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World War II Heroes

Omaha Beach
A World War II Heroes Mission Pack
Open Game License Information

Written by: Robert W. Farrior, SteelMagic
Studios

The following is designated as Product Identity,

Edited by: Robert W. Farrior and Alexander K. in accordance with paragraph 1(e) of the Open
Farrior, Geoff Grube.
Game License, version 1.0a: all original artwork,
Illustrated by: Robert W. Farrior

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the Army. Additional artwork derived from
photographs were taken from unknown and
uncredited sources and digitally altered.
Playtesters: Jeff Clark, Chris Buckle, Geoff
Grube, Alexander Farrior, Robert Farrior.

SteelMagic Studios
Allen, Texas
www.steelmagicstudios.com
Email: info@steelmagicstudios.com

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Cover Design by: Robert W. Farrior

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World War II Heroes

ABOUT THE AUTHOR

Legal

Robert W. Farrior is the founder of SteelMagic Studios, based in Allen, TX, a suburb of
Dallas. Robert has been playing RPGs since 1979, when he was a freshman in high school. Over
the years, he has been active with traditional roleplaying, miniature figure gaming, collectible
card games, live-action roleplaying and strategic war games. He has designed many campaign
worlds, adventures and roleplaying systems. Robert is the author of numerous papers and articles
on religion, history and philosophy. He is also the author of the science fiction novel, The
Marginal Event.
In addition, Robert has over 15 years of experience with medieval martial arts, including
running his own medieval martial arts schools Sword & Shield and the Youth Medicval Society.
Robert has a background in electronics, computer software and Internet applications design. He
was formerly the Director of Web Engineering at Macromedia in San Francisco. Robert lives a
quiet life with his wife, 10 year-old son and dog.

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Dedication

Legal

This year marks the 60th anniverary of the Normandy Invasion. This book is therefore
dedicated to all of the brave men who fought and died on the beaches of France. We owe our
lives to them. I sincerely hope that this mission pack honors them.

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Contents

World War II Heroes

Contents
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INTRODUCTION

1

HISTORY

5

BRIEFING

15

THE APPROACH

17

THE SANDBAR

19

THE BEACH

21

THE SHINGLE

23

THE FLAT

25

THE BLUFFS

29

AFTERMATH

29

GAMEMASTER SECTION

31

PREMADE CHARACTERS

34

MAPS

52

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Contents

CONTENTS

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Introduction

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Introduction
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INTRODUCTION

PCS

Players will need to create a character to
play. Characters should be Regular Infantry
The Allies launch the largest amphibious and may have any specialization the player
assault in history against Hitler’s Atlantic Wall. wishes. Alternatively, we provide 4 pre-made
One of the bloodiest battles fought on all of D characters in the Gamemaster Section. It is
Day took place on a strip of sand known as recommended that players ndhave at least 2
Omaha Beach. Among the carnage at Omaha characters ready, using the 2 character as an
Beach, the fighting was the toughest on the NPC member of the squad in case their primary
section code-named Dog Green. Company A character is killed or incapacitated.
of the 116th Regimental Combat Team, 29th
Infantry Division was assigned the task of PCS
landing at Dog Green in the first wave.
In this first mission, most of the German
defenders
are Conscripts or Rookies. There
This mission recreates the battle for Dog
Green. It is designed for a squad of 1st to 3rd are a few Veterens as well. It is important that
the defenders do not operate in a cohesive,
level player characters.
organized manner. The Germans are suffering
from several problems. First, they are unable
PREPARATION
to communicate in any regular sense with
headquarters and therefore their response
As Gamemaster, you will need a copy of the
cannot be well coordinated. Second, the horrific
World War II Heroes Players Guide and the
shelling and bombardment has destroyed much
d20 Modern Core Rulebook. Text that appears
of the support infrastructure as well as greatly
in shaded panels is intended for the players.
demoralized the forces. Lastly, the relative
You may read it out loud to them or summarize
inexperience and low loyalty of the Conscripts
it as you see fit. Non-player characters stats
makes them very likely to run away any time
are provided in each encounter description, in
they fail a Gut or Discipline check.
summarized form. For more details, you must
consult the NPC section of the WW2H Players
Don’t concentrate your fire on the player
Guide.
characters. Instead, distribute the fire fairly

randomly among all of the player characters
and Allied non-player characters. The Allied
RUNNING THE MISSION
NPCs are included for dramatic effect, cannon
This mission is small in overall scope, but fodder and flavor. Don’t be afraid to kill them
is challenging due to the large number of off in large numbers and with creative flair.
combatants involved within a relatively small
area. You will have to keep track of many
Roleplaying NPC Leaders
non-player characters as they move around the
You will often find it necessary to interact
battlefield and perform actions, often without
the players being aware. Also, during combat, with the PCs via NPC non-commissioned
you will have to track the actions, ammo count, officers and officers. Bark orders at them, like
shots fired, reload timing, etc. for numerous "Miller, get your butt off my beach!" "If you
want to live, move your butt!" and "Anderson,
combatants, all semi-simultaneously.
take two men and take out that pillbox!"

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Introduction

6 June 1944. Normandy. 0630

World War II Heroes
are:

Medics

There are several NPC medics nearby.
The Approach
Anytime someone shouts "Medic!" roll 1d4. A
This is mostly a scripted sequence that you
medic will come in that many rounds. Medics
can
read or roleplay. It covers the time from
can use their skills to treat some wounds, but
cannot restore large numbers of hit points. boarding the Higgins Boat to landing on the
sandbar.
Seriously wounded characters are in trouble.

The Sandbar

Introduction

EQUIPMENT

Here the PCs will come under intense fire
Your players will be fully equipped when
they board their landing craft. However, as from machine guns, mortars and artillery. They
you will soon see, this means nothing. All will have to abandon their gear and swim to
equipment that they are carrying has to be shore.
abandoned. Once they make it to the beach,
The Beach
they will have to scrounge for whatever
weapons and equipment they want.
The Beach is 300 yards of pure chaos.
Reduce the normal Scrounge DC by 5. The PCs have to move from the water-line to
Normal weapons and equipment are in good the shingle across the open, flat beach under
supply on the beach. Any scrounging that they random fire from all of the defensive positions.
During this stretch large numbers of Allied
do will be from dead soldiers.
NPCs will get killed.

PRISONERS
The Shingle
If you want to complicate things, anytime a
Conscript fails a Gut check he will normally
try to run away. Instead, you can have him
surrender. He should surrender to one of the
PCs. Remember players are not allowed to kill
prisoners of war.

Once the PCs make it to the Shingle, they get
a bit of a respite. The Shingle provides good
cover and protection. However, at some point
they will have to try to get past it. The Shingle
is topped with rows of barbed wire, land mines
and booby traps. The best way through is to
blow a hole through using Bangalore torpedoes.
SIZE AND SCOPE
These will have to be scrounged and put in
If you are well prepared, you may be able place. Only troops with demolitions skills can
to get through this entire mission in one game use them. Alternatives include cutting through
session. However, it could take two or more if the barbed wire, while under fire. If they want
you go through each combat round in detail to do this, have an NPC try and get killed.
and your players are not very experienced.

The Flat
MISSION FLOW

Once onto the flat, the PCs should move
The mission is broken up into thematic quickly to neutralize the defensive positions,
segments which parallel the progress made by trenches and pillboxes on the flat. Once they
the actual troops on the beach. The segments secure the Fortified House, they can use it as

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a base of operation to regroup and plan for the
assault on the Bluffs.

The Bluffs
The Bluffs are very steep hills that tower
over the beach. They are heavily defended and
include one bunker complex on each side of the
draw. The PCs have to destroy or capture both
Bunker complexes.

Maps & Minis

Introduction

We have included detailed maps of the
Omaha Beach area. The scale of these maps
varies. Tactical maps show the overall battle
area and are in a scale of 1 square = 30 feet/10
yards. The more detailed maps are in standard 1
square = 5 feet scale. You will need to represent
these maps for your players on the table top.
You can draw up your own maps on 1" square
map sheets or estimate the map designs using
terrain pieces of your choice.
To make things easier, we have also included
some custom map pieces in the Mission Pack
that have 1" squares on them. With these you
can lay out your battlefields on the tabletop
putting together the map pieces as you want.
They are all done in the scale of 1" = 5 feet.
You can design custom trenches, including
barricades, obstacles and other features.
In addition, we also have included some
1" round counters with imprints of US and
German troops on them to use as "minis" to
represent PCs and NPCs.

BEGINNING
All of the player characters are in the same
unit, but not originally in the same squad. They
can have any specialization. The thing that
unites them is that they are all riding on the
same LCVP. Altogether the LCVP holds 35
soldiers. The PCs are towards the back.

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History

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History
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World War II Heroes
Now, planning moved into the logistical
phase. The combined air, sea and ground
forces of both the United States and the United
This chapter contains historical information
Kingdom had to be coordinated. Not only
about the Allied landings at Omaha Beach.
did they have to plan the massive buildup of
shipping, aircraft and invasion forces, but also
PLANNING
they had to plan for methods of reinforcing the
forces once they landed. The entire endeavor
In buildup for the invasion of Normandy, the depended on the ability of the Allies to pump
Allies planned, prepared and practiced for two supplies, men and equipment into France
years. Never before had such a massive military smoothly, quickly and efficiently.
operation been planned. The Allies had to go
over every possible scenario and work through
Originally, the invasion date, called Y Day,
not only the strategic and tactical operations, was set for 1 May 1944. This was quickly
but the unparalleled logistic problem such an changed to 31 May to allow more time for
operation would create.
bombing operations to hit more targets and
to build more landing craft. Most of the plans
For the Allied war plan to be successful, a were in place by February, but many aspects
front in Western Europe had to be opened. In would have to remain fluid as the Allies learned
May of 1943, the rough outline of the plan was more about the German defenses and troops
developed at the Anglo-American conference became trained.
in Washington DC. The British and American
leaders agreed to a joint assault against Hitler’s
By June of 1944, there were over 1.5 million
Atlantic Wall for the following year.
US soldiers in the United Kingdom preparing
for the invasion. The stockpile of material and
The first task was to determine a suitable equipment needed for the invasion was more
invasion location. After carefully reviewing than 2.5 million tons.
all of the options, a 50-mile stretch of coastline
in Normandy, from the Vire Estuary to the SOFTENING UP
Orne River, was selected as the assault area.
This area was uniquely suitable for several
In April and May 1944, the air forces of the
reasons. First, there were good ports close by US and UK moved into a new phase of their
in England from where the invasion could be attacks. They began attacks against airfields
launched. The area was within striking range and marshalling yards throughout France,
of British fighter aircraft. The Key French ports Belgium, Luxembourg, Holland and western
of Cherbourg and Le Havre were close enough Germany. The attacks were spread over such a
range of the landing area to make quick capture wide area to prevent the Germans from being
a possibility. The region was less fortified as able to discern the intended Allied invasion
some of the more likely invasion locations, area. The goal of these raids was to hit German
such as the Pas de Calais region. Lastly, it was railway lines, repair and maintenance centers
believed that it could be possible to isolate and key bridges. By doing so, it was hoped that
the region from German reinforcement by the German capacity to bring troops into the
bombing of bridges and rail lines, which would landing area would be greatly diminished. As
allow enough time for a buildup of force on the the days drew closer to the planned invasion, the
lodgment.
attacks moved closer and closer to Normandy.
However, the majority of the raids were made

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History

HISTORY

World War II Heroes
along the coastal area near the Pas de Calais, V CORPS
further reinforcing the German belief that the
The assault on Omaha beach would be made
Allies would strike here.
in 4 stages. The initial stage, called Force "O",
In May, Allied bombers attacked German consisted of the 1st Infantry Division, reinforced
airfields throughout France and Holland, with 4 infantry regiments, engineers, armor and
hoping to wipe out any German air capability artillery. The forces included the 16th and 18th
within 130 miles of Normandy. By 4 June, regiments of the 1st Infantry Division, the 116th
all of the ten rail bridges between Rouen and Regimental Combat Team and the 115th Infantry
Conflans were destroyed as were 13 of the 14 Regiment of the 29th Infantry Division, and the
road bridges. On 21 May, the Allied air forces Provisional Ranger Force, which consisted of
claimed to have destroyed 46 locomotives and the 2nd and 5th Ranger Battalions. All together,
damaged 32 others.
Force "O" consisted of over 34,000 men and
3,000 vehicles.

History

INVASION FORCES
The Second British Army was assigned the
left flank of the invasion area. They would
land with two divisions from I Corps and one
division from XXX Corps on three landing
beaches designated Sword, Gold and Juno. A
brigade from the 6th British Airborne Division
was to be dropped inland to secure key bridges
over the Orne River.

The follow-up force "B" was scheduled to
arrive on Omaha Beach around noon on D Day.
It included an additional 25,000 men and 4,000
vehicles. Force "B" included the remainder of
the 29th Infantry Division, including the 175th
Infantry from the 1st Infantry Division and the
26th Regimental Combat Team.

In addition, on D+1 and D+2 the 2nd Infantry
Division with 17,00 men and 2,000 vehicles
The First US Army was responsible for would land. The V Corps landing would
the remaining two landing areas. The US complete between D+2 and D+15 with the
VII Corps was assigned the right flank of the arrival of some 27 remaining groups of 32,000
invasion force and would land one division men and 10,000 vehicles.
north of the Vire Estuary at a location called
Utah Beach. In support of the attack on Utah FORCE "O"
Beach, the 82nd and 101st Airborne Divisions
Major General Clarence R. Huebner,
were to be dropped inland near the village of
st
St. Mere Eglise. Their goals were to capture commander 1 Division, would lead the initial
river crossings, secure major crossroads and assault, scheduled to land at 0630 on D Day.st
knock out coastal defenses in assistance to the The initial landing would be made by the 1th
Infantry Division and two units from the 29
beach landing.
Infantry Division. The units from the 29th
Between the British and the US VII corps would be commanded by Brigadier General
th
was the final landing area, a 7,000 yard stretch Norman D. Cota until the remainder of the 29
called Omaha Beach. Omaha Beach belonged landed as part of Force "B".
to the US V Corps. Their goal was to secure a
beachhead between the Vire River and Port-en- DEFENSE FORCES
Bessin and then push on toward Caumont and
The Allies estimated German Strength in
St-Lo.
France and the Low Countries at approximately

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The German LXXXIV Corps was
responsible for defending the French coast
from the Orne River to Brittany. In the winter
of 1943-1944, the Allies estimated that the
landing area was only defended by five
infantry divisions. However, in May 1944,
Allied Intelligence learned that the area was
reinforced by 2 additional infantry divisions
as well as the 21st Panzer Division. In addition,
2 panzer divisions had been moved into the
nearby Allencon-Evreux region, from where
they could quickly attack the assault area.
Coastal defenses had been strengthened
greatly in the past year with the addition
of a number of bunkers, trenches and
barricades along the coast. In addition, largely
unbeknownst to Allied intelligence, General
Rommel had ordered much of the lowlying
farmland inland of Utah Beach to be flooded.

TERRAIN
The coast of Normandy had many natural
challenges that would make any attempting
invasion difficult. Offshore reefs could bar
the way for landing craft along portions of the
coast. Some areas offered little to no beach
and were fronted by high, sheer cliffs, making
landing impossible.
Omaha beach was a 7,000 yard wide
expanse between cliffs that was also relatively
free of offshore reefs. However, it had its own
problems. First, the beach was very flat with

a gradual slope. This resulted in a wide tidal
range. At high tide, the ocean came up too far
to allow landing craft to beach. At low tide, the
ocean receded so far that soldiers would have
to make their way across 300 yards of wideopen sand.
All along the tidal flat, the Germans had
placed underwater obstacles. These consisted
of three main types: mined posts, hedgehogs,
and Element "C" obstacles, also called "Belgian
gates".
At the high-tide mark, a narrow stream of
tidal water remained. This varied from 2 to 10
feet across and was between 2 and 3 feet deep.
Just past this was an area called the
"Shingle". It was a steep incline made of piled
up rocks. The shingle was about 8 feet high and
as much as 15 yards across. Its steep angle and
loose footing made it very difficult for vehicles
to make it over.
At the eastern end of Omaha Beach, the
shingle ran into a low sand dune. At the western
end, near the Vierville draw, the shingle ran
into a sea wall.
The sea wall ranged in height from 4 feet
to 12 feet. It was broken in places with gaps
as wide as a few hudred yards. Immediately
behind the sea wall was a paved road that ran
from the D1 exit (Vierville draw) to the D3 exit
(Les Moulins draw).
Behind the dunes or seawall was a wide
strip of land referred to as the "flat". This area
was just that, flat. In some places it includes
marshes or areas of high grass. Near the
Vierville draw, the flat included a number of
summer homes, mostly destroyed. There was
also a small village on the flat near the D3 exit,
called Les Moulins.

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History

60 divisions, including 17 infantry divisions,
26 coastal defense units, 7 training units and 10
panzer or panzer grenadier units. The Panzer
units were located inland from the beaches
and positioned to be able to quickly strike
toward any invasion area as a counterattack.
The Germans clearly believed that the invasion
would come between the Pas de Calais and
Holland as they had at least 22 divisions
guarding this region.

World War II Heroes

History

Beyond the flat the ground rose steeply
between 100 and 170 feet in height. A ridgeline, called the "bluffs", extended along the
entire beach. East and west of Omaha Beach,
the bluffs grew steeper, becoming sheer cliffs.
Along the assault area, the bluffs were steep
but not sheer. Many of them were covered with
brush, grass and areas of dense vegetation.
However, on D Day, pre-landing bombardment
often caused the vegetation on the bluffs to
catch fire. This created large amounts of smoke
that limited visibility and also reduced the
amount of cover available to anyone attempting
to climb the bluffs.

ambushes.

OMAHA BEACH DEFENSES

Between the Vire River and Port-en-Bessin,
the Germans had built some 32 fortified
strongpoints. The Vire Estuary, Grandchamp
and Port-en-Bessin were heavily fortified and
defended. 12 strongpoints were placed to be
able to direct fire onto Omaha Beach. It is
believed that the Germans believed they would
be able to contain any Allied invasion on the
landing beaches, as the greatest concentration
of defenses was on or directed at the beaches.
Their plan was to stop craft from being able
The bluffs were broken periodically by gaps, to land or bottle them up while the coastal
called "draws". There were four major draws defenses blasted them to bits and killed anyone
on Omaha beach, which were designated as the who managed to step foot onto a beach.
exits from the beach for the invasion forces.
Exit D1 was at the Vierville draw, which was
In 1944, the Germans began constructing
directly in front of the village of Vierville-sure- obstacles on all exposed beaches, including
Mer. Exit D3 was further east at the village of Omaha. The obstacles placed on the tidal
Les Moulins. A road from exit D3 lead to the flats were intended to block or disable landing
village of Saint-Laurent-sur-Mer. Further east craft. These obstacles were only put in place
along the beach were the E1 and E3 exits. The in Omaha starting in April and were still being
E3 exit was close to the village of Colleville- worked on when the invasion took place.
sur-Mer and was called the Colleville draw.
The outermost line of obstacles were large
Beyond the bluffs, the terrain leveled off and iron, gate-like structures. They were designed
in some cases lowered into traditional Norman to block navigation by boats with deep enough
farmland, which was broken up into sections draught or keels. The upper portions of the
by "hedgerows". Hedgerows had existed in gates were lined with mines to explode on
Normandy since medieval times, when the land impact with a boat.
was partitioned among landowners as part of
the feudal system. They were not just hedges,
The next line of obstacles consisted of large
as many today think. They were substantial wooden posts and ramps topped with mines.
barriers that were made of steep earthen Boats and landing craft would either bump into
embankments topped with dense foliage, a post or ride up onto a ramp, impact a mine
trees and bushes called "hedgerows". They and sink.
were virtually impassable. Many tanks would
The innermost line of obstacles were called
become stuck trying to drive over them. Many
roads became effectively sunken roads because "hedgehogs", which were made from 3 or more
they had hedgerows on both sides. Often these steel rails or angles, crossed in the middle and
roads were too narrow to allow large armored placed into the sand. Many were so secure that
vehicles to pass down them. Furthermore, when a landing craft would collide with one,
hedgerows were excellent places to set up the steel beams would punch into the hull of

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and trenches. The most heavily defended areas
on the beach were the draws. In some cases
The tidal flat obstacles were placed at the draw defenses were situated with enough
irregular intervals. Landmines were not used in weapons to cover every square yard of the
the tidal flat area.
approach to the draw. Often, these weapons
were already zeroed in on specific locations.
Above the shingle, Germans ran an almost Other positions had their interior walls lined
unbroken row of concertina wire. Where there with oil painting of landmarks with the exact
was sea wall, the concertina wire was placed range, bearing and elevation for the weapons to
atop the wall. Elsewhere, the concertina wire hit the landmark.
was strung immediately past the shingle.
Beyond the shingle, the flat was crisscrossed
Behind the bluffs, there were virtually no
with areas of barbed or concertina wire and defenses. The Germans would rely upon local
sporadic minefields. In addition along the troops moving in to make counterattacks.
top of the shingle, the defenders had infantry
positions, machine gun nests and trenches for
BOMBARDMENT
firing on troops as they crossed the beach.
Booby traps and trip-wire mines were also
At about 30 minutes prior to landing, the air
used, often inside the concertina wire.
and naval bombardment of coastal defenses
If the attackers made it to the top of the
shingle, they were in the open. The flat offered
little in the way of cover. Germans in fortified
positions, trenches, pillboxes and bunkers along
the bluffs would be able to rain down fire on the
soldiers running in the open. German positions
were arranged to be able to cover the entire tidal
flat and beach shelf flat with overlapping fields
of fire from rifle, machine guns, mortar and
artillery. The shoreline was curved giving the
defenders in the bluffs and cliffs at either end
of Omaha Beach clear visibility of and line of
fire to attackers anywhere along the beach. At
the western-most tip of the beach, the Germans
had built a heavily fortified gun emplacement
that could fire large bore artillery down the full
length of the beach.
Each of the 12 strongpoints overlooking
the beach consisted of a complex system of
pillboxes, gun casements, open positions for
small arms fire, and firing trenches. They
were surrounded by webs of wire and multiple
minefields. The defensive strongpoints were
connected to each other and to underground
barracks and ammunitions stores by tunnels

would begin. Between H-30 minutes and
H-5 minutes some 480 B-24’s attacked 13
targets along Omaha Beach, dropping 1,300
tons of bombs on every coastal strongpoint.
From H-40 minutes to H-3 minutes, the Naval
bombardment would occur. The battleships
Texas and Arkansas with ten 14-inch, twelve
12-inch and 12 5-inch guns, three cruisers with
6 inch guns, and 8 destroyers with 4 and 5-inch
guns, opened fire on the coastal defenses. More
than 3,500 shells were fired in what was the
largest naval bombardment in history.
Upon landing, naval fire would shift to
inland targets with pre-selected targets being
hit first. In addition, Infantry units would be
able to request bombardment of specific targets
as needed.

LANDING PLAN
Omaha Beach was divided up into six
subsectors. From west to east, the sectors were:
Dog Green, Dog White, Dog Red, Easy Green,
Easy Red, and Fox Green. The 1st Infantry
Division would attack Easy Red and Fox

Omaha Beach Mission Pack

9

History

the landing craft.

World War II Heroes

History

Green. The 116th Regimental Combat Team
(from the 29th Infantry Division) would come
ashore at Dog Green, Dog White, Dog Red and
Easy Green. 3 companies from the 2nd Ranger
Battalion would come ashore and scale the
cliffs at Point de Hoc. Another company from
the 2nd Ranger Battalion would come ashore
west of Dog Green and assault the fortified
positions on Point de la Percee.

next high tide, an hour after dawn, on a night
close to a full moon. That limited the selection
of D Day to a period of days at the end of May
(21-22-23) and two groups in June (5-6-7 and
19-20-21). The first June dates came closest to
the original target date of June 1, so on 8 May,
D Day was set for 5 June.

Unfortunately, the weather didn’t cooperate.
Preparations were well underway and the
The first landing would be made at H- invasion was delayed. Finally, at the last
5 minutes by elements of the 743rd Tank moment the weather reports indicated that
Battalion. They would land at Dog Green the following day would be favorable and the
and Dog White. They would be driving DD invasion was rescheduled to 6 June.
versions of Sherman tanks which were capable
Seas were extremely rough on the morning
of navigating in water. The tanks would land
of
6 June. As troops boarded their Landing
and take up firing positions to defend the
shore landings. At H hour, eight LCT (landing Craft, Vehicle/Personnel (LCVP) they
craft, tank) would land on Dog Red and Easy immediately became drenched by the spray
Green to deliver A Company of the 743rd Tank and waves crashing over the sides. Many of the
landing craft became so inundated that their
Battalion.
pumps could not drain the water fast enough
th
At H+1 minute, the 116 RCT would and soldiers had to bail with their helmets. 10
land. Company A would land on Dog Green, out of 200 landing craft sank from becoming
Company E on Dog White, Company F at swamped.
Dog Red and Company G on Easy Green.
The seas were too rough for the DD tanks.
Their primary goal was to cross the tidal
Of
the 32 DD tanks that were launched by the
flat and assault the German defenses. While
st
the infantry and tanks engaged the German 741 Tank Battalion only 2 were able to swim
rd
defenders, engineer teams would land at H+3 to shore. The 743 Tank Battalion decided the
minutes to set about destroying obstacles and seas were too rough and opted to carry the
creating breaches to allow for exit from the tanks in instead of letting them swim in.
beach.

INITIAL LANDINGS

At H+30, after the engineers would have had
time to create breaches, the second and larger
wave of landings would commence. By H+3
hours, it was believed that the forces would
be well on their way inland as more and more
reinforcements would be pouring in.

D DAY
The selection of D Day was driven by
weather and tides. The invasion had to occur
at the half-way point between low tide and the

10

Most of the landing craft missed their
assigned locations, landing east of where they
were supposed to. The landings were so offcourse that most units were unable to locate
their assigned objectives once they landed and
were forced to abandon their plans. Also, units
became so separated that they were unable to
cohesively regroup upon landing, with some
elements being separated by hundreds of
yards.

Omaha Beach Mission Pack

World War II Heroes

The Army-Nave Special Engineer Task
Force that was supposed to clear the beach
obstacles and defenses were so badly scattered
and carrier east by the current that Dog Beach
received very little support. Only 5 of the
teams actually reached their assigned locations.
Some landed in open areas without any infantry
support. In spite of this, the engineers set about
their task. Yet, disaster struck as errors and
confusion caused many of their demolition
attempts to fail or explode prematurely. In the
end, only two breaches were made in the Dog
Beach area and four in Easy Red. As the tide
continued to rise, they were forced to abandon
their work until the next low tide.

INFANTRY LANDINGS
Each LCVP carried about 32 men, including
one officer. The LCVPs were arranged so that
a variety of roles were in each craft. Up front
would be a leader and 5 riflemen with M1
Garands. They were followed by a wire-cutting
team of 4 men with M1s. Next came 2 BAR
teams of 2 men each, 2 bazooka teams carrying
M1 Carbines, a 4 man 60mm mortar team, a
2 man flame thrower crew, and 5 demolitions
men carrying satchel charges of TNT. Last,
there was a medic and an assistant leader.
Few of the landing craft made it to shore
without getting wet on the way. Many landed
on sandbars between 50 and 100 yards off
shore. The men had to wade through water that
was between waste and neck deep, with full
equipment and packs.

As the landing craft opened and men
streamed out, the enemy opened fire with small
arms, mortar and artillery fire. But, worst of all
was the fire from the German machine guns,
which often saturated the area with overlapping
fire from multiple machine gun nests. It was not
uncommon for men to hear the hail of machine
gun bullets against the ramp before it lowered,
or to see the sea turn to white foam from the
bullets churning up the surface. Many men
were cut down as the ramps lowered. Some
jumped over the sides or dove into the water to
avoid the fire from the machine guns, only to
realize too late that the weight of their waterladen gear would hold them under, killing
them.
Those who survived the initial exit from
the landing craft found it nearly impossible
to make their way ashore. They weight from
their equipment and waterlogged gear pulled
them down. The water was cold and stiffened
their muscles and sucked the air from their
lungs. They fought and struggled step by step,
with bullets zipping past, and mortar shells
exploding all around.
Once they reached shore, they were already
exhausted. But, they couldn’t rest. They were
out in the open, exposed on a wide, flat strip
of sand. Many men clustered around beach
obstacles, seeking cover behind the hedgehogs.
As it turned out, often they didn’t provide any
real cover and served only as a targeting aid for
the German gunners on the bluffs and in the
dunes. Anyone who stopped for any length of
time on the beach died.
The men made their way across the 200-300
yard expanse of beach to the first cover they
could reach, the shingle. It soon became so
cluttered with men that there was not enough
room for everyone to hide from the Germans.
Probably the hardest his sector of Omaha
Beach was Dog Green. It was situated at the D-

Omaha Beach Mission Pack

11

History

The 743rd Tank Battalion came ashore in
LCTs (landing craft, tank) but came under
heavy fire. Company B came ashore directly in
front of the Vierville draw and drew heavy fire.
Much of their tanks were lost before landing
and many others soon after, including the
Company commander.

World War II Heroes

History

3 exit, directly across from the Vierville draw
defenses. It also received heavy flanking fire
from the defenses and gun emplacements to
the west at Point de la Percee.

Moulins draw. They came under heavy fire
and like Company A got hit hard. 3 of the
boat sections were pinned down on the beach
for 45 minutes and suffered nearly 50%
casualties. With the further loss of their officers
The Company A of the 116th RCT landed at at the shingle, they became unorganized and
Dog Green with a section of 2nd Rangers. They confused.
went through hell just to get to the beach. One
landing craft sank about 1,000 yards offshore
Company E was pushed far east by the
and men could be seen struggling as the weight prevailing current, landing more than a mile
of their gear pulled them under. The rest of the off course.
landing craft hit a sandbar and beached about
Further down the beach, the 16th RCT
50 yards out. The men had to get out and wade
through water that was 4 to 6 feet deep. As soon generally missed their landing beach (Easy
as the ramps lowered, the landing craft were Red) and came ashore too far east. The only
torn to pieces with highly accurate and intense units to actually make it to shore on Easy Red
th
fire from machine guns and mortars. The scene was Company E of the 116 RCT, which had
became chaotic as men climbed over the sides missed its own beach by a mile. These men
cam shore between the E-1 and E-3 draws.
or jumped into water over their heads.
Those who came ashore at the E-3 got hit hard
One Landing Craft was hit by four mortar while those at E-1 had an easy time of it.
rounds and was blown to pieces, with all on
At Fox beach, the 16th and elements of the
board killed. Men were dying left and right all
th
the way to the beach. But, once they got there, 116 Company E got hammered hard from
many men found that there was no place to get before they lowered the ramps of their landing
away from the heavy fire and they retreated craft. They had to wade through deep water
only to find they would have to swim through
back into the water to attempt to get away.
a section completely over their heads. Most
In a matter of minutes, every officer in men ditched their weapons and equipment and
the company and most sergeants were killed swam for it. When they finally made it ashore,
or wounded. The situation was desperate. the fire was so intense that most of the men
Many men stayed in the water, hiding behind crawled slowly up the beach with the tide.
obstacles as the tide rose. They waited letting Some sections were so badly shot up that only
the tide carry them up to the shingle and sea a handful of men made it to the shingle. As
wall. Within 15 minutes of landing, Company they regrouped on the shingle, only 125 men
A was decimated, having suffered close to 70% remained from an entire company.
casualties.
By the time the 2nd wave arrived, the 116th
Company G landed too far east, missing its had not cleared the flat above the shingle. By
landing beach and coming in on the eastern noon, the situation was so precarious that the
edge of Dog Red. This proved to be lucky, as Allies considered withdrawing or abandoning
grass fires on the bluff obscured them from Omaha beach and having the subsequent
enemy fire and they were able to move quickly waves land elsewhere. Finally, small groups
up the shingle and flat.
of soldiers working together were able to clear
some of the defenses on the bluffs. Soon, units
Company F landed on target at the Les began to move inland, first in small clusters and

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Omaha Beach Mission Pack

World War II Heroes
then soon, it turned into a stream.

History

Finally, by mid-afternoon, Omaha Beach
was essentially secured.

Omaha Beach Mission Pack

13

Briefing

World War II Heroes

Briefing
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Omaha Beach Mission Pack

World War II Heroes

Give the players Map 1 – Omaha Beach
Dog Green (players version). Then read the
following:
"Good morning, men. Today is the day we’ve
been training for, the day we’ve been waiting
for. Today, we’re going to France. A Company
has been hand picked to lead the assault. We hit
the beaches at H hour + 1 minute. Here is your
landing area."
(Show map.)

make a breach in either the Seawall (indicate
seawall on map) or the barbed wire behind
the Shingle. There will be engineers in each
landing craft with demolitions charges and
Bangalore torpedoes to open breaches."
"Once you reach the Flat beyond the Shingle
(indicate map), you will have to clean out
any defenders still there before assaulting the
bluffs. You have to take out all of the defenses
so the following waves can land."
"Once you have completed your objectives,
regroup at the Rally Point here (indicate
Rally Point on map) and prepare to move on
Vierville."

"This is the landing area, designated Dog
Green. (Indicate map.) Intelligence reports that
the beach is well defended with bunkers and OBJECTIVES:
enemy trenches along the bluffs here (indicate
• Land at Dog Green and establish a
Bunker Complex A) and here (indicate Bunker
beachhead
Complex B). Naval and aerial bombardment
• Breach the seawall or barbed wire wall
should knock these out."
behind the shingle
• Eliminate or capture any defenders on
"Your objective is to capture the Vierville
the Flat
Draw. That’s this low valley between the bluffs
(indicate the draw on the map). There is a road
• Capture the bunker complexes on the
that runs up the draw to the town of Vierville.
Bluffs
We need to secure this draw and establish a
• Eliminate all opposition
beach exit. The Germans have concentrated
their defenses around the draw in anticipation
of such an attack."
"It won’t be easy. You’ll have to make your way
across 300 yards of open beach, with no cover
except for some anti-boat obstacles. Once you
reach this area (indicate the shingle) called the
Shingle, you should be out of their line of fire.
Regroup and prepare yourselves."

"A unit of Special Engineers are landing
with you as well as a unit of Rangers. Their
jobs are to help clear some of the obstacles
from the beach so more boats can land and to

Omaha Beach Mission Pack

15

Briefing

BRIEFING

The Mission

World War II Heroes

The Mission
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Omaha Beach Mission Pack

World War II Heroes

This section is just a scripted sequence that
you can read or summarize to the players. If
you really want to spice it up, you can pretend
to roll dice, ask players what they are doing,
what they are looking at, etc. Nothing really
bad should happen.

It is H hour –10 minutes. The LCVP
(landing craft, vehicle/personnel, also
known as a Higgins Boat) strains against the
strong easterly current and battles to remain
afloat in the rough chop as wave after wave
crashes against the boat. Water inundates
you and your gear as you cling to the guy in
front of you, hoping not to puke on him.
Lieutenant Martin is yelling something
from the front of the boat. You can’t hear
what he’s saying and you’d wish he would
just shut up. A big wave, nearly capsizes
your LCVP. That was all the prompting your
stomach needed and you hurl your breakfast
onto a nearby backpack, unbeknownst to its
owner.
You shiver as the cold eats at you, your
muscles cramping. You shift around tying
to find a better footing, but no matter where
or how you stand, you are uncomfortable.
A private nearby turns to you and yells over
the roar, "Look over there! There’s men in
the water!"
You look in the direction he is pointing
and you see men floating, struggling in life
preservers and on rafts. You realize it is the
men from the DD Tanks who set out ahead
of you to clear the beach. They sunk before
reaching shore. You realize with a sinking
feeling in the pit of your gut that this is for
real. You start inventorying your gear.

Suddenly all hell breaks loose as the
ships begin to blast the shore. You hear the
scream of shells as they pass overhead and
the concussion seconds later. You look at the
shore and swallow hard.
Dark clouds of smoke cover the entire
coastline in a haze, obscuring nearly
everything from view. The sounds of
hundred of vessels, crashing waves and fire
from the naval bombardment are practically
deafening. The stench, a mixture of sweat,
urine, vomit and fear only adds to the
turmoil in your stomach that the bouncing
of the small landing craft in the turbulent sea
has caused. You fight your nausea and try to
remember your training.
As you look ahead, the shore begins to
come into focus. You see the wide expanse
of flat beach that seems to go on forever.
Beyond that you can see some hills, almost
like cliffs that tower over the beach. Directly
in front of you the hills drop down to beach
level in a gap. You see flashes of light from
all around the gap. It dawns on you what you
are facing.
"Holy Crap!" You shout as it dawns on
you. "We’re too far east! That’s the Vierville
Draw! This isn’t our landing area!"
You look back at the pilot and try to get
his attention but he is too busy to notice.
Your boat rocks violently to the right
and you are knocked off your feat by a
shockwave. As you get up, you see another
LCVP about 20 yards aware on fire, men
leaping over the sides. A shell explodes
directly in front of your boat, showering
you with water. The pilot turns hard to the
right, nearly capsizing. He manages to right
the boat and turn back toward shore, but the
maneuver reduced your speed. Another shell

Omaha Beach Mission Pack

17

The Mission

THE APPROACH

World War II Heroes
explodes nearby and everyone drops down,
trying to stay low.

The Mission

You hear the boat engine whining hard,
straining. Suddenly the boat jars to a stop
throwing you forward hard. A series of
explosions stuns you. You look around and
see smoke billowing from the rear of the
boat. Men are screaming. You smell burning
flesh. You hear the loud patter of automatic
fire strafing the body of the LCVP.

What happens next is a bit of a surprise.
Don’t tell the players right away. First of all,
the current was much stronger than expeted
and the landing craft drifted directly in front of
the Vierville draw. Second, instead of landing
on the beach, the boat beaches on a sandbar.Go
on to the next section.

Men onboard a Higgins Boat hunkering down as they approach shore.
They are apparently drawing fire. Notice the variety of weapons. You
can see a couple BARs, numerous M1 Garands, at least one Thompson
SMG and what looks like part of a medium machine gun.

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Omaha Beach Mission Pack

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The ramp begins to lower. You catch a
fleeting glimpse of the beach and water,
too much water. You are pushed forward as
the men on the boat surge toward the ramp.
You hear strange thudding noises and see a
shower of red mist as an MG42 sprays the
inside of the landing craft. Men fall down
all around you, screaming.
Someone behind you yells, "Move! Move!
Move!" and you try to run forward. You step
over bodies, some still alive clutching at the
holes in their chests or bellies. More men
fall in front of you. You see the beach but in
front of you all you see is water. No time to
stop and think. You push forward.
Just as you reach the ramp you see the
men in front of you wading in water up to
their knees suddenly disappear under the
waves. You look for them, but they are gone,
the weight of their gear pulling them down
and keeping them there. Bullets zip past
you, killing the man to your rear. You kneel
down on the ramp trying to understand what
is going on. Then you see it.
Sandbar! The LCVP has beached on
a sandbar about 50-100 yards out from
the beach. You look around. Of the 35
men on your LCVP over half are dead or
dying, several more are missing. Bullets
from automatic weapons and small arms
ping, zip and strike targets all about you.
Mortar shells careen overhead, exploding
showering you with fragments of shrapnel.
Before you lays an expanse of open water of
unknown depth.
To your left, another LCVP is beached on
the sandbar as well. Its men are no better off
than those on your LCVP. To the right you
see only open ocean.

DESCRIPTION
The Sandbar is about 30 feet across and 100
– 150 yards wide. It does not connect to the
beach at any point. Instead, it is separated from
the beach by 25 yards or 3 – 4 feet deep water
and about 50 yards of 8 – 10 feet deep water.
The sandbar itself is submerged in 2 – 4 feet of
water.

SITUATION
The Players situation on the sandbar
is precarious. There is one 60mm mortar,
two MG34 positions and one MG42 that
periodically fire at them, all from Bunker
Complex B. There are also several Germans
armed with Kar98s shooting in their direction.
The automatic weapons are using area autofire.
The K98s are effectively firing blind. The good
news is the player’s LCVP is not the only target
for these gunners. You should only attack the
players periodically. However, it is clear that
to remain on the sandbar is to die.
Let them stay a minute or two to plan their
course of action. If they stay too long, you need
to get them moving. One factor to aid in this is
the accuracy of the mortar. Each minute that
the players remain on the sandbar, give the
mortar a +1 attack bonus against them.
The LCVP provides 25% concealment while
men are inside it. If they attempt to hide behind
the LCVP, the water is too deep.
Anyone kneeling gets a +1 Defense bonus.
Anyone prone gets a +2 Defense Bonus.

GETTING TO SHORE
The only way to shore from the sandbar is
across a stretch of water that is 4-8 feet deep
and 50-75 yards across. If the characters enter
the water with their gear on, their movement

Omaha Beach Mission Pack

19

The Mission

THE SANDBAR

World War II Heroes
rate should be cut to 1⁄4 normal due to the
heaviness of being waterlogged. After they
move 10-15 feet, the water level drops to its
full depth, which will be over their heads. If
they insist on going forward with their gear on,
have them make Swim checks (DC20) each
round to avoid starting to drown.

The Mission

At any point they can ditch their gear. Doing
so changes the DC to 10, but they have to ditch
all their gear. The idea is to get them to shore
with nothing but their clothes… no helmet, no
weapon, no ammo.

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Omaha Beach Mission Pack

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Map 1 shows the overall layout of the Dog
Green section of Omaha Beach. The beach
flat is about 300 yards wide from shore to
shingle. It is very flat and open and provides no
cover. The beach is littered with anti-boat/tank
obstacles which do provide 25% cover. You
can randomly place an obstacle every 25 to 50
yards or use the layout we’ve provided in Map
1.
Defenses
The GM version of Map 1 shows highlighted
areas where defenders have zeroed their
weapons. These are represented by green ovals.
Any defensive fire into those areas gets a +2
bonus to the attack roll.

You cannot see much beyond 50 or 100
yards. There is just too much smoke. You
see the burning hulk of a couple of Sherman
tanks and bodies everywhere.
As you wait, trying to decide what to do,
a bullet hits a soldier kneeling next to you.
His head snaps back and blood showers you.
You hear someone yell at you, "Get moving,
soldier! If you want to live, get up and move
your butt!"
As the players are about half way across the
beach read this:
You can see an embankment about 150
yards ahead. It looks like you can hide
behind it, if you can just reach it. You can
see muzzle flashes above the embankment
and the dark outline of the bluffs beyond.

All defenses can fire on the beach. Track
the movements of all Allied players and
As the players are about 25-50 yards from
NPCs. Distribute the fire randomly among all the shingle, read this:
targets. The defenders are mostly just spraying
whatever they see. Focus on stationary targets.
You can see the embankment clearly.
That makes it more dangerous to stay behind
This must be what they called the Shingle
an obstacle for long periods.
in the briefing. It is an 8 to 12 foot high
embankment of rocks and gravel. It is only
Description
about 10 yards across but the steepness
blocks anyone lying at the bottom from
You finally made it to shore. You don’t
fire from the defensive positions on the flat
have time to rest as bullets stream past
beyond or the bluffs. You can also clearly
you or hit the sand next to you throwing
see the bluffs now and see two concrete
up a shower of dirt. The beach looks
bunkers overlooking the draw.
unbelievably wide from where you are.
You will have to cross about 300 yards in
You also see a line of defenses along the
the open. The bombers mostly missed the
top of the Shingle including what look
beach and there are few craters. There are
like trenches, pillboxes, machine gun
beach obstacles that you can hide behind.
nests all blocked off by a solid wall of
They provide minimal protection from the
barbed wire.
constant fire. You can’t even really tell who
There is nothing between you and the
is shooting at you. It seems to be coming
shingle.
The last 25-50 yards is open
from everywhere.
beach, littered with corpses and wounded
men.

Omaha Beach Mission Pack

21

The Mission

THE BEACH

World War II Heroes

The Mission

The players can try to return fire any time
they want. The likelihood of hitting anything
is minimal until they are within 25-50 yards of
the shingle. Even then it will be difficult.

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THE SHINGLE
You hunker down against the rocks at the
bottom of the shingle. You can now rest a
bit, as bullets can’t hit you here. However,
occasionally someone will stand up and look
over the rocks only to be shot, or a grenade
drops over the rocks exploding among the
huddled men.

BARBED WIRE
The barbed wile is made of large,
overlapping coils of concertina wire
suspended between posts. Each section is
about 15 – 20 feet long and about 8 feet
deep. You can see no way through the wire.
You will have to cut or blast your way
though.

Barbed wire is an obstacle that blocks
infantry and light vehicle movement. Anyone
attempting to move through barbed wire suffers
1d4 damage per round. To cross a barbed wire
obstacle requires a successful Dexterity check
(DC 20). Anyone failing the check becomes
entangled for one round and may make no
The players can rest. This is a good chance action for an entire round (other than trying to
for medics to treat injuries. Give them some get free). The Dexterity check must be repeated
time to plan their actions. First they need to each round that the person is in the barbed wire,
clear a hole through the wire. They can try and an additional 1d4 points of damage is taken
to go through where they are or move down each round.
the beach. The left hand side of the shingle is
Cutting Barbed Wire: A soldier with wire
fronted by a 12 foot high sea wall. There is a
cutters can cut through a barbed wire barricade
breach in the wall from a naval shell, but they
in 3d4 combat rounds. He must continue cutting
have to find it. It is behind some barbed wire,
as full round actions for the duration of the time
but less than anywhere else.
required. The cutting may be interrupted and
No matter where they try to go over the restarted without adding time. The soldier loses
shingle, they need to get through some amount any defense bonuses due to Dexterity while
of barbed wire. They cannot get through the cutting. He creates a path wide enough for one
barbed wire without wire cutters or Bangalore person to move through.
torpedoes.

Bangalore Torpedoes: Bangalore torpedoes
are lengths of explosive-filled pipe that are
SPECIAL ENGINEERS
connected together, run under barricades
and detonated. A Bangalore torpedo clears a
Well, unfortunately you can’t find any of the 20-foot wide path through barbed wire. The
engineers. It would seem they were all killed or length of the path cut is equal to the length of
were wounded. However, you can find some the torpedo plus 5 feet. Bangalore torpedoes
Bangalore torpedoes fairly easily.
require the Demolitions skill.

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23

The Mission

The sounds of battle haven’t lessened.
The ground shakes with explosion after
explosion. You crawl up the shingle and
see the barbed wire wall at the top. Bullets
splatter the rocks above you, forcing you
back down.

World War II Heroes
THE SEAWALL

The Mission

The seawall fronts the left half of the
shingle overlooking Dog Green. It is a solid
concrete retaining wall that varies in height
from around 8 feet to 12 feet. It is topped
with barbed wire and manned with several
defenders. You see no easy way over the
wall.
There really is no easy way over the wall.
The PCs do not have scaling ladders or
grappling hooks. Bangalore torpedoes may not
even breach the wall. If Bangalores are placed
at the seawall, there is only a 50% chance that
they will create a breach. There already is a
breach, from naval bombardment. However, it
is far down the left-hand side of the beach and
the PCs must find it. The barbed wire there is
thinner, but still intact.
If the PCs create or find the breach read the
following:
A 15-foot section of seawall lays collapsed
in a pile of broken concrete. You should be
able to climb up through the rubble to the
flat.

SIDE MISSIONS
You can give players side missions if you
think it is a good idea. Some ideas for side
missions on the beach include things like:
• Locate the Captain
• Find a radio operator so we can report
in
• Get some Bangalaores

24

Omaha Beach Mission Pack

World War II Heroes
The flat is an area of relatively flat land
that runs between the shingle and the edge
of the bluffs. It is covered with defensive
positions, including minefields, barbed wire,
foxholes, trenches, machine gun nests and
pillboxes. Immediately behind the shingle
are defense trenches. These are little more
than reinforced ditches from with German
infantry can fire down on the beach. Further
east you can see the gray shape of a small
pillbox, from which sporadic machine gun
fire erupts. You also notice several active
MG nests.
Directly in front of the draw you see a
stone, two-storey house. Muzzle flashes can
be seen from several windows. On the left
side of the draw there are ruins of several
small homes.
The fire from the bluffs is intense. The
Bunkers loom menacingly above you. Every
few seconds a big gun in one of the bunkers
fires.

DEFENSES

MGs can and should fire at or near the PCs as
they move around on the flat. However, only
target the defenses from one bunker complex,
whichever is closer.
Also, if they approach the front of the
pillbox, its occupants will not hesitate to fire
at the PCs.
The Fortified House must be taken before
they can move on to the Bluff.

TRENCHES
The trenches are 4-5 feet deep and about
5 feet wide.
The Germans man them with troops carrying
K98s, MP40s and the occasional StG44.
However, the troops are conscripts and will run
as soon as the PCs approach. Each trench has
1d4 Conscripts. Trenches provide 75% cover.

PILLBOX
The pillbox is a small concrete structure
that faces down the beach at an angle toward
the draw. It is positioned to be able to target
anyone coming up the beach in front of the
seawall or draw. A German machine gun
is firing from inside. From the sound, you
guess it is a MG42.

The beach map shows the relative position
of defenses. The area descriptions provide
details on the defenders in each area. Most
The pillbox holds 1 MG42 and 2 Rookies
of the defenders in the trenches will fall back
with K98s. They will not run. The pillbox
when the PCs come through the barbed wire.
is relatively impervious to damage. A single
They are not interested in getting killed and
grenade thrown through the rear doorway
have little to no loyalty to the Third Reich.
should kill anyone inside. Each defender gets
However, the men in the pillbox, MG nests a Reflex Save (DC 15) to take half damage. If
and Fortified House will not run unless they they fail the save, they are killed. If the PCs
are outnumbered and suffer 50% casualties. don’t use a grenade, they will have to fight it
Let the PCs decide how to tackle the defenses out.
on the flat. You should focus the attention of
either Bunker complexes on the PCs at this
point. The artillery can only fire at targets on
the beach or in the water, but the mortar and

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25

The Mission

THE FLAT

World War II Heroes
FORTIFIED HOUSE

Foyer

You can give or show Map: Fortified House
The front door opens to stairs going up to
to the players. Do not show them the GM the second floor and a hallway that leads to the
version of the map. All of the defenders have 3 back door. To the right is a doorway into the
clips/magazines of ammo and 2 stick grenades. parlor and to the left, about midway down the
wall is a doorway into the Common Room.
(Read)
The 2nd floor landing forms a balcony
The stone house occupies a commanding
overlooking the foyer. A German with an
position at the mouth of the draw. The front
MP40 is upstairs (See Stairs Landing).
of the house faces toward the ocean. The
The room is empty.
right side has a second floor. There is a barn
in the rear.

Common Room

This is a large room (30ft. x 40 ft.) filled
with 3 very large tables and assorted chairs. It

The Mission

Muzzle flashes come from several of the
windows.

Map: Fortified House (Players Map)

26

Omaha Beach Mission Pack

World War II Heroes
appears to be a meeting or dining room. There
are 4 windows in the room.

Kitchen

This is a 15’ x 15’ room. There is a window
A German Wehrmacht Rookie with a K98 over the counter and a doorway into a
and a Wehrmacht Rookie with an StG44 are in bedroom.
the room.
The kitchen is not occupied.

Parlor
Bedroom 1

This 15’ x 30’ room has been stripped of all
This 15’ x 15’ bedroom is apparently being
its furniture. There are windows at the front
and rear. Doorways near the front lead out to used by a German officer. All of his belongings
and part of his uniform are in the room.
the Foyer and into the Kitchen.
The room is not occupied.

The Mission

There is a Wehrmacht Rookie with a K98 and
a Wehrmacht Conscript also with K98 here.

Map: Fortified House (Players
Map)
GM Map

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27

World War II Heroes
There are 3 areas on the flat that are not
marked as minefields by signs. The Omaha
Beach GM"s map shows them as orange ovals.
Stairs Landing
These are hidden minefields. Each one has a
A railing goes around the landing, making a density of 5%. Any player moving through the
balcony. There is one doorway in the middle of minefield must roll 1d20 each round. On a roll
the house leading to a hallway.
of 1 he steps on a landmine. See the sections on
landmines in the Players Guide.
There is a German Wehrmacht Rookie with
an MP40 stationed here. He will fire on anyone
entering the house our out the rearward facing
window.

2nd Floor

Hall

The Mission

The hall is 5 feet wide and 25 feet long.
There are 4 bedrooms off the hall, all identical
except for the occupants.

Bedrooms 2 – 5.
These rooms are all 12.5’ x 12.5’ and
arranged identically. Each room has a window,
the two outermost rooms (3 & 5) have two
windows.
There are Germans in rooms 3-5 as follows:
BR 3 – Wehrmacht Rookie (K98)
BR 4 – Wehrmacht Veteran Officer (StG 44
– jammed, Walther P38)
BR 5 – Wehrmacht Rookie (MP40)

MINEFIELDS
There are several locations marked as
minefields. You can make these up. Any player
dumb enough to walk into one deserves to get
blown up. Anytime they are near one read this:
You see an area surrounded by barbed
wire. There are small signs along the
barbed wire with a death head skull and
German writing that you’re pretty sure says
"Mines".

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World War II Heroes
The bluffs tower over the beach, rising
150 to 170 feet above the flat. The side
facing the ocean is very steep and covered
with grass and brush. About halfway up the
slope, on each side of the draw are bunker
complexes. The main component is a large
concrete reinforced bunker.
You can see what looks like a 40 to 50
mm gun and two MG42s firing from inside
the bunkers. Near each bunker are multiple
firing positions and machine gun nests. You
can only assume that they are all connected
by a network of tunnels and trenches.
The Bunkers and defenses on the bluffs
are arranged to turn the draw into a meat
grinder. They have overlapping fields of fire
on the entire draw area and most of the flat.
It would be suicide to approach the draw
while the bluff defenses are intact.

BUNKERS
The bunkers have one 50mm gun which can
only fire at targets on the beach or in the ocean.
They also have two MG42s mounted to fire in
arcs that are pointing either up or down the
beach at about a 45 degree angle. Unlike the
Pillbox, grenades must be resolved normally.
The scale on the bunker complex maps is 1
square = 5 feet.

BUNKER COMPLEX A
The Bunker Complex A map shows the
general layout of the complex. The GM version
of the map shows the position of the defenders.
All of the defenders are Wehrmacht Rookies
except the MP40 in the small storage room
near the main bunker. That unit is a Wehrmacht
Veteran.

BUNKER COMPLEX B

The players must decide how to get to the
The Bunker Complex B map shows the
bluff defenses and which one to attack first. general layout of the complex. The GM version
The following information summarizes the of the map shows the position of the defenders.
features of the bluff defense complexes. At the All of the defenders are Wehrmacht Rookies.
end of this section is a list of defenders.

TRENCHES

AFTERMATH

Once the PCs clear both of the bunker
All trenches are 4-5 feet deep and 5 feet complexes, any remaining German defenders
wide. They are reinforced with wooden beams at Dog Green will surrender or flee. The PCs
and walls. The floor is sandy dirty. Boxes, can move to the rally point.
chests and barrels are located throughout
the complex. Most contain supplies and
ammunition for German weapons that are of
no real use to the players.

MACHINE GUN/MORTAR NESTS
Machine gun/mortar nests are reinforced
concrete circles that are about 3-4 feet deep.
They are surrounded by layers of sandbags.

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29

The Bluffs

THE BLUFFS

World War II Heroes

Gamemaster Section

Picture taken by Robert Capa on Omaha Beach on D-Day.

Gamemaster
Section
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World War II Heroes
vegetation and over debris and floating logs
without fouling or damaging its propeller. It
was also able to pull right up onto shore and
then extract itself with no difficulties.

This chapter contains various things to make
your life as a Gamemaster easier. You will find
detailed maps for both players and GMs. Don’t
The boat featured a solid block of pine at
let the players see the GM maps. We’ve also the bow. Called the "headlog" this structural
included specifications for items not found in support allowed the boat to ride over obstacles
the Players Guide.
and onto the beach without damaging the boat
in any way. In addition, the boat had a unique
In addition, we’ve also packed in some extras
hull design. It was a deep vee forward, and
including map piece geomorphs for making
reverse-curve amidships. Aft, it had two flat
your own tabletop maps, unit counters for both
planning sections that surrounded a semiGerman and US troops, gameplay counters
tunnel that protected the propeller. The hull
for marking suppression, which units perform
design actually pushed objects and debris away
burst or autofire, blast radius markers, etc.
from the drive and enhanced the operating
speed of the craft greatly.

VEHICLES

A bow ramp was added and the Higgins’
This section contains specifications on Eureka became the US Landing Craft Vehicle/
vehicles not covered in the WW2H Players Personnel (LCVP). It could carry 36 men or
Guide.
a jeep + 12 men. The LCVP could land, drop
its load, extract itself and head back out for
more easily. The Higgins Boat was fast, highly
LCVP OR HIGGINS BOAT
maneuverable and able to get in and back out.
Construction
Material:
Displacement:
Length:
Beam:
Draft:
Speed:
Armament:
Crew:
Capacity:

Wood (oak, pine and mahogany)
15,000 lbs.
36’ 3"
10’ 10"
3’ Aft and 2’ 2" Forward
12 Knots
Two .30-Caliber Machine Guns
Three - Coxswain, Engineer and
Crewman
36 Troops with gear and equipment,
or
6,000-Pound vehicle, or
8,100-Pounds of Cargo
Gray 225-HP Diesel Engine

COMBAT ACTION TIMELINE
The Table on the following page is an action
timeline that you can use to track the actions
of the many combatants, both PC and NPC.
Record the name or some designator for each
unit and their basic combat stats. This way you
don’t have to keep flipping back and forth or
take lots of notes. The autodamage column is
for automatic weapons.

When combat occurs, you can mark actions
on the timeline. Each combat round is broken
Power Plant:
down into 6 seconds. This will allow you to
track durations, delays as well as actions. If
Developed in the 1930’s by Higgins you need more than 3 combat rounds, copy the
Industries, the ‘Eureka’ was designed to table. You have permission to copy the table for
work in the shallow swamps and marshes of personal use. You can also download a copy of
Louisiana. The boat was able to operate in only an Excel version from our website.
18" of water. It could run through all types of

Omaha Beach Mission Pack

31

Gamemaster Section

GAMEMASTER STUFF

Unit Name

R Atk M Atk Def Dam Auto Dam

HP Wounds
Round 1

Gamemaster Section
Round 2

Combat Actions in Rounds
Round 3

World War II Heroes

32

Omaha Beach Mission Pack

World War II Heroes
Cha: 9, Guts: 11, Disciplin: 8 , Leadership: 8.
Weapon Qualification: The weapon indicated
All of the defenders are Wehrmacht units. for the unit in the mission specs, plus the K98
They are either Conscripts, Rookiers or and Hand Grenade.
Veterans. The following summarizes the
Veteran
information from the Players Guide on these
NPC types:
Veterans are German soldiers who have
experience fighting, often from somewhere
Wehrmacht Conscripts
on the Eastern Front. They tend to be tough
Conscripts are men who have been forced fighters. They will not usually run away or
into service for the Third Reich. Many of them surrender unless facing overwhelming odds.
come from Eastern European countries that
They often are either NCOs or Officers.
have been occupied by Germany, including
some of Mongolian descent. Conscripts have
Veteran: Level: 5, CR: 2, HD: 5d10+10,
little to no loyalty to Hitler. They are poorly
HP: 60, MAS: 15, Init Bonus: +2, Defense:
trained, poorly equipped and very likely to run
116, Flat-footed: 14, Base Attack Bonus: +5,
away or surrender given the opportunity.
Grapple: +6, Unarmed Attack: +6, Melee
Conscript: Level: 1, CR: 1/3, HD: 1d8, HP: Attack: +6, Ranged Attack: +7, Fort: +5,
8, MAS: 11, Init Bonus: +0, Defense: 11, Flat- Reflex: +5, Will: +2, Str: 13, Dex: 15, Con: 15,
footed: 11, Base Attack Bonus: +0, Grapple: Int: 13, Wis: 11, Cha: 9, Guts: 12, Disciplin: 10
+1, Unarmed Attack: +1, Melee Attack: +1, , Leadership: 10. Weapon Qualification: The
Ranged Attack: +0, Fort: +0, Reflex: +0, Will: - weapon indicated for the unit in the mission
1, Str: 12, Dex: 11, Con: 11, Int: 9, Wis: 8, Cha: specs, plus the K98, Walther P38, MP38/40
8, Guts: 9, Disciplin: 6 , Leadership: 6. Weapon and Hand Grenade.
Qualification: Only the weapon indicated for
the unit in the mission specs.

WOUNDING AND DEATH

This mission is extremely combat oriented.
Characters are very likely to get wounded
Rookies tended to be German citizens, or killed. You should have several backup
though often they were either young boys or characters ready to take over in the event of
old men. They had relatively poor training, but a PC becoming incapacitated or killed. Have
had reasonably good equipment, especially at the backup characters operate as NPCs in the
the time of D-Day.
players’ squad until needed.
Rookie

Rookies will stand and fight, but may run or
Medics are NPC characters that you don’t
surrender if their unit suffers 50% casualties.
really have to worry about. Anytime a PC
yells for a medic, one will come within 1d4
Rookie: Level: 1, CR: 1/2, HD: 1d10+2, HP: rounds. However, remember that Treat Injury
12, MAS: 14, Init Bonus: +1, Defense: 13, Flat- only restores 1d4 Hit Points. It can also only be
footed: 12, Base Attack Bonus: +1, Grapple: performed once a day for a character. However,
+2, Unarmed Attack: +2, Melee Attack: +2, feel free to change this to be once per day per
Ranged Attack: +2, Fort: +3, Reflex: +3, Will: injury. If a character is treated and then shot
+1, Str: 12, Dex: 14, Con: 14, Int: 13, Wis: 11, again, he should be able to be treated for the

Omaha Beach Mission Pack

33

Gamemaster Section

DEFENDERS

Gamemaster Section

World War II Heroes

Wounded Soldier Being Treated on Beach
new wound.

You can either use the maps we provide and
indicate on them where units are or build a
Medics can also stabilize a dying character. virtual battlefield using the mini map pieces.
This may be the most common use for them.
We don’t provide you with minis for the
bunkers, but you can make your own fairly
Characters who are wounded are eligible to easily.
receive the Purple Heart. Also, if a character is
incapacitated, he cannot gain experience points
The trenches, obstacles, barbed wire, etc.
until he is back in action.
that we do provide should be helpful. You will
also find chits to indicate which units have
fired automatic weapons (Burst and Autofire)
USING MINIS
as well as target chits for such things as thrown
We have included a set of minis for you to weapons and mortars.
use. They include 1 inch, round counters with
German and US infantry depicted. Use them PREMADE CHARACTERS
as you wish to represent both PCs and NPCs.
They are scaled to match the map pieces also
You can use the following if you like:
included.

34

Omaha Beach Mission Pack

World War II Heroes

PRIVATE ANDERSON
ABILITIES
Score
12
15
15
10
10
10
12
10
10

Bonus

Hit Points: 12
Initiative: +2
Fort:
+3
Ref:
+3
Will:
+1
Melee Attack: +2
Ranged Attack: +3
Defense: 13
Flat-footed: 11

+1
+2
+2
+0
+0
+0
+1
+0
+0

SKILLS

WEAPONS
Private Anderson is qualified with the
following weapons:
Weapon

Extra Attack
Bonus
M1 Garand
+2*
Thompson SMG
+2*
Hand Grenades
+0
Bayonet
+0
M1 Carbine
+0
BrowningAutomatic +0
Rifle

Carried?
No
Yes
4
Yes
No
No

*Bonuses from feats included.

FEATS
Autofire Expert, Burst Fire, Combat
Expertise, Disciplined, Hit the Dirt, Rifle
Expert, Streetfighting, Track, Weapon Focus
(M1 Garand), Weapon Focus (Thompson
SMG).

Skill
Chemical Defense
Craft (Fortifications)
First Aid
Hygiene & Sanitation
Knowledge (Military)
Map Reading
Marching
Protecting Military Info
Radio Operation
Sign Language (Military)
Tactics (Squad)
Use & Characteristics

1
1
1
1
1
1
1
1
1
1
1
1 each

Balance
Booby Traps
Concentration
Crawl
Demolitions
Jump
Landmines
Move Silently
Navigate
Speak Language (French)

4
4
4
4
4
4
4
4
4
2

(Allied Weapons, Allied
Vehicles, Axis Weapons, Axis
Vehicles)

Omaha Beach Mission Pack

Gamemaster Section

Ability
Str
Dex
Con
Int
Wis
Cha
Disc
Guts
Lead

WOUNDS

STATS

Ranks

35

World War II Heroes

PRIVATE BAKER
ABILITIES

Gamemaster Section

Ability
Str
Dex
Con
Int
Wis
Cha
Disc
Guts
Lead

Score
14
14
14
10
10
10
10
11
10

Bonus

Hit Points: 12
Initiative: +2
Fort:
+3
Ref:
+3
Will:
+1
Melee Attack: +3
Ranged Attack: +3
Defense: 13
Flat-footed: 11

+2
+2
+2
+0
+0
+0
+0
+0
+0

SKILLS

WEAPONS
Private Anderson is qualified with the
following weapons:
Weapon

Extra Attack
Bonus
M1 Garand
+1*
Hand Grenades
+0
M1914 .30 Cal MG +1
Bayonet
+0
M2 .50 Cal MG
+0
BrowningAutomatic +0
Rifle
60 mm Mortar
+0

Carried?
Yes
4
Yes
Yes
No
No
No

Skill
Chemical Defense
Craft (Fortifications)
First Aid
Hygiene & Sanitation
Knowledge (Military)
Map Reading
Marching
Protecting Military Info
Radio Operation
Sign Language (Military)
Tactics (Squad)
Use & Characteristics

1
1
1
1
1
1
1
1
1
1
1
1 each

Balance
Climb
Crawl
Demolitions
Escape Artist
Hide
Jump
Landmines
Listen
Move Silently
Spot

3
3
3
3
3
3
3
3
3
3
4

(Allied Weapons, Allied
Vehicles, Axis Weapons, Axis
Vehicles)

*Bonuses from feats included.

FEATS
Autofire Expert, Bravado, Dead Aim,
Dodge, Burst Fire, Machine Gun Expert,
Night Fighting, Quick Aim, Quick Reload,
Suppressing Fire, Weapon Focus (M1 Garand).

36

WOUNDS

STATS

Ranks

Omaha Beach Mission Pack

World War II Heroes

PRIVATE COBB
ABILITIES
Score
12
14
14
10
10
10
10
13
11

Bonus

SKILLS

WEAPONS
Private Anderson is qualified with the
following weapons:
Weapon

Hit Points: 12
Initiative: +2
Fort:
+3
Ref:
+3
Will:
+1
Melee Attack: +2
Ranged Attack: +3
Defense: 13
Flat-footed: 11

+1
+2
+2
+0
+0
+0
+0
+1
+0

Extra Attack
Carried?
Bonus
+1*
No
+0
Yes
+0
Yes

M1 Garand
M1 Carbine
M9A1 Rocket
Launcher (Bazooka)
Bayonet
+0
M2 60mm Mortar
+1*

Yes
No

*Bonuses from feats included.

FEATS
Athletic, Bravado, Dead Aim, Far Shot,
Heroic Effort, Improved Brawl, Indirect Fire,
Mortar Expert, Run, Streetfighting, Weapon
Focus (M1 Garand).

Skill
Chemical Defense
Craft (Fortifications)
First Aid
Hygiene & Sanitation
Knowledge (Military)
Map Reading
Marching
Protecting Military Info
Radio Operation
Sign Language (Military)
Tactics (Squad)
Use & Characteristics

1
2
2
1
1
2
1
1
1
1
1
1 each

Balance
Climb
Concentration
Crawl
Hide
Jump
Landmines
Move Silently

4
4
4
4
4
4
1
4

(Allied Weapons, Allied
Vehicles, Axis Weapons, Axis
Vehicles)

Omaha Beach Mission Pack

Gamemaster Section

Ability
Str
Dex
Con
Int
Wis
Cha
Disc
Guts
Lead

WOUNDS

STATS

Ranks

37

World War II Heroes

PRIVATE DOUGLAS
ABILITIES

Gamemaster Section

Ability
Str
Dex
Con
Int
Wis
Cha
Disc
Guts
Lead

Score
14
16
15
10
10
10
10
15
10

Bonus

Hit Points: 12
Initiative: +3
Fort:
+3
Ref:
+4
Will:
+1
Melee Attack: +3
Ranged Attack: +4
Defense: 14
Flat-footed: 11

+2
+3
+2
+0
+0
+0
+0
+2
+0

SKILLS

WEAPONS
Private Anderson is qualified with the
following weapons:
Weapon

Extra Attack
Carried?
Bonus
M1 Garand
+2*
No
BrowningAutomatic +1
Yes
Rifle (BAR)
Hand Grenades
+0
4
Bayonet
+0
Yes
Thompson SMG
+0
No
Colt .45 Pistol
+0
No

*Bonuses from feats included.

Skill
Chemical Defense
Craft (Fortifications)
First Aid
Hygiene & Sanitation
Knowledge (Military)
Map Reading
Marching
Protecting Military Info
Radio Operation
Sign Language (Military)
Tactics (Squad)
Use & Characteristics

1
1
1
1
1
1
1
1
1
1
1
1 each

Balance
Booby Traps
Climb
Crawl
Decipher Code
Demolitions
Gamble
Hide
Landmines
Spot

3
3
3
3
3
2
2
2
2
1

(Allied Weapons, Allied
Vehicles, Axis Weapons, Axis
Vehicles)

FEATS
Autofire Expert, Burst Fire, Disciplined,
Dodge, Double Tap, Far Shot, Knockout Punch,
Rifle Expert, Shot on the Run, Suppressing
Fire, Weapon Focus (M1 Garand).

38

WOUNDS

STATS

Ranks

Omaha Beach Mission Pack

Print and Cutout Mini Soldiers (1 inch = 5 ft.)

Omaha Beach Mission Pack

39

Logs

Double Foxhole

40

Sandbags

Machine Gun Nest

Omaha Beach Mission Pack

Beach Obstacles

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41

Barbed Wire

Boxes & Barrels

42

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43

Trenches

44

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45

46

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47

48

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49

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PLAYER MAPS
The maps on the following pages are intended to be given to the players.
They do not contain any secret information. Permission is granted to
photocopy any of the maps for personal use.

52

Omaha Beach Mission Pack

Omaha Beach Mission Pack

53

54

Omaha Beach Mission Pack

Omaha Beach Mission Pack

55

GAMEMASTER MAPS
The maps on the following pages are intended to be used only by the
Gamemaster. They contain troop positions, locations of minefields and
other secret information. Permission is granted to photocopy any of the
maps for personal use.

56

Omaha Beach Mission Pack

Omaha Beach Mission Pack

57

58

Omaha Beach Mission Pack

Omaha Beach Mission Pack

59

60

Omaha Beach Mission Pack

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62

Omaha Beach Mission Pack