Walther PPK Rules

003 1/4 Goes Undercover

by Mark Hannam

WALTHER PPK are some none too serious ideas for turning Mathew`s Cross of Iron rule system into a fun game of espionage and TV inspired secret agents perhaps based on Ian Fleming`s cult hero - Bond, James Bond.

For me, Cross of Iron provides the perfect host for a James Bond style game as the character based rules have a semi-roleplay feel and the 'goonsquad' mechanics easily allow one suave, square jawed, Saville Row suited hero to take on fistfuls of bad guys.

Walther PPK:
Special Agent Characteristics
Dice123456
1Unsavory
Habits
DisguiseHardFastUnarmed
Combat
Crack
Shot
2Fatal FlawEscapeStealthyCharmFast
Car
Crack
Shot
3HideComputersStrongDemolitionsEscapeHero
4-Foreign LanguagesFemale
Sidekick
Real HardEscape Fast
Car
5CarefulElectronicsCIAStealthyGadgetGadget
6LuckySeductionUnarmed
Combat
Nerves of SteelGadgetSardonic
Charm

We`ll call the "SCHNELL!" Factor the "SPOOK" or "MARTINI" Factor (whilst it remains high our special agent may be shaken but not stirred). I suggest starting the game with an 11 or perhaps 10 if you want him to be a little more flawed.

There must be an evil genius who has elaborate plans for world domination, an appalling fashion sense, physical quirks, a strange pet, stranger henchmen and a desire to say "Good evening, Mr Bond" . . . the rest is up to you!

SPOOK CHARACTERISTICS

The following characteristics are not covered in Cross of Iron. Rather than come up with a list of plusses and minuses, I feel it`s better to give a free hand to players / Mission Directors (umpires) allowing them some interaction to come up with an adequate reason of their own WHY they should get a +3 for SEDUCTION when confronted by Oddblob in the Bank of England gold vaults.

CHARM A hit with the ladies. Also able to sway authority figures, such that officious reservations clerk, civil servants, army officers etc.

CIA The 'Farmboys from Virginnie' have a finger in every pie. Our man may call upon their services, normally to provide clandestine transport, or an entire Marine Amphibious Unit from time to time.

COMPUTERS Can hack into anything stuffed with micro-chips. Upon being presented before the evil genius on capture, he can immediately spot the self-destruct switch or ON/OFF button.

DEMOLITIONS Can turn a tin of Bird`s Custard Powder into a fiery explosive or blow a bridge up - that sort of thing.

DISGUISE No plastic surgery, unless you are doing a MISSION IMPROBABLE type scenario. With Bond, simply donning a dinner jacket and bow tie is usually enough. Though Sean Connery would squint a bit to become Chinese. SARDONIC CHARM is helpful in pulling off the deception.

ELECTRONICS Our hero can customise, disable, fix or turn into a lethal weapon anything electronic. Radios, toasters (eh?), Microwaves etc.

ESCAPE Chains, handcuffs, locks, ropes are no barrier for this characteristic. Also allows out hero to find an ingenious way of escaping from a 40 story tower block, submarine, underwater prison etc. You have to come up with a convincing escape means for your opponent - i.e. leaky hatch, unattended window cleaning cage, poor cement holding in iron bars.

FAST CAR The quintessential car for our hero is the Aston Martin DB5, though Lotus Esprit, AMC Hornet, Ford Mustang, Mulsanne Turbo or top of the range Mercedes are all in with a chance. Whichever, these four wheels are deadlier to pedestrians, fake gendarmes and evil henchmen than Boadicea`s chariot.

FATAL FLAW Ah! Women probably. Our hero has a fatal flaw which allows him to be subdued by the bad guys (to be brought before the evil genius) in a scuffle.

FEMALE SIDEKICK

GADGET This is Q`s "Get Out of Trouble Quick" card. Rather than try and come up with some fascinating gadgets such as trousers which turn into Jam (an Eddie Izzard sketch), make up your own plausible gadget which fits the tight corner you are in. One Gadget allowed per scenario / mission unless of course you land on Gadget charcteristic more than once.

SARDONIC CHARM The wit, the smile, the confidence - BASTARD! Sardonic Charm is superior to charm, gives our hero a second die roll to persuade civillians, military and government officials to his way of thinking. Passing checkpoints fooling the mental midget guards.

SEDUCTION Our Man can seduce any bit of totty including female Agents or His Evilnesses` dolly birds. Twinned with SARDONIC CHARM and it becomes a devastating weapon which can even be aimed at getting a girl to change sides in the middle of the action. Note that the first girl to crumple to such a manly onslaught automatically becomes UNLUCKY.

UNARMED COMBAT Knock the pants off anybody. Use the Hand to hand combat rules in Gauntlet 10.

UNSAVORY HABITS Hangs around in clipjoints, jazz bars, and dodgy saunas. Likes his women horizontal and submissive. Smokes 70 cigarettes a day and mixes Benzedrine with vintage Champagne. Doesn`t go a bundle on foreigners, Windsor knots, fags or moustaches. . . . Do come in Commander Bond!

Get the idea ! Please add any you think fit and let us all know through the pages of The Gauntlet.


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