![]() The Beast can sense a nearby Agent, forcing them to announce “close” if they’re within a few spaces. The Prophet, for instance, can use his post-cognition to learn where the Agent was two turns ago. ![]() And I’m not going to make it sound any easier by mentioning that there are four classes each for the Hunters and Agents, each of which bend the rules in their own unique way. Nobody appreciates good puns anymore.Īt this point, Specter Ops probably sounds a bit complicated. Instead, the most you can let slip is a little specter oops - because an aloud oops would be noted by them, see. The fact that you’re still sitting at the same table as the Hunters makes it even more difficult, because you can’t exactly suck in your breath when they get too close. Every move must be made carefully, dashing when you’re clear and sneaking from corner to corner when you’re not. While playing as the Agent, Specter Ops is a game of precision. On the other hand, when you’ve got the bloodhound-nosed Beast sniffing you out and you’re hiding just around the corner, unable to dash across the street to safety because the Gun is covering the whole road with her sniper rifle - well, that’s terrifying. There’s something exhilarating, almost voyeuristic, about watching your pursuers stumble around, absolutely certain you’re in one place and discussing where they’re determined you’re hiding, while you double back and take an entirely different route to your objective. It’s even possible, if very difficult, to play an entire game without being spotted once. If the Agent is doing her job right, the Hunters can’t see her at all. Even the car’s motion sensor can be avoided if you move slowly enough. ![]() A hologram decoy or a distracting flashbang can give you just the edge you need to slip the Hunters’ net. From start to finish you’re privy to every piece of information except what your opponents will do on their next turn - and even that’s information that can be massaged, manipulated, guessed at. As the Agent, your goal is to enter the facility, hack three of the four available servers, and then escape through one of the exits at the base’s northern end. With a pad of paper showing the layout of the Raxxon facility in hand, she sees and hears everything: the movement of the Hunters, their table chatter and speculation, when they climb into the car to quickly relocate to another area or to use its motion sensor, and - crucially - where the hackable servers are. While there are two to four Hunters in any given game, there’s (usually) only one Agent. But before we get into that, let’s talk about the Agent. For one thing, the company car is equipped with a handy motion sensor, able to detect movement in a general sense. The Agent is able to move around the facility like the whisper of a ghost’s shadow playing the quiet game, and as long as the intruder doesn’t cross a Hunter’s direct line of sight, she’ll remain completely invisible. In the picture above, you can see how it looks for the Hunters - a big empty facility, maybe the alert ping of a server that was recently hacked, and very little else. Their goal: to murder whichever Agent has just interrupted their viewing of the Raxxon Silver Oldies Channel’s I Love Lucy marathon. Into their company car they pile, loading guns and fine-tuning their implants. It’s their job to maintain the security of their company’s facilities, and tonight the particular base that falls under their jurisdiction has had its alarm triggered. ![]() These are the talented individuals in the employ of Raxxon Global, a corporation that’s probably up to no good because board game corporations are always up to no good. The first critical bit of information about Specter Ops is that there are two sides, completely asymmetrical, with very different sets of information available to them.įirst up are the Hunters.
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