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Table of Contents Introducon
1
Deployment
1
Suppression Markers
2
New Grenade Types
3
Reacve Fire
3
Team Choice Choicess
5
Weapon and Armor Lists
5
Hand-to-Hand
5
SAWs
6
Armor
6
Equipment
6
Target Designator
6
Suppressors
6
Scramble Units
6
Lightweight Exo-Skeleton
6
Auto-MedKit Auto-Med Kit
7
CLIFFORD Squad Support Drone
7
O-B R
7
UAV Recon Drone
7
Satellite Pass
7
UAV Strike
7
Orbital Strike Campaigns and Advancement
Missions
www.Gruntz.biz
All product names/manufacturer names/manufacturer names names are used for reference reference and without without permission.
The following manufactures have miniatures miniatures that appear in this module:
Armies Army - www.armiesarmy.com 7 ClearHorizon Miniatures - www.clearhrorizonminiatures.com Loud Ninja Games - www.15..k//-j- 7 Khurasan Miniatures -khurasanminiatures.tripod.com Ground Zero Games - shop.groundzerogames.co.uk 8 Rebel Minis - www.rebelminis.com
Mission Type 1
8
Hostage Rescue/Team Member Rescue
8
Hack
8
Assassinate
9
Sabotage
9
Mission Type 2
9
Infltraon
9
G ©2012 Rb F - U w .
All Content and pictures are ©2014 Harold Crossley, ClearHorizon ClearHoriz on Miniatures unless otherwise indicated. Special Thanks to : A B, E A, K A, Rb F y w bk bk!!
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Deployment Dy w y b by being run. If the mission does not specify, specify, or you are not , y rules. Each side rolls a D6 and adds their commander ’s MENTAL MENTAL . T (- (- ) w side will be their deployment zone. Each side can deploy up to 6” within their chosen deployment zone. T w y D6 adds their commander’s MENTAL stat.
Introduction Tk y k SO: A G M! SO y k -b G rules and bring them down to the individual soldier level. In SpecOps you will be controlling between 3 - 10 special forces operators as they take on opposing special forces teams. T w , y, advancement and more. There is also an expanded weapon and armor list along with miscellaneous -b . T y , x shown in TV shows such as Ghost as Ghost in the Shell or The Unit w , b k! I’ y bk b , y y :
[email protected] Tk ! Harold
W (- ) w y /b second. Each side then takes turns placing one unit/blip at b y. Note: SpecOps uses the “Stealth and Blips” rules, unless there is an excepon, and all units will be inially deployed on the map as a blip counter. Each side gets to deploy (number of units + 1) numbered 1) numbered blip counters.
Each side must secretly write down which numbered counter is assigned to which unit (or is a decoy) before deployment.
Activation A SO C A rules from the core Gruntz book. You can use a normal deck of playing cards as outlined in the core Gruntz rulebook or you can use the special Gr untz . R w y , wk w wy: 1) Each side is dealt the number of cards per number of blips/units they have on the map or in reserve ( w b ) 2) E y , , w w ( y), b/
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4) T b/ b/ b. N: y y Reacve Fire.
Once a blip enters LOS of an enemy unit or y b (not a decoy blip though ), the enemy unit moving to see it, or the blip moving, y b k ( R F), k SKILL check vs. the target target number of 10. If they succeed the blip is replaced by the unit it represents. If they fail the blip remains.
Suppression Markers
A b y b b -2 SHOOT .. A b b by ( y).
A unit in SpecOps may only ever have one suppression marker. If a unit already has a suppress suppression ion marker, and it , marker is ignored.
I y b y y .
A unit with a suppression marker is at -1 SHOOT.
Note: Non-Decoy Non-Decoy blips can spot other blips. blips. Decoy blips cannot spot.
ClearHorizon Miniatures
Stealth and a nd Blip Blips s T y S F by y.. E y y y w b w by w y . F this reason SpecOps introduces the concept of Blips. U by y b . W x side will generally have a number of blips that is equal to b . F x, side with ve w six blips.
All blips must must be assigned to a unit or marked marked as “Decoy” “Decoy” at the beginning of the game before deployment. These assignments should be done in secret .
Grenades Grenades in SpecOps operate both the same and y G . G b b y . Ay NPC y - G S uses grenades in the same way as the Gruntz core rulebook. Any single gure unit ( SO G S) uses the following rules: Grenade templates are a 2” diameter circle.
A controlling player may move the decoy blip as if it were it was any other actual unit in their team. They may even change the way it moves each turn, although this could be a .
A grenade can be thrown up to 12”. If it is thrown 6” or less w b 16”. I w 6” w b 26”.
Otherwise the decoy blip may not interact in any way with
A grenade may be thrown over any terrain up to three .
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grenade detonates at the chosen target. Any / y of the template receives a hit at full strength. Any / hit at -3 DAMAGE. New Grenade Types ECM (Electronic Counter Measure) Grenade
Instead of causing damage, place a 3” template over the . Ay y SKILL k . 10, w -3 SKILL x . DECOY Grenade
Instead of causing damage, place a decoy blip where the grenade detonated. The decoy blip now acts as a standard decoy blip. THREAT Grenade
Instead of causing damage the threat grenade will “spot” y y b w 10” . STUN Grenade
unit may not react again the remainder of the turn. 3) I SKILL k y y y y w w , j b k. A y b by y LOS. I LOS y y y may determine which units react in which order. order. A unit not on overwatch can react once per turn. A unit that is on overwatch can react each me an enemy unit enters LOS unl they fail a SKILL ch eck. Suppression from Reactive Fire I b k ’ y 1”. 1”. Otherwise, unless the unit is killed or destroyed, it may .
A stun grenade has a template 3” in diameter. diameter. Instead of causing damage a Stun Grenade will, if the unit fails a SKILL check vs. 12, cause a unit under the center ce nter of the template to receive a suppression marker. marker. Any unit under any other part of the template must also take a SKILL check vs. 10 or receive one suppression marker. Ground Zero Games
Reactive Fire
Weapons and Shooting
W b (LOS) y /b, y /b w y R F. A unit passes into LOS the enemy unit can declare they are R F. A unit with a suppression marker MAY NOT reacve re. Decoy blips may not reacve re.
U w , w range in SpecOps. Each weapon has a range listed listed which is referred to as its range band. Every range band past the rst confers a negave SHOOT modier. modier. T . F x, P R 8” b 8”. T 8”.. F 8” 16” (-1) SHOOT . 8” . F 16” 24” (-2) SHOOT . A roll of a natural 12 (6 on both dice) for a shoot roll will always hit!
Reacve re procedure:
1) T LOS y b. T y 1” y (T y bk LOS ). F x, to run across the opening where an enemy will have LOS, as the unit breaks cover the enemy . T k k bk ( 1”) , b ’ y .
There will be mes where you want to shoot at a unit, but you are unable to hit due to negave modiers. A roll of 12 will sll hit, and if you spend an acon to shoot you will sll get the opportunity to aempt to suppress the targeted unit. The enemy doesn’t doesn’t know you can’t hit! hit!
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y . T b w y follows: Pistols , +2 b range. Can only shoot up to twice their range band. SMGs w . C y twice their range. Shotguns . C y w b. F b +3 ,, b -2 . . Ries . Squad Automac Weapons (SAWs) w .
Ay ( , k b , LOS ) ) k . I , (+1 MENTAL , +2 MENTAL ). I apply.
Building your Team
Each Human team starts with a base Special F O. A k “V” level. A w b S F O . T x 18 . T includes all weapons and armor. You may only increase up to two stats, and only by one each. Soak must be increased by purchasing armor. Each Stat increase is two points per level. The following are the MAX stats for a Human SpecOps Operave:
Shoot: 7 Guard: 13 Skill: 7 Assault: 7 Mental: 11
Y y w Pk y T . Team Perkz do not count towards the 18 point limit. E 100 b , y Pk b by the Team list. E y b . The selected commander will gain the Sub Commander Perk. One of every ve operaves may choose a weapon from the Squad Support Weapon list . A y only choose from Hand to Hand, Pistols, SMGs, Shotgun, Ries, or Grenade. During campaigns and advancement, one operave per team may be armed with a weapon from the Other list. A team may not start with an operave armed with a weapon from the Other list.
As your team completes missions it will advance in ability, . I k k . While Perkz do not count towards inial point restricons, they do count for the point costs of the unit and should be tracked.
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Team Choices
Weapon and Armor List Lists s
Note: The names are simply suggesons for how I see the teams. Feel free to pick the team package you want and simply name the team type to whatever you’d like Black Ops Operatives
U , by skilled and lightly armed. Perkz:
Hand-to-Hand
A C (2)
Drop-Capable Quick Reaction Force
Able to deploy from orbit via drop pods, b . Perkz:
I (1), H V (1) Pistols
Direct Action Force
H H, x bjbj. Perkz:
Pistols , +2 band. Can only shoot up to twice their range band.
Cb D (2)
Special Forces Troops
G - . Perkz:
H V (1), O T (1) SMGs
Special Opera Operations tions Infantr Infantry y
Highly-trained and developed to handle Highly-trained standard symmetric engagements. Perkz:
L R (2)
Private Militar Mil itary/ y/
SMGs w . C y twice their range.
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Rifles
Ries .
Grenades
(See Special Rules in Grenades secon) Armor
A unit wearing Power Armor +1” y k SAW w. Pw A +1 ASSAULT b. A unit wearing Wraith Armor -2 SKILL y y . I , w W A w -2 SHOOT y y . SAWs
Squad Automac Weapons (SAWs) w .
Other
Other w ( ).
Equipment
T arget Designator
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Auto-Med Auto-Me d Kit 3 points One use per game: Unit may use an acon to heal themselves or unit within 3” D3-1 wounds or restor to one wound from waxed condion.
CLIFFORD Squad Support Drone 14 points The team games a CLIFFORD squad support drone. The stats are the same as a base human operaves with the following modicaons: modicaons:
Campaigns and Advancement Advancement A y w y , k x gained from the mission and, if successful, the increased resources. F y (5) x they may choose one of the following : 1) A w . Y y y b mission.
•
May be equipped with a projecle SAW or Grenade Launcher HE.
•
Does not have any perkz excep exceptt Automaton.
•
If it does not stay within 6” of a designated operator its shoot, skill and mental are at -1.
Equipment pools can be used to purchase armor armor,, weapons . U w y weapons, armor or equipment may be given and traded freely among the team.
•
May not capture or hack objecves.
OR
2) H y j . OR
3) R 2D6 (Note: You may not advance beyond the maximums listed for your species):
Armies Army
Off-Board Resources
UAV UA V Recon Drone 3 points One Use: Removes all decoy decoy blips and reveals the players
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A wy j w wy b. I y j ’ k and equipment are lost.
Hostage Host age Rescue/Team Member
If a team loses a soldier and that brings t he total number bw b, b w b numbers.
The defender may place one soldier within 2” of the bj w 12” bj. The remainder of defenders forces will come onto the map ( 2+ ) ( ) y b been replaced by an enemy model.
A MIA (M A) KIA (K A) UNLESS y w . In that case the MIA unit will take the place of the hostage in the Hostage Rescue mission. Rescue mission. A unit that will be the target of a Hostage Rescue mission Rescue mission may not be replaced as above unless the Hostage Rescue mission Rescue mission is unsuccessful. If the Hostage Rescue mission Rescue mission is successful the unit is y F Ry Ry.. T MIA w wy b k .
Missions 2’x2’ is the recommended map size but up to 4’x4’ should wk , y y w x . Scenery should be placed in a mutually acceptable manner before deployment.
Rescue
The mission will last 8 turns.
O k chooses a map side and may setup their forces within 4” of the map edge. T k b w bj and then exit from the same map edge. Ex P w : 1 1pt for waxing an enemy soldier 2 k 2 k y 3 k b w bj
U w k y D6 (R- ) and the player with the highest roll can choose to be the k . B H R MIA , , mission to run can either be mutually decided or randomly decided by rolling 2D6 on the following map:
ClearHorizon Miniatures
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1pt for waxing an enemy soldier 1 k x 2 k 2 k y 3 k y k bj Assassinate
The mission will last 6 turns.
( ) y blip has been replaced by an enemy model. O k chooses a map side and may setup their forces within 4” of the map edge. T k b w bj and roll a skill check vs the target number of 11. The turn following a successful skill check an explosion will w 4”. 4”. Ey template will take a DAMAGE 8 hit.
The defender may place up to three soldiers within 2” of bj. T w ( 2+ ) ( ) y blip has been replaced by an enemy model.
T k x y edge.
O k chooses a map side and may setup their forces within 4” of the map edge and must all be within 6” of each other other..
1pt for waxing an enemy soldier
T k wx bj x . T Obj/T Obj/T model using the Human Base Special Forces Operave ( Building a Team) Team) w w w . T Obj/T Obj/T y 4” w y b . Ow Obj/T Obj/T y . .
2 k
Ex P w : 1
1 k x .
2 k y 3 k y x bj
Ex P w : 1 1pt for waxing an enemy soldier 1 k x 2 k 2 k y 3 k b
Loud Ninja Games
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T k x edge from which they started. Ex P w : 1 1 k x 2 k BLIP x 2pts for a defender waxing an enemy soldier Exterminate
The mission will last 6 turns. T k D6. T y . Ex P w : 1 3pts for waxing an enemy soldier Recon
The mission will last 6 turns. The defender may place up to four soldiers on their map edge. The remainder of the defenders forces will come ( 2+ , ) y b b
Ending a Campaign Since each team has a point limit, one way to set an end goal for a campaign is to agree on a max (150 ) w. A, by b y, y, w/ b w. F y , b mission tree can be used to show a progression and bj . F x, y w k w y w an escape mission or a hacking mission.
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