
Spectre Operations is a brand new system that has been redesigned from the ground up to provide the most comprehensive rules for wargames set in the modern era on the tabletop.
Drawing on the success of our free Quick Play guide, we've adopted its layout and wording for improved clarity throughout the main rules (You’ll now find the Stress rules much less Stressful!).
The game structure has been adjusted, and some rules have been revised. While the core mechanics remain the same, turns now offer more options with fewer steps.
Key Changes:
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Key Rule Changes in Spectre Operations
Command & Control:
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Commanders: Now more crucial, generating an additional Momentum and possessing a new Action to bank Momentum for future turns.
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Escalations: Called in using an Action by anyone with Long Range Comms. They are streamlined, more varied for both trained and untrained forces, and now free, making them highly impactful.
Psychological Realism & Unit Contrast:
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Stress Tests: Clarified with expanded 8-point Stress tables. Distinct Stress Result Tables for Untrained and Trained Elements emphasize psychological realism and unit contrast.
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New Stress Outcomes: Include Disarray, Collapse, System Shock, and Combat Fatigue.
Environmental & Situational Awareness:
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Alertness & Detection: Overhauled and clarified for fighting in the dark.
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Deployment: Expanded and clarified to define where and when Elements may be deployed.
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Smoke: Dedicated definition with new rules for CS gas and White Phosphorus.
Vehicles & Force Building:
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Vehicle Engagement: Penetration and engagement rules are clarified and defined. Vehicle Crews are now more important.
Force Builders: Task Force and Militia force builders redesigned from the ground up, with a focus on cost balance and clearer structure.
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Vehicles: Rules for Engaging Vehicles, Armour Penetration, and other vehicle-related mechanics have been significantly clarified.