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Title Espionage Rules for Axis and Allies

Performing A spy Mission

Outline

Determine number of dice you wish to use during the event roll (originally purchased during your purchase phase). Make Espionage vs. Counter Espionage roll applying bonuses and penalties as necessary. Apply one of three results:

  • Counter Espionage wins- nothing happens
  • Counter Espionage wins by more than 4- network ousted from country
  • Espionage wins- make event roll


A. Determining Dice

Announce how many dice you will use in your event roll should your Espionage roll win. The max. amount you can use for any mission is five. These dice should have been paid for during your purchasing phase.

B. Espionage vs. Counter Espionage

Roll one die and apply the bonuses and penalties as listed in the back of the rules. At the same time any opposing Spy Network may make a Counter Espionage roll also applying bonuses and penalties as listed in the back of the rules.

C. Figuring the Results

Compare the two rolls and determine who won than take one of the following actions after the result.

  • Counter Espionage Wins - Simply your spy network failed, you cash was wasted.
  • Counter Espionage Wins by 4 or more - Not only now was your cash a waste but your agents have been deported, this means they are returned to your nation. Your spy network loses all deep agents and may enter the nation again during your movement phase but must start from ground zero (in other words you bonuses for staying in the nation awhile have been stripped)
  • Espionage Wins - Congrats! Your money didn’t go to waste, roll your event dice and add them up. You may now do the event that you rolled or if you are of higher level you may choose some of the surrounding events.


The Costs of Spy Networks

The network

Spy networks come in three levels (each detailed below) each higher level gives extra bonuses and cost more money. Spy networks can be either bought at the higher levels or bought at a low level and upgraded later. Buying a spy network takes place during the normal purchasing period of your turn. During the placing phase the network is considered to be in your country and may be moved to another during your next movement phase.

Network Costs Bonus

  • Network level one 15 none
  • Network level two +20 (35) +1 to Espionage and Counter Espionage

May pick event roll or one lower

  • Network level three +25 (60) +2 to Espionage and Counter Espionage

May pick event roll or one lower or higher


The Missions

Running a mission for a spy costs money to reflect this every time you try to do Espionage you must pay out some of that hard earned cash for every die you wish to put in that event roll. As well as costing you money more beneficial events require you to stick your neck out, to reflect that every die you wish to roll during your event roll gives you a penalty during your Espionage roll. Both the Monitory and "Risk" cost are listed on the chart below.

  • Dice in Event roll IPC Cost Penalty toward Espionage
  • 1 0 -1
  • 2 3 -2
  • 3 6 -3
  • 4 9 -4
  • 5 12 -5


Events

Assassination- Your Agents have neutralized a valuable head official. The target country must skip its next turn while it’s nation must regain its senses. The nation still however gains it’s IPCs for that round (hey just cause the government ain’t make’n progress doesn’t mean we can’t make a buck).

Bribery- Your Agents have managed to bribe a valuable head official. You may hold on to this "bribe" as long as you wish. You than may cash in on it by vetoing one action that nation wishes to take, such as one attack, one non-combat move, or one buy (one buy constitutes one type of unit from being bought).

Deep Agent- You have managed to plant an agent deep within the government or military. You gain a +1 bonus to your Espionage Rolls with in that nation. You may have more than one deep agent and they effect all of your spy networks with in that nation, however if one of you networks is ousted from the country all deep agents have been flushed out.

Economic Sabotage- Your Agents have managed to crash that nations stock market, or something to that effect. The target country loses half its cash in reserve.

Industrial Espionage- Your Agents have destroyed valuable enemy resources. Target nation loses 1d6 IPC.

Industrial Sabotage- Your Agents have stuck a mighty blow for your cause by eliminating some of the enemies contraction yards. Pick one Industrial complex belonging to target nation and remove it form play.

Intelligence report- Your Agents have learned of some enemy attacks. Any attacks by the target nation containing more than 2d6 units you have been alerted to. All of your units during these battles defend at one higher level, infantry at 3, fighters at 5, ect.

Intelligence report (Advanced)- Your Agents have learned of detailed enemy attacks. Any attacks by the target nation containing more than 1d6 units you have been alerted to. All of your units during these battles defend at one higher level, infantry at 3, fighters at 5, ect.

Payoff- Your Agents have some how funneled enemy funds to your cause. The target country must give you 1d6 IPC From their reserves.

Rebel Uprising- Your Agents have managed to convince people people to take up arms and join your cause. Pick one undefended territory belonging to that nation and place 1d6 infantry units there, it has become your territory as if you have invaded it.

Rebel Uprising (x2)- Your Agents have managed to convince people people to take up arms and join your cause. Same as Rebel uprising only you may 1d6 in two territories or place 2d6 in one territory.

Recon- Your Agents have have gained you information on the units and fortification of a territory. Pick one of your attacks during this turn. All of your units during that battle attack at one level higher, infantry at 2, armor at 4, ect.

Recon (Advanced)- Your Agents have managed to gain large scale military tactics. All your units attack at one level higher (see recon) this against the target nation.

Spawn Cell- Your Agents have recruited some of the enemy. You gain one free spy network that must stay in the nation it is created in. This spy network is level one and may not be advanced, further should the network be "ousted" it is just flat out eliminated as the cell has been probly hung for treason.

Technological Espionage- Your Agents have captured scientific secrets. Pick one of the target nations weapons developments, you now also have that weapon development.

Technological Sabotage- Your Agents have destroyed scientific secrets. Pick one of the target nations weapons developments and remove it.

Terrorist Act- Your Agents have destroyed enemy production. Pick one of the target nations industrial complexes. This complex cannot produce any units during the players next turn.


Tables

Summary of Costs

 Costs Bonus 
  • Network level one 15 none
  • Network level two +20 (35) +1 to Espionage and Counter Espionage

May pick event roll or one lower

  • Network level three +25 (60) +2 to Espionage and Counter Espionage

May pick event roll or one lower or higher

Event Die (max. 5) 3 per die -1 per die

Bonus and Penalties of Espionage and Counter Espionage

Espionage Bonus/penalty Counter Espionage bonus/penalty

  • +1 per turn in target country +1 per turn in targeted country
  • -1 per event die -1 if not home country

Event Table

  • No event
  • No event
  • No event
  • Industrial Espionage
  • Intelligence Report
  • Recon Report
  • Terrorist Action
  • Recon
  • Terrorist Action
  • Rebel uprising
  • Industrial Espionage
  • Intelligence Report
  • Terrorist Action
  • Advanced Recon
  • Payoff
  • Advanced Intelligence Report
  • Deep Agent
  • Industrial Sabotage
  • Payoff
  • Technological Espionage
  • Industrial Sabotage
  • Advanced Intelligence Report
  • Bribe
  • Terrorist Action
  • Technological Espionage
  • Industrial Sabotage
  • Rebel (x2)
  • Assassination
  • Economic Sabotage
  • Technological Sabotage
  • Spawn Cell

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