determining which groups can be
targeted or seen.
► Facing and Field of Fire (FoF): A miniature’s facing and Field of Fire are typically
determined by the direction its head is facing. A miniature’s FoF is always 90 degrees. If a
miniature’s facing isn’t clear, a player should indicate it to their opponent. At the start or end
of a movement, a miniature can change its facing and/or FoF. Marking this on the base can
be helpful, as a miniature’s FoF can affect Situational Awareness Tests during engagements.
► Tests: Tests in Spectre Operations are done using a D10. You need to roll equal to or higher
than a specified number to pass. Distance and cover can modify results, but a 1 always fails
and a 10 always succeeds.
► Measuring: Distances are measured to and from a miniature’s center. When engaging a
group, measure to the furthest visible miniature in the target group to determine range.
► Elements: Your force in Spectre Operations is made up of Elements, which can be a single
figure, a squad, or a vehicle. A force typically consists of multiple Elements.
► Element Types: There are two types of fighters: Trained and Untrained. Each type has
different classes with unique stats that affect performance. Trained fighters are generally
better than Untrained fighters and have access to special actions. The two types also react
differently when under fire. This quick play version uses Militia (Untrained) and Enlisted
(Trained) fighter profiles.

UNTRAINED
MILITIA M B A S
5 7 9 5

TRAINED
ENLISTED M B A S
5 6 9 4

M: MOVEMENT B: BALLISTICS A: AWARENESS S: STRESS


This value dictates This value dictates This value shows This value dictates
an Element’s base how good at the Situational the Base Stress
movement value, in shooting an Element Awareness of the of the Element. 3
inches. is. Element, allowing This value can rise
them to quickly during an Operation,
recognise and react making actions
to potential threats. more difficult. It can
also be lowered, but
never below the
starting value.
UNIT COHERENCY
COHESION DISTANCES

Maintaining close proximity within your element is crucial for optimal performance. Isolated
members will struggle to act and shoot effectively. Unit cohesion distance increases with
training and experience, and certain equipment can mitigate the negative effects of being
out of cohesion.

► Untrained Fighters: 3”
► Trained Fighters: 5”

All models within an element must remain within a specified number of inches to maintain
cohesion. For example, an untrained Militia element must deploy and move so that all
models stay within 3 inches of each other. For a trained element, this distance is 5 inches.

EFFECTS OF COHESION
► In Cohesion: The element functions normally, with all models performing the same
actions (where applicable).
► Out of Cohesion: Models cannot perform the same actions as their element. The
entire element must use the Regroup action to move back into cohesion, or as close
as possible if full cohesion is not achievable.
► Stress: Each model out of cohesion increases the element’s Stress Value by 1 for
every turn they remain out of cohesion.

4
MOMENTUM
Your Force gains 2 Momentum points for each Element in your Force. All Momentum generated
by your Elements goes into a pool of Momentum for your Force.
During turns 1-3, an additional +1 Momentum is also generated.

Elements within your Force can then spend this Momentum on Actions during your turn and
Reactions during the enemy’s turn.

Momentum is generated by each Element at the start of every game turn. This means that
Elements that use the Rally Action to remove Suppressed and/or Pinned Status will not generate
their full Momentum until the following turn.

Important: Any unspent Momentum is lost at the end of a game turn and cannot be carried over

Additional Momentum Modifiers


► +1 Momentum during the first three turns (1-3)
► -1 Momentum for each Suppressed Element
► -2 Momentum for each Pinned Element

Remember:
► Even with negative modifiers, a Force always generates a minimum of 1 Momentum
each turn.
► Elements that use the Rally Action to remove Suppressed or Pinned status only
generate their full Momentum from the following turn.

A Force will never Generate less than 1 Momentum each turn, regardless of modifiers.

5
PLAYING YOUR FIRST GAME
This two-player game requires each player to control a force, either the Militia or the Enlisted.

Each player should field two Elements of 4-6 fighters, each armed with Medium Rifles.
Consider adding a Light Machine Gun or Sub Machine Gun to each Element for varied
Engagement Actions.

► The defender chooses a table edge and deploys their Elements within 4” of it.
► The attacker then sets up their Force on the opposite table edge, also within 4” of it.

The attacker takes the first turn.

CHOOSE YOUR ACTIONS!


For this quick play, we will be using two Actions and two Reactions. Each Action costs one
point of Momentum. Additional Momentum can be spent for an Action to gain benefits, such
as increased movement or additional dice rolls, but typically at the cost of a penalty.

During your turn, choose an Element and execute your desired Actions. You can decide
whether to perform additional Actions after each Action is resolved. Actions can be carried
out in any sequence, but individual Actions cannot be repeated consecutively; for instance,
an Element cannot perform two Engagement actions in a row without another Action in
between.

After completing all Actions with one Element, select another and proceed.

You can also utilize your Momentum to React to another player during their turn. Spending
Momentum on Reactions should be considered carefully, as frequent Reactions during
another player’s turn will leave you with fewer points for diverse Actions during your own
turn.

Similarly, you might choose to conserve Momentum at the end of your turn to enable
Reactions to your opponents’ Actions during their turn.

6
MANOEUVRE ACTION
► 1 Momentum: Move a number of inches equal to your Movement value.
► Each Additional Momentum: Move again, reducing the total distance moved by 1 inch for
each Momentum spent after the first.

Manoeuvring a Force in a considered way, especially as an Attacking Force, is vital to achieving


Objectives. Manoeuvring is most often used as a way to achieve a more beneficial position in which
to Engage an Enemy.

An Element can move around the battlefield using a Manoeuver Action. While spending additional
Momentum points on the Action allows an Element to move up to its full movement, each extra
Momentum point reduces the movement distance by 1”. This movement reduction is cumulative.

Example: A Militia fighter with a Manoeuver of 5 making 3 Manoeuvre Actions will move a total of
12” (5” for the first, then 4”, then 3”). This Manoeuvre may be made to move vertically if the terrain
or rules allow (such as a ladder or other point of access). A model may not pass through another
model, friend or enemy and they may only finish a move in an area wide enough for their base to
fit.

OBSTACLES
Obstacles taller than 0.5” require a full 1” of movement for an entire Element to cross, even if only
a single model needs to do so. Obstacles between 0.5” and 1” tall require an additional Maneuver
Action to cross. Specialist equipment or rules are required to cross obstacles taller than 1”. Obstacles
with ladders or other climbable features do not incur these movement penalties.

REACTION! SNAP SHOT


► 1 Momentum
► Test for Accurate Fire on Awareness

This reaction represents an Element on Overwatch, ready and anticipating enemy movement or
action within a specific area.

Trigger: An Enemy Element moves within LoS and the Engagement Range of the Reacting Element.

Effect: The Reacting Element may make a single Engagement Action against the Target Element
that triggered the reaction. The Target Element must temporarily halt its Manoeuvre Action while
the Engagement occurs. After the Engagement is Resolved, the Target Element may resume its
Manoeuvre, if able.

Note: This Engagement uses the Element’s Awareness Statistic instead of their Ballistics Statistic,
representing the difficulty of reactive shots.

OBSTACLES 7
If an Element, or any model within an Element, is required to cross an obstacle that does not have
a ladder or other point that can be climbed and is over 0.5” tall, it will cost a full 1” of movement to
cross for the entire Element - even if only a single model needs to cross. If an Obstacle is over 0.5”
and up to 1”, it will require an additional Maneuver Action to cross. Any higher Obstacles may only be
crossed using specialist equipment or rules.
ENGAGEMENT ACTION
► 1 Momentum: 1 dice per model in the Engaging Element.
► Each Additional Momentum: Each model gets 1 extra die, but for every extra Momentum
spent, there’s an additional -1 to the Accurate Fire test.

The Target Element is the element that is being attacked by another element with ranged weapons
using an Engagement Action. The attacking element must have Line of Sight (LoS) and be within
Field of Fire (FoF).

Shooter refers to each model making an Engagement. Engaging Element refers to the Element
making the Engagement. Every model within the Engaging Element that meets the criteria may be
included in the Engagement, but you can choose not to shoot with every model.

Steps to follow when making an Engagement Action:


1. Select target Element
2. Spend Momentum on the Engagement
3. Determine the range modifiers to use
4. Engaging Element rolls For Accurate Fire
5. Target Element Tests Situational Awareness
6. Engaging Element rolls for Lethality
7. Target Element makes a Stress Test

To make an engagement action, measure the distance from the shooter to the furthest visible model
in the Target Element. The distance measured will dictate the range modifiers for the weapons they
are using. Depending on whether the target is within CQB, Engagement or Extreme Range of the
weapon used, it may add or subtract to the modifier to hit.

These modifiers will either add to, or subtract from, the shooter’s Ballistics test. To determine if a
shot is accurate, roll a D10 for each model taking part in the Action and compare it to the shooter’s
ballistics value, after modifiers have been applied to the dice roll. Any dice roll that equals or exceeds
the Shooters Ballistics Value is an Accurate Shot. Any dice that are lower Miss the Target Element and
have no effect.

It is common for an Element to have more than 1 weapon type carried by each fighter. It is
important to measure each of these weapons separately to determine the range modifiers for each
weapon. We suggest using different coloured dice to represent these so all of the dice can be rolled
together, or if a weapon or weapons have multiple special rules, roll them separately.

8
CLOSE QUARTERS BATTLE (CQB)
Close Quarters Battle (CQB), also known as Close Quarters Combat (CQC), occurs when opponents
engage at very close range. This typically happens in urban areas and buildings, but can also occur
in confined spaces like ships, airplanes, tunnels, and dense forests. CQB is challenging and dangerous
due to the close proximity of combatants, increasing the likelihood of successful attacks.

CQB in Spectre Operations

In Spectre Operations, CQB range is within 6 inches, unless stated otherwise. Elements within this
range are considered in CQB for actions like engagements. Due to the difficulty of CQB, elements
must test to hit using their current Stress Level, rather than Ballistics. Modifiers still apply.

Stress Management in CQB

Managing stress, or applying stress to opponents before engagement, is crucial in CQB. Even
untrained individuals can land lethal hits at close range, highlighting the importance of stress
management.

SITUATIONAL AWARENESS
The ability to identify incoming fire, its accuracy, and direction depends on training and
experience. Reaction to incoming fire and the ability to find cover or otherwise minimize
your risk of being hit during an Engagement is represented by a Situational Awareness Test.

For each accurate shot from any Engagement, the target Element may make an awareness
check. If the test is successful, the target was able to react successfully to incoming and
accurate fire and has not become a potential Lethality. However, for each successful
Awareness check, the Element will increase its stress value by 1.

Modifiers
► -2 Awareness if the Element is being shot from outside of their FoF.
► -1 Awareness if the Engaging Element is using entirely Suppressed Weapons.

9
COVER
Cover can be taken advantage of when engaged by accurate fire. A fighter will only be able to
effectively utilize cover if they are aware they are being targeted. If a Target Element is Aware
they will gain a bonus to their Situational Awareness Test against Accurate Fire if the entire
Element, or a portion of models in the Element, are behind Cover.

► Light Cover: If at least half of the models (rounding up) from the Target Element are
partially obscured, when viewed from the perspective of the Engaging Element, by
a piece of scenery they will benefit from a +1 modifier to their Awareness Roll when
making a Situational Awareness Test.
► Medium Cover: If at least half of the models (rounding up) from the Target Element
are partially obscured, when viewed from the perspective of the Engaging Element,
by a piece of scenery that is ½ Inch high or more, but still leaving part of the model
exposed they will benefit from a +2 modifier to their Awareness Roll when making a
Situational Awareness Test.
► Heavy Cover: If the target Element is wholly within a building, and the Engaging
Element is not in the same building, they will benefit from a +3 modifier to their
Awareness Roll when making a Situational Awareness Test.

LETHALITY
After determining the number of hits, check the Lethality value of the weapon used within the
appropriate range. Roll a number of dice equal to the number of hits (using the same colored
dice from the Engagement, where applicable, to track which weapon was used). Each die result
that meets or exceeds the Lethality value has killed a model in the Target Element; remove
them from the Battlefield. The controlling player of the Target Element removes a number of
models equal to the number killed.

Only models within Line of Sight (LoS) and Field of Fire (FoF) of the Engaging Element may be
removed from the Target Element. If a weapon with the Marksman Special Rule caused a Kill,
the player who made the Engagement Action chooses which model is removed.

10
STRESS TEST
TARGET ELEMENT MAKES A STRESS TEST
An Element that is targeted by an Engagement action and receives Accurate fire must
undergo a Stress test. To conduct this test, roll a die for each Accurate Shot, plus an additional
die for each model killed during the Engagement Action.

Compare the results of the Stress test to the Element’s current Stress Value. Each roll that
equals or exceeds the Stress Value is a success; any roll lower than the Stress Value is a failure.
Note: a roll of 10 always succeeds, and a roll of 1 always fails.

The effects of stress in combat are heavily influenced by the level of training that a unit has
received. The number of failed Stress Tests should be compared to the corresponding table
below to determine the Element Status.

UNTRAINED TRAINED
► 0 FAILED TESTS: Defiant: The unit ► 0 FAILED TESTS: Defiant: The unit
suffers no effect. suffers no effect.
► 1 FAILED TEST: Shocked: The unit may ► 1 FAILED TEST: Go To Ground: The unit
only use 1 Momentum in an Action may move models up to 3” if they are
until its next turn. able to reach cover. The unit may only
use 1 Momentum in an Action until its
► 2 FAILED TESTS: Suppressed: The unit
next turn.
only generates 1 Momentum and is
Suppressed. ► 2 FAILED TESTS: Suppressed: The unit
only generates 1 Momentum and is
► 3-4 FAILED TESTS: Pinned: The
Suppressed.
unit generates 0 Momentum and is
Pinned. ► 3 FAILED TESTS: Suppressed: The unit
only generates 1 Momentum.
► 5+ FAILED TESTS: Routed: The unit
generates 0 Momentum and, unless ► 4 FAILED TESTS: Pinned: The unit
they are in a Building, the unit must generates 0 Momentum.
make a Maneuver action to move
► 5 FAILED TESTS: Break Contact: The
towards the closest table edge that
unit generates 0 Momentum and, if
doesn’t require it to move closer to an
not inside a building, they must make
enemy unit.
a Maneuver action towards the closest
table edge that doesn’t require it to
move closer to an enemy unit, or Force
Extraction Point if 1 is in use.
11
ELEMENT STATUS
SUPPRESSED PINNED PINNED UNTRAINED
FIGHTERS
► Generates 1 ► Generates 0
Momentum. Momentum. ► May not make
► May only make ► May only make Return Reactions.
Reactions and the Fire, Break Contact or ► Trained Fighters may
Rally Action. Rally Actions. make Reactions.
► May not change facing. ► May not change facing.

REACTION! RETURN FIRE


Cost: 1 Momentum

Trigger: Activated by the Target Element after an Engagement action is resolved against it.

Effect: The Element may make an Engagement action against the Element that performed an
Engagement Action against it. This Engagement action is taken with a -1 penalty to the Ballistic Skill
Test, in addition to any other modifiers.

Special Rule for Trained Elements: When making a Return Fire Action with a Trained Element,
models within that Element may first move up to 2”. This movement can be used to reach better or
more effective Firing Positions.

RALLY ACTION
Perform a Stress Test for a Rally Action, roll a number of dice equal to the Element’s current Stress
Value. You need to roll a number equal to or higher than the Stress Value on each die (e.g., roll 6 dice
and need 6+ on each if the Stress Value is 6).

For each Success, reduce the Element’s Stress Value by 1 point, to a minimum of their Base Stress.
When the Base Stress of the Element is reached, any rules for the Element Status are removed.
If the Element has a Sergeant or Commander, 1 dice is always classed as an automatic success.
Each additional Momentum spent will add an extra dice to the test.

STRESS TEST PROCEDURE


1. Conduct the Stress Test: Use the Element’s current Stress value.
12 2. Success Reduction: For each successful result, decrease the Element’s Stress Value by 1
point. The Stress Value cannot be reduced below the Element’s Base Stress.
3. Reaching Base Stress: When the Element’s Stress Value reaches its Base Stress, all rules
associated with the Element’s Status are removed.
4. Leadership Bonus: If the Element includes a Sergeant or Commander, one die result is
always automatically successful. Each additional Momentum point spent adds an extra die
to the Stress Test.
13
WEAPON PROFILES
Each weapon has a Ballistics Modifier, Lethality, and Armour Penetration stat for each of its
three ranges (CQB, Engagement, and Extreme).

► CQB range is 6” and under.


► Engagement range is between 6” and a given value.
► Extreme range is any distance beyond Engagement range; some weapons have a
maximum Extreme range, and some weapons have no Extreme range

WEAPON SPECIAL RULES


Automatic: These weapons, usually machine guns or submachine guns, often have high
rates of fire and large ammunition capacities. They can fire in short bursts or unleash
continuous fire. For each additional Momentum spent on an Engagement action, add two
dice to the weapon’s Engagement roll (instead of one). If an Automatic weapon causes a
casualty, add an extra dice to the Target Element’s Stress Test.

Compact: Easy to maneuver and fire, especially in tight spaces, these weapons are
frequently issued to vehicle crews. Elements with Compact weapons can make Maneuver
actions after disembarking a vehicle. In CQB range, Compact weapons don’t receive
negative modifiers for using additional Momentum on an Engagement action.

Marksman: These specialized weapons typically have features like accurized barrels,
precision stocks, and advanced optics. When a Marksman weapon is used in an
Engagement action, the Target Element doesn’t benefit from Situational Awareness for
cover. If the Marksman weapon causes a casualty, the shooter chooses which models are
removed from the Target Element.

Armour Piercing: These weapons bypass all armor modifiers in Lethality rolls and negate
Light Cover benefits when Testing for Situational Awareness.

14
TYPE CQB ENGAGEMENT EXTREME SPECIAL EXAMPLES
R / M / L / AP R / M / L / AP R / M / L / AP

Compact.
Pistol 6”/ +1 / 7+/ 1 10” / 0 / 8+ /1 16” / -2 / 10+ / 0 Glock, 1911
Covert

Automatic,
SMG 6”/ +1 / 7+/ 1 18” / 0 / 8+ /1 24” / -2 / 10+ / 0 MP5, MPX,
Compact

Medium G36, M4,


6”/ 0 / 6+/ 1 20” / +1 / 5+ /1 40” / -1 / 6+ / 1
Rifle AK47/74

RPK, Minimi
Assault Automatic,
6”/ +1 / 5+/ 1 15” / +1 / 6+ /1 25” / -1 / 7+ / 0 Para, LAMG,
LMG Compact
Evolys
Marksman,
DMR 6”/ -1 / 7+/ 1 36” / +1 / 5+ /1 ∞ / +1 / 5+ / 1 Armour HK417, M110
Piercing

15
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