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Shark Bytes 4.3
Shark Bytes 4.3
I. Fireteam tactics
The basic organizational building block of the infantry is the
fireteam; it normally consists of 1x machine gunner (M60),
1x assistant gunner (M16), a team leader (M16) and a
grenadier. There are two normal formations for a fire team:
the wedge and the file. The wedge is displayed below. The
formation places the team leader on point with the
assistant gunner supporting either the grenadier or rifleman File
depending on what is expected. The normal interval
between Soldiers in the wedge formation is 10 meters, but
the wedge expands and contracts depending on the
terrain; rough terrain, poor visibility, or other factors can
make control of the wedge difficult, fire teams modify the
wedge. When moving in less rugged terrain, where control
is easier,
Security
I’m not talking about the social kind, but rather 360°
security when crossing roads, breaks in cover such as
forest trails, or other natural ambush spots. As my drill
sergeants pointed out, you are supposed to be like bobble-
head dolls: head on constant swivel. This could also be a
pro-active asking of notice rolls by soldiers on patrol
or in a security/overwatch position. At WM discretion,
the wedge or file formation may give bonuses to notice
rolls: the wedge to possible activity or installations in
front of the element while the file covers the flanks.
The bonus, being situation dependent, should not
exceed +2.
Element movement
IV. Intelligence
Traveling imparts no special modifiers for notice rolls SPOT/SALT report
but also no speed penalty; you’re still moving at the One of the first things when coming in contact with the
average 3-4mph hiking speed. Traveling overwatch enemy is not to call for fire, but to call in the position of the
could impart a +1 to notice rolls to spot an ambush enemy as well as the friendly position. This is the most
while halving the travel speed to 1.5-2mph. Bounding basic intelligence report, which should theoretically help
overwatch could be worth a +2, but remember, it’s like your intelligence section formulate what the enemy is
driving down mainstreet USA and hitting every traffic doing. While there were many intelligence problems, to put
light; you’re only moving 1mph. it euphemistically, in the ‘Nam, this first report is one of the
most crucial. Sending up a SPOT (Size, Position,
III. Firefight Tactics Operation, Time) or SALT (Size, Activity, Location, Time)
report is this first link in the intelligence chain as this report
Okay, so rounds are fired at you. Without panicking, what
will be sent all around in order to alert all units of activity in
do you do? (Hint: Panic is not the right answer.) In theory,
that sector.
your training takes over which is the whole point of training.
Usually the first thing to do is hit the dirt; not only does it
reduce your chance of getting hit, but it’s a trained firing Walk-in/coincidental HUMINT
position with rifle qualifications. Additionally, you may find HUMINT, or human intelligence, is usually gained one of 2
support for firing your weapon or not. At any rate, you’re in ways: a friendly volunteers it or it is extracted from
a good spot to take advantage of Marksman and Rock- captured soldiers. Friendly villages may give multiple tips
and-Roll edges if you have them. You may also find some or soldiers could be sent to villages in order to make sure it
cover. In military speak, cover is what soaks up bullets. An stays friendly toward US/Allied forces in order for its
outcropping is cover; a smoke grenade is not (a smoke intelligence values. These tips could be something as big
grenade or camoflauge would be concealment). as a village chief turning in his son or as worthless as “hey,
Concealment is basically trying to obscure the enemy’s line mister, I just saw Ho Chi Mihn.” This sort of information
of sight to fire at you. It can be lucky for you, in terms of would also be called in or handed to a human intelligence
preventing an enemy from seeing you while your buddies soldier. Another hearts and minds mission, which may be
are being ambushed, or it may be lucky for you in terms of looked at questionably, is to provide armed overwatch for
you launching an ambush against enemy elements. At HUMINT soldiers talking to sources or contacts in a friendly
Warmaster discretion, firing from the prone may give village. The other source of HUMINT (and other
incidental bonuses to shooting rolls based on army intelligences) is
training.
So now that you’re in the fire fight, let’s look at some Enemy intelligence
specialty weapons. When people think of machine guns, Ah…the enemy. If you capture them alive, you have
people unfortunately get the image from Rambo II where another source of intelligence. Aside from body counts and
Sly empties an entire belt into a ceiling, probably other wonderful measures to basically guess at how the
Expectations of intelligence
What can I as a soldier expect from the intelligence
section? It depends. A good intelligence section will try and
answer the 5-Ws (who, what, where, when, why) and do
so. A poor intelligence section will give you a shrug.
Moving beyond the degree of intelligence, look at what
soldiers can expect to get or ask for: future expected
enemy activity, atmospherics, enemy strength and
armament. While some of this information is in the mission
briefing (and should drive the operations), enterprising
soldiers may end up asking the intelligence section directly.
Remember that the platoon leader, a lieutenant, does have Basic medical skills/Pro-active medicine
a security clearance for being able to look at intelligence
Remember, each soldier has a bandage on him; typical
data. Maybe the PL is also friends with the S2 (intelligence
procedure is to use the soldier’s own bandage/medical
officer). Maybe you are friends with the intel soldiers and
gear on him. (As an optional house rule, each soldier has a
can ask for favors or hints; generally speaking, friends will
med-pack with only 4 points on him for this and it could be
go an extra mile for friends, which could be a bonus from
added to the encomberance of the LBE.) While patching up
the intelligence section.
someone might seem like the first priority, it’s not. The first
is to remove the person, if possible, from the fire zone. Get
V. Common Knowledge Uses in the them somewhere so that you can perform first aid, at least
‘Nam behind cover.
As soldiers, there are many tasks, “warrior skills” that are
honed ad nauseum in garrison. Most of these soldier skills VIII. For Further Info
are gained during the basic training and infantry training Anyhow, good luck. For those who want to look at more
prior to deployment as well as unit training upon getting to info, break out your old training smartbook (TRADOC
the unit. Basic orienteering, using a compass, reading a Pamplet 600-4) as well as the various field manuals (FMs)
map, sending up reports, beginning first aid (knowing what available. Although it’s quite revisionist, also check out the
to do versus actually having the Healing skill) and using a counterinsurgency FM 3-24 to see what not to do.
radio are examples of basic soldier skills. Higher ranking
individuals, such as NCOs or officers, excepting
lieutenants, will have more skills to draw upon due to more
experience in the Army or the armed forces. A sergeant
who was once the unit armorer, for instance, would likely
be able to perform advanced maintenance or more expertly
diagnosis problems with the unit’s weapons. Another
possibility is for soldiers to proactively request common
knowledge checks in order to get tactical advice from the
GM as multiple tactical options would likely be practiced in
garrison field exercises. Players and WarMasters should
also come up with some standard operating procedures
used by the unit for certain situations.
Modern Ops: Cops and Robbers Team A is inside and Team B is outside the bank. Each
team must be mindful of the Cohesion rule (each figure in a
unit must be no further than 5" away from another figure in
by Ryan “Judge Holden” Gaffney the unit). The get-away vehicle begins play parked out front
The hot summer afternoon silence was shattered by the of the bank within a couple inches of the front door. The
sound of automatic rifle fire. Round after round after round two Unmarked Patrol Car Units begin play stopped (Pace
echoed down the glass canyons of downtown Springfield. 0) at the Cops end of the board. A single security guard
The Bank of America was being held up by a group of (use patrolman stats) is dealt a card and starts inside the
highly skilled paramilitary types armed with M4s, body bank beside the vault.
armor and ski-masks. As luck would have it the two most The Money
combat hardened veterans of the Springfield Police The money in the vault is all stacked in nice neat money
Department were close by when the APB went out. These bags. The Robbers must physically move a figure into the
two wise-cracking police lieutenants, both of whom were vault (marked with an X on the map) in order to pick up a
veterans of several tours of duty in Iraq and Afghanistan money bag. They must then move adjacent to the get away
were going to make sure the robbers paid for every penny vehicle, open a door and drop off the money. The number
of their illegal withdrawal - in blood. of bags the robbers get away with determines how
Objectives successful they are. It takes one action to pick up a bag of
The Robbers have to get as many bags of money as they money, and each bag of money requires one hand to carry.
can off the Cops side of the board. The Cops have to stop Each bag of money lowers the robbers pace by 1 point and
them from escaping. If the game ends without any of the makes the robber one handed. With two bags the robber is
robbers escaping off the board the Cops win. If even one using both hands, their pace is reduced by -2 and they
Robbers escapes off the Cops end of the board with a cannot use a weapon.
single bag of money, they win. Keep track of how many The Take-down
money bags they escape with. The police may not fire upon the robbers until shots have
Terrain been fired. Until that point the Cops must use non lethal
Set up the buildings with the Bank on one end of the methods, attack the get away vehicle itself or go on Hold
gaming area (preferably the end where the Robbers are and wait to be fired upon. If the security guard inside the
sitting) and the Cops coming in from the opposite end. Set bank is shot or if the Cops come under fire from the
the buildings up as indicated on the map so that the Police Robbers they may open fire. The round after shots are
end has a large building on their side with only two roads of fired a SWAT unit will enter the playing area followed the
escape for the robbers to take. The height of the buildings next round by the remaining SWAT unit. The Cops can
should be decided either randomly (roll d10), or as agreed decide whether the helicopter or the van arrives first.
GET LEON! tokens on the table. These represent a variety of good and
bad things. Use a separate deck of Ace through 9 to
represent these events. When a figure is touching a token,
by A. Coleman they are allowed to draw one card from the deck per token.
Photos courtesy www.backofbeyond.de The following events result from activating a token:
1) Mexican policeman armed with rifle.
From Wikipedia: On May 24, 1940, Trotsky survived a raid 2) Mexican policeman armed with pistol.
on his home by Stalinist assassins led by GPU agent Iosif 3) Mexican policeman armed with SMG.
Grigulevich, Mexican painter and Stalinist David Alfaro 4) A case of tequila suitable for Molotov cocktails (or
Siqueiros, and Vittorio Vidale. blowing up the gate)
5) A truck, with the keys in it.
Mexico City-May 6) Natasha, Leon’s ex-girlfriend (Knows the tunnel
23rd, 1940. Comrade exit).
Grigulevich couldn’t 7) Nothing.
believe his ears. 8) Nothing.
Maybe it was the 9) Nothing.
tequila talking (what
he wouldn’t give for The Compound
some vodka from the Trotsky is heavily guarded. The
Motherland right walls should be high enough to
now), but he could prevent anyone that is standing on
have sworn that he the ground from being able to see
had just heard in or out. There should also be at
Comrad Siquerios least two buildings, a barracks and
propose that they the residence. The residence is at
assassinate Leon least two stories high, and the
Trotsky. Grigulevich second story should be higher than
put his drink down the fence. This allows Trotsky to
and leaned in to hear the conversation that Siquerios was post a rooftop sniper. The tunnel
having Comrade Vitale. exit should be closer to the residence than it is to the
“I’m telling you, word on the street is that Trotsky has a barracks.
new girlfriend, and the old girlfriend is not happy. In fact,
she may be unhappy enough to show us the secret way The Assassins
into his compound.” slurred the painter. Iosif Grigulevich, armed with a pistol, and four Soviets
This was news to the Russian. He had long been seeking armed with rifles
the location of the rumored secret tunnel into the traitor’s Vittorio Vidale., armed with a pistol, and four Italian
compound. An idea slowly began to take shape in his Communists armed with a variety of SMG’s and rifles.
head….. He just hoped he could bring it to fruition before
the Mexican police found out. Mexican painter and Stalinist David Alfaro Siqueiros,
armed with a pistol, and four Mexicans, all armed with
pistols.
The Board
The board can be any sort of Mexican village or city set up NOTE: The Mexicans purposely start more lightly armed
on a 6 X 4 table. There may be a herd of cattle corralled than the other groups. Hopefully this will be offset during
somewhere in the town. A main street runs through the the game by the Mexican police as:
middle to the Trotsky compound on one end. The 1) They do not like foreigners and will attack the Italians
compound may be entered by one of three ways: and the Soviets and
1) The secret tunnel. It takes two full turns to get 2) Siqueiros has many relatives in the Mexican police
through the tunnel and into the compound. department. If he or his group encounter a Mexican
2) Over the wall. This requires a successful climbing policeman, the policeman will not attack and will join
roll. The top of the wall is made of shredded glass. the group if Siqueiros passes a Persuasion roll (use
All figures going over the wall take 1d6 damage. Intimidation).
3) Through the front gate. The gate may either be
rammed by driving a large truck into it, or blowing it The Showdown! Sheets
open with explosives. The sheets on the following pages are designed to be cut
in half and handed out to each player
Potential Weapons
Grenade 5/10/20 3D6‐2
Sword 1 Strength +3
SMG 3 12/24/48 2D6
The new American girlfriend
8 soldiers as follows:
1) One rooftop sniper.
2) Two guards at the gate.
3) Four “off duty” in the barracks.
4) One on random patrol in the compound.
Trotsky
Agility
Smarts
D8
D6
Agility
Smarts
D8
D8
The United States Marine Corps
Spirit D8 Spirit D8 Enforcing the Monroe Doctrine since 1823!
Strength D8 Strength D8
Vigor D8 Vigor D8
Fighting D8 Fighting D8
Guts D6 Guts D8
Climbing D6 Climbing D6
Intimidation D6 Intimidation D8
Notice D4 Notice D8
Shooting D6 Shooting D8
Stealth D4 Stealth D6
Parry 5 Parry 6
Driving D4 Driving D6
Throwing D6 Throwing D6
Toughness 6 Toughness D6 The Nazis
Autofire Penalty Rock 'n' Roll (+2)
Pistols, Knives Pistol, knife NAZI’S (every pulp game needs Nazis’ causing trouble)
Potential Weapons
Grenade 5/10/20 3D6‐2
Sword 1 Strength +3
SMG 3 12/24/48 2D6
Lewis Gun 6 12/24/48 2D6+2
Rifles 1 24/48/96 2D8