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Spectre Operations

TARKOV
Chapter 1
Core rules

Introduction
Welcome to this Spectre Operations supplement based on the world of Escape from Tarkov.
You can find more info on the background of this world here.

This supplement consists of 3 main chapters + a lore chapter + the Phantom Doctrine solo
play rules.

Chapter 1 introduces some new rules created on top of the Spectre Operations rulebook. It
explains the new loot system, the new medical system and how some of the new gear and
cards work.

Chapter 2 explains how to play a scav run. A scav run is a single game using this
supplement. It can be played solo, coop or against other players. It can be played as a
standalone quick game or even in the middle of the solo campaign.

Finally Chapter 3 introduces a solo / co-op campaign. This campaign is heavily scenarized
and each mission takes place in the storyline created specially for this campaign. Scav runs
are also available to give player(s) a chance to stay longer in the world of this campaign but
also to help them get better loot before jumping on a main mission.
Special thanks to Daniel Bobke, Ulysse Lainé & Kristoffer Grannas, who helped me a lot on
this supplement.

Soldier board
This supplement introduces a soldier board for each model each player is controlling.
This soldier board shows his stats, it is used to place the cards this soldier has equipped on
him but also the cards that are stored in his inventory. It helps keep track of injuries this
soldier sustained and ammo he has left.

Loot system
One of the core pillars of this supplement is the loot system.
While in missions, your soldiers can find a lot of different things, from junk to high end
weapons. Those items can be found on dead bodies but also by searching a civilian car or a
closet for example. This will be covered later in the looting the world part.

Price and Size:


All cards have a price and a size. These 2 informations are located in the top right corner of
each card. The price is the amount of money you will receive when selling this card to a
trader before or after a mission. It is also the same price if you want to buy that item from a
trader. The size is the size that item takes in your inventory.

Inventory:
Each soldier can hold by default up to 6 slots of inventory. This can be raised by wearing a
vest or a backpack. Cards placed in inventory can’t be used in the combat phase but they
can be used in the tactical action phase. The only exception to this rule is for offensive
grenades that can be deployed in the combat phase and that are stored in inventory.
Any type of cards can be placed in the inventory, from junk to weapons.
The cards are stored in the bottom left corner of the soldier board.

Inventory size example: Here this soldier has a default inventory of 6, circled in
orange. The Scav vest adds +6 of inventory space, circled in green. The duffle bag adds +12
of inventory space, circled in blue.
That means that this soldier can carry in his inventory slot up to 24 slots of cards.
Below are 2 examples of inventory where the 24 slots of inventory are full.

Cards equipped on the soldier board except the inventory slot doesn’t count as in inventory.
Only cards placed in the bottom left part of the model board (inventory slot) are considered
as in inventory. Any type of card can be placed on the Inventory slot but every other slot has
a unique type of cards allowed which is indicated on the soldier board.
Example: This soldier is already well equipped, if he finds a new armor that is less
powerful than the one he currently has. He can leave it on the ground but he can also place it
in his inventory slot on his board to sell it later to a trader.

Decks & traders:


The different cards have been scattered in various decks of cards. Each deck corresponds to
a specific trader that can be visited between missions but the same deck is also used while
looting the world to simplify the number of deck and cards available in this supplement.

Example: One of the traders is called Prapor. He is selling the cheapest weapons in
this supplement but they are also the less effective ones. Some are subject to malfunction
and most with little to no accessory. The same deck is used when looting a dead Scav. Scavs
are the less powerful enemy of this supplement and the most present on the battlefield.

Types of cards
There are many types of cards available. Most of them are items you can pick and use in the
game. Some others are for keeping track of various things in the game.

Junk:

These items can be found on dead bodies or by looting the world. They don’t have any
purpose while in missions but they can be sold to traders between missions to gain more
money. This money can then be spent to buy better equipements. While doing scav runs,
some missions require to find a set number of junk or to bring back from that mission a set
number worth of money.

Medical items:

These items can heal injuries. The medical system will be explained in more details down
below. They are available in the Therapist deck and can be found on dead bodies and
medical places like hospitals, medical crates, emergency vehicles…
Provision items:

These items are mostly useful in the campaign as they allow to send soldiers on missions.
In a Scav run, they can still be sold to traders.

Weapons:

Weapons are used to fight but are also a good source of money if sold to traders. Each
soldier can equip up to 2 weapons no matter the type. This supplement also introduces a
jamming mechanic and an ammo mechanic but these rules are optional.

Equipements:
Equipements are all the cards that a soldier can equip on its soldier board. 5 types of
equipment are present in this supplement.
- Vest allow to increase the inventory space
- Armor reduce lethality and casualty rolls
- Vest + Armor do both of the above at the same time
- Headwear helps detect close enemies, some headset can help reduce casualty roll
and some can help see at night
- Backpack allow to increase the inventory space

Ammo managements
This rule is optional.
There are 4 types of ammos in this supplement.
Sidearm ammo, in green. They are used in pistol and SMG
Rifle ammo, in yellow. They are used in any type of rifles and carabine
Shotgun ammo, in red. They are used by shotguns
Sniper ammo, in blue. They are used in DMR and sniper rifles
Each weapon comes with a mag size located in the top left corner of each weapon.
This is represented by a D6 placed on the weapon card at the beginning of the mission.
The dice need to be placed based on the number of ammos available in that weapon
magazine

Dice then lose number when firing the weapon based on the type of fire:
Standard fire = -1 on the dice
Rapid fire = -2 on the dice
Automatic or sustained fire = -3 on the dice
Example: If a soldier is equipped with the above weapon, the Molot VPO-136. He can
either do 3 standard fires, each of them removing 1 ammo or he could do a rapid fire and a
standard fire.

If 2 ammos are left in a weapon that has the automatic rule, it can still be fired in automatic
with a -2 to hit but only 2 dice will be rolled instead of 3.

Find ammos:
Ammo can be found on dead enemies or before a mission when going to traders.
This card shows the price of each type of ammos that you can buy at a trader and its price.
Magazines:
When starting a new game, ammos are stored inside magazines based on the weapon
magazine capacity.

Example: I bought 30 Rifle ammos at traders. Using this AKMS, I can hold up to 5
magazines with the soldier carrying this weapon. I can also equip fewer magazines on this
soldier and give some ammos to another soldier.

Reloading a weapon adds back the ammo tokens that have been spent and uses a
magazine.
Reloading is replacing the combat phase of that model but requires magazines.
Magazines are placed on the soldier board and each magazine takes 1 inventory slot.

Example: This soldier is equipped with a pistol and have 3 spare magazine in his
inventory

Finding ammos on dead enemies:


When looting a dead enemy you always find 1 weapon and a set of magazines of the type of
the ammo found.

Enemy faction
There are 3 types of enemies. Each type has different stats.
- Scav uses the Militia tier of stats
- Raider scav uses the Trained tier of stats
- PMC uses the Professional tier of stats

The stats are mentioned on the loot card for each enemy type alongside the gear they have
on them.
The scav and raider scav faction are friendly to each others but the other PMC faction is
hostile to everyone

Looting the world


Looting is the action of searching something. It can be searching a dead body or a shelf in a
building. This action replaces the combat phase.

Searching a dead body:


When a model is in base contact with an enemy dead body, draw the card that corresponds
to that enemy. This card will highlight how many cards to draw from the various decks
available. This represents the objects this enemy had on him. Each enemy will have at least
1 weapon, some ammos, some equipment and some junk.
Cards found on dead bodies use the same cards you find at traders to make the campaign
easier to manage. Depending on the type of enemies, better or worse cards can be found.
Example: Above is a Scav card which is the easiest enemy the players can face. He
drops 1 very basic weapon from the same deck the trader Prapor is using to sell his weapons.

Magazines found are based on the weapon type found in the first place. If a rifle is found,
rifle magazines will also be found.
On the PMC loot card, 2 weapons are found but the magazines found are only related to the
first weapon.
Weapons found are not based on the actual weapon the model is carrying, this is
randomized with the deck mechanic.

Searching on the board:

Players' forces can also loot many objects on the board to find new cards. From civilian,
emergency or military vehicles to store shelves or houses and apartments. Each of these
objects can only be looted once by any model of your force.

3 types of loot can be found.


Civilian location contains only junk that you will be able to sell to a trader. This can be found
when looting the back of a car, a shelf in a building. A backpack lost outside…

Police or military location can contain weapons, ammos, grenades and tactical
equipements. This can be found when looting the back of a police or military vehicle, a
military crate, a police station or a military camp…
Medical or food related location can contain medical items and food. This can be found
when looting the back of an ambulance, the shelf in a restaurant or coffee shop, a plastic
cooler, …

When in base contact to one of these items, roll a Black dice and a White dice and refer to
the appropriate table below.

Locked location.
Some locations are locked and need a specific key to be opened. This key can be found in
the junk deck. Only a model that has that key in his inventory can open a locked location.
Locked locations usually contain more interesting loot.

Civilian location
Black dice
White dice 1 2 3 4 5 6
Locked
1 junk + 1
1 - - - 2 junks + 2 2 junk
therapist
therapist
Locked 1 junk + 1
2 - - 1 junk 2 junk
2 junks therapist
Locked 1 junk + 1
3 - 1 junk 1 junk 2 junk
2 junks therapist
Locked
1 junk + 1
4 2 junks + 2 1 junk 1 junk 1 junk 2 junk
therapist
therapist
1 junk + 1
5 2 junk 2 junk 2 junk 2 junk 2 junk
therapist
1 junk + 1 1 junk + 1 1 junk + 1 1 junk + 1 1 junk + 1 2 junks + 2
6
therapist therapist therapist therapist therapist therapist

Police or military location


Black dice
White dice 1 2 3 4 5 6
Locked
1 1 Prapor + 1
1 - - - 1 Skier
Peacekeepe Magazine
r
Locked
1 Prapor + 3
2 - - 1 Jaeger + 2 1 Fence 1 Skier
Magazines
Magazines
3 - Locked 1 Skier 1 Prapor + 1 1 Prapor + 2 1 Skier
1 Jaeger + 2
Magazine Magazines
Magazines
Locked
1 1 Prapor + 1 1 Prapor + 1
4 1 Fence 1 Skier 1 Fence
Peacekeepe Magazine Magazine
r
1 Prapor + 1 1 Prapor + 2
5 1 Skier 1 Skier 1 Fence 1 Ragman
Magazine Magazines

1 Prapor + 3 1 Jaeger + 1
6 1 Skier 1 Skier 1 Fence 1 Ragman
Magazines Magazines

Medical or food related location


Black dice
White dice 1 2 3 4 5 6

Locked 1 Therapist
1 - - - 1 Therapist
3 Therapist + 1 junk

2 Therapist 1 Therapist
2 - - 1 Therapist 1 Therapist
+ 1 junk + 1 junk

2 Therapist 1 Therapist
3 - 1 Therapist 1 Therapist 1 Therapist
+ 1 junk + 1 junk

Locked 1 Therapist
4 1 Therapist 1 Therapist 1 Therapist 1 Therapist
3 Therapist + 1 junk

1 Therapist
5 1 Therapist 1 Therapist 1 Therapist 1 Therapist 1 Therapist
+ 1 junk

1 Therapist 1 Therapist 1 Therapist 1 Therapist 1 Therapist 2 Therapist


6
+ 1 junk + 1 junk + 1 junk + 1 junk + 1 junk + 1 junk

Traders
Each trader in the game sells different types of cards.

- Therapist sells medical and provisions cards

- Skier sells basic equipment

- Prapor sells basic weapons


- Fence sells ammos and grenades

- Jaeger sells better weapons

- Ragman sells better equipment

- Mechanic sells high end weapons

- Peacekeeper sells high end equipment

Medical system:

In this supplement, a completely new medical / injury system has been created.
These new rules affect only the models controlled by a player. If you are playing solo, all AI
enemies follow the standard Spectre rules for injuries.

When a model controlled by a player is getting shot at, don’t do the lethality roll and instead
roll a 20 faced dice (D20) and refer to the tables below.

There are 3 different tables that correspond to the lethality of the weapon the enemy is using
and each table has more or less chance to be automatically killed.
Lethality of 5+ corresponds to small calibers like pistol & smg, 4+ corresponds to assault
rifle, and 3+ corresponds to heavy assault rifle, sniper & dmr. With these tables, there are still
chances of automatically getting killed but with an armor or a helmet, it can improve your
chances of staying alive.

These 3 tables will also be available in the Quick reference doc for easy printing:
Based on the number rolled with the D20, a specific part of the model's body will be injured.
Place a magnet or any kind of tokens / tracker on the model board to remember where the
injury is located and to which level.
Each injury has a number associated with it, these are damage points.

Models can sustain multiple injuries and the Spectre rules of model being killed at the
second injury is removed in this campaign.
Each model can sustain 9 damage points. Once he reaches a total of 10 damage points or
more, this model is killed. His body can still be looted to retrieve his stuff.

When a model sustains a 2nd injury he automatically starts to bleed out and will die in 5
turns unless his second wound is worse and make him die in 3 turns.
There are some lines in the tables that don’t have any numbers. It’s because body armor and
helmet reduce the injury level. If you receive a 13, upper torso heavy wound, and you have a
body armor, it will be reduced to an upper torso medium wound.

Healing:
In the Therapist deck, many types of medical items can be looted or bought.
You can find item that can heal your wounds like these:

Each medical item can be used a set number of times. Here the Ai-2 medikit can only be
used once where the Salewa first aid kit can be used 4 times.

When you use one of these items, it only heals 1 injury level at a time and replaces that
model combat phase for this turn.
Example: If you have an orange injury at your leg, after using the Ai-2 medikit, your leg
will be yellow.

Medical items are removed from the model inventory when they are fully used and they need
to be placed back in Therapist deck.
Example: Since the Ai-2 can be only used once, it is removed from the model inventory
after its first use.

The Salewa can be used 4 times, meaning it can heal 4 injuries. It can heal a player
limb from a red injury to no injury for example but it will require 4 turns to completely heal that
limb and the Salewa will be completely used at the end.

While following the campaign supplement some specific rules apply.


Models not sent in a mission automatically heal 1 injury level (if they have a red injury, it
goes to orange) with a minimum of 1 level of injury remaining.

Bleeding out is automatically canceled when the model exits the board.
Between missions players can also use any number of times their medical items to heal their
models.
Armor
Multiple items can help soldiers better sustain injury. These are armor, vest+armor or
helmets.

This supplement is meant to be used without the lethality roll but it is still mentioned on the
cards in case someone want an even harder game.

If the roll is not lethal, a further roll on the lethality table seen above is required to identify
where this soldier has been wounded.

If a model is equipped with body armor and if he receives a wound to the upper or lower
torso, it’s wound will reduce by one the injury level.

Example: If you roll a 15, it should be a Serious (orange wound) but instead only a
medium (yellow) wound is applied.

Armor can be destroyed after it receives a shot. Each item has a different armor level and a
roll is required to see if the armor is destroyed or not.
When an object with armor is destroyed, it is not removed from the game. This soldier can
still wear it but won’t benefit from it’s armor anymore. Place a magnet or any kind of token /
marker on the Destroyed Armor icon located at the bottom right corner of these cards.
Example: Following the previous example, a soldier rolled on 15 but received only a 14
wound because he was equipped with the PACA Soft Armor shown above. This armor is pretty
low quality and is destroyed on a 2+. After reducing the severity of the wound, the player rolls
a D6, obtaining a 4 : his armor is now destroyed. He adds a marker on its equipment card.

While doing a campaign, armor can be repaired after paying the half the price of the object
rounding up.

Placing enemy on the board


This supplement can be played both solo or against other players and in both
circumstances, a group of models are present on the board and are hostile to everyone.
These models can be scav, raider scav or PMC.
Their behavior is detailed in the Phantom doctrine.

Doors
Doors might be open or closed. People might also have barricaded the other side but the
player forces won’t see that until trying to enter.

When a model enters in contact with a door, roll a D6 to define the type and state of the door.
- 1-4, unlocked door
- 5-6, locked door (need to breach it)

In this supplement, the only tool available to help breach a barricaded door is a shotgun. Use
the standard Spectre rules for breaching with that weapon.

Entering a room
When entering a new room, there are chances that enemies are present inside.

When entering a new room, roll a d6, on a 6 one enemy scav is inside.
Roll another d6, on a 6 he is in overwatch facing you

Suppression (optional):
This rule is optional. Each time a model or a squad is targeted by direct fire, it will receive
suppression points. Suppression points are applied regardless of whether the target is hit or
not. With sufficient weight of fire, models can be Affected, Suppressed, Pinned or Routed.

A standard fire will inflict 1 Suppression Point (SP)


A rapide fire will inflict 2 SP
An automatic fire will inflict 3 SP
A sustained fire will inflict 4 SP

When a model is being shot at, his shooting and agility stats will be reduced due to the fact
that the model is crouching trying to seek cover.

This table details the rules for the different model status:

Suppression table

Suppression Initiative roll


Status Effect
Points modifier
0 Unaffected - -
1

2 -1 to Shooting
Affected -1
-1 to Agility
3

5 -2 to Shooting
Suppressed -2
-2 to Agility
6

8 -3 to Shooting
Pinned -3
-3 to Agility
9

Unit leaves the


10 Routed -4
battlefield

Suppression effects:

Affected:
Affected models reduce their move by -1 and reduce their shooting by -1.

Suppressed:
Suppressed models reduce their move by -2 and reduce their shooting by -2.
A suppressed model or unit may not make any Command actions except to attempt Rally!
Each suppressed unit at the end of a turn creates a -1 modifier to the initiative roll at the start
of next turn.
Pinned:
A pinned model or unit reduces their move by 4”.
Pinned models reduce their move by -3 and reduce their shooting -3.
A suppressed model or unit may not make any Command actions except to attempt Rally!
Each suppressed unit at the end of a turn will give creates a -1 modifier to the initiative roll at
the start of next turn.

Routed:
Routed models reduces their move by -4 and reduces their shooting -4.

Recovering from suppression:

At the start of a new turn, remove 1 suppression point on all units present on the board.

Squad leaders can also use the rally! Command action to reduce the suppression by their
Command stat.

Not everyone borns equal


When building your team this following rule can help give you more flavor in randomizing a
bit your soldier stats. For each stats of each soldier, roll on this table to see if it changes or
remains the same.

Stats modifier
1 -1 stat
2-5 unchanged
6 +1 stat

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