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Spy Agent Shambattle Plus

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    Spy Agent Shambattle 2006 T. Sheil and A. Sheil All Rights Reserved

    Spy Agent Shambattle: a lite version of an up and

    coming spy game.

    Welcome to 1962

    The game: a nefarious Mastermind has set up a facility to fire a missile to shoot down the

    new Telstar satellite. His secret facility is guarded by a cadre of mercenaries from severalCommunist countries. The super spy James Illya Phelps has discovered the secret missile

    launch site just in time. With a team of commandos, Phelps intends to assault the facility

    and shut down the missile.

    You need: 5 by 3 playing area (150 cm by 90cm)

    Grey and black cardstock to use as sceneryFive foam or cardboard blocks that are 1 wide, 1 to 1 high and 3 to 4 long

    (25mm by 25 to 37mm by 88 to 100mm)

    A toy missileA 6 circle of blue card

    Regular dice

    Two armies:

    Side 1:

    12 men with automatic weapons

    3 officers with pistols

    1 figure to represent Mastermind

    1 figure to represent Henchman #1

    Side 2

    16 men with automatic weapons

    4 officers with pistols

    1 Super Spy with submachine gun.

    You must make:

    Four 8 by 8 grey pieces

    2 wide grey strips to fill walkways I nmapa 3 grey circle wide (8 to 10mm) Black strips to demark walls and barriers

    An machine gun square: use a 2 by 3 (50mm by 75mm)rectangle of card. Inside, cut

    out a triangle that is 2 inches long and 1 inches wide (50mm by 37mm)

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    Movement stickWe measure movement with a movement stick. You can make it out of cardboard.

    The Old Rule use a stick that is 6 inches long and about 1 inch wide. (15 cm by 2.4 cm)

    The width does not have to be perfect. You can also use a wooden dowel, if you wish.Mark one end of the stick Full for Full Move. Measure up from the opposite end. First

    measure 4 inches (10 cm) and mark a line. Write Part Move on this line. Nextmeasure 3 inches (7.5 cm) and mark it Half Move Finally, measure up 2 inches (5 cm)

    and mark it Short Move.

    (Note that when the full game is published, it will use the better new rule sticks instead

    of this old one. If you already have new sticks, use the new infantry stick.)

    A marker is used to measure the distance which a soldier can move each turn. To

    make a marker, cut out a piece of stiff cardboard six inches long and one inch wide.

    Draw a line across it dour inches from one end and mark the line: Part Move. So, each

    turn, a soldier can move either six inches, a full move, or four inches, a part move.When moving, face a soldier in the direction in which you wish to move him.

    Place the marker at the front of the standoff the soldier, lift the soldier forward and set

    him down again with the rearof his stand at either the part move mark or at the end ofthe marker

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    Soldiers may move a full move when on catwalks or in laboratories but only a partmove on any other part of the map.

    If a soldier is moving from a catwalk or laboratory onto another part of the map, or if a

    soldier is moving from another part of the map onto a catwalk or into a laboratory, he may only

    move a part move.

    On catwalks, only two soldiers can march abreast.

    A soldier can be moved all of his allotted move, any portion of it, or not at all, at the

    players discretion,. He can move any or all or none of his troops on his turn, as he sees fit. A

    soldier does not have to move his full distance at any time.

    (Why the cavalry illustration? Well, what if some enterprising nerd-o-geek decided to

    play a Sharpes Rifles / Steampunk version of the game.)

    Combat:

    There are two ways men can fight: shooting and Combat Judo.

    Shooting: there are two types of firearm in this game, the submachine gun and the pistol. Both

    have a very short range. The effective range is how far a weapon can fire at a specific target.

    The closer the target the easier it is to hit it.

    A submachine gun has an effective range of a Full Move. A pistols effective range is a Part

    Move. You determine range by placing the end of the Movement stick on the center of the

    soldier who is shooting. The other end is placed over the target. If the target is too far to be

    touched by the stick, he is out of range. You cannot shoot him.

    The Pistol has two ranges. Its Longest Range is a Part Move. It short range is a Short Move. If

    the soldier is at a Part Move or closer, you can hit him. If he is between the Short and Part move

    lines you must roll a die. On a 5 or 6, he is hit and removed. If the enemy is between the Short

    move line and the soldier, but not touching the soldier, it takes a 4, 5 or 6 to hit him.

    The submachine gun has two ranges and a Bonus. Its longest range is a Full Move. Its short

    range is a Half Move. At 5 or 6, it will hit a target at a Full Move. At 4, 5 or 6, it will hit a target

    at a Half Move or closer, so long as the enemy is not touching him. The bonus is that at close

    range, the Submachine gun can spray. This means the shooter can use the machine gun cone

    instead of aiming. The cone is placed so that the side nearest the triangles narrow end is placed

    at the center of the shooter. The cone faces out. Anyone under the cone is hit and removed. Ofcourse, if a friendly soldier is under the cone, the soldier may not use it. He may not shoot

    friendly troops. The shooter would then have to use aimed firing.

    Combat Judo is the 1950s and 1960s type hand-to-hand combat that was taught to soldiers andagents. When soldiers are touching, they cannot shoot. They must use Combat Judo.

    Each man rolls a die. The high score wins. The loser is stunned: knocked back up to a Short

    Move and is unable to move or attack the next turn. He cannot shoot. He can only defend if

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    attacked with Combta Judo. A man who is stunned subtracts 1 from his dice roll. If a stunnedman wins, the attack was foiled. The attacker is not hurt or stunned, however. If a stunned man

    loses, he remains stunned or is removed, according to the dice.

    If a man wins a combat Judo roll by 4 or more, the loser is removed from the game.

    A soldier can start only one Judo fight per turn. He must be touching his opponent. A man may

    respond to as many Judo attacks as happen to him, Thus, if two enemy are touching him and bothattack on their turn, he gets to roll both time. However, when more than one man attack with

    Judo in a turn, there is a sequence. Defender rolls normally against the first attacker. If a second

    man attacks in the same turn, the defender rolls but subtracts 1. The defender subtracts 1 against a

    third man, as well. No more than three men can Judo attack a man in one turn.

    If a man loses a Judo fight within a Short Move of the pool around the missile, the winner can

    force him into it, removing him.

    Officers have more combat experience than their men Officers automatically add 1 to their die

    roll in a Judo fight.

    The Spy and Henchman are highly trained agents. They add 2 to their die roll in a Judo fight.

    Cover: men can use consoles as cover. They must be touching the consoles, and the console must

    be between them and the enemy. Men who use cover get 1 added to their shooting, since they are

    steadying their weapons against the console. If the enemy shoots at men under cover, he must

    subtract 1 from his die roll.

    To Play:

    Set up the map as shown:

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    Squares are laboratories.Strips are catwalks. The thing in the center is made by placing the Blue diak, then laying

    a catwalk across to both edges. Next drop the 3 grey circle in the middle, and place the

    rocket on it. That is the launch pad surrounded by a pool of toxic liquid, like liquid

    nitrogen or acidic rocket fuel. The black pieces are consoles. The disk marked H is ahelipad.

    You must set up the Mastermind forces by placing three cadre at each console. The

    Mastermind is in the Laboratory #3. The Henchman is in Laboratory #1

    15 commandos are placed at A, and five commandos and the Spy are placed at B.

    Place marked T are tunnels

    The spy carries a Shaped Charge which he can use to blow a hole in the wall large

    enough for men to pass in single file. He may not move or shoot on the turn he uses it.

    The Count Down:

    Spies have a limited number of turns to stop the missile, before it goes off. Roll a die andadd 7. That is the number of turns the Spy team has to stop the launch. If they do not do

    it in time, the missile automatically launches. This is called the Count Down.

    The Count down is halted whenever the Mastermind leaves the secret lair. It resumeswhen he comes back.

    Sequence of Play

    The Spy takes the first turn. All turns are done in sequence: Spy, Mastermind, Spy, etc.A turn lasts five minutes. Once five minutes is up, the player can no longer move, have

    Judo fights or shoot for that turn.

    A turn must be done in this order:

    Move any troops. The player moves any of his men that he wants. One done, he goes tothe next step.

    Combat Judo Fights. The player does any Judo attacks. Once these begin, he cannot goback and move.

    Shooting. The player handles any shooting. He cannot go back to have Judo fights or

    move. Once done shooting, his turn is over.

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    To win:

    The Mastermind gets a Full Victory if he manages to launch the missile and escapescapture.

    He gets a Major victory if he Launches the Missile, but is either killed or captured.

    He gets a Minor success if he escapes, but the missile is destroyed

    The Spy gets a Full Victory if he disables the missile and captures the Mastermind.

    He gets a Major victory if he disables the Missile, but the Mastermind is killed orescapes.

    He gets a Minor success of the Mastermind is captured, but the Missile goes off.

    To disable the missile:

    The Spy team must have two men on the missile platform for one full turn. They can

    neither shoot nor fight during that turn. No enemy may be on the platform during thattime.

    To capture the Mastermind:

    The mastermind can shoot a pistol, but he cannot fight. The Spy team must have at leastone soldier touching the Mastermind, with no enemy troops within a Short Move. Up to

    three men may guard a captured Mastermind by touching him. To release him, his

    soldiers must attack each of the guards. They can either shoot or use a Judo fight. If allguards are attacked at once, the mastermind gets away.

    Guards must escort the Mastermind to the edge of the table at A. Once there, he is out of

    the game.

    To escape: Once the missile launches, the Mastermind must escape. He does this bygoing to the Helipad at the B side of the table, shown as a disk marked H. If he makes it

    tot the helipad, he is safe.

    Editors Note: this game is based on the large battle scenes in popular spy movies. They

    come at the end of the movie, when the Spy and commandos attack the Nefarious

    Masterminds lair. No historical precedent exists for this kind of battle. Everything

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    within it is pure cinematic excess. This game is meant to be an exercise in too many

    guys, too many guns and too much fun.

    Suggestions: we designed this top be played as imply as possible. A couple bags of

    Army Men two different colors should provide most, if not all, personnel. One fellow

    suggested using police figures for Mastermind cadre and soldiers for the Spycommandos. However, tan and green army men do just as well. You only need mark

    three figures: Mastermind, Spy and Henchman. A player suggested using a binocularsguy or radioman as the Mastermind.

    Do not use prone figures. Kneeling, standing, running and walking figures are

    best.If you can get to a shop that has the painted rubber novelty figures of TV, cartoon

    and novelty figures, you can easily find a Spy, Henchman and Mastermind. Any heroic

    figure will do as Spy, and any combat type will suffice as Henchman. A nerdy or bizarre

    character can play the Mastermind. Be imaginative.

    People who want to make painted armies can do no better than consult the Octoberissues articles on spy movie armies and spy army attire.

    Spy commandos can be based on real-world equivalents. Herald khaki Infantry are

    1950d / early 1960s British troops, good for commandos a la J.B.. We used theCastings Inc mold of copies of Lone Star Paratroopers to make a variety of unusual

    commando types. If you enjoy this game enough, it pays to make the kind of troops you

    want.

    This game has been prepared for you by the following

    Army Men Homepage http://www.armymenhomepage.com

    Milihistriot Quarterly http://www.milihistriot.com

    All Gauge Model Railroading Page http://www.thortrains.net

    [email protected]

    You may download and use this game for your own personal use. It may not be distributed or

    used for any commercial purpose, or by any commercial enterprise without the written consent of

    the authors and publisher.

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    Flamethrower Island Shambattle

    Welcome to 1962

    The naughty Professor Ja and his henchman, Jeg-Den-Tosk, are working in a secret laboratory on

    an island in the Caribbean. Recently, Jeg-Den-Tosk had a falling-out with his girlfriend, GogoFloozet. With the help of one of Professor Jas technician, she escaped, but not before both saw

    where the professor kept his formulas.

    The two escapees informed the Government, and they have sent Agent James Illya Phelps

    to save the day. He is accompanied by a force of commandos. Also, both Gogo and the

    technician have come along because only they know where the Professor has hidden his

    formulae.

    There is one problem: the Masterming has turned a 1939 Marmon Harrington tractor into

    a two-man tankette. This tankette is painted to look like a monster alligator, and it shoots flames.

    Spy Agent:

    You must bypass the Jungle and the tank ,and then take on the Masterminds forces. Youmust capture the facility. One of the Spy Pals must be present for you to capture the

    formulae. You must also try to destroy the facility and capture the Professor

    Mastermind side:

    Keep the Spies from taking the laboratory. At all costs, keep Spy Pals out of the lab!

    The Armies

    Mastermind:

    Flame Tank

    12 submachine gunners

    3 officers with pistols3 technicians with pistols

    2 tank crewmen with pistols

    Nefarious Mastermind: Professor Ja1 Henchman (his name is Jeg-Den-Tosk)

    Spy and Commandos:

    20 submachine gunners

    5 officers with pistolSpy Agent

    2 Spy Pals Gogo and the escaped technician

    2 rafts3 grenades

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    You need: Spy Agent Shambattle Rules

    You must make:

    6 wooded areas (about 9 by 8)4 Hills (Egg shaped, 8 by 8 Use foam they are 1 to 2 high))

    2 Trails (cut strips)3 road (cut strips)

    Lagoon (3 to 4 blue strips)

    The lair 2 circle

    The area around the lair 2 6 circle

    Black lines in the lair are walls

    Areas marked D are doors

    Black lines in lab rooms are consoles same as last game.

    Set Up:

    Place the tank and 3 soldiers at E

    The Spy Troops form at A

    Place one technician in each room of the LaboratoryMastermind starts game at B, Henchman at C

    Place 3 soldiers in each room.

    Place 3 soldiers at F

    Place one console in the middle of each room, as shown by black dash on map

    New Rules for This game:

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    Movement:

    FULL MOVE on trains, in Lab and in Grey area around lab.HALF move through woods and on hills

    PART MOVE on Sand colored areasYou cannot move into or through the lagoon (blue). You can cross it by staying on theroad or trail.

    The Tank:

    The tank is a small, two-man armored vehicle. It has a flamethrower and a submachine

    gun inside. The submachine gun is located in the conning tower (it is not a turret, it doesnot swivel.) It is fired through the vents. The flame shoots from the mouth in front of

    the vehicle.

    The tank is armored. The armor in front and the sides can resist all gunfire. The

    rear deck is not as heavily armoredThe submachine gun in the tank can be only fired at targets along the tanks side

    or rear. If the cone is used, the narrow end of the cone is placed on that side of theconning tower.

    The tank would likely be as small or smaller than a World Wart 1 Renault Char

    d assault.

    The Flamethrower

    The flamethrower issues from the front of the tank in a cone of fire that is 4

    inches long, and widens from 1 to 3 inches. This uses a lot of fuel, so the tank can onlyfire four shots of flame before it is out of fuel..

    A flamethrower can be used against targets in the woods. It cannot be fired atmen on or behind a hill. It cannot be fired at men inside the laboratory. Men in thewoods each get a Saving roll, however.

    Flaming woods

    After a Flamethrower hits the woods, anyone in them must move out on his nextturn. The woods are considered on fire and cannot be used for the rest of the game. Use

    a token to denote which woods have become impassable.

    Tank Movement

    In this game only, the tank can move a FULL move each turn. It cannot move into

    woods. It cannot move onto hills It cannot get through the lagoon. A tank may not enter

    the gray areas around the lab, though it can fire at targets in the gray area.

    Attacking a tank

    A man can throw a grenade or hit the rear deck with the machine gun cone may

    force the crew out. The problem is not aiming at the tank it is breaking the armor. If

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    you hit the tank, you need to roll 5 or 6 to damage it. Since a submachine gun cone

    automatically hits, when the man is close enough to use it, you need only roll to damagethe tank

    With a grenade, you must roll to hit first, and then roll to damage the tank.

    The crew will escape a damaged tank. They come out the coming tower and can

    move a Short move from the side of the tank. They may not shoot on the same turn theyescape the tank. Crewmen cannot remain in a damaged tank.

    Tank crewmen have pistols, but are NOT officers.

    Grenades:

    The hand grenade has two uses. It can be used to damage a tank, and it can be thrown

    into a room in the lab.

    A grenade can be thrown in the open as far as a Part Move. In this game, it canonly be thrown at a tank. The thrower must be at least a Short Move from the tank, sicne

    he would get hit by the explosion. On a roll of 5 or 6, the grenade lands on the tank. Any

    other roll and the tank falls off.

    A grenade can be thrown into a lab. You can only use it if none of your men are

    inside the room. The grenade thrower must be standing at the door. He rolls a die. In 1,

    2 or 3 it falls Short. Every man on the near side of the Console does a Saving roll. If itgoes 4, 5 or 6 it falls Long. Every man on the far side of the Console must do a Saving

    roll.

    A solider carrying a grenade should have a marker, such as a penny. If he is shot,the grenade is lost.

    Saving Roll:

    Men who are caught in woods that get flamed, or are in the part of a lab that gets hit with

    a Grenade, must roll to see if they survive the attack. Each such man rolls a die. On 5 or6 he is safe. On anything less, he is removed.

    Cover:

    Men firing from the woods are considered to have Cover. Men firing from behind

    Consoles also have cover. Men firing around the side of a hill have Cover. The walls ofthe lab are thin, and so do not offer cover.

    Technicians: a technician can use a pistol, but he cannot fight with Combat Judo.Capturing all three Technicians and evacuating them to A gets you the formulae.

    To capture a lab:

    The Laboratory has three rooms. To destroy a room, you must eliminate or drive out all

    enemy personnel AND place at least one of your men in the room. On the next turn, it is

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    considered destroyed. It cannot be repaired. Even if enemy troops come in or yours

    leave, a destroyed lab stays destroyed. When you have destroyed all three rooms, youhave destroyed the lab.

    To get the formulae.

    After destroying any room, you have a Spy Pal enter it. There are copies of the formulae

    hidden in each room, so it does not matter which room the Spy Pal enters. One or bothSpy Pals may enter the lab. On the next move, they must evacuate to A. If the Spy Pals

    are eliminated before making it to A, the formulae is lost

    To capture the Mastermind

    The same rules apply as in the last game, except that in this one, the Mastermind must be

    evacuated to A instead of a helipad.

    For the Mastermind to win:

    Protect the lab from destruction. If he can keep one room safe before he eliminated the

    Spy Team, he has succeeded.

    Keep the Spy Pals from getting the Formula to A

    Keep the Spy Team from capturing his Technicians

    Keep from getting captured

    ***********

    This game has been prepared for you by the following

    Army Men Homepage http://www.armymenhomepage.com

    Milihistriot Quarterly http://www.milihistriot.com

    All Gauge Model Railroading Page http://www.thortrains.net

    [email protected]

    You may download and use this game for your own personal use. It may not be

    distributed or used for any commercial purpose, or by any commercial enterprise without

    the written consent of the authors and publisher.


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