Spy rules?
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- lordintype
- something different
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Spy rules?
I need some ideas. Does anyone have any rules for using a tiny group, consisting of 5 for example, and have a large force patrol the area?
- *CRAZYHORSE*
- Mega Blok
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Re: Spy rules?
I once hosted a game for two of my friends where the hero of the cops was a minifig in the mob's team. While undercover the guy who played the mob controlled him but the cops player could reveal and claim him at anytime.
Of course I only told this to the cop player.
Or did you mean like more of a Bond 007 type spy?
EDIT: I just actually read your post. Before I just skimmed over it.
So just to be clear you wan't to have 5 spies, 007 style spies. to infiltrate a complex/building/structure/area while a large force of guards patrols the area.
That sounds like you need heroes and the stealth rules from the 2010 book, and nothing more.
Of course I only told this to the cop player.
Or did you mean like more of a Bond 007 type spy?
EDIT: I just actually read your post. Before I just skimmed over it.
So just to be clear you wan't to have 5 spies, 007 style spies. to infiltrate a complex/building/structure/area while a large force of guards patrols the area.
That sounds like you need heroes and the stealth rules from the 2010 book, and nothing more.
stubby wrote:You were inb4beluga.
- lordintype
- something different
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- Location: The middle of Middle Earth
Re: Spy rules?
I was thinking this, but I just wanted to check if anyone had any special rules or abilities I could use.*CRAZYHORSE* wrote:I once hosted a game for two of my friends where the hero of the cops was a minifig in the mob's team. While undercover the guy who played the mob controlled him but the cops player could reveal and claim him at anytime.
Of course I only told this to the cop player.
Or did you mean like more of a Bond 007 type spy?
EDIT: I just actually read your post. Before I just skimmed over it.
So just to be clear you wan't to have 5 spies, 007 style spies. to infiltrate a complex/building/structure/area while a large force of guards patrols the area.
That sounds like you need heroes and the stealth rules from the 2010 book, and nothing more.
- *CRAZYHORSE*
- Mega Blok
- Posts: 1348
- Joined: Fri Feb 29, 2008 6:10 pm
- Location: Procrasturbating.
Re: Spy rules?
I would just use the 2010 stealth rules from the scout's statcard and add them to your hero's.
It's also fun when there is a way for the alarms to be rung, so that your hero's have to be extra careful.
It's also fun when there is a way for the alarms to be rung, so that your hero's have to be extra careful.
stubby wrote:You were inb4beluga.
- IVhorseman
- If she don't want the brick, she won't get the dick

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Re: Spy rules?
We've tossed an idea around before of a traitor, which you just buy for a set amount of CP. At any point in the battle, you can then reveal one of your opponent's units, which has a total cost equal to or less than the CP you spent for a traitor. This allows you to reveal whichever unit is the most convenient as the traitor whenever you need to. Is that what you're looking for?
Warhead wrote:my head burns with War.

Plastik Armory: a bunch of weapons and abilities compatible with the 2010 rules.
Re: Spy rules?
If you're talking TF2 Spy then the scouts Steath rule should be sufficient. If it's a James Bond style spy, just use a Hero with the cliché "Secret Agent".
What Mavericks sig is missing:
Silvawards 2013 wrote: Best Noob
Nominees
-Nimja
-Maverick
Winner: Maverick
