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DOGS

OF
W*A*R
WORLDWIDE ARMED RESPONSE UNIT

A Deadly World of Action and Adventure


Role Playing Game
DOGS OF W*A*R

© 2010 by Simon Washbourne


All rights reserved.
They’re fighting a dirty war!
The world’s newest and most secret strike force, the Dogs of W*A*R, op-
erate beyond the reach of politics and red tape. Their objective: swift
retribution against terrorist groups, drug barons, crime lords and other
dregs of society. Formed by an elite consortium of international govern-
ment officials and independent backers, the Dogs of W*A*R go where the
law can't or the governments won’t - to settle scores for acts of crime and
terror directed against innocent people anywhere in the world.

Blake Remo Matt Hinano Nick “Hardcase”


Pendleton Jankovics Garza Nakata Wolfe

“Viper” Squad

i
Acknowledgements
Cover: Chris J Schieffer
Interior Art: Chris J Schieffer
Interior Art: Pages 4, 22, 57, 58, 60 & 78  2010 Jeffrey Mohler
(Jeffrey Mohler, Standard Stock Art:
Modern Figures Issue #1 Empty Room Studios Publishing)
Layout & Design: Simon Washbourne
Viper Squad by Jeff Mejia
Special Thanks: Eric Norred & Leigh Wakefield

Inspirations
Executioner: Don Pendleton
Able Team: Dick Stivers
Phoenix Force: Gar Wilson
Talon Force: Cliff Garnett
Seal Team Seven: Keith Douglass
Omega Force: Patrick F Rogers
Killsquad: Frank Garrett
Black Ops: Mike Kasner
Code Name Team: William W Johnstone
Eagle Force: Dan Schmidt
Spycraft Role playing Game: AEG

The Playtest Team


Annette Washbourne
Robert Irwin
Nigel Uzzell
Janine Uzzell
Leigh Wakefield
Ian Greenwood
Paul Simonet
Mike Richards
Alison Richards

iii
Author’s Note
When I published Barbarians of Lemuria, I thought I was done with that game and that system, but
I was wrong. Many people wrote to me and asked if I had thought about using the system for other
settings or genres. When the same question appeared in several role playing forums, I started to
think there might be something in this idea, so I gave the matter further thought and started noting
down some genres that might be possible using the BoL system.

The key thing in BoL is the way the careers work - any genre really needed to be one where a
whole bunch of careers makes sense. My very first thought was the Wild West and that was the
variant I first started to work on. However, it wasn’t to be the first that I finished, because whilst I
was buying up some ‘Edge’ books to read for research, I found some Phoenix Force books too
and bought these. I had read a number of these some years ago and remembered enjoying them
at the time. Once I’d got into these, I realized that I needed to write the ‘Phoenix Force’ game first,
and so Dogs of W*A*R was born.

Dogs of W*A*R is not real; it is a game and you need to remember this. The setting is a fictional-
ized version of the 1980’s of men’s action adventure novels - in other words, a place that doesn’t
exist and never really existed. Sure, you will find real places, groups, people, history and events
mentioned – but they are more of a backdrop for your game rather then being the focus of it. This
world is much less politically correct than the world of today or even the real world of 30 years
ago. So, please take Dogs of W*A*R for what it is – a game of make-believe action and adventure
and forget real world politics for a few hours? Let’s face it; you don’t want things to be too
grounded in reality do you? You want thrills and adventure and Dogs of W*A*R gives you that in
spades.

There is some setting information in this book, not so much that you can’t put your own spin on it
and make it your own, but just enough to give you a flavor of the action-packed fictional world of
Dogs of W*A*R. If you want to spice up your game of Dogs of W*A*R with some fantasy, horror or
science fiction, there are a few other example settings included to get you started.

If you like this game, why not pop over to the Lords of Lemuria forums and take part in discus-
sions about this game or any of the other games that use the BoL system.

You could also check out other great games from Beyond Belief Games at LULU.COM: Go Fer
Yer Gun! Medieval Mysteries, Tales from The Wood, Lashings of Ginger Beer and It’s a Dog’s
Life.

Also, look out for these great games:

Guns of Laredo - Violence in the Wild West, coming soon from Beyond Belief Games!

Legends of Steel (BoL Edition) and The Lost World of Hador (BoL Edition); in print & pdf from Evil
DM productions

Barbarians of The Aftermath by Jabberwocky Productions in print from Cubicle7 (or in pdf from
RPGNow)

If you’re a fan of men’s action fiction, you really should visit this website: www.mackbolan.com/
CONTENTS
I INTRODUCTION 1 VI PERSONAL GEAR 29
• What’s In This Book 1 No Lists of Gear & Equipment 29
II THE BOL SYSTEM OVERVIEW 2 Weapon Details 30
• The Core Mechanic 2 Personal Weapon Tables 33
III CHARACTER CREATION 5 VII PLAYING THE GAME 35
• Basic Steps 5 All Action - All Guts 35
• Attributes 5 Combat 38
• Combat Abilities 7 Exploit Points 45
IV BACKGROUNDS 10 Car Chases 48
• A Man’s World 10 Character Advancement 54
• Business 11 VIII A WORLD OF TERROR 59
• Criminal 12 A Growing Threat 59
• Military 14 What’s Going on in The World? 63
• Law Enforcement 16 Terrorist Groups 66
• Scientific 17 Criminal Organizations 70
• Political 19 Cults, Sects & Weirdos 70
• Other 20 IX SAMPLE MISSIONS 71
V SPECIALIZATIONS 23 Terror In Tunisia 71
• Academic 24 Columbian Connection 78
• Administrative 24 X ALTERNATIVE SETTINGS 83
• Cleaner 24 The Misfit Platoon 83
• Faceman 25 Dogs of Lemuria 83
• Fixer 25 The Tomorrow Project 84
• Flyboy 25 Invasion Earth 85
• Leader 25 APPENDICES
• Marksman 26 • Master traits list
• Medic 26 • Quick character gen
• Sapper 26 • Viper squad characters
• Scout 26 • Character sheet
• Sleuth 26
• Sneak 26
• Snoop 27
• Soldier 27
• Squid 27
• Tech 27
• Wheelman 27
• Languages 27

v
Personal Gear
Dogs of W*A*R treats equipment
and weapons a bit differently to
most other role playing games. This
chapter tells you more about how
you do things in this game.

Playing The Game


INTRODUCTION This chapter expands on the basics
of the game rules found in the BoL
System overview. It contains the
WHAT’S IN THIS BOOK rules you will need to role play in the
modern world as found in pulp ac-
The BoL System overview tion adventure fiction. It uses a
This chapter sets out the very ba- modified version of the rules found
sics of the game system. It sets out in the swords & sorcery role playing
what makes up the characters in the game Barbarians of Lemuria (BoL),
game and how the system mechan- published by Cubicle 7.
ics work.
The Setting: A World of Terror
Character creation This gives you some information
You need a character to play in the about the fictional special opera-
world of Dogs of W*A*R. In this tions force, Dogs of W*A*R and the
chapter, you learn how to make agency behind it.
your character.
Sample missions
Backgrounds Here are two scenarios for your
This chapter tells you more about players to have a go at; using either
your background choices for your the sample NPCs or the characters
character. You background also they create for themselves
tells you the traits and specializa-
tions available to you. Alternative settings
Here are the outlines of a few other
Specializations settings that you can use as a base
Here you will learn more about the for your own Dogs of W*A*R adven-
specializations, which are the core tures.
to playing Dogs of W*A*R.

1
character’s actions. Many opera-
tives have codenames that reflect
their pre-Dogs of W*A*R days, like
“Moneyman” for a banker or “Hard-
ball” for a sports guy.

Specializations
All operatives in Dogs of W*A*R are
THE BOL SYSTEM trained, if not skilled, in a number of
different fields. Although speciali-
OVERVIEW zations are a little more focused
than careers in BoL, they serve a
Violent, bloody & quick action very similar function. Each character
Dogs of W*A*R should be fast and has four specializations although
wild - full of bloody action, massive usually, one of these fields is the
explosions, lucky escapes, thrilling operative’s primary specialization
car chases and furious gunplay. and will be higher ranked than the
What we need is a set of simple others.
rules to emulate this and this is ex-
actly where the BoL System (first An operative may have started out
seen in Barbarians of Lemuria, or as a soldier and then branched into
BoL) rules come in. There are a few transport (wheelman); from there he
modifications, of course; BoL deals might have gone on to officer train-
with action-packed swords and sor- ing (leader) and then into
cery; Dogs of W*A*R is all about communications and electronic war-
over-the-top gun battles. fare (snoop). These specializations
are the key to what the mercenary
Background knows and what he can do. They
Your character’s background is the are ranked from 1 up to 5 although
starting point in defining your char- characters cannot start higher than
acter. Was your character a smooth- 3 in any specialization. Only opera-
talking politician, a tough marine or tives who have seen plenty of action
a scruffy police detective? This is for the W*A*R Unit are likely to be
the first choice you must make; your rank 4 or 5 in any of their specializa-
character’s background provides tions.
certain characteristics, in the form of
boons and flaws that you can There are no individual skills in
choose from. These add to the Dogs of W*A*R; there are simply
character concept and provide bo- these specializations. A specializa-
nuses or penalties to your tion gives an immediate overview of

2
BOL SYSTEM OVERVIEW

an operative’s capabilities - if she is


a sneak, you know the character
should be able to move around
stealthily, break into the enemy HQ
and steal things without being spot-
ted. If the character is a faceman,
you know he should be able to sell
sand to an Arab or talk the hind legs
off a dog. Sometimes operatives are
given codenames based around
their area of specialization: “Shad-
owcat” for a sneak or “Hair-gel” for a
faceman.

Attributes
There are four attributes: Strength,
Agility, Mind and Appeal, which are
the natural or born traits of a THE CORE MECHANIC
character. Attributes are used to Whenever your character attempts
decide what your character is an action that has some chance of
naturally good at and these are failure, you roll two six-sided die
used in combination with other (2d6). To determine if your charac-
factors to determine success or fail- ter succeeds at a task you do this:
ure at a task. Sometimes operatives
have codenames based on their • Roll 2d6
natural attributes, like “Ironman” for • Add the relevant attribute
a high strength, or “Mensa” for a • Add any relevant combat
good mind. abilities (if fighting)
• Add any relevant specializa-
Combat abilities tion (if not fighting)
As the game is mainly about mer- • Add any modifiers
cenaries, there are also four combat
abilities, which will be used to de- If the result equals or exceeds 9,
termine how well a character can your character succeeds. If the re-
use his fists, knives and guns, or get sult is lower than 9, your character
out the way of attacks aimed at him. fails.
Operatives are often notable for
their combat skills and will have as- A natural 12 (i.e. two sixes) on the
sociated codenames: “Mr. Punch” dice is always a success.
for a good hand-to-hand guy or per-
haps “Crosshair” for an operative A natural 2 (i.e. two ones) on the
who is a good shot. dice is always a failure.

3
DOGS OF W*A*R

When to use this where to buy common black market


The mundane actions that your items isn’t too difficult. If your char-
character performs will automatically acter is a wheelman, then
succeed - buying food, walking performing a handbrake turn
down the street, speaking with city shouldn’t be beyond his capabilities.
officials and so on. Even trickier ac- There are more examples of the
tions can be carried out without a sorts of activities your character can
task roll if your operative has the undertake in the specializations de-
appropriate specialization - if your scriptions.
character is a fixer, then knowing
It is only when the action can have
some sort of repercussions that you
should normally resort to the task
roll. If the faceman is trying to fast
talk a cop into ripping up that speed-
ing ticket, or the wheelman is trying
to shake off a determined pursuer
then it becomes important enough
to resort to the dice. There is more
on this in the chapter on playing the
game.

Although the player can attempt to


persuade the GM that a certain
specialization will aid a task attempt,
the GM is the final arbiter. For ex-
ample an operative with rank 1 as
an administrator is likely to know
something about accounting, so the
GM would allow the player to add
his rank as an administrator to the
die roll (based on his mind rating) to
spot some anomaly in an accounts
ledger. However being an adminis-
trator would not help the operative
to track a terrorist through the Ama-
zon rain forest; being a scout would
be rather more helpful in that situa-
tion.

4
utes. These are mainly physical
things and on the whole can be
used as a general gauge of the
characters physical make up. For
example, a character with a few
points in strength will have a tough
looking body and will tend towards
the tall and muscular look.
CHARACTER
CREATION
BASIC STEPS
If you aren’t using one of the
sample characters provided in
this book, you will need to cre-
ate your character. This is a
fairly straightforward affair and
follows these steps:

• Distribute 4 points
amongst your charac-
ter’s attributes
• Determine Lifeblood
• Distribute 4 points
amongst your charac-
ter’s combat abilities
• Choose a background,
boon and primary spe-
cialization
• Select three further spe-
cializations
• Distribute 2 points
amongst your chosen
specializations

ATTRIBUTES
Each character in Dogs of
W*A*R is defined by four attrib-

5
DOGS OF W*A*R

To determine your characters attrib- Use strength when: Your character


ute levels, divide four points is lifting, pulling, bending or break-
between the four attributes as de- ing things. It is also the attribute to
sired. You may put no more than use for a number of other physical
three points into one attribute or endeavors, like swimming, jumping,
spread them around as you wish. A climbing and arm-wrestling. Some-
zero in any attribute represents an times the GM might prefer you to
average rating. Attributes can go to use agility for some of these things
higher levels than 3, but these but if you have a strong character
would be truly tough or cool indi- you should be allowed to use his
viduals. Your character cannot start strength where pure athleticism is
the game with an attribute higher concerned. Strength can also be
than 3. Unlike BoL, you cannot buy used instead of appeal for intimida-
down any attributes to gain a point tion attempts.
elsewhere – your operative is
smarter and tougher than the aver- Agility
age person and has no real This attribute covers general speed,
weaknesses. dexterity, coordination and so on. It
is a useful attribute for the more
The attributes are as follows: subtle type of character. Many
sneaks, scouts, wheelmen, flyboys
Strength and marksmen will have higher than
This represents raw physical power, average agility.
toughness, muscle and so on. It is
useful for operatives who like to In combat it is used to determine
bash down doors rather than use your initiative and whether you hit
the handle or beat people up for in- your target when firing a gun or us-
formation, rather than interrogate ing a knife. Finally, it is used to get
them. Soldiers and ex-sportsmen out of the way of hidden traps and
often have a high strength. snares and to dodge landslides and
explosions and other effects where
Strength determines how much reflexes are vital.
Lifeblood (LB) a character has and
how much damage the character Use agility when: Your character is
delivers when he hits his enemy attempting physical endeavours that
with a hand-held weapon or his require speed, deftness or coordina-
fists. Finally, strength is all-important tion; sliding down rappel lines,
in determining whether a character driving a fast car round hairpin
can resist the effects of venomous bends, picking a lock or sneaking
bites, alcohol or the poisons of as- past guards. Sometimes the GM
sassins. might prefer you to use strength for
some of these things, but if you
have an agile character, you should

6
CHARACTER CREATION

be able to use your agility where Lifeblood


nimbleness and quickness is key. Lifeblood (LB) represents how much
punishment your character can ab-
Mind sorb and how much blood he can
Intellect, willpower, knowledge, lose before he keels over, uncon-
memory and psyche are aspects of scious or dead. LB is based on a
the mind. This is not big amongst value of 10 plus the strength attrib-
ordinary grunts, but it is useful for ute of the character. When an
snoops, sleuths, medics and admin- operative is struck in combat, his
istrators. body suffers wounds. The extent of
the wounds suffered depends upon
Use mind when: Your character is how powerful the blow was or the
trying to remember a fact or some calibre of the weapon and is ex-
piece of information or when trying pressed as a number of points. This
to figure out an encoded message. comes off the operative’s LB total
It is also used where awareness and is described in greater detail in
and perception are important; to the combat section.
spot things that are distant or con-
cealed or to notice a killer sneaking COMBAT ABILITIES
up on you. Once attributes and LB have been
determined then the operative’s
Appeal combat abilities need to be worked
This attribute represents the looks, out. Again you have four points to
charm, style and overall likeability of allocate amongst four areas with a
the operative. Facemen find it highly maximum of 3 in any one of those
important, as do fixers, leaders, poli- areas. Unlike BoL, you cannot buy
ticians, glamour models and rock down any combat abilities to gain a
stars. It is the attribute to use for point elsewhere – your operative is
any attempts to seduce, intimidate faster and better trained than the
or to get people to look upon your average person and has no real
character favourably. Appeal can be weaknesses.
used to sway the opinion of indi-
viduals or even whole groups of The combat abilities are as follows:
people.
Brawl
Use appeal when: Your character is Hitting people with fists, feet, head
trying to talk somebody into doing as well as throttling, holding and
something for him; or when your throwing people around. This in-
character is attempting to fool, trick, cludes the use of improvised
flatter, seduce or con someone. weapons, chairs, bottles, tables and
so on. Usually used in combination
with agility, the GM might allow you
to use your character’s strength in-

7
DOGS OF W*A*R

stead. If, for example you are trying Defense


to wrestle your opponent, then Call it dodging, ducking or sidestep-
strength could become more impor- ping, defense is the skill at being
tant. able to avoid attacks and present
the smallest possible target to your
Melee enemy. Most operatives believe it is
This is the skill with hand-to-hand better to kill your enemy before they
weapons; swords, knives and clubs have a chance to hit back, but other
mainly although if a character uses mercenaries are a little more cau-
a fireman’s axe or a baseball bat, tious and may live a little longer.
these would be included here too.
This ability is used in conjunction Select a background
with your character’s agility. There Once you have your idea of the type
might be the odd occasion where of operative you want to play, you
the GM would allow you to use your need to determine your character’s
strength instead of your agility – background. This is your character’s
maybe you are fighting up to your selected profession; that is, what he
waist in water, where you are so did before he was contacted by
slowed that you agility is of limited Colonel Nolan to join Dogs of
use. The skill is normally used to W*A*R. It is worth thinking about
attack opponents, but can also be what it was about your character
used to parry blows aimed at your that brought her to the attention of
character. When your enemy is far The Consortium. Your character’s
away however, the following combat background determines the boons
ability might be worth having. and flaws available and the first
specialization of the character. Your
Ranged character might have done a few
Hitting targets with handguns, shot- things before joining W*A*R Unit,
guns, rifles, machine pistols, but the background you select is the
crossbows and rocket launchers as one she was in the longest or the
well as throwing weapons like gre- one at which she was best suited.
nades and knives. Ranged combat
is used together with agility. Optional: If it makes sense for your
Strength is used for the damage character to have two backgrounds,
modifier for muscle-powered ranged you can but you need to choose an
weapons (such as bows, cross- extra flaw to go with the boon you
bows, thrown knives etc) although get from your new background. You
the bonus is halved (round down). must then select a specialization
When all else fails, there is of from each background rather than
course the next combat ability to just one from one background. This
consider. counts against the total number
specializations you can have at the
end of character creation – i.e. you

8
CHARACTER CREATION

can still only start with 4 specializa- Choose one of these (or one from
tions. each background, if you have two).
This is your character’s primary role
Traits within the squad and should differ
Depending on your character’s from the primary role of other opera-
background, you will receive certain tives in the squad.
traits. Boons provide benefits and
flaws are disadvantageous when Additional specializations
your character is taking actions as- You get three more specializations
sociated with those characteristics. (two, if you already have two); these
You choose one boon for free from are squad support roles. It is okay to
the list. You can select a second pick additional specializations that
boon, but you offset this by taking a are the same as those of other op-
flaw as well. Your GM might allow eratives in the squad; for example it
you to take a further boon - offset by is always handy to have a back-up
taking another flaw or at the cost of medic or a sub-squad leader.
2 Exploit Points (EP).

Primary specialization
Your character’s background gives
a list of available specializations.

9
described by the boon. When you
receive a bonus die, you roll three
dice and take the results from the
best two (i.e. you drop the lowest
die). Where this isn’t the case, the
description tells you how the trait
works.

BACKGROUNDS Flaws: Most flaws give you a pen-


alty die when making checks as
described by the flaw. When you
A MAN’S WORLD receive a penalty die, you roll three
Your character’s background repre- dice and take the results from the
sents your character’s profession worst two (i.e. you drop the highest
prior to being recruited by the die). Where this isn’t the case, the
W*A*R Unit. Your background gives description tells you how the trait
you a selection of boons and flaws. works.
You can choose one boon for free.
If you want more, you must take a
flaw for each boon you pick. Alter-
natively, you may buy additional
boons at the cost of 2 EP.

The boons and flaws listed are ex-


amples of the kind of bonuses and
penalties that work under the BoL
System. If there is something not
listed that you feel would be ap-
propriate for your background,
work with the GM to come up with
an appropriate description.

Traits
Traits are positive and negative
aspects to your character and are
called boons and flaws respec-
tively.

Boons: Most boons give you a bo-


nus die when making checks as

10
BACKGROUNDS

BUSINESS Fast Talker: Your character is a


Your character was recruited from smooth operator. You receive a bo-
the corporate sector. This doesn’t nus die to attempts to persuade,
happen very often, unless the re- trick, bluff or con other folks.
cruit has seen some military service Paper Pusher: Your character is
in the past. He was a leading man- skilled in administration and bu-
ager, smart lawyer, successful reaucracy. You receive a bonus die
entrepreneur, slick salesman, when trying to cut through red tape
greedy banker or high-flying invest- and when dealing with officialdom.
ment professional. Your character Stylish: Your character is always
will start with administrator, faceman immaculately presented and you get
or leader as his primary specializa- a bonus die to checks in social
tion. situations where appearance might
affect the outcome.
Boons Wealth: Your character built up a
Alert: Your character has a keen substantial fortune before being re-
sense of awareness and is ex- cruited. If there is an appropriate
tremely observant. You receive a means to get access to funds, your
bonus die for checks to spot clues, character can obtain large sums of
ambushes or hidden people and cash, as needed.
things.
Contacts: Your character has bud- Flaws
dies from his pre-Dogs of W*A*R Clumsy: If it is possible to drop it,
days that will help him out in a tight your character will drop it. If it is
spot. Maybe with a place to hide possible to knock something over,
out, cash or at least give advice and she will do that too. Roll an extra die
help over the phone if needed. The if your character has to catch some-
specific help depends on the type of thing or hold onto something. Don’t
contact – it’s more likely to be cash give her a hand grenade!
if the contact is a business buddy, Combat Paralysis: Your character
for example. You may use your con- freezes when the bullets start flying.
tacts once per mission or a second Roll a d3; this is the number of
time by using an EP. rounds that your character can only
Current Affairs: Your character take defensive actions when a fight
keeps an eye on the news and starts, before he can start to fight
knows what’s going on in the world. back.
You get a bonus die to checks for Drink Problems: Your character
finding information about events, needs a drink every day and always
people and places. finds a way to obtain alcohol or
Eidetic Memory: Your character re- sneak alcohol into his kit. Determine
members everything. Roll a bonus a situation that makes your charac-
die to recall a fact, remember a face ter turn to booze more than usual
or specific detail of an event. (during a fire-fight, in social situa-
tions, around women, on aircraft
etc). If this situation arises, make a

11
DOGS OF W*A*R

d6 roll – on a 1 your character is your character was plucked from


drunk and receives a penalty die on prison for his unique talents; or he
all actions until the effects wear off. was a professional forger or large-
Greed: Your character cannot resist scale master criminal, who was
the chance to make easy money, given the chance to have his crimi-
whether that is through a “get rich nal record conveniently “lost” if he
quick scheme”, bribery, fraud or any joined up with Dogs of W*A*R. Your
other means. This flaw comes out character will start with cleaner,
mainly through role play, but in ap- faceman, fixer, wheelman or sneak
propriate situations you use a as his primary specialization.
penalty die.
Phobia: Choose something that Boons
your character is afraid of – heights, Alert: Your character has a keen
closed spaces, open spaces, sense of awareness and is ex-
snakes or whatever. This is partly tremely observant. You receive a
role-played, but also you receive a bonus die to checks to spot clues,
penalty die when your character is ambushes or hidden people and
faced with what he fears most. things.
Poor Eyesight: Your character has Born Behind The Wheel: Your char-
very poor vision. This can be role- acter can make vehicles perform
played but also you take a penalty outrageous manoeuvres even whilst
die in awareness checks where under attack. Pick a type of vehicle
eyesight is important. and add a bonus die to driving
Poor Hearing: Your character has checks when driving that vehicle
very poor hearing. This can be role- type.
played but also you take a penalty Contacts: Your character has bud-
die in awareness checks where rely- dies from his pre-Dogs of W*A*R
ing on hearing feint or distant days that will help him out in a tight
sounds. spot. Maybe with a place to hide
Slender: Your character is willowy out, cash or at least give advice and
and fragile: –2 LB help over the phone if needed. The
Womaniser: Your character cannot specific help depends on the type of
resist the charms of the opposite contact – it’s more likely to be cash
sex. This flaw is largely role played if the contact is a business buddy,
but where applicable, you’ll need to for example. You may use your con-
take a penalty die. tacts once per mission or a second
time by using an EP.
CRIMINAL Deadly Fists: Your character is a
badass in a fistfight, or with impro-
Your character was involved in the
vised weapons (he could be a
criminal community – maybe just a
martial artist). You receive a bonus
skilled petty thief or burglar, whose
die to brawl checks.
activities brought him to the atten-
tion of the W*A*R Unit. Perhaps

12
BACKGROUNDS

Edged Weapon Specialist: Your means to get access to funds, your


character can use old-fashioned character can obtain large sums of
melee weapons with some skill. cash, as needed.
Maybe she is an Olympic fencer,
just likes katanas for no apparent Flaws
reason or is a member of a real- Anger Issues: Your character has a
weapon re-enactment society. You chip on his shoulder and loses his
receive a bonus die with melee temper over the most innocuous
weapons. things. This is something that mainly
Eidetic Memory: Your character re- comes out in role play although you
members everything. Roll a bonus can also get a penalty die in some
die to recall a fact, remember a face social situations.
or specific detail of an event. Deadly Enemy: Decide on an NPC
Fast Talker: Your character is a enemy for your character and work
smooth operator. You receive a bo- out why you have made such an
nus die to attempts to trick, bluff or enemy. The GM will work him out as
con other folks. a NPC villain. The deadly enemy
Grease Monkey: Your character is will appear from time to time to up-
gifted with machines. Add a bonus set your characters plans and
die on all mechanics checks. generally cause a hell of a lot of
Hacker: Your character is a com- trouble. A deadly enemy is more
puter wizard; skilled at breaching likely to try to capture a character
secure systems and securing sys- than kill him outright, so that he can
tems against intrusion. You receive gloat over his victory.
a bonus die to computer use checks Drink Problems: Your character
for attacking and defending com- needs a drink every day and always
puter security. finds a way to obtain alcohol or
Mimic: Your character is a natural at sneak alcohol into his kit. Determine
impersonation. You get a bonus die a situation that makes your charac-
to all disguise checks or situations ter turn to booze more than usual
where your character is trying to (during a fire-fight, in social situa-
give the impression he is something tions, around women, on aircraft
he is not. etc). If this situation arises, make a
Stealthy: Your character is skilled in d6 roll – on a 1 your character is
hiding and moving without being drunk and receives a penalty die on
noticed. You receive a bonus die to all actions until the effects wear off.
hiding and silent movement. Greed: Your character cannot resist
Stylish: Your character is always the chance to make easy money,
immaculately presented and you get whether that is through a “get rich
a bonus die to checks in social quick scheme”, bribery, fraud or any
situations where appearance might other means. This flaw comes out
affect the outcome. mainly through role play, but in ap-
Wealth: Your character built up a propriate situations you use a
substantial fortune before being re- penalty die.
cruited. If there is an appropriate

13
DOGS OF W*A*R

Phobia: Choose something that Boons


your character is afraid of – heights, Air Ace: Your character is a gifted
closed spaces, open spaces, pilot and you receive a bonus die to
snakes or whatever. This is partly flying checks.
role-played, but also you receive a Alert: Your character has a keen
penalty die when your character is sense of awareness and is ex-
faced with what he fears most. tremely observant. You receive a
Slender: Your character is willowy bonus die to checks to spot clues,
and fragile. –2 LB ambushes or hidden people and
Socially Awkward: Your character things.
has difficulties fitting in, either be- Contacts: Your character has bud-
cause he is shy, crude, not good at dies from his pre-Dogs of W*A*R
small talk, or is just a bit nerdy. This days that will help him out in a tight
is usually role-played, but you also spot. Maybe with a place to hide
take a penalty die in social situa- out, cash or at least give advice and
tions where this social ineptitude help over the phone if needed. The
might affect the outcome. specific help depends on the type of
Ugly MoFo: Your character was contact – it’s more likely to be cash
struck with the ugly stick at birth. if the contact is a business buddy,
You take a penalty die in any social for example. You may use your con-
situation where looks could affect tacts once per mission or a second
the outcome. time by using an EP.
Wanted: Your character is still on Deadly Fists: Your character is a
the wanted lists of various law en- badass in a fistfight, or with impro-
forcement agencies. vised weapons (he could be a
Womanizer: Your character cannot martial artist). You receive a bonus
resist the charms of the opposite die to brawl checks.
sex. This flaw is largely role played Demolitions Expert: Your character
but where applicable, you’ll need to has received extensive training in
take a penalty die. explosives and demolitions. Add a
bonus die whenever setting or dis-
MILITARY mantling explosive charges and
Your character was in the armed dealing with bombs and so forth.
forces. He may have been a soldier; Edged Weapon Specialist: Your
perhaps an infantryman or a tank character can use old-fashioned
crewman. He might have served in melee weapons with some skill.
the Navy or in the Marines or he Maybe she is an Olympic fencer,
might have been in the Air Force; a just likes katanas for no apparent
pilot or maybe an aircraft technician. reason or is a member of a real-
Your character will start with flyboy, weapon re-enactment society. You
leader, marksman, medic, sapper, receive a bonus die with melee
scout, soldier, squid, or wheelman weapons.
as his primary specialization.

14
BACKGROUNDS

Gun Specialist: Pick a type of fire- Drink Problems: Your character


arm (handgun, shotgun, machine needs a drink every day and always
pistol, sniper rifle or assault rifle). finds a way to obtain alcohol or
When your character is using this sneak alcohol into his kit. Determine
type of weapon, you receive a bo- a situation that makes your charac-
nus die. ter turn to booze more than usual
Hard-To-Kill: Your character is sol- (during a fire-fight, in social situa-
idly built and very resilient: +2 LB tions, around women, on aircraft
Stealthy: Your character is skilled in etc). If this situation arises, make a
commando-style techniques. You d6 roll – on a 1 your character is
receive a bonus die to hiding and drunk and receives a penalty die on
silent movement. all actions until the effects wear off.
Lightning Reflexes: Your character Phobia: Choose something that
is quick to react to combat situa- your character is afraid of – heights,
tions. You get a bonus die when closed spaces, open spaces,
determining initiative. snakes or whatever. This is partly
Team Guy: Your character is a role-played, but also you receive a
natural team guy and is good at co- penalty die when your character is
ordinating team actions. Whenever faced with what he fears most.
the team are working towards the Slow Witted: Your character isn’t the
same specific goal during an action, sharpest knife in the drawer –
and the team are all in communica- maybe he took one hit too many in
tion (headsets or within earshot) unarmed combat training. You re-
with the team guy coordinating it, ceive a penalty die to any check that
everyone can take a bonus die for requires your character’s intellect.
the duration of the action. The team Socially Awkward: Your character
guy can use this Boon once per has difficulties fitting in, either be-
mission and an extra time with the cause he is shy, not good at small
expenditure of an EP. talk, or has something of the nerd
Tough Guy: Your character is able about him. This is usually role-
to shrug off some of the effects of played, but you also take a penalty
damage received. Treat your char- die in social situations where this
acter as if he is wearing armour with social ineptitude might affect the
1 point of protection, even when un- outcome.
armoured. Ugly MoFo: Your character was
struck by the ugly stick at birth. You
Flaws take a penalty die in social situa-
Anger Issues: Your character has a tions where looks may affect the
chip on his shoulder and loses his outcome.
temper over the most innocuous Womanizer: Your character cannot
things. This is something that mainly resist the charms of the opposite
comes out in role play although you sex. This flaw is largely role played
can also get a penalty die in some but where applicable, you’ll need to
social situations. take a penalty die.

15
DOGS OF W*A*R

LAW ENFORCEMENT melee weapons with some skill.


Your character served in some area Maybe she is an Olympic fencer,
of law enforcement; perhaps as a just likes katanas for no apparent
beat cop or a detective. Maybe she reason or is a member of a real-
worked for the FBI or for the DEA. weapon re-enactment society. You
Your character’s primary specializa- receive a bonus die with melee
tion will be from: cleaner, faceman, weapons.
leader, marksman, sleuth, snoop or Eidetic Memory: Your character re-
wheelman. members everything. Roll a bonus
die to recall a fact, remember a face
or specific detail of an event.
Boons
Forensics: Your character is trained
Alert: Your character has a keen
in forensic science and you get a
sense of awareness and is ex-
bonus die when your character is
tremely observant. You receive a
examining a crime scene, or evi-
bonus die to checks to spot clues,
dence from a crime.
ambushes or hidden people and
Gun Specialist: Pick a type of fire-
things.
arm (handgun, shotgun, machine
Born Behind The Wheel: Your char-
pistol, sniper rifle or assault rifle).
acter can make vehicles perform
When your character is using this
outrageous manoeuvres, such as in
type of weapon, you receive a bo-
car chases, even while being shot
nus die.
at. Pick a type of vehicle and add a
Hard-To-Kill: Your character is sol-
bonus die to driving checks when
idly built and very resilient. Add +2
driving that vehicle.
LB.
Contacts: Your character has bud-
Hunch: Your character has a knack
dies from his pre-Dogs of W*A*R
for making complete guesses that
days that will help him out in a tight
turn out to be correct. When the
spot. Maybe with a place to hide
group becomes a bit stuck for where
out, cash or at least give advice and
to go or what to do next, the GM will
help over the phone if needed. The
give you a piece of previously un-
specific help depends on the type of
known information or a lead to get
contact – it’s more likely to be cash
your character on the way again.
if the contact is a business buddy,
You may receive one hunch per ad-
for example. You may use your con-
venture (although you may spend a
tacts once per mission or a second
Hero Point to receive another).
time by using an EP.
Lightning Reflexes: Your character
Deadly Fists: Your character is a
is quick to react to combat situa-
badass in a fistfight, or with impro-
tions. You get a bonus die when
vised weapons (he could be a
determining initiative.
martial artist). You receive a bonus
Researcher: Your character is good
die to brawl checks.
at sifting through the library, the
Edged Weapon Specialist: Your
Internet or other records to find out
character can use old-fashioned

16
BACKGROUNDS

specific pieces of information, where will appear from time to time to up-
they might be available through set your characters plans and
such channels. Even if the informa- generally cause a hell of a lot of
tion is buried away in hard-to-find trouble. A deadly enemy is more
places, as long as it is there, the likely to try to capture a character
researcher will track it down – the than kill him outright, so that he can
only main hindrance is the length of gloat over his victory.
time this can sometimes take. You Drink Problems: Your character
receive a bonus die to such checks. needs a drink every day and always
Stealthy: Your character is skilled in finds a way to obtain alcohol or
commando-style techniques. You sneak alcohol into his kit. Determine
receive a bonus die to hiding and a situation that makes your charac-
silent movement. ter turn to booze more than usual
Team Guy: Your character is a (during a fire-fight, in social situa-
natural team guy and is good at co- tions, around women, on aircraft
ordinating team actions. Whenever etc). If this situation arises, make a
the team are working towards the d6 roll – on a 1 your character is
same specific goal during an action, drunk and receives a penalty die on
and the team are all in communica- all actions until the effects wear off.
tion (headsets or within earshot) Phobia: Choose something that
with the team guy is coordinating it, your character is afraid of – heights,
everyone can take a bonus die for closed spaces, open spaces,
the duration of the action. The team snakes or whatever. This is partly
guy can use this Boon once per role-played, but also you receive a
mission. penalty die when your character is
Tough Guy: Your character is able faced with what he fears most.
to shrug off some of the effects of Ugly MoFo: Your character was
damage received. Treat your char- struck with the ugly stick at birth.
acter as if he is wearing armour with You take a penalty die in any social
1 point of protection, even when un- situation where looks could affect
armoured. the outcome.
Womanizer: Your character cannot
Flaws resist the charms of the opposite
Anger Issues: Your character has a sex. This flaw is largely role played
chip on his shoulder and loses his but where applicable, you’ll need to
temper over the most innocuous take a penalty die.
things. This is something that mainly
comes out in role play although you SCIENTIFIC
can also get a penalty die in some Your character was a scientist or
social situations. scholar before being recruited by
Deadly Enemy: Decide on an NPC Dogs of W*A*R. Perhaps he had a
enemy for your character and work university grant or worked directly
out why you have made such an for the government on some top-
enemy. The GM will work him out as secret project. Or maybe he was
a NPC villain. The deadly enemy

17
DOGS OF W*A*R

working in an industrial capacity, for specific pieces of information, where


a well-known company. Your char- they might be available through
acter will start with academic, such channels. Even if the informa-
administrator, medic, snoop or tech tion is buried away in hard-to-find
as his primary specialization. places, as long as it is there, the
researcher will track it down – the
Boons only main hindrance is the length of
Contacts: Your character has bud- time this can sometimes take. You
dies from his pre-Dogs of W*A*R receive a bonus die to such checks.
days that will help him out in a tight
spot. Maybe with a place to hide Flaws
out, cash or at least give advice and Absent Minded: Your character for-
help over the phone if needed. The gets stuff all the time. Most of the
specific help depends on the type of time this is something you just role
contact – it’s more likely to be cash play, but when your character is try-
if the contact is a business buddy, ing to remember where he put stuff
for example. You may use your con- or an important piece of information,
tacts once per mission or a second you take a penalty die.
time by using an EP. Combat Paralysis: Your character
Chemist: Your character is a master freezes when the bullets start flying.
at mixing and recognizing drugs and Roll a d3; this is the number of
chemicals. You receive a bonus die rounds that your character can only
to checks to analysing and making take defensive actions when a fight
drugs and chemical compounds. starts, before he can start to fight
Eidetic Memory: Your character re- back.
members just about everything. Roll Phobia: Choose something that
a bonus die to recall a fact, remem- your character is afraid of – heights,
ber a face or specific detail of an closed spaces, open spaces,
event. snakes or whatever. This is partly
Electronics Wizard: Your character role-played, but also you receive a
is gifted with electronics and com- penalty die when your character is
munications systems. Add a bonus faced with what he fears most.
die on all electronics checks. Poor Eyesight: Your character has
Grease Monkey: Your character is very poor vision. This can be role-
gifted with machines. Add a bonus played but also you take a penalty
die on all mechanics checks. die in awareness checks where
Mathematical Genius: Whenever eyesight is important.
your character is dealing with num- Poor Hearing: Your character has
bers, statistics and mathematical very poor hearing. This can be role-
formulae, you roll a bonus die. played but also you take a penalty
Researcher: Your character is good die in awareness checks where rely-
at sifting through the library, the ing on hearing feint or distant
Internet or other records to find out sounds.

18
BACKGROUNDS

Slender: Your character is willowy knows what’s going on in the world.


and fragile. –2 LB You get a bonus die to checks to
Socially Awkward: Your character determine information about events,
has difficulties fitting in, either be- people and places.
cause he is shy, crude, not good at Eidetic Memory: Your character re-
small talk, or is just a bit nerdy. This members everything. Roll a bonus
is usually role-played, but you also die to recall a fact, remember a face
take a penalty die in social situa- or specific detail of an event.
tions where this social ineptitude Fast Talker: Your character is a
might affect the outcome. smooth operator. You receive a bo-
Ugly MoFo: Your character was nus die to attempts to persuade,
struck with the ugly stick at birth. trick, bluff or con other folks.
You take a penalty die in any social Paper Pusher: Your character is
situation where looks could affect skilled in administration and bu-
the outcome. reaucracy. You receive a bonus die
when trying to cut through red tape
POLITICAL and when dealing with officialdom.
Your character was recruited from Researcher: Your character is good
the world of politics (which doesn’t at sifting through the library, the
happen that often, unless the recruit Internet or other records to find out
has had some combat experience in specific pieces of information, where
the past). Maybe she was a diplo- they might be available through
mat or attaché or perhaps she was such channels. Even if the informa-
simply an overlooked but gifted local tion is buried away in hard-to-find
government official. Your character places, as long as it is there, the
will start with administrator, faceman researcher will track it down – the
or leader as her primary specializa- only main hindrance is the length of
tion. time this can sometimes take. You
receive a bonus die to such checks.
Stylish: Your character is always
Boons
immaculately presented and you get
Contacts: Your character has bud-
a bonus die to checks in social
dies from his pre-Dogs of W*A*R
situations where appearance might
days that will help him out in a tight
affect the outcome.
spot. Maybe with a place to hide
Wealth: Your character built up a
out, cash or at least give advice and
substantial fortune before being re-
help over the phone if needed. The
cruited. If there is an appropriate
specific help depends on the type of
means to get access to funds, your
contact – it’s more likely to be cash
character can obtain large sums of
if the contact is a business buddy,
cash, as needed.
for example. You may use your con-
tacts once per mission or a second
Flaws
time by using an EP.
Clumsy: If it is possible to drop it,
Current Affairs: Your character
you character will drop it. If it is pos-
keeps an eye on the news and
sible to knock something over, she

19
DOGS OF W*A*R

will do that too. Roll an extra die if Phobia: Choose something that
your character has to catch some- your character is afraid of – heights,
thing or hold onto something. Don’t closed spaces, open spaces,
give her a hand grenade! snakes or whatever. This is partly
Combat Paralysis: Your character role-played, but also you receive a
freezes when the bullets start flying. penalty die when your character is
Roll a d3; this is the number of faced with what he fears most.
rounds that your character can only Poor Eyesight: Your character has
take defensive actions when a fight very poor vision. This can be role-
starts, before he can start to fight played but also you take a penalty
back. die in awareness checks where
Deadly Enemy: Decide on an NPC eyesight is important.
enemy for your character and work Poor Hearing: Your character has
out why you have made such an very poor hearing. This can be role-
enemy. The GM will work him out as played but also you take a penalty
a NPC villain. The deadly enemy die in awareness checks where rely-
will appear from time to time to up- ing on hearing feint or distant
set your characters plans and sounds.
generally cause a hell of a lot of Slender: Your character is willowy
trouble. A deadly enemy is more and fragile: –2 LB.
likely to try to capture a character Womaniser: Your character cannot
than kill him outright, so that he can resist the charms of the opposite
gloat over his victory. sex. This flaw is largely role played
Drink Problems: Your character but where applicable, you’ll need to
needs a drink every day and always take a penalty die.
finds a way to obtain alcohol or
sneak alcohol into his kit. Determine OTHER
a situation that makes your charac- Whilst Dogs of W*A*R rarely recruit
ter turn to booze more than usual from professions other than those
(during a fire-fight, in social situa- above, your character had some
tions, around women, on aircraft skill that made the W*A*R Unit sit
etc). If this situation arises, make a up and take notice. Your character
d6 roll – on a 1 your character is might have been a park ranger or
drunk and receives a penalty die on coast guard, a professional sports-
all actions until the effects wear off. person, archaeologist, entertainer or
Greed: Your character cannot resist glamour model. It is possible that
the chance to make easy money, your character had some prior mili-
whether that is through a “get rich tary experience. Your character has
quick scheme”, bribery, fraud or any a primary specialization of aca-
other means. This flaw comes out demic, faceman, flyboy marksman,
mainly through role play, but in ap- wheelman, scout or squid.
propriate situations you use a
penalty die.

20
BACKGROUNDS

Boons Feats of Strength: Use an extra die


Athlete: Your character is a natural when your character is breaking,
athlete and therefore you receive a lifting, pulling or pushing things.
bonus die to athletic endeavours. Stylish: Your character is always
Born Behind The Wheel: Your char- immaculately presented and you get
acter can make vehicles perform a bonus die to checks in social
outrageous manoeuvres, such as in situations where appearance might
car chases, even while being shot affect the outcome.
at. Pick a type of vehicle and add a Survivalist: Your character is a natu-
bonus die to driving checks when ral outdoorsman and you receive a
driving that vehicle. bonus die for checks made to do
Contacts: Your character has bud- with surviving in the wilds.
dies from his pre-Dogs of W*A*R
days that will help him out in a tight Flaws
spot. Maybe with a place to hide Clumsy: If it is possible to drop it,
out, cash or at least give advice and you character will drop it. If it is pos-
help over the phone if needed. The sible to knock something over, she
specific help depends on the type of will do that too. Roll an extra die if
contact – it’s more likely to be cash your character has to catch some-
if the contact is a business buddy, thing or hold onto something. Don’t
for example. You may use your con- give her a hand grenade!
tacts once per mission or a second Combat Paralysis: Your character
time by using an EP. freezes when the bullets start flying.
Deadly Fists: Your character is a Roll a d3; this is the number of
badass in a fistfight, or with impro- rounds that your character can only
vised weapons (he could be a take defensive actions when a fight
martial artist). You receive a bonus starts, before he can start to fight
die to brawl checks. back.
Edged Weapon Specialist: Your Drink Problems: Your character
character can use old-fashioned needs a drink every day and always
melee weapons with some skill. finds a way to obtain alcohol or
Maybe she is an Olympic fencer, sneak alcohol into his kit. Determine
just likes katanas for no apparent a situation that makes your charac-
reason or is a member of a real- ter turn to booze more than usual
weapon re-enactment society. You (during a fire-fight, in social situa-
receive a bonus die with melee tions, around women, on aircraft
weapons. etc). If this situation arises, make a
Mimic: Your character is a natural at d6 roll – on a 1 your character is
impersonation. You get a bonus die drunk and receives a penalty die on
to all disguise checks or situations all actions until the effects wear off.
where your character is trying to Greed: Your character cannot resist
give the impression he is something the chance to make easy money,
he is not. whether that is through a “get rich
quick scheme”, bribery, fraud or any

21
DOGS OF W*A*R

other means. This flaw comes out


mainly through role play, but in ap-
propriate situations you use a
penalty die.
Phobia: Choose something that
your character is afraid of – heights,
closed spaces, open spaces,
snakes or whatever. This is partly
role-played, but also you receive a
penalty die when your character is
faced with what he fears most.
Poor Eyesight: Your character has
very poor vision. This can be role-
played but also you take a penalty
die in awareness checks where
eyesight is important.
Poor Hearing: Your character has
very poor hearing. This can be role-
played but also you take a penalty
die in awareness checks where rely-
ing on hearing feint or distant
sounds.
Slender: Your character is willowy
and fragile: –2 to LB
Slow Witted: Your character isn’t the
sharpest knife in the drawer –
maybe he took one hit too many in
unarmed combat training. You re-
ceive a penalty die to any check that
requires your character’s intellect.
Womanizer: Your character cannot
resist the charms of the opposite
sex. This flaw is largely role played
but where applicable, you’ll need to
take a penalty die.

22
one) extra specializations for your
character, so that your character
has a total of 4 specializations all at
rank 1. You then have 2 further
points to spread amongst them, as
you like. You could put both into one
specialization, taking it up to rank 3
or add a rank to each of two spe-
SPECIALIZATIONS cializations. Your character’s first
specialization is usually considered
his primary specialization – and the
ONLY THE BEST one that represents his main func-
As mentioned earlier, specializa- tion within the squad.
tions are the key to playing Dogs of
W*A*R. Each specialization repre- How to use specializations
sents an operative’s training and Choosing the four specializations
experience and can be looked at as gives a player an immediate handle
a skill package, although it should on his character. A high rank in a
not be limited to just a set of specialization would probably mean
“known” skills. It can be used to help that the operative has been very
determine everything the operative highly trained and has several years
knows - his talents, field of knowl- experience in the field; a rank of 1
edge, expertise, areas of influence could mean only a short spell of ba-
and how, or in what situations or sic training or even just a natural
environments he functions best. affinity in that field.

Choosing your specializations It is important to note that the skills


Dogs of W*A*R characters will start and abilities set out for each spe-
with a specialization they receive cialization isn’t exhaustive. There
from their background at rank 1. are no individual skills as such in
They might have two specializa- this game. It is intended only to be a
tions, if they chose two guide as to the type of things that
backgrounds. They then get soldier specialization should help your
at rank 1, representing their basic character with. Some specializa-
combat awareness training at tions provide abilities that might also
W*A*R Unit. If they already have the be found in some of the other ones.
soldier specialization, then the Generally speaking, you take the
character receives leader, sapper, highest rank to determine the over-
marksman, medic, squid or scout at all modifier but sometimes your GM
1 instead. You can then pick two (or may allow you to add both together.

23
DOGS OF W*A*R

If you can convince the GM that task check or not.


your specialization could be helpful
in other areas explain why or how ACADEMIC
and the GM may agree and let you
Academics are the archaeologists,
use it for your final modifier.
historians, cultural specialists, sci-
entists and ancient language
Specializations allow two operatives
experts of the team. They are ex-
to approach the same problem from
tremely well read, have studied all
different angles to achieve the same
the sciences and have a wealth of
or similar results. A minor city official
knowledge and information stored in
might be getting in the way of a
their highly developed brains. Aca-
mission. An administrator might be
demics can read and speak fluently
able to use his knowledge of proce-
an additional language for every
dures and officialdom to get what he
rank in their specialization. This can
wants whereas a faceman who
include “dead” languages (hiero-
knows nothing of the procedural
glyphs and the like).
part of the situation might use bluff
or gentle persuasion to achieve his
goal. ADMINISTRATOR
Administrators are experts with pa-
Example perwork, bureaucracy, accounting
Let’s take a fairly general example and red tape. Give an administrator
of awareness or spotting something. some files and documents (includ-
A scout is a trained recon expert so ing those stored on a computer) to
you’d expect him to notice things sort through and she can usually get
like booby-traps, buried landmines, to the bottom of a problem far
tracks in the mud, ambushes and quicker than any other team mem-
the like. However, his specialization ber. Though not very often required
wouldn’t help him notice whether a on missions, nevertheless at least
suspect is lying to him, whether a one member of the team with some
piece of evidence had been planted admin skills is sometimes useful,
deliberately or if a signature on a especially when dealing with minor
document had been forged. A officials and local governmental
faceman, who is a trained negotia- managers. Administrators can work
tor, might spot a lie, but so might a out roughly what a document is or
sleuth who has trained in interroga- what its intended function is even if
tion techniques. If the lie were to do written in languages that they don’t
with drugs or medicine, there would themselves understand.
be grounds for a fixer or a medic to
be able to use their own specializa- CLEANER
tions. So sometimes it is the Cleaners are experts in police pro-
situation itself that leads to whether cedures. They are skilled at
a specialization can be added to the removing all traces that the team

24
SPECIALIZATIONS

has been in a location or all signs of FLYBOY


a crime. If needs be, they are skilled Sometimes the team need to fly into
at removing evidence or planting or out of a situation and when this is
false evidence to implicate other the case, a flyboy is useful to have
parties and throw the scent off around. He is an expert pilot in all
themselves. Cleaners are particu- types of flying machine; helicopters,
larly good at disposing of dead airplanes, jet fighters and even hot
bodies. They need a good mind. A air balloons. If it is airborne, he can
high agility is also quite handy. fly it. The flyboy can make simple
field repairs to aircraft and is also a
FACEMAN skilled parachutist and skydiver.
Facemen are masters of diplomacy Mind and agility are the most impor-
and disguise. They are trained for tant attributes to these air aces.
infiltration and sting operations and
they are skilled negotiators. They LEADER
are talented confidence men, mas- Leaders have been trained in the
ters of the quick bluff as well as the skills of getting the most out of the
elaborate ruse. Any attempts to fast men they have responsibility for.
talk, persuade, seduce and imper- They are experts at coordinating the
sonate are part and parcel of the team and making the most of the
specialization. Facemen require a strategies available to them. They
decent level of appeal and a high have a good knowledge of the
mind is a handy secondary attribute. team’s capabilities, both individually
Facemen can speak an additional and as a unit. Whenever the team is
language for every rank they have. working towards the same specific
They can even understand the gist goal during an action, and the team
of what is being said or bluff speak- are all in communication (headsets
ing languages they don’t know with or within earshot) with the leader
a successful check. coordinating it, make a moderate
leader check and if successful, the
FIXER entire team receive a +1 bonus to
The fixer is the team’s streetwise checks until the completion of the
dealer and procurement expert. In specific action in question. The
any town or city she knows where to team member with the highest
find the black market traders and leader rank will be the team leader
how to contact and do business with on a mission and this determines
them, even if she doesn’t under- the number of Mission Points avail-
stand the local language. If the team able.
need something illegal and fast, the
fixer is the one they turn to.

25
DOGS OF W*A*R

MARKSMAN facilitate his team's progress and


Marksmen are experts at killing in- free movement by way of defeating
dividual targets, at a range, from a enemy defences, as well as ena-
place of concealment. Provided the bling access to buildings and
marksman has an appropriate installations. The sapper favours
weapon (single shot "sniper" rifle mind, agility and strength, in that
with appropriate sights or a high- order.
tech crossbow) and is firing from a
pre-prepared place of concealment, SCOUT
he can pick out an individual target Scouts are recon and outdoor spe-
(usually an officer or some other cialists. They are trained
important individual or vehicle) and survivalists; able to live off the land
hit him or it with deadly accuracy. and fend for themselves in all kinds
Military marksmen are usually of inhospitable terrain. Scouts are
scouts too and are called snipers expert trackers and are skilled in
(as are police marksmen) - criminal finding and setting traps and am-
or civilian marksmen could be called bushes. When the team is in the
assassins. Marksmen use their rank wilderness, the scout is king. Scouts
in the specialization to reduce range favour mind and agility in roughly
penalties and can add their rank to equal measure and strength is also
the damage from a successful hit of some importance. Many scouts
(instead of the “to hit” modifier). are also marksmen.

MEDIC SLEUTH
The medic is the master “patch ‘em The sleuth is an expert in forensic
up” guy. He is an expert in battle- sciences and is a detective su-
field medicine, first aid and preme. She is a master of gathering
emergency surgery and techniques; information by good old-fashioned
specializing in gunshot wounds and methods of searching crime scenes
explosive burns. He can keep the for clues and analysing the facts
team going with the most bloody- and the physical evidence. The
looking injuries. To a medic, the sleuth favours mind over the other
mind attribute is of primary impor- attributes although some appeal can
tance. be handy for questioning witnesses
and suspects.
SAPPER
The sapper is the team’s demoli- SNEAK
tions and bomb disposal expert. His The sneak is the stealth and silent
job is to impede the enemy move- movement expert. His skill is in
ments by laying mines and moving quietly and remaining un-
explosives, blowing bridges and seen by use of any available cover
creating havoc. The sapper will also and keeping to the shadows. The

26
SPECIALIZATIONS

sneak is also sometimes called a


ninja; he is expert at breaking and SQUID
entering; locks and safes are his The squid is the “flyboy of the sea”.
forte and darkness and shadows His area of mastery is in water envi-
are his cover. The sneak can steal ronments, whether that is on or
anything that isn’t nailed down and under rivers, lakes or the sea. The
when caught can escape from al- squid is an expert diver, trained to
most any bonds or cell. The sneak use scuba and deep-sea diving
requires a good agility and a high equipment. He is also skilled in the
mind is also quite handy. use of mini-subs as well as surface
watercraft.
SNOOP
The snoop is the team communica- TECH
tions and surveillance expert, with a The tech is the all-around electri-
particular interest in electronic cian, gunsmith and mechanical
counter-measures. He is an expert repair guy. His forte is pulling
at encryption and computer hacking equipment, weapons and machinery
and gathering, decoding and apart and putting them back to-
analysing data. The snoop’s pri- gether again. He can find new uses
mary attribute is his mind and the for bits and pieces of old equipment
other attributes are largely unimpor- and can keep things running when
tant. they would normally fall apart.
SOLDIER
The soldier is the backbone of the WHEELMAN
team during a firefight. Whilst every The wheelman is the team’s driver
member of the team has had some and getaway man. He is the master
firearms training the professional of land transport; cars, trucks, tanks
soldier came from a military back- and motorcycles are all part of the
ground in the first place and is wheelman’s package of expertise.
trained in basic field craft and mili- The wheelman is also a useful mo-
tary tactics. They know how to tor mechanic – if it has an engine
recognize most military ground ve- and wheels, he can keep it running
hicles, and have an understanding smoothly. Agility is the Wheelman’s
of close combat techniques, weap- most important attribute, but Mind is
onry and maintenance, including a close second.
heavy weapons and grenades. Sol-
diers are more combat aware and
therefore, in a firefight are more LANGUAGES
likely to spot enemy movement, Every operative starts with three
good potential cover or arcs of fire languages - his own native lan-
and so forth. Strength and agility are guage plus English, plus another of
the foremost attributes to a soldier. choice. If the character’s native lan-
The soldier can always add his rank guage is English, he can choose a
to initiative checks. third language instead. Characters

27
DOGS OF W*A*R

can then speak additional lan- that understands a given language


guages equal to their mind value. A can read and write in that language
faceman or academic can also too.
speak one additional language for
every rank in his specialization. For
simplicity’s sake, every operative

28
gun, light armour vest,
communications headsets and night
sights. If heavy resistance is antici-
pated, handguns and submachine
guns, shotguns or assault rifles will
be issued and medium armour will
replace the light armour. If stealth is
essential, operatives will receive
PERSONAL GEAR sound suppressors for their weap-
ons. Soldier primary specialists will
usually have heavier weapons and
NO LISTS OF GEAR & armour than the rest of the team.
EQUIPMENT?
Gear is important to a modern mili- If there is a dispute about what your
tary adventure action game but your character has on her, make a roll
character is part of a well-equipped against her speciality to see if she
team. He knows what he normally has it. If that fails, there are always
needs in the situation he is going your background contacts that might
into and therefore knows roughly be able to help. Failing that, use
what to take with him. So, you don’t your Mission Points to requisition
need to spend an hour going whatever it is you are after. (Mission
through a list of equipment to take Points are described on page 55).
(most of which you won’t actually
use). If the operatives are going into a
mission under cover, then they can’t
Your character is assumed to have take suspicious military hardware
the gear appropriate to her primary onto scheduled flights, so they have
specialization and to the mission in to pick it up when they get there.
hand. If your character is a snoop, Usually this means meeting a local
she will have electronic surveillance fixer who has arranged to get their
equipment, bugs and so on. If your stuff or maybe collecting it from a
character is the medic, she will have cargo plane; where it is labelled up
medical supplies, drugs and ban- as “machine parts” or similar.
dages. If your character is the
sneak, he will have lock pick tools, Working without the standard
grappling hooks and fine line. gear
However, sometimes a GM will want
Standard weaponry to create a scenario where the op-
Standard mission equipment for all eratives have to work without their
operatives will be a medium hand- normal gear – maybe because it

29
DOGS OF W*A*R

didn’t get where it was supposed to, try to develop statistics for every
it was intercepted or mislaid en weapon and every time period. This
route or the operatives are unable to information is readily available
get to the pick up point for some online, in books or in other role play-
reason. If this situation arises, the ing games and supplements, if you
characters are left to their own de- really want to arm your character
vices as to how they obtain the gear with a specific named weapon.
they need for the mission – perhaps
the fixer can get hold of what they Pistols
need on the black market. Pistols are small, lightweight (well,
most of them) and provide good
What about tracking ammo? firepower; suitable, not only for de-
Again, the game is fast, furious fun. fensive situations but also for
You do not need to keep a check on offensive ones, and even for me-
how much ammo your character dium game hunting.
has or uses up. He is assumed to
keep firing and reloading as Light pistol: These are small con-
needed. If you get a Calamitous cealable pistols of around .22, .25
Failure (see the rules section) whilst and .32 calibre. Examples would be
firing though, the GM can either rule the 6.35mm Browning Baby, Beretta
that as a weapon jam (which you Jetfire .25ACP and the Walther
need to clear with a straightforward PPK/S .32 ACP.
agility + soldier check) or that you
have run out of ammo altogether, Medium pistol: These are “standard
for that particular weapon. There issue” police pistols and so on. Ex-
are ways round this of course – if amples would be various makes of
you can get to one of your buddies 9mm, .357 & .40 pistol, such as
with the same weapon, he can give those produced by Smith & Wes-
you some more. If you use an EP, son, Glock and Beretta.
you might be able to say that one of
the guys you killed earlier (assum- Heavy pistol: These are powerful
ing this happened) was using the military handguns of .45 ACP cali-
same weapon and had spare ammo bre as well as various Magnum-type
on his body. Or any number of other handguns. Examples are the Colt
things. .45 ACP, Glock 21, SIG-Sauer
P220, the Desert Eagle, S&W .500,
WEAPON DETAILS and the Ruger Super Redhawk.
There are thousands of weapons
that characters could choose from Machine pistol/submachine gun
and it depends on the period of your The submachine gun is an auto-
game what weapons are available. matic or selective-fired shoulder
Therefore, it is far simpler to select weapon that fires pistol-calibre am-
from a generic weapon list than to munition. The appearance (and

30
PERSONAL GEAR

wide distribution) of small-calibre shot modes of fire, plus, in some


assault rifles has really marked the models, 2 or 3 round burst mode.
end of submachine gun as general- Effective range of fire is some 600
issue infantry weapons. On the meters or so; effective rate of fire -
other hand, many countries still is- up to 400-500 rounds per minute in
sue 9mm submachine guns to many full auto mode. Almost all assault
non-infantry units and there are rifles may be equipped with bayo-
many ex-surplus submachine guns net, optical or night vision
in the hands of terrorist and criminal scope/sight and, some of them, with
groups. under barrel grenade launcher or
rifle grenade launcher (rifle gre-
Machine pistol: Small, light pistol nades usually are put on the barrel
variants or ultra-compact sub ma- and fired with a blank cartridge).
chine guns, such as the Czech Examples of assault rifles are: M14,
Skorpion SA VZ 61 (7.65mm cali- M16A1 and M16A2 (which can be
bre), the Mini-Uzi, the Finnish Jati- equipped with under barrel 40mm
Matic, the MP5K (a compact variant M203 grenade launcher), AK47 &
of the MP5 sub machine gun) and AK74, H&K 416.
the Austrian Glock 18.
Sniper rifles
Sub machine gun: These are stan- The main purpose of the sniper rifle
dard submachine guns of 9mm & is to destroy valuable targets at ex-
10mm calibre, like the famous Is- tended ranges with aimed fire, using
raeli Uzi 9mm, Argentine PAM1 & as little ammunition as possible
PAM2, H&K MP5, Steyr TMP, the (preferably just one shot). In most
British Sterling and the Ingram M10 cases, the target means a human
& M11. being (enemy soldier, armed crimi-
nal, terrorist, president etc.). The
range for sniper fire may vary from
100 meters or even less in po-
lice/counter-terror scenarios, or up
to 1 kilometre or more - in military or
special operations scenarios. Ex-
amples are the US Remington 700,
the British Enfield L42A1, the joint
US/Belgian FNAR tactical/sniper
Assault rifles rifle and the German DSR-1
Assault rifles are primary offensive 7.62mm and Erma SR-100 sniper
weapons of modern troops. Today's rifles.
assault rifles usually have calibres
ranging from 5.45mm to 7.62mm, Large calibre sniper rifles: These
magazine capacity of 20-30 or more are a much more recent develop-
rounds, selective full auto and single ment and are more likely to feature

31
DOGS OF W*A*R

in games set in the 1990’s or more enemy troops and un-armoured tar-
recently. These weapons can be gets. Heavy (.50 cal/12.7mm)
used as anti-material weapons, to machine guns can also deal with
destroy, or, more often, render un- trucks and lightly armoured targets
usable or inoperable, targets such such as armoured personnel carri-
as radar cabins, jeeps, parked air- ers, recon vehicles and helicopters.
craft etc. Examples are the Czech
Falcon, the British Rangemaster Light machine gun: These generally
and L96A1/Arctic Warfare tactical have a caliber of around 5.56mm to
rifles, the German Mauser SP66, 7.62mm NATO. Examples are the
the Russian VSSK Vychlop and the German HK MG 43, British SA-80
US Barrett M99. Light Support Weapon, the L4A1
Bren, the US M60,
the FN Minimi and
the M249 Squad
Automatic Weapon.

Heavy machine gun:


These generally
have a caliber of
Shotguns 12mm or more and are either
The main advantages of shotguns mounted on a tripod or on a vehicle.
are their versatility and short-range Examples are the Browning M2HB,
firepower. Shotguns can fire multi- the Chinese QJG 02 14.5mm and
ple projectiles of various sizes, the Soviet KPV 14.7mm.
creating a lethal pattern, which will
increase chances of hitting target or Missile launchers
single large projectile, powerful This represents shoulder-launched
enough to incapacitate a human be- missile weapons; weapons that fire
ing protected in all but the heaviest a rocket-propelled projectile at a
body armour. Shotguns also can fire target, yet are small enough to be
special purpose ammunition, such carried by a single person. It is fired
as door buster slugs and even high while held on one's shoulder and
explosive and incendiary rounds. includes the bazooka (often used as
The disadvantages of the combat a generic term for any shoulder-
shotguns are the limited effective launched rocket weapon). These
range of fire. Examples include the weapons are designed to use
Atchisson assault shotgun, the HK against armoured vehicles, aircraft
CAWS and the Spas-12 & Spas-15. and hard targets, like buildings and
bunkers.
Machine guns
These are used to provide sus-
tained firepower for troops against

32
PERSONAL GEAR

PERSONAL WEAPON TABLES


Pistols
Type Fire Type Notes Damage
Light pistol Single shot +1 to conceal D6-1
Medium pistol Single shot - D6
Heavy pistol Single shot D6+1

Machine pistols/Submachine guns


Type Fire Type Notes Damage
Machine pistol Single, burst or full auto +1 to conceal D6-1
Smg Single, burst or full auto - D6

Rifles
Type Fire Type Notes Damage
Assault rifle Single, burst or full auto - D6
Sniper rifle Single (or single & burst) - D6+1
Large cal. sniper Single Hard targets D6+2

Machine guns
Type Fire Type Notes Damage
Light mg Burst or full auto - (2D6) +1*
Heavy mg Burst or full auto Hard target (2D6) +2*

*Roll 2D6, take the best result and then add 1 or 2.

Shotguns
Type Fire Type Notes Damage
Shot Burst or full auto +2, limit range 3d3/d3
Solid slug Burst or full auto - 2d3+3

Burst & full auto modifiers


Type To hit Damage
Burst -1 +2
Full auto -2 +4

33
DOGS OF W*A*R

Grenades & explosives


Type Notes Damage
Fragmentation D6+2
Smoke Provides cover -
Missile launcher Hard targets 2D6+4

Melee weapons
Type Notes Damage
Army knife D6-1
Baton/club D6-2
Brass knuckles Worn on fist D3
Knife +1 to conceal D3
Katana D6
Pistol butt D3
Rifle butt D6-1
Shuriken +2 to conceal D2
Unarmed D2

Body armour
Type Notes Protection
Light Max defense 3 D3-1 (or 1)
Medium Max defense 2 D6-2 (or 2)
Heavy Max defense 2, Agility -1 D6-1 (or 3)
Helmet -1 spotting things +1

34
If the final number is 9 or higher,
your character succeeds at what
she is trying to do. If the final num-
ber is lower than 9 she does not
succeed.

Success or failure can sometimes


be too clear-cut – you might want to
PLAYING THE muddy the waters a bit, especially if
you need the characters to succeed
GAME and the dice are not with them. If it
is necessary that the characters
succeed, then you can simply allow
ALL ACTION – ALL the players to roll the dice to deter-
GUTS! mine how well they succeed – for
To perform an action, you simply roll example; whatever they are doing
two dice (2d6). To the result you could take longer than usual if the
add your character’s most relevant check is below 9.
attribute. If your character is fight-
ing, you then also add the combat Opposed checks
ability for the type of attack being For opposed checks, the GM will
made. If your character is not fight- determine the modifiers from any
ing, you then add any appropriate attributes or specializations of the
specialization instead. NPC. Note: The GM doesn’t roll for
NPCs, except in combat. In other
Your character might have a trait words, the players make all active or
from his background that enables passive checks. So, if a character is
you to roll three dice instead of two sneaking past a guard, the player
dice. But you still take the result of rolls to see how stealthy his charac-
only two of those dice. If it is a bo- ter is – modified by circumstances
nus die, you drop the lowest die. If it
and the guard’s attributes or spe-
is a penalty die, you drop the high-
est die. cializations.

The GM will then tell you if there is a Rolling two one’s or two sixes
modifier to your total. For easier A natural roll of 12 is always a suc-
tasks, you may get to add to your cess. In addition, it could be a
total. For tougher tasks, you may Mighty Success or even a Legen-
have to deduct from your total. dary Success. A natural roll of 2 is
always a failure and it could be a

35
DOGS OF W*A*R

Calamitous Failure. Note that the Example


Mighty and Legendary Success and Blake Pendleton is trying to bluff his
Calamitous Failure are discussed in way into a private party without an
greater detail on page 49. invitation – although he is dressed
for the part (tux & bow tie). He has
Task checks appeal 2 and faceman 2 – a total of
The following table sets out the diffi- +4 to whatever is rolled. The GM
culty of a task, the equivalent range decides this should be a hard task
for missile fire and the modifier that (it is an invitation-only party, but it is
should be applied to tasks of that not like trying to get into a top-
difficulty. There may be further security military facility and the
modifiers applied based on other doorman is simply a goon). The
circumstances. player rolls 2d6 and gets 7 on the
dice, for a total of 11. As a hard
task, this is modified by –2. The to-
Task Missile fire Modifier to
tal is nine, so the doorman finally
difficulty range dice result
falls for his story and lets him in.
Easy Touching +1
Moderate Close 0 For physical checks, like climbing,
stealth, tracking, swimming etc:
Tricky Medium -1 • Poor weather conditions
Hard Long -2 • Night time
• Inappropriate or poor quality
Tough Distant -4 equipment
Demanding Extreme -6 • Under fire or extreme duress
• The attribute or appropriate
specialization rating of any
Modifiers opposing NPCs
Examples of things that might make
task checks more difficult are as fol- Example
lows: Hinano Nakata is swimming out to a
boat anchored in the bay to attach a
For checks to persuade, bluff, nego- limpet mine to the hull. She has agil-
tiate, bribe, intimidate, seduce etc: ity 2 and squid 1, for a total of +3 to
• The character’s physical the check. The GM decides that it
state (is he bedraggled or would normally be a moderate task
bloody or is he inappropri- but there is a guy looking out over
ately attired) the bay with mind of 1, making it a
• The amount of money of- tricky task (-1). However, this is
fered cancelled because it is dark. Hi-
• The integrity, fanaticism and nano’s player rolls 8, with +3 a total
or overall disposition of the of 11 is more than enough to quietly
individual attach the mine and swim away.

36
PLAYING THE GAME

37
DOGS OF W*A*R

For spotting, listening or observation action starts though, the GM needs


checks: to let the players know what is going
• Well-hidden, camouflaged or on – that is, he needs to frame the
disguised scene.
• The size or distance away
from the object Framing the scene
• Time available to conduct This is where the GM describes to
search the characters what they see, where
• Poor weather conditions everyone is roughly in relation to
• The attribute or appropriate one another and what is happening,
specialization rating of any as far as the characters can see it. It
opposing NPCs doesn’t have to be exact – after all,
a fire-fight is a fast, messy affair - all
Example you need to is pick a range from the
Hardcase is looking for clues in a range table and that is the approxi-
hotel room. There is nothing obvi- mate distance the combat starts at.
ous because the terrorist group’s This might be at closer ranges in
cleaner (rank 2) has already been built up or wooded areas, or at night
here clearing up the mess their or in fog. It would be at longer
group had left behind. However, ranges, in broad daylight and out in
Hardcase gets to work. He has a the open. Obviously some weapons
mind 1 and snoop 1 for a total of +2 have different maximum ranges, so
to his check. However, he doesn’t you’d usually use pistol range as the
have all of his usual kit with him, so standard, adjusting as necessary for
the GM says that makes it a tough weapons with longer ranges.
task (-2 for being cleaned already
and –2 for not having his usual kit). Once the scene has been set, you
The player suggests that Hardcase need to know who gets to shoot or
will take his time (the team are not do stuff and this needs to be broken
in a hurry at this point), so the GM down into easily managed turns.
reduces the difficulty to hard. So the When characters take their turns or
player gets -1 to his roll of 10, get- actions, you can give them more
ting a result of 9 – which is just suc- details about the situation as the
cessful. He finds a vital clue to lead action focuses more on the individ-
the team further into their assign- ual, rather than the scene as a
ment. whole. A soldier is more used to a
combat situation, so is likely not
only to get his turn first but also
COMBAT more likely to be able to work out
Combat is dealt with in rounds of a the tactics of the situation – so the
few seconds or so in length. In that GM will give more detail and more
time a character can fire a gun, options to higher ranked soldiers
throw a punch, toss a grenade or than other combatants.
take some similar action. Before the

38
PLAYING THE GAME

Who acts first? of the battle, with everyone else fol-


To determine who has the initiative, lowing in order until the slowest
make a moderate check, using agil- character has had his turn. In the
ity + soldier rank (another career case of a tie, the highest relevant
may work better in a specific situa- combat ability gets to go first. So, if
tion, like squid underwater). For firing a gun, you’d use the charac-
rabble, the GM makes one check for ter’s ranged combat ability. If it is
the entire group, rather than rolling still a tie the player character has
individually. The combatant with the the edge over rabble, henchmen
highest total goes first for the whole and villains.

39
DOGS OF W*A*R

You can choose to delay your ‘turn’. Movement & distance


This means your character is keep- It is not intended that you use a tac-
ing a watchful eye on the situation tical grid and figures when playing
and waiting until an opportunity pre- Dogs of W*A*R; however, combat
sents itself. If you do this you can isn’t static either - you should as-
interrupt anyone else’s action to sume that characters are constantly
take your character’s action. shifting position, crawling, diving,
ducking and dashing around. Com-
If one group can surprise the other, bat and movement is handled in an
the group with the advantage of sur- abstract way. Much relies on the
prise can act first and have one GM in setting the scene and the
‘free’ round. Their opponents can players’ interpreting that and, within
only act defensively in that round. reason, describing their character’s
moves and actions.
Example
Matt Garza and Hinano Nakata You can make an agility check if it
burst in through a door in a ware- becomes important to see who gets
house where a bunch of goons are somewhere first or if someone can
loading some trucks with black mar- escape a character chasing him. A
ket weapons and explosives. The specialization might help; for exam-
GM decides that the goons were ple if a chase occurs in the jungle, a
surprised, so Matt & Hinano get to scout might have the edge and
act first, with the goons simply div- therefore gain a bonus. Alterna-
ing for their weapons and for cover. tively, you could use the rules for
Having shot half of them, it is now car chases, which can be adapted
time to determine who acts next. to most chase situations.
Matt’s player makes his check roll-
ing 7 on 2d6, plus his agility (2) and If you really do want to use figures
soldier (2) for a total of 11. Hinano’s and a tactical board, you can as-
player rolls 10 plus agility (2) and sume that a character can move 25’
soldier (1) for a total of 13. The GM per round modified by 5’ per point of
rolls 7 for the remaining goons (they agility. A running character moves
get no additions) but there is a at twice this speed. A sprinting
henchman there too and the GM character moves at four times nor-
gets 9 for him (he rolled a 7 and mal speed (twice running speed).
adds 1 for his agility and 1 for his
soldier rank). So, the second round Resolving combat
of action is taken in this order: Hi- Combat resolution is similar to nor-
nano Nakata, Matt Garza, mal task resolution. However, rather
henchman and the goons last of all than adding a career to the attribute,
(if there are any left!). the most relevant combat ability is
added – ranged for firing guns or
throwing grenades, brawl for martial

40
PLAYING THE GAME

arts and grappling, and melee for Weapon ranges are given in the
swords, knives, baseball bats and weapon descriptions in Chapter 6.
so on. The ranges set out are base ranges
at close. Each additional increment
The required roll is still 9 or more, is one difficulty level harder on the
but this time in addition to any GM Task Resolution table.
determined modifiers (which could
be due to range for thrown or fired Dodging & parrying
weapons, or for hitting an enemy You may decide that your character
from an advantageous position and will dodge a ranged attack or parry
so on) the opponents’ defence rat- in melee or hand-to-hand combat. If
ing also becomes a modifier to the you choose to dodge, your charac-
roll needed to hit. ter doesn't get to attack for the
round, but gets +2 to his effective
Example defense for all attacks directed at
The henchman is still standing after him whilst dodging
Matt Garza & Hinano Nakata took
down another bunch of goons. He When parrying, you make a task
takes a shot at Hinano Nakata – the check using your character’s agility
GM rolls 8 and adds 1 (the hench- plus melee combat (or brawl in a
man has agility 0, ranged 1), for a fistfight) in the usual way. The modi-
total of 9. Normally that would be fier is based upon your opponent’s
enough, but Hinano Nakata has a melee or brawl combat ability. As
defence of 2, taking the overall re- usual a final total of 9 or more is
sult back down to 7 – meaning that needed to block the blow.
Hinano Nakata just moved in time to
avoid being hit. Shooting in the “off-hand”
Characters are assumed to be right
In some rare circumstances, the GM handed, unless you say otherwise.
could allow a specialization to pro- Shooting a gun in the other hand
vide an additional one-off bonus. imposes a –2 modifier. An ambidex-
For example, marksmen always trous character (see Boons) suffers
gain a specialization bonus to their no such penalties.
first shot when shooting unaware
enemies from prepared firing posi- Shooting with a gun in each hand
tions. Sneaks might gain a bonus to Fighting with two pistols or two ma-
their first blow with a knife or a cosh chine pistols is really cool and your
if they are creeping up on an en- players will undoubtedly suggest it
emy. But such moves would most at some point. A character fighting
definitely not work twice on the with two guns can attack twice each
same opponent. round. However, he receives a -3
modifier to each check. There is a

41
DOGS OF W*A*R

boon that reduces these penalties to weapon type – the result is the
–1 for each. number of rabble who are affected
and unable to act for the rest of that
Cover round – in effect those that haven’t
Cover is anything that provides a fired yet miss their turns whilst they
physical barrier to being shot (like are cowering behind their cover and
boulders, walls or behind vehicles). those that are yet to fire miss their
Some cover simply makes a target next action.
less visible and therefore less easy
to target, even if it does not stop a Example
bullet (like hedges or wooden fenc- Matt Garza wants to get to some
ing). Sensibly, operatives use crates that are nearer to the enemy
whatever cover is available in a fire- position, so he shouts to Blake
fight. In a reasonable amount of Pendleton to cover him. Blake’s
cover add a level or two to the task player obliges and declares sup-
difficulty, using the Task Check ta- pression fire on the three goons
ble. A character that is completely ahead and gets 11 with all of his
behind solid cover cannot be tar- modifiers. The goons are in cover,
geted at all. As usual, the GM has to but 11 is enough. Blake’s player
use common sense and base deci- rolls damage of 3 with his pistol, so
sions on what the players say their all three goons are ducking down
characters are doing. and will not be returning fire for that
round. It is important to note that
Suppression & covering fire none of them are wounded or killed
Sometimes you just want to keep though.
the enemies’ heads down – espe-
cially when one of your team is Henchmen and villains (or opera-
trying to move to another position, tives, if they are being shot at with
close with the enemy or maybe to suppression fire) make a task check
cover their escape. When you want to see whether they are affected –
to do this, you simply declare that based on mind + soldier. The check
your character is using covering or is based on a moderate task, plus
suppression fire – it is assumed that the result of the damage die roll.
she is firing as many shots as she
can towards the enemy so that they Example
duck back behind any cover they Amongst the goons is also the
have or dive to the floor – the key goon’s leader, classed as a hench-
being to prevent them the opportu- man. He’d like to take a pot shot at
nity to fire back. Make a task check Matt, so makes a check with a –3
as usual, with modifiers for range modifier for the 3 damage rolled. He
and the target’s defense and any has mind 1, soldier 1 and the GM
cover they are behind. If the check rolls 11 for a modified total of 10. He
is successful, roll damage per can happily pop up and shoot at

42
PLAYING THE GAME

Matt Garza when his turn to act Example


comes around. Remo Jankovics shoots a single
shot at a group of goons chasing
Resolving wounds him. He does 5 points of damage.
When your character has hit her One of the goons’ brains burst out
target, you need to determine how the back of his head as his body
much damage has been caused. A falls to the ground like a broken
bigger weapon or larger caliber gun marionette.
is likely to make a nastier hole in the
target. Luckily there is also armour Firing bursts or on full auto
available to absorb some or all of Firing a burst makes aiming less
the effect of such blows. easy, but the effects more damag-
ing. Modifiers to the task check and
Damage damage are set out in the weapon
The Weapon Tables in the Chapter table in Chapter 6.
6 set out how much damage each
weapon causes. This is in terms of If firing on burst or full auto against
a die roll and is scored directly rabble, the excess damage is ap-
against the LB of an opponent. In plied to a second and then a third
addition to the damage shown, if target, if sufficient. Rabble are al-
using melee weapons or brawling, ways affected first – they get in the
you add your character’s strength way of the henchmen and bad guys
as strength helps the blow do more so you have to get them out of the
severe harm. way first, before you can deal with
the bosses, when using this type of
Sometimes, the GM might allow you fire.
to use a career rank to add to dam-
age, rather than to improve a Example
character’s chance of success. This Matt Garza (agility 2 and ranged 2)
represents the commando slipping fires a burst of his machine pistol at
his blade into the kidneys or the a bunch of terrorist rabble; the
marksman aiming at a vital spot. player rolls 2d6 and gets 7. With
Matt’s +4 bonus, the total is 11; -1
Firing single shot weapons for a burst he still gets 10. This is in
When firing single shots, damage is excess of the 9 he needed, so he
applied to one individual. If the tar- rolls d6-1 for damage and gets 5.
get is killed, excess damage is With +2 for a burst, the total dam-
effectively wasted (the target is cor- age is 7. That's two rabble taken
respondingly more gruesomely down and one rabble takes the left
ripped apart though). over point, reducing him to 2 LB.

43
DOGS OF W*A*R

Protection Recovering lost Lifeblood


The Armour table (Chapter 6) As long as the character is still at
shows how much of the damage is zero or positive LB and provided he
absorbed (based on a die roll or a gets a chance to rest for a short
fixed number, if preferred). This is while immediately after a battle and
the protection of the armour and take a swig of water, wraps himself
takes into account the material in bandages and gives himself a
used. shot of adrenaline, he will recover
up to half his lost LB straight away.
Lifeblood This represents recovery from fa-
Lifeblood is an abstract way of tigue, bashes and minor cuts and
measuring how injured or near to bruises.
death or unconscious a character is.
A character is generally able to con- After that, he recovers 1 LB point
tinue to function fully whilst LB per day provided the day is taken up
remains a positive number. How- with only light activity. An operative
ever, if it falls to 0 or below, the with the medic specialization can
following happens: immediately heal 1 LB per rank on
any wounded character using the
• If the value falls to 0, the bandages, drugs and so forth in his
character falls unconscious. medical kit.
• If LB falls below –5, the
character has died. Nothing After that the medic can make a
short of good fortune (in the moderate check each day to double
form of the expenditure of 1 a wounded character’s healing rate.
EP) will save him.
• If LB falls below zero the Stabilizing the dying
character is unconscious A character that has received
and dying. He will lose 1 enough damage to reduce LB to a
more point of LB each round minus number is down and dying.
until he dies (see above), re- He will suffer loss of 1 LB point
ceives medical attention or every round until he reaches -6 and
he gets lucky (represented dies.
by the expenditure of 1 EP).
• NPC rabble have only 3 LB. Before he reaches -6, he can be
They are killed or rendered stabilized by another character
unconscious (the player’s reaching him and making a task
choice) when they reach 0 check, using mind and any appro-
LB or less. At below –5 they priate specialization. The difficulty is
are most definitely dead, in a a base of moderate and is one level
most gruesome way – no tougher for every negative LB point
choice. the patient has suffered.

44
PLAYING THE GAME

Once stabilized, the injured charac- tegral part of the game. This is
ter is still out cold but recovers one where Exploit Points (EP) come in.
point of LB per day until he reaches
a positive total. Characters have 5 EP to start the
game with. If you chose an addi-
Damage with a negative modifier tional background boon, then you
Some weapons cause d6-1 or d6-2 might only have 3 EP. If you chose
damage. Where an attack results in two additional boons, you might only
0 (or even minus damage) the result have 1 EP.
is always a minimum of 1 point, be-
fore taking into account any armour EP are used during the course of
that is worn. adventures to ‘dig deep’ and per-
form outstanding (or lucky) things.
Automatic Success This is described in greater detail
Rolling a 12 on any task check is an below.
automatic success. This means
there is always a chance that you Regaining used Exploit Points
might be able to achieve the seem- EP are replenished before the start
ingly impossible. of the next mission. If your character
had 5 EP to start the mission and
If rolling a 12 would have been a used 3 of them during the assign-
success in any event, you have in- ment, she starts the next mission on
stead achieved a Mighty Success. 5 EP. If she had only 3 to begin
with, she has 3 EP at the start of the
Automatic Failure next assignment. Your character
Rolling a 2 on any task roll is an cannot go above her starting alloca-
automatic failure. This means there tion of EP.
is always a chance that even the
best characters will have a momen- Using Exploit Points
tary lapse. You can use EP to affect the out-
come of a battle or situation and
If rolling a 2 would have been a fail- swing the odds to your favour. The
ure in any event, you have instead following options are available to
achieved a Calamitous Failure. you:

EXPLOIT POINTS • A Twist of Fate


Dogs of W*A*R is a game of dan- • Lucky SOB
gerous missions and player • Mighty Success
characters are the focus of these • Legendary Success
missions. When the characters look • Defy Death
like they are down and out they al- • Second Wind
ways come back, whatever the • Other
odds. Audacious actions are an in-

45
DOGS OF W*A*R

A Twist of Fate roll. If you have a boon that allows


Where the narrative of a scene has you to use three dice instead of two,
not clearly defined a certain piece of you use all three dice the second
information the player might suggest time as well.
something that sounds reasonable
and make that suggestion become Turn a success into a Mighty Suc-
fact. Use of an EP in this manner cess
should be at the discretion of the Whenever a player succeeds on a
GM and shouldn’t be used to effect task check (combat or out of com-
major changes in a scene and can’t bat), he can turn the success into a
be used to change something that Mighty Success at the expenditure
has already been ascertained. Nei- of an EP. The results of a Mighty
ther can one character determine Success depend on what the char-
the actions of another character acter is doing. Mighty Successes
through the use of EP. are described in greater detail later.

Example Note: This is effectively the same as


Blake Pendleton is trapped in an rolling 12 on your Task roll, where
alley looking for a means of escape 12 would normally have been a
from the bad guys chasing him. The success. You can do this even if
GM has already stated there is a you spent an EP rolling the dice
fire-escape fixed to the wall here again.
leading up to the rooftop. However,
the player doesn’t want to use this, Turn a Mighty Success into a
as not only is it too obvious, he also Legendary Success
suspects there is a helicopter look- If you roll a natural 12 when making
ing for him overhead. So he your task roll that would have been
describes the drain cover that Blake a success in any event (a Mighty
notices behind some boxes and Success), at the expenditure of an
climbs down into the drain, closing EP, you can turn that into a Legen-
the cover just before the goons ar- dary Success. You can do this even
rive. Hopefully, they will think he if you spent an EP rolling the dice
went up the metal stairs and waste again (as long as you got 12 on the
valuable time going in the wrong second roll). However, you cannot
direction… make a Legendary Success unless
you roll 12 on the dice. (In other
Lucky SOB words, you cannot bump up a nor-
You can spend an EP to roll the mal success into a Mighty Success
dice again whenever you make a and then spend another EP to make
task resolution roll (even if you roll a it a Legendary Success). Legendary
2, which would otherwise be an Successes are described in greater
automatic failure). If you do this you detail later.
must use the result of your second

46
PLAYING THE GAME

Defy death Mighty Success


EP can always be used to keep an If fighting rabble you roll damage as
operative alive where he would oth- usual but the result of the roll is the
erwise be killed. If he has taken number of rabble that you defeat in
sufficient damage to put him below that action or combat round. The
zero LB but above -6, you may way they are defeated is entirely up
spend a point to put your charac- to you – you don’t have to kill them;
ter’s LB to zero: alive but they are unconscious, surrender,
unconscious. run away or whatever you want and
describe. They are out of action and
If your character has received suffi- will not be coming back for more.
cient damage to put him below –5
LB, you may spend an EP to stabi- Example
lize and keep him alive. He is still Hinano Nakata is trapped in an alley
unconscious but will recover to zero by two groups of three goons. One
LB with several days rest. group is coming from one direction
and the other group preventing her
Second Wind from going the other way. Her
When an operative has just re- player rolls initiative and gets 6 after
ceived damage that isn’t enough to adding her agility of 2 and her rank
put him down, she can take a mo- 1 of soldier. The GM rolls 9 for one
mentary breather (using her next bunch of goons and 7 for the other
action) to shake off some of the ef- bunch (he decides as they are in
fects of the wound. This must be two groups, he should roll for each
done directly after receiving the group rather than for the whole lot).
wound she is attempting to recover Hinano Nakata’s player realizes she
from. In other words, somehow the is in trouble if she doesn’t go first,
wound wasn’t quite as bad as it first so blows 1 EP to roll initiative again
seemed. Roll a d6 – this is the – this time getting a total of 8. The
number of LB she gets back. She first group confidently closes in to-
cannot recover more LB than the wards Hinano Nakata, intent on just
damage just received. immobilizing her. The GM rolls for
the goons and they all fail to grab
Other her. Hinano Nakata then leaps at
Anything else you can think of and them, rolling 3 dice (she gets a bo-
your GM allows. nus die for her Edged Weapons
boon) for a total of 10. Her player
Big wins & horrible losses expends another EP to turn this into
Sometimes just succeeding in what a Mighty Success and rolls a d6 for
you are doing isn’t enough – you damage, getting 4. There are only 3
want to know just how well you did. goons in this bunch so this defeats
This is where Mighty and Legendary them easily. Hinano Nakata’s player
Successes come in. decides that her katana sliced into

47
DOGS OF W*A*R

one of the goon’s neck and is to do, even if 2 would normally be


enough to kill him outright. As she enough to succeed.
lands she takes out one goon’s feet
from under him sending him sprawl- If you roll a 2 and that would nor-
ing, as she deals a knockout blow mally be a failure, it becomes a
with her fist to the third goon. If Calamitous Failure.
there had been a fourth goon, she
would have beaten him up too. As it If you have no EP left or you choose
is, the other group of goons is rap- not to roll again you have made a
idly advancing along the alley… Calamitous Failure. Unfortunately,
this is a chance for the GM to have
When a character achieves a some fun with your character. She
Mighty Success against non-rabble, could drop her gun; it could jam or
(that is NPC villains or henchmen), run out of ammo. Alternatively, your
damage is the maximum for the character could stumble over a
weapon being used plus the roll of a fallen body; she could slip on a pool
d6. This is as a result of striking the of blood and land in a heap at her
vitals or other tender and less pro- enemies’ feet. What actually hap-
tected areas. pens depends on the situation and
your GM’s deviousness.
Legendary success
If fighting rabble, you roll damage as CAR CHASES
usual but add the roll of a d6 to the Sometimes a car chase situation will
total. The total number is the num- occur. These rules will help you to
ber of rabble you defeat in that determine what happens and as al-
action or combat round. The way ways you can drop any part of the
they are defeated is entirely up to rules to suit your own style or ignore
you – you don’t have to kill them; them altogether. These rules could
they are out of action and will not be also be used for sea or air chases,
coming back for more. See Mighty but you might need to use them a
Success, above. little more loosely and be prepared
to make some allowances. Like the
When a character achieves a Leg- combat rules, this is a fairly abstract
endary Success against non-rabble, affair and shouldn’t need models to
damage is the maximum for the represent the vehicles, unless you
weapon being used plus 2d6. This want to use them.
is as a result of striking the vitals or
other less protected areas. Distances
At the beginning of the chase, the
Calamitous failure GM will determine the rough dis-
If you roll a 2, your character fails to tance separating the participants
do whatever it is you she was trying using the distances/ranges in the
Task Difficulty table. Each time a

48
PLAYING THE GAME

pursuer closes the distance, the combat. At the beginning of the


chase continues at one step closer. chase, each participant makes an
Each time the pursuer loses a bit of initiative check using agility plus an
ground, the distance moves one appropriate career (e.g. wheelman
step further apart. If the range goes for car chases). The winner of initia-
beyond extreme, the quarry gets tive gets to determine the course of
away. If the range gets to “touch- events during the chase.
ing”, the pursuer has caught up with
his quarry and this is resolved by Chase rounds
the rules for forcing or by other Chases are split into rounds of ac-
means (for example, a character tion, in the same way as combat.
might leap across the gap to the Each round, the participant with the
other vehicle and then grapple the initiative can choose a difficulty level
other driver). from the Task Difficulty table, be-
tween easy (+1) and demanding (-
Initiative 6). This represents the quarry trying
The GM will frame the scene, in a various tricks and manoeuvres to try
similar way to framing the scene in to throw the pursuer off his tail or

49
DOGS OF W*A*R

the pursuer trying to force his quarry Passengers


into making a mistake or taking a If there are passengers, they also
wrong turn. Each participant in the make their own initiative checks but
chase then makes a check (based always act, in initiative order, after
on agility plus any appropriate ca- the chase checks are resolved.
reer) at the difficulty level selected. Passengers can carry out their ac-
If they both succeed or both fail, tions whilst the driver is
there has been no advantage concentrating on the chase. This
gained by either side and the dis- might be to fire at the other vehicle
tance between them remains the out of an open window, or to jump
same. However, if one succeeds out of the vehicle or run along the
where the other fails, the winner ei- roof etc. The difficulty for the task is
ther closes or extends the distance based on the difficulty level that was
between them. set for that chase round. If the driver
is a wheelman (or other appropriate
Example career), he can attempt a reason-
Remo Jankovics is in his car pursu- able secondary action (like firing out
ing a suspect through the city of the car window) whilst also driv-
streets. His initiative check is 12 (he ing the vehicle, but both actions will
gets a 10, with +2 from wheelman). be at (an additional) -3 difficulty. If
The suspect is rabble and therefore there are weapons built-in, that only
has no chance - Remo gets to de- require a button press or similar to
termine the task difficulty each activate (Gatling guns on a helicop-
round. The GM sets the scene and ter, for example) this additional
sets the distance as long. Remo’s modifier is not appropriate.
players says his character will force
the suspect into some dangerous Example
manoeuvres through the busy traffic In the next chase round, Remo
and set the difficulty level at hard (- Jankovics’s player decides he will
2). He rolls the dice and gets 9 and lean out of the window and take a
adding his 2 from agility & wheel- shot with his pistol at the suspect’s
man and subtracting the 2 difficulty, vehicle. He switches the manoeuvre
leaves him with 9 – he just made it. difficulty to moderate (+0). Remo
He has put his foot down, narrowly resolves his chase check – getting a
missing a large truck that pulls out total of 9 again (10 on the dice
ahead. The GM now rolls for the (+2+0-3) for 9). He succeeded and
NPC and fails miserably – the truck the GM failed again for the NPC’s
obviously distracted the suspect check, resulting in a further closing
who had to brake hard to avoid a of the distance to close range. Nick
collision, losing some ground in the then shoots and because the range
process. The distance separating modifier is now close (+0) and the
the vehicles has now closed to me- chase difficulty is moderate (+0), the
dium.

50
PLAYING THE GAME

only penalty is the –3 for taking a wall or cliff or otherwise to veer off
secondary action whilst driving. and crash. This is almost like a
combat, with each participant taking
Terrain turns to be the attacker and the de-
The terrain is used simply in the fender. The one with initiative gets
narrative of the situation but other to “attack” first, but this time the de-
than that has no effect on the diffi- fender sets the task difficulty level
culty checks and so on. So, it is (representing him trying to avoid
between the players and the GM to being hit). The attacker makes a
come up with some exciting and de- check, needing 9 as normal, but
scriptive details about what is going with the added difficulty as set by
on during the chase - with the play- the defender. If the attacker suc-
ers describing their own ceeds, his vehicle has struck the
manoeuvres having regard to the other vehicle and forces it to veer.
location they are driving through The opposing driver now has to get
and the GM describing those of the his vehicle under control to avoid
bystanders and NPCs. crashing (making a task check at
the current modifier). If he suc-
Collateral damage ceeds, he has regained control of
As the vehicles speed through the his vehicle, but is unable to attack
city streets or through the mountain his opponent back.
passes there will be moments when
bystanders will get knocked out of If the attack does not succeed, the
the way, piles of boxes are scat- defender can now turn into the at-
tered across the road and other tacker and has to make his check
vehicles will have to veer off the using the modifier he previously set,
road to avoid collision. This is all plus the new modifier set by the
collateral damage and should be other driver, who is now the de-
described when characters fail their fender. The modifiers are
chase rolls. It is important to note cumulative; in other words, the diffi-
that failure does not mean a crash – culty just gets harder and harder
it simply means no ground is gained until one driver succeeds in forcing
in that round but failure can be de- the other off the road. At the end of
scribed by saying that your vehicle the exchange, the remaining driver
scraped the cliff side on the moun- must still make a final check (with
tain road or screeched up the curb the accumulated modifier) to bring
and into the hotdog stand, or what- his own vehicle back under control.
ever is appropriate.
Example
Forcing Remo Jankovics closes to touching
When the range moves into “touch- range and, having initiative, decides
ing”, drivers can try to force the to force the suspect off the road.
other vehicle off the road or into a The GM sets the difficulty at –2, as

51
DOGS OF W*A*R

the suspect sees Remo and des- The way you do this is to compare
perately tries to shake him off. the vehicles in question. If they are
Remo’s player gets a total of 6 after the same or similar types, then
all modifiers and fails to force the there are no modifiers. Otherwise,
other car off the road. Now the NPC apply some modifiers as set out in
tries to force Remo into a mistake the table below:
and rams his own car into the side
of Remo’s car – Remo’s player sets Vehicle modifiers table
the difficulty at –1 (making a total
modifier now of –3). The GM rolls Modifier Speed Manoeuvrability Size
11, which, with the -3 fails to knock -3 Very Very much less Very
much manoeuvrable much
Nick out of the way. Now the cars slower smaller
are screeching wildly along the -2 Much Much less ma- Much
road, locked in a desperate battle to slower noeuvrable smaller
shake each other off. Remo tries -1 Slower Less manoeu- Smaller
again, this time the GM increases vrable
0 Same Same or similar Same
the difficulty by a further –1, mean- or or simi-
ing that overall, Remo’s total similar lar
modifier is +1. Now Remo’s player +1 Faster More manoeu- Bigger
gets the 9 needed and has success- vrable
fully battered the other vehicle. The +2 Much Much more ma- Much
faster noeuvrable bigger
GM rolls to regain control - and he
+3 Very Very much more Very
fails. The vehicle goes skidding off much manoeuvrable much
the road, rolling several times and faster bigger
ends up in a ditch. Now Remo has
to get his own car back under con- Note: The shaded area is the range
trol… of modifiers for vehicles of a similar
type – so if the chase were on the
Vehicles road between a motorcycle and a
The most important thing in a chase car, the highest modifier would be
is the skill of the driver. However, it say +2 or –2. However, if the chase
helps to have a faster or more ma- involves two different vehicles, say
noeuvrable vehicle when trying to a tank and a car or a helicopter and
catch up with or put distance be- a car, the modifiers could be at the
tween yourself and your opponent. more extreme ends. Of course, a
If trying to force your opponent, it normal car is not going to force a
helps to have a bigger and heavier helicopter or even a tank to crash,
vehicle. Accordingly, you will re- so you have to use a certain degree
ceive modifiers to your checks, of common sense when using these
depending on the vehicles in the rules.
chase.

52
PLAYING THE GAME

Firing at vehicles aiming at the driver or passengers


Vehicles are largely there to provide would tend to be the best bet. Alter-
colour and interest in the game and natively, aiming at tyres or engine
so the rules for knocking them out blocks (with appropriate difficulty
are based largely on commonsense, factored in), especially with burst
judgment and what works in the par- fire or on full auto could have the
ticular circumstances to add to the desired effect. Ideally, you would
excitement of the story. need a decent number of hits or one
Mighty Success. However, ar-
You do generally need a weapon moured vehicles would be immune
designed for the purpose to have to this type of fire and aircraft would
any real effect against vehicles almost certainly need Legendary
though. Small arms have little real Successes to be affected at all by
effect against cars and trucks, so small arms fire.

53
DOGS OF W*A*R

Armoured vehicles CHARACTER


Armoured vehicles and aircraft can
be knocked out using large calibre ADVANCEMENT
sniper rifles or heavy machine guns Although the characters in this
(light armour only) or rocket launch- game are already pretty cool, they
ers. Again, you would need to hit can actually get better with experi-
the target with the weapon and then ence. This is measured in
it would depend on the target and Advancement Points.
the needs of the story as to the ef-
fect that the shot has on it. Advancement points
Legendary Successes should al- Characters get better at doing
ways have spectacular effects things as they carry out and com-
against vehicles. plete their assignments. Normally,
you would give out 2 Advancement
Points (AP). However, if they suc-
ceeded at their mission particularly
well, you can give out an extra AP.
On the other hand, if the mission
went spectacularly badly, there is
only one AP given
out.

Spending Ad-
vancement points
AP can be saved for
later. When spent
you can spend them
on the following:

• Attributes
• Combat Abili-
ties
• Careers
• Buy off flaws
• Buy a new
boon
• Save them
for later

Improving attrib-
utes
Attributes may be
increased above

54
PLAYING THE GAME

their starting values. The cost in AP any boon from the master traits list
is equal to the current value of at- can be chosen.
tribute plus the new value of
attribute. So, to increase strength MISSION POINTS
from 1 to 2 costs three AP (1+2). Leaders have a Mission Point (MP)
From 2 to 3 costs 5 AP (2+3). At- for every rank in their leader spe-
tributes can only advance to the cialization. The highest ranked
next higher value in one go, i.e. you leader is the squad leader for the
can’t jump from strength 1 to mission. His total MP is the total
strength 3. Operatives have maxi- squad MP for the mission. Any
mum attribute scores of 5. character with the leader specializa-
tion can call for HQ support at any
Improving combat abilities time by expending 1 MP. This is
Combat abilities may be increased used up whether the request is suc-
above their starting values. The cost cessful or not. The MP comes off
in AP is equal to the new value +1. his own personal MP total, as well
So, to increase brawl from 1 to 2 as from the squad MP. Once the
costs 3 AP (2+1). From 2 to 3 costs leader’s MPs are used up, he can
4 AP (3+1). Abilities can only ad- no longer receive HQ support. Once
vance to the next higher value in the squad’s MPs are used up, the
one go, i.e. you can’t jump from squad can no longer receive further
brawl 1 to brawl 3. Operatives have HQ support.
maximum combat ability scores of 5.
Example
Improving specializations Viper squad have 2 leaders – one at
Specialization ranks can also be rank 3 and the other ranked 1. The
improved. The point cost is equal to highest ranked leader is the squad
the new rank, so to increase in leader for the mission and the other
sleuth from rank 1 to 2 costs 2 AP. is the sub leader. The leader re-
To get from rank 2 to 3 would cost 3 quests HQ support and uses up an
AP. Operatives have a maximum MP, reducing his MP to 2. Later on,
specialization rank of 5. However, a the sub leader requests HQ support
character can take a new speciali- and his personal MP total is re-
zation too - it costs one point to get duced to 0. He can no longer
a new specialization at rank 1. request help, whatever happens.
The squad leader can still put
Buy off flaws through one further request though.
You can use 2 AP to remove a flaw.
Putting in the request
Buy a new boon The squad must be able to contact
You can use 2 AP to buy a new HQ to receive support. This doesn’t
boon. After character generation, necessarily mean direct contact – if
they are in a situation where they

55
DOGS OF W*A*R

can contact a local agent who is NPCs for Grunt stats) to support the
able to contact HQ for the team, characters. Alternatively, they can
they can still receive support, but it request an air strike on a specific
is less effective. target. If the team request an air
strike, this would be to hit a specific
• The leader needs to make a target – a bunker, an aircraft
task check, using appeal + hanger, a tank or something similar.
leader. If successful, the re- For simplicities sake, assume the air
quest comes through in 2d6 strike is successful.
hours.
Gear: Sometimes the team need a
• If the leader does not speak specialized piece of equipment; an
to HQ directly, but through armoured vehicle, a mini-sub, an
an agent, it will add d6 hours explosive device, a rocket launcher
to the time for the support to or something else that isn’t in their
come through and the leader standard mission gear. This is when
does not get to add his ap- they contact HQ and put in a re-
peal to the check. quest for this kind of gear. It isn’t
necessarily delivered to them di-
How many times? rectly – the team may have to go
The squad can only put in a limited and pick up the equipment from a
number of requests to HQ, before particular location – say a marina, if
they have used up their influence. they are after a speedboat or a sub.
This depends on how many mission
points they have. Influence: Occasionally, the team
need some pressure put upon an
HQ Support individual or an organization. For
HQ Support is something the squad example, the team might be impris-
can call upon once during a mission oned by an over-zealous foreign
when they come up against a prob- police force. They get to make one
lem that they can’t deal with call (which they make to HQ) and
themselves or will take too long to within hours they are released with-
resolve, putting their mission in out charge (and maybe given all
jeopardy. The sort of support that their gear back too).
can be requested comes in four
types: Resources: This is simply money;
lots of it. It could be handy to bribe
Firepower: When things start kicking an official or to pay a criminal for
off and the team comes up against information or black-market goods
stronger opposition than expected, and services. It might be useful in
sometimes they might want to call some “sting” operations or just to go
for back up. W*A*R Unit HQ will on a shopping spree!
send in a squad of 4 grunts (see

56
PLAYING THE GAME

NON-PLAYER money. Create them with 1-2 points


in attributes and combat skills. Give
CHARACTERS them 2 points of specializations.
NPCs are the citizens, thugs, work- They have between 7 and 10 LB but
ers, storekeepers, traders, sailors, they do not have EP or VP. There
mercs, beat cops, office workers are some NPCs ready for you to
and so forth that the characters in- use below. Standard NPCs cannot
teract with every day in the course ever achieve Legendary Successes
of their assignments. Most are not and can only get a Mighty Success
even named, don’t have specializa- by rolling double six.
tions and their attributes are largely
unimportant. If NPCs abilities be- Villains
come important, you define them by Villains are the archenemies of the
describing them either operatives. They will be
as ‘rabble’, ‘standard’ or created just like creating
‘villains’. a player character. They
are the ones behind the
Rabble nefarious plots that the
Rabble are basic run-of- character’s become in-
the-mill minions, mooks, volved in. Villains often
grunts and goons. Their have huge numbers of
attributes, combat abili- rabble at their disposal.
ties and one
specialization are all at Villain points
0. They could have Villains have Villain
something at –1 to get a Points (VP), which are
1 somewhere else. They used by the GM in the
have 3 LB and they do same way the players
not have EP or VP. use their EP. VP can
Rabble cannot ever also be used for the vil-
achieve Mighty or Leg- lain to effect his timely
endary Successes. escape from the
clutches of the opera-
Standard NPCs tives; just as they are
Standard NPCs are the about to advance on the
henchmen of the villain evil crime lord he smiles
– the right hand man of and turns, opening a
the drug baron or the secret panel in the wall
lieutenant in a group of by which he makes his
terrorist mercenaries. escape to a waiting heli-
They are not quite vil- copter, to begin some
lains in their own right, other dubious venture
but they can give the elsewhere.
operatives a run for their

57
DOGS OF W*A*R

SAMPLE NPCS
NPCs are tougher than rabble and
are often the Villain’s lieutenants
and “right-hand” men. They have 5
LB, modified by strength. They usu-
ally have better equipment and
weapons than rabble.

Tough Bodyguard
Strength: 2 Brawl: 1
Agility: 2 Melee: 0
Mind: -1 Ranged: 0
Appeal: -1 Defence: 1
Primary: Bodyguard 2
LB: 7

Experienced Grunt
Strength: 2 Brawl: 0
Agility: 1 Melee: 1
Mind: 0 Ranged: 1
Appeal: -1 Defence: 0
Primary: Soldier 2
LB: 7

Gang Leader Assassin-for-hire


Strength: 0 Brawl: 1 Strength: 0 Brawl: 0
Agility: 0 Melee: 0 Agility: 1 Melee: 0
Mind: 1 Ranged: 0 Mind: 1 Ranged: 2
Appeal: 1 Defence: 1 Appeal: 0 Defence: 0
Primary: Thug 1 Primary: Marksman 1
Secondary: Leader 1 Secondary: Sneak 1
LB 5 LB: 5

Veteran Merc Private Eye


Strength: 1 Brawl: 0 Strength: 0 Brawl: 0
Agility: 2 Melee: 0 Agility: 0 Melee: 0
Mind: 0 Ranged: 1 Mind: 2 Ranged: 1
Appeal -1 Defence: 1 Appeal: 0 Defence: 1
Primary: Soldier 1 Primary: Sleuth 1
Secondary: Scout 1 Secondary: Snoop 1
LB: 6 LB: 5

58
Consortium, they had a number of
secret meetings in several different
locations across the world, before
finally agreeing that they would form
and finance a covert unit of interna-
tional specialist mercenaries. These
operatives would go into war-zones
and otherwise act with complete
THE SETTING: autonomy to bring down terrorist
groups, rescue hostages, assassi-
A WORLD OF nate crime lords and otherwise
perform acts of a sensitive nature
TERROR that the world’s governments are
too nervous to act upon.
A GROWING THREAT
*Time Period
The last half of the 1970’s had seen The DOGS OF W*A*R setting is
a growth in international terrorism. nominally set in 1980, so The Con-
The West, particularly American and sortium would have set itself up in
British citizens were the targets of 1976. However, there is no reason
choice. Whilst the U.S. Army’s Delta you cannot set your game in more
Force and the Navy’s SEALs, to- recent times or even in the present
gether with the British SAS were if you prefer.
amongst the West’s premier counter
terrorist agencies, they were held Extralegal, not illegal
under tight political control and it
The Consortium felt that they
required a crisis of major propor- needed specialists whose job was
tions before these forces could be
to “handle” things that fell between
sent into action.
the cracks of legal technicality. They
wanted to take care of those who
The Consortium
too often got away with their mis-
About 4 years ago*, a group of
deeds because of misguided liberal
powerful, wealthy and like-minded guilt over the normal inequities of
industrialists, politicians and financi-
nature. As such, The Consortium
ers came together to discuss what
has no direct connection with any
they could do about the growing
government; however, there are a
threat from terrorist and criminal or- few highly placed individuals within
ganizations; threats where the
several world governments (notably,
world’s governments could not
American, British, Australian,
agree on a resolution or were far too French and German) who know
slow to act. Calling themselves The

59
DOGS OF W*A*R

about The Consortium and the


W*A*R Unit and privately appreciate
what they are doing. Knowledge of
The Consortium’s existence is kept
on a need-to-know basis and even
those who know about it don’t know
who else knows about it.

The Liaison
The first thing The Consortium did
was to appoint one of their number
to be the Liaison. Daniel Casey, a
40-year old, slightly built man, indis-
tinguishable from any faceless
bureaucrat populating Washington
D.C. was selected because of his
unique position.

In the Pentagon telephone book,


Casey, D. is listed as a midlevel
functionary in the Defense Pro-
curement Agency, based in a small
second-floor office in the outer ring
of the Pentagon. However, this
gives him the perfect cover to en-
able him to supply the Dogs of
W*A*R with weapons and equip-
ment for their missions directly from
U.S. military stocks, no questions
asked. With associates in the FBI
and CIA and contacts in similar
agencies of other countries, he is
able to provide the W*A*R Unit with
the most up-to-date intelligence in-
formation that those agencies can
provide.

Daniel Casey is the only member of


The Consortium known to the Dogs
of W*A*R and they only know him
as The Liaison.

60
A WORLD OF TERROR

The Commander for any type of scenario that they


Ex-marine and Delta Forces officer, may face in the field.
Colonel Mike Nolan is the current
Commander of the W*A*R Unit, The W*A*R Unit has a couple of
which consists of several combat other smaller training bases in other
teams. Col. Nolan had seen action parts of the country – specifically in
in various theatres and was recently the Colorado Rockies and one in
forced to resign his commission due Montana.
to outspoken views on the way poli-
ticians had handled various aspects W*A*R Operatives
of the military. He is a tough, no- The final thing on the agenda was to
nonsense military man of the old staff the base and to recruit the men
school – a natural to head up the and women to that would form the
unit. frontline units that would carry out
the various operations ordered by
W*A*R HQ The Consortium. This is where the
Next, The Consortium bought a dis- PCs come in; they are the Dogs of
used air and naval training base W*A*R.
near Norfolk, Virginia and set up the
W*A*R Unit Headquarters. The As an international venture, opera-
base is in a good location, because tives have been recruited from
it has both air and sea facilities. As across the globe. Hand-picked for
the world’s largest naval base just their unique abilities from hundreds
happens to be located nearby, both of potential candidates, each team
the military and civilians in the re- member undergoes specialist train-
gion will not be suspicious of the ing to ensure he or she meets the
comings and goings of the W*A*R grade.
Unit and it’s hardware, as such
movements would be expected in Actually there are several squads,
this location. each consisting of between four and
six members and each one going by
The base is not permanently staffed an individual squad codename. The
and has been left in its disused- codename is selected by the squad
looking state. Inside, it has been set itself and needs to be short and
up as a superb training facility, with catchy; so far, there are three such
gymnasiums, swimming and scuba squads: Viper, Zero and Gemini.
pools, climbing walls, firing ranges,
assault courses, building mock-ups Because of the super-secret nature
for simulated street-to-street training of the W*A*R Unit, its members
scenarios, bunkers, minefields and have no family and very little social
other installations to enable the life. They are expected to burn most
Dogs of W*A*R to practice and train of their bridges to the past, except
where it might prove beneficial to

61
DOGS OF W*A*R

their current activities. There is more the very good pay that comes with
than one way into the team, but only the job. If they weren’t with the
one way out. W*A*R Unit, who knows what trou-
ble they’d get into? Some might
Good vs. Bad even end up in the very criminal or-
In the world of men’s action and ad- ganizations that they are fighting to
venture stories, there is no doubt destroy. However, being Dogs of
whatsoever that the bad guys are W*A*R has focused their aggres-
evil and there should be no sympa- sion to make a real badass fighting
thy whatsoever for them or their force for justice.
misguided causes. Most of the time,
they don’t even deserve to get a
chance to have their say in court.

The courts have be-


come too soft and
governments have be-
come too complacent in
their dealings with
crime-lords, drug-
pushers, pimps, rapists,
muggers and fanatics.
The Dogs of W*A*R are
sure that their brand of
justice is the only way
for these scum – and
that is total eradication.
The world is a better
place without them.

The Dogs of W*A*R are


clearly not angels. Most
of them have a real
mean streak and they
all love their guns far
too much. Whilst they
often have a very keen
sense of justice and
patriotism they are also
loose cannons. Many
have other motives –
revenge, love of vio-
lence and killing or just

62
A WORLD OF TERROR

WHAT’S GOING ON IN The most salient feature of the in-


ternational situation in 1980 was
THE WORLD? that U.S.-Soviet relations became
This section deals with the five severely strained and East-West
years or so leading up to 1980 and relations became more unstable fol-
is only intended to give you a bit of lowing the Soviet military
a feel for the time-period of the de- intervention in Afghanistan at the
fault Dogs of W*A*R setting and as end of 1979.
a reminder of the limitations of the
technology available at the time (for Another important feature of the in-
example, no mobile phones!). Don’t ternational situation in 1980 is an
sweat the details in the middle of increased awareness of the security
your game session though – so of the Middle East, especially the
what if your players are humming Gulf region. This recognition was
the theme tune to the A-Team heightened by such developments
(1983) whilst their characters are as the Soviet military intervention in
gunning down the bad guys? This Afghanistan, the outbreak of full-
game isn’t a history lesson – it’s a scale fighting between Iran and Iraq,
game of action and adventure and the continued chaos in the in-
where the finer details are less im- ternational situation of Iran.
portant than having a good time.
Other News
Overview Some of the things that had hit the
Major trends of the 1970’s included news in the years leading up to the
a growing disillusionment of gov- end of the decade were:
ernment, advances in civil rights,
increased influence of the women's 1976
movement, a heightened concern • The Consortium is formed
for the environment, and increased • Israeli commandos stormed
space exploration. Many of the the hijacked Air France
"radical" ideas of the 60's gained plane in Uganda's Entebbe
wider acceptance in the new dec- Airport, releasing 103 hos-
ade, and were mainstreamed into tages held by a pro-
western life and culture. Amid war, Palestinian terrorist group.
social realignment and presidential • West Point military academy
impeachment proceedings, Ameri- started accepting women for
can culture flourished. Indeed, the the first time
events of the times were reflected in
• Viking 1 and 2 probes land
and became the inspiration for
on Mars and beam back
much of the music, literature, enter- photographs
tainment, and even fashion of the
• The communist leader of
decade.
China, Mao Tse-tung died in

63
DOGS OF W*A*R

1976 after over 25 years of • The Soviets invade Afghani-


rule stan
• Ugandan dictator, Idi Admin,
1977 is deposed
• Jimmy Carter becomes the • Ayatollah Khomeini takes
39th U.S. President power in Iran
• Janelle Commissiong of • In the UK, Margaret
Trinidad & Tobago becomes Thatcher becomes the first
the first black woman in the woman Prime Minister
Miss Universe pageant's 26- • A series of mechanical and
year history to win the cov- human errors causes the
eted crown near meltdown of the reactor
• A collision between two Boe- at one of the nuclear plants
ing jumbo jets at Los Rodeos at Three Mile Island, Penn-
airport, Tenerife, in the worst sylvania
air disaster in history • A group of Klu Klux Klan
• Gary Gilmore becomes first members and American Nazi
person executed in United party members attacks a
States since 1967 group of Communist
• The death of Elvis Presley Worker's Party members
• A power-cut blacks out New who are gathered for a dem-
York City. Widespread loot- onstration speaking out
ing and vandalism occur against the Klan
• Radical militants of the
1978 Wahhabi sect of Islam storm
• The oil tanker Amoco Cadiz the grand mosque of Mecca
runs aground on the coast of and hold it, until Saudi secu-
Brittany causing an ecologi- rity forces with the help of
cal disaster with a slick 18 French special forces, are
miles wide and 80 miles long able to retake it
• The US stops production of • Nicaraguan Revolution: The
the Neutron Bomb Sandinistas and the Nicara-
• Bulgarian defector Georgi guan people won their
Markov assassinated by freedom from the dictator
Bulgarian Secret Police us- Anastasio Somoza, who fled
ing poisoned umbrella tip to Miami with the Nicaraguan
treasury. A junta was set up
1979 to run Nicaragua
• Iranian students stormed the
US Embassy and held 52 of 1980
the 66 people in the em- • Iraqi-backed terrorists seize
bassy hostage for 444 days control of the Iranian em-
bassy in London. After six

64
A WORLD OF TERROR

days and after a hostage is Music: On the music front, new


murdered, the Special Air wave and punk make their mark,
Service (SAS) storm the with the Sex Pistols, The Clash,
embassy in what is known Blondie and The Ramones amongst
as "Operation Nimrod" others. Disco also flowers with
• Sadam Hussein launches bands like the Bee Gees, Abba and
war against Iran over oil the Village People all having a
rights number of popular hits in the period.
• CNN is launched as the first
all news network Novels: On the bookshelves, you
• The US boycotts the Sum- would likely see copies of novels
mer Olympics in Moscow like The Bourne Identity (Robert
over the Russian invasion of Ludlam), Vixen 03 (Clive Cussler),
Afghanistan The Stand (Stephen King), The
• John Lennon is assassinated Dark Tower (Stephen King), A Mor-
by Mark David Chapman bid Taste for Bones (Ellis Peters),
• About 125,000 Cubans leave The Girl in the Swing (Richard Ad-
Cuba for America, most are ams), The Far Pavilions (M.M
criminals hand picked by Kaye), The World According to Garp
Castro's men; only a few are (John Irving), A Scanner Darkly
relatives of those in America (Philip K Dick), The Blues Brothers
(Miami Mitch), Conan & The Sword
Popular Culture of Skelos (Andrew J Offut) and
Movies: Some of the big movies of Sophies Choice (William Styron).
the late 1970’s were Star Wars
(1977), Saturday Night Fever Technology
(1977), Grease (1978), Superman Communications: Personal commu-
(1978), Alien (1979), Mad Max nication on the move was via CB
(1979), and Apocalypse Now radio, which was extremely popular
(1979). 1980 saw the release of towards the end of the 1970’s. This
Raging Bull, Star Wars: The Empire was also the period where the Sony
Strikes Back and Friday the 13th. Walkman was all the rage for listen-
ing to your music collection. VCRs
Television: M*A*S*H was a hugely were becoming fairly common in
popular TV show that ran from 1972 households during this period, hav-
to 1983. Other popular shows of the ing been launched in 1976. Illinois
time were Charlie’s Angels, The Bell Company introduces the first
Rockford Files, Little House on the ever Cellular Mobile Phone System.
Prairie, Mork & Mindy, Wonder
Woman, Taxi, Dallas (the “Who shot Computing: The golden age of video
JR?” question was huge news in games began in 1978 with the re-
1980) and The Six Million Dollar lease of Space Invaders, followed
Man. by Atari’s Asteroids and then other

65
DOGS OF W*A*R

titles like Pac Man. The first home are some of the main groups oper-
self-assembly computers were in- ating in the Dogs of W*A*R setting.
troduced in 1975 although it wasn’t
until about 1980 that home comput- Cambodia
ing started to really take off. In Khmer Rouge: Established in the
1975, computerized supermarket early 1970’s, Khmer Rouge seeks to
checkouts begin to appear too, fol- overthrow the Cambodian govern-
lowed by the founding of Microsoft ment. Operating out of the outlying
and, a year or so later, the launch of provinces in Cambodia, particularly
the Apple Computers. The first in the northwest along the border
computer bulletin board system with Thailand, the group is a Com-
BBS is created munist insurgency that conducted a
campaign of genocide, killing more
Transport than 1 million in the late 1970s.
Automobiles: Motorcars introduced
in the period 1978 to 1980 include Colombia
the AMC Eagle, Audi Quattro, Fer- Revolutionary Armed Forces of Co-
rari Mondial, Dodge Ram 50, Ford lombia (FARC): A large organization
Falcon, VW Jetta, AMC Concord, that started in the 1960’s with over
BMW M1, BMW 7 series, Chrysler 9,000 armed combatants and an
LeBaron and the Aston Martin V8 unknown number of supporters,
Vantage. mostly in rural areas. The group is a
Marxist regime that takes part in
Air Travel: Travel overseas was be- various activities - extortion, kidnap-
coming more affordable and more ping and illicit drugs. Established as
exotic destinations were opening up the military wing of the Colombian
to everyone, not just the rich. The Communist Party.
Concord made its first transatlantic
commercial flight in 1976. The rise Egypt
in air travel led to another avenue Egyptian Islamic Jihad: Established
for terrorism – that of plane hijack- in the late 1970s, with the aim of the
ing. overthrow of the Egyptian govern-
ment and replacing it with an Islamic
TERRORIST GROUPS state. The group attacks U.S. and
Israeli interests in Egypt and
Overview abroad. It has conducted car-
There are many terrorist groups bombing attacks against official U.S.
across the world. Some of these are facilities. Operating mainly out of
small, perhaps with only a dozen Cairo, the group has a network out-
members and some surface, commit side Egypt, including Yemen,
acts of terror over a brief period and Afghanistan, Pakistan, Sudan,
then all but disappear again. Here Lebanon, and even the United King-
dom.

66
A WORLD OF TERROR

Greece working on defence projects in Te-


Revolutionary People's Struggle hran. The group also supported the
(ELA): Formed in 1971, the ELA has takeover in 1979 of the U.S. Em-
conducted bombings against Greek bassy in Tehran. There are several
government and economic targets, thousand fighters based in Iraq with
as well as U.S. military and busi- an extensive overseas support
ness facilities. An extreme leftist structure. Most of the fighters are
group, the ELA is self-described as organized in the MEK's National
revolutionary, anti-capitalist, and Liberation Army (NLA).
anti-imperialist. Strongly anti-U.S.,
and seeks the removal of U.S. mili- Japan
tary forces from Greece. Aum Supreme Truth (Aum): For the
purposes of Dogs of W*A*R, Aum
Iraq first became active in 1980, with the
Black September: Black September overall goal of taking over Japan
split from the PLO in 1974, to seek and then the world. Aum's current
the establishment of a Palestinian membership is estimated at over
State. The group’s targets include 1,000 persons. Aum's principal
the United States, the United King- membership is located only in Ja-
dom, France, Israel, moderate pan, but a residual branch
Palestinians, the PLO and various comprising an unknown number of
Arab countries. It numbers a few followers has surfaced in Russia.
hundred plus limited a overseas The group is a cult established by
support structure and has demon- Shoko Asahara, and its first act was
strated an ability to operate over a nerve gas attack on a Tokyo sub-
wide area, including the Middle way that killed 12 persons and
East, Asia, and Europe. Black Sep- injured nearly a thousand more.
tember is notorious for the kidnap
and murder of eleven Israeli ath- Lebanon
letes and officials and the murder of Hezbollah (Party of God): Hezbol-
a German policeman, during the lah’s goals are increasing its
1972 Olympic Games in Munich. political power in Lebanon, and op-
posing Israel and the Middle East
Mujahedin-e Khalq Organization peace negotiations. The group is
(MEK): Active from the 1960s, the known or suspected to have been
MEK continues to conduct a world- involved in numerous anti-U.S. ter-
wide campaign against the Iranian rorist attacks. It has established
government, which stresses propa- cells in Europe, Africa, South Amer-
ganda and occasionally uses ica, North America, and Asia.
terrorist violence. During the 1970s, Hezbollah receives substantial
the MEK staged terrorist attacks in- amounts of financial, training,
side Iran and killed several U.S. weapons, explosives, political, dip-
military personnel and civilians

67
DOGS OF W*A*R

lomatic, and organizational aid from ment of Sierra Leone and retain
Iran and Syria. control of the lucrative diamond-
producing regions of the country. It
Northern Ireland has several thousand fighters and
Irish Republican Army (IRA): Active possibly a similar number of sup-
from the late 1960’s, the goal of the porters and sympathizers, operating
IRA is the removal of British forces primarily out of Sierra Leone, Liberia
from Northern Ireland and unifying and Guinea.
Ireland. The group has several hun-
dred members, plus several Spain
thousand sympathizers and oper- Basque Fatherland and Liberty
ates in Northern Ireland, Irish a.k.a. Euzkadi Ta Askatasuna
Republic, Great Britain and across (ETA): ETA started its activities in
Europe. The IRA receives aid from the early 1960’s, with the purpose of
a variety of groups and countries establishing an independent home-
and considerable training and arms land based on Marxist principles in
from Libya and the PLO. It is also the northern Spanish provinces and
suspected of receiving funds, arms, the South Western area of France.
and other terrorist-related material It is believed to have hundreds of
from sympathizers in the United members, plus supporters.
States. Similarities in operations
suggest links to the ETA. ETA operates primarily in the
Basque autonomous regions of
Peru northern Spain and South Western
Sendero Luminoso (Shining Path): France, but also has bombed Span-
Starting in the late 1960s, the goal ish and French interests elsewhere.
of the Shining Path is to destroy ex- Group members have received
isting Peruvian institutions and training at various times in the past
replace them with a Communist in Libya, Lebanon, and Nicaragua.
peasant revolutionary regime and to Some ETA members allegedly have
oppose any influence by foreign received sanctuary in Cuba while
governments or other Latin Ameri- others reside in South America.
can guerrilla groups. It numbers
about 100-200 armed militants, who The group also has ties to the Irish
operate in Peru, with most activity in Republican Army through the two
rural areas. In 1980, Shining Path is groups' legal political wings. ETA
just starting to become one of the enforces its ideals through bomb-
most ruthless terrorist groups in the ings and assassinations of Spanish
Western Hemisphere. government officials, especially se-
curity and military forces, politicians,
Sierra Leone and judicial figures. It finances its
Revolutionary United Front (RUF): activities through kidnappings, rob-
RUF wishes to topple the govern- beries, and extortion.

68
A WORLD OF TERROR

Sri Lanka America, Europe, and Asia to obtain


Liberation Tigers of Tamil Eelam funds and supplies for its fighters in
(LTTE): Active from the mid 1970’s, Sri Lanka.
the goal of the “Tamil Tigers” is the
establishment of an independent Syria
Tamil state. It is a strong organiza- Popular Front for the Liberation of
tion; with membership exceeding Palestine (PFLP): Active from the
3,000 armed trained fighters in Sri mid 1960’s; the PFLP seeks to op-
Lanka. The group has a significant pose negotiations with Israel and
overseas support structure for fund- promote national unity and the rein-
raising, weapons procurement and vigoration of the PLO. It has a small
propaganda activities. The LTTE active membership, operating out of
uses its international contacts to Syria, Lebanon, Israel, and the oc-
procure weapons, communications, cupied territories. The group
and any other equipment and sup- receives safe haven and some lo-
plies it needs as well as exploiting gistic assistance from Syria.
large Tamil communities in North
Turkey
Revolutionary People's
Liberation Party/Front
(RPLP/F): Active from
the late 1970’s, the
group’s goals are to up-
hold Marxist ideology
and to demonstrate its
anti-U.S. and anti-NATO
stance. It operates from
and in Turkey, primarily
in Istanbul, Ankara, Iz-
mir, and Adana. The
group raises funds in
Western Europe, via
seizure and theft, ran-
som, publication
incomes, commercial
activities, forgery, hu-
man trade and narcotic
smuggling. The RPLP is
the group’s political arm
and the RPLF is the
group’s “military” arm.

69
DOGS OF W*A*R

CRIMINAL private armies and many guerrilla


groups are heavily involved in drug
ORGANIZATIONS growing and trafficking.

Mafia
Also known as Cosa Nostra and
CULTS, SECTS & OTHER
The National Crime Syndicate, the WEIRDOS
Mafia is a secret criminal society
dominates organized crime in the Nazis
U.S. The Mafia involves itself in all Nazism has come to stand for a be-
areas of illegal activity – murder, lief in the superiority of an Aryan
extortion, corruption, gambling, loan race, an abstraction of the Ger-
sharking and so on. As such, the manic peoples. As such it is thought
Mafia is a perfect target for the of as a form of far right politics or
Dogs of W*A*R to strike against. fascism and rose to its height at the
outbreak of WW2. Although it effec-
Drug Cartels tively ended in 1945 at the end of
Drug cartels operate in many coun- the war, many of its main propo-
tries throughout Latin America, nents escaped Germany at the end
including Columbia, Mexico, Brazil of the war and went into hiding.
and Central America. They are They now work to establish a new
criminal organizations that range Third Reich from their hideouts in
from loosely managed agreements South and Central America, South
amongst various drug traffickers to Africa and other places across the
formalized commercial enterprises. world.
Some of these cartels have estab-
lished themselves in several major Ku Klux Klan (KKK)
U.S. cities, perhaps affiliating them- The KKK or the Klan is a subversive
selves to U.S. Mafia bosses. racist organization that seeks to pro-
tect the rights and further the
The major Columbian cartels are interests of white Americans. They
the Cali Cartel founded by Gilberto do this through a combination of ter-
and Miguel Orejuela and the Medel- rorism, violence and intimidation.
lin Cartel founded by Pablo They developed iconic white cos-
Escabar. tumes consisting of robes, masks,
and conical hats so that their mem-
Other significant cartels are the Gulf bers could remain anonymous.
Cartel, the Juarez Cartel and the They mainly operate in small towns
Sinaloa Cartel, all based in Mexico. and rural areas, especially in the
South and lower Midwest. As a ter-
In some cases, it is difficult to de- rorist group, the KKK can find
lineate where drug cartels end and themselves the targets of the Dogs
guerrillas or terrorist groups begin, of W*A*R.
because drug lords have their own

70
try and hold her to ransom, to bring
much-needed cash to the group.

The Dogs of W*A*R must go into


Tunis, with under the premise of
handing over a briefcase of money
to the terrorists – upon receipt of
which the hostages will be released.
SAMPLE MISSIONS Of course, neither of these two
things is ever likely to happen. In
addition, the Dogs of W*A*R should
SCENARIO #1: include a faceman in their team.
TERROR IN TUNISIA
Scenes that should be included (al-
Overview though how the Dogs of W*A*R
This is a hostage scenario, set in arrive at these scenes will vary) are:
Tunisia, North Africa. It involves a
small (40 or so) terrorist group call- • The Dar El Medina Hotel,
ing themselves Sadi (The Sword of where the characters receive
Islam). The terrorists are simply af- a note of the address in the
ter funds to support their cause and medina district of Tunis
their opportunity came when one of • The apartment in the medina
the terrorists, Hamil el Bejin, met district, which the terrorists
Carrie, the daughter of an eminent under Hamil el Bejin are us-
U.S. politician a few months ago. ing as a safe house for this
operation. The safe house
Returning to his fellow Sadi mem- may or may not be empty
bers based in Tunisia, a plot is when the characters arrive
hatched to bring Carrie to the coun- but there will be clues or
someone to follow to lead

71
DOGS OF W*A*R

them to the next scene has received a ransom demand


• The old Roman town at El from Sadi for $1,000,000 for the re-
Djem, where the terrorists turn of his daughter, Carrie (who
will ambush the characters was on a year’s break from college
who should be following and intending to backpack in the
them at this stage area), or she is returned to him “one
• The main terrorist training piece at a time”. Sadi want the
base in the Atlas Mountains, money brought to Tunis in U.S. dol-
where the hostages are be- lar bills. They want Sewell to bring
ing held and where the the money himself and will provide
leader of Sadi (and the villain the location of the exchange when
of the piece), Muhmad Ham- he signs in at the Dar El Medina ho-
madi will be found tel in Tunis.

Mission briefing What is known of Sadi?


The characters receive telephone Nothing is known of Sadi – they ap-
messages from Commander Nolan, pear to be a new threat so the Dogs
informing them that they have been of W*A*R will have to track them
booked onto flights to Tunisia and down themselves, following any
that their mission gear will be there directions received from the
for collection when they arrive. terrorists when they book into the
hotel under the name of Sewell.
The team members are told that six
American tourists have been ab- Arrangements for the exchange
ducted in Tunis, the capital of Sewell has no wish to travel to Tu-
Tunisia. The tourists were travelling nisia so he will look at other
on a mini-bus from the airport (the alternatives – one of which is for
Tunis-Carthage International Air- one of the Dogs of W*A*R to imper-
port) to their hotel in downtown sonate him. This will be
Tunis, about 5 miles away. Along straightforward for the team’s face-
the route, before they reached their man, as his build and features are
hotel, their mini-bus was stopped not too dissimilar to those of Sewell.
and the tourists were taken hostage
by a group calling themselves Sadi The faceman will have to meet
The U.S. government is still dither- Sewell first, to receive the briefcase
ing about what to do, so the Dogs of of money and then take a flight to
W*A*R have been called in to take Tunis. Only the top layer of money
control of the situation. in the case is in U.S. dollars. The
rest is bulked up with paper cut into
The terrorist’s demands the size of dollar bills. In addition,
Milton Sewell (a high ranking U.S. there is an explosive device on the
politician and, unbeknown to the case that will detonate if the wrong
team, a member of The Consortium)

72
SAMPLE MISSIONS

code is punched into the release If the team has no faceman


mechanism. Sewell, of course, has no wish to
travel to Tunis. However, he is well
Sewell assumes the team will ex- known and would be easily recog-
tract his daughter and the other nizable. Sadi clearly know who he
hostages without giving way to is. If one of the PCs is a faceman,
these terrorist’s demands. He im- he can readily disguise himself as
plies that he will not take kindly to the politician. If not, and unless they
any mistakes and that he has can come up with an alternative
“friends in high places” that will not plan, then Sewell might have to go
be happy if anything goes wrong through with this part, at least (with
with the mission. the team travelling separately on
business, or as tourists or one
Complications member of the team as Sewell’s
Caroline (Carrie) Sewell is the aide).
daughter of the high-ranking U.S.
politician Milton Sewell. She met Tunis
one of the members of Sadi, Hamil The largest city in Tunisia (about
el Bejin, whilst he was in the U.S. 1,000,000 inhabitants), located on
helping to train some terrorists lo- the Gulf of Tunis to the north of the
cated near Washington and fell in country, the city extends across the
love with him. She agreed to come coastal plain and the hills that sur-
to join him in Tunis. Hamil is only round it. At the centre of more
using Carrie for his own ends and modern development (colonial era
she is only really seeing him to an- and after) lies the old medina. Be-
noy her father whom she hates for yond this section lie the suburbs of
putting his work first and never be- Carthage, La Marsa, and Sidi Bou
ing there when she was growing up. Said.
She is a spoilt brat and knows her
father would hate her to be seeing Arriving at the hotel
anyone other than a good American The Dar El Medina is a high-class
boy. Carrie didn’t realize Hamil was tourist and business hotel, on the
a terrorist though – she thought he edge of the medina area of the city.
was a student like herself. When “Sewell” signs in, the recep-
tionist will hand him an envelope
Getting to Tunis that was awaiting his arrival. The
The team will need to fly into Tunis envelope simply contains a slip of
on scheduled flights. They are un- paper with an address on it and the
able to take weapons with them but statement “Come alone at 8pm with
can have their gear sent on in the money or you’ll never see your
crates of “machine parts” that they daughter again”. It is finished with a
can pick up when they arrive. stylised drawing of a sword. The
address is located in the medina

73
DOGS OF W*A*R

area of the city, a mile or so from the address of the meeting, events
the hotel. will unfold differently.

Note: There is a Sadi member Overt approach


watching the front of the hotel at all If the characters go as a group
times. He has a photograph of (perhaps as a tactic to draw out the
Sewell from a newspaper, so he’ll kidnappers), then the Sadi gunmen
know when the team arrives and will will report back to their friends and
report this to Hamil. when the characters get to the ad-
dress, the room will be empty.
The Medina However, in their haste to leave, the
The medina is found at the centre of Sadi cell will have left a clue behind
the city: a dense agglomeration of – a book of matches with a picture
alleys and covered passages, full of of the ruins of Roman Thysdrus on
intense scents and colours, boister- it, indicating they had been there
ous and active trade, a surfeit of very recently (this clue must be
goods on offer ranging from leather found, so any character with an ap-
to plastic, tin to the finest filigree, propriate specialization will find it
tourist souvenirs to the works of tiny easily).
crafts shops. The streets and alley-
ways are narrow, maze-like and full It is also apparent, with a moderate
of people. It is easy to get lost in the task check, that there have been no
winding passages, lanes, souks and hostages held in this place at all, so
market places and the area is not they must be elsewhere.
really conducive to driving through.
The characters will be jostled and Covert approach
harangued by vendors and stall- If the characters remain separate
holders as they make their way (i.e. the one disguised as Sewell
through the streets looking for the goes alone, perhaps with someone
address. It would be difficult to tell following at a distance) or make
whether any of these are muggers, other similar arrangements, then the
terrorists or genuine traders. Sadi gunmen will tail whoever is
carrying the case – giving the rest of
Note: The Dar El Medina hotel and the team (if they are following) the
the route to the address are both chance to notice the tail.
being watched by Sadi gunmen
(classed as rabble). There is one When the operative with the case
located outside the hotel main en- gets near to the address, he will
trance and three others along the hear someone step out behind him
route to the apartment address. putting the barrel of a gun into the
They will be indistinguishable from small of his back. The Sadi gunman
the other locals in the medina. De- (who is Hamil) will say “Keep mov-
pending on how the team approach ing. Don’t turn around”. Hamil will

74
SAMPLE MISSIONS

take the character the rest of the Muhmad Hammadi, to let him know
way to the address, which is down a what is going on. The idea was, that
quiet side-alley. if Hamil’s position was compromised
and a rescue attempted, he would
At the apartment in the medina report back, whereupon Muhmad
The character will be taken up into would take action (which means cut-
fairly ordinary apartment room, ting off an ear from one of the
where he will be frisked and di- hostages and sending this as a
vested of weapons or anything else message to the Dogs of W*A*R to
suspicious. There are two other back off.
Sadi gunmen in the room with pis-
tols. Hamil has a machine pistol. On Hamil clearly makes a sudden deci-
a table across the room is a radio, sion, shouts to the rest of the Sadi
with the back off and some of the gunmen and they move out, taking
parts strewn over the table. It looks the Dogs of W*A*R operative with
as if it is being repaired. them.

It is apparent from the arrangement Note: This terrorist cell is made up


of this apartment that there are no of Hamil and six other gunmen. The
hostages being held here – so this ones strung along the route from the
is obviously not the actual ex- hotel to the apartment (four of them)
change. Hamil is not stupid and will all slowly head out to their vehi-
knows that there will be some res- cles parked on the outskirts of the
cue attempt and that the briefcase medina area, awaiting Hamil and
must have some sort of explosive the others.
on it. So he knows he needs either
to get the correct combination from El Djem (Roman Thysdrus)
the character or get him to open the Hamil and the rest of the terrorist
case himself. cell meet up just out of the medina
area and bundle into two ex-WW2
Hamil will go over to the guy that Russian GAZ trucks. The character
was attempting to fix the radio and will be under guard at the back of
mutter a few questions (basically one of the trucks, with four Sadi
asking him why he hasn’t fixed it gunmen armed with AK47 rifles.
yet). Clearly they need to report in
to someone else, but there are ob- The trucks head southwards across
viously difficulties getting through the desert for over three hours,
them. stopping three times on the way (to
check to if they are being followed).
Note: The broken radio is an impor- Eventually, the trucks stop at the
tant factor, because it means that city of El Djem, some 120 miles
whatever happens next, Hamil can- south of Tunis. It is the early hours
not report back to his leader, of the morning by now.

75
DOGS OF W*A*R

El Djem is a small town with a popu- trucks, the terrorists will take out a
lation of under 10,000. It is home to missile launcher and the terrorists
some of the most impressive Ro- will take their places overlooking the
man remains in Africa, especially road into the town. One of them will
the amphitheatre, capable of seat- be left to keep an eye on “Sewell”.
ing 35,000 spectators. Much of the
stone from the amphitheatre was There will inevitably be some sort of
used in the building of the surround- gunfight at this point and so there
ing one-storey houses of the nearby are several ways it could go. More
town. It is outside of this impressive than likely the Dogs of W*A*R will
ruin that the trucks stop and the win quite convincingly. Hopefully,
character is motioned to get out with they will leave one of the terrorists
several weapons trained on him. alive (this could be Hamil, who will
surrender if things are going badly –
Note: To throw off anyone following he has seen too much of western
them, they have been ordered to life and would prefer to live rather
drive south towards El Djem and, if than die for his ideals).
they are being followed, to ambush
them in the ruins, before heading to Assuming Hamil is kept alive, he will
the terrorist base in the Atlas Moun- try to negotiate for his life. A charac-
tain range. ter with the appropriate career can
question him and find out the loca-
Ambush in the ruins tion of the main terrorist base where
This is where the ambush will take the hostages are being held.
place. From the back of one of the
If not, a search of the trucks
will reveal the damaged Sadi
radio (which is repairable) as
well as a map of Tunisia, with
several Arabic marks on it –
one on the road from the air-
port to the city of Tunis with a
sword drawn on it, one on the
city itself with an “H”. There is
also a red mark along the
route to El Djem with another
sword drawn over the town
and finally just a small circle
in a valley in the Atlas Moun-
tains.

76
SAMPLE MISSIONS

The Sadi training camp Muhmad Hammadi


The Sadi training camp is a small Muhmad is a Libyan extremist who
village located in a valley in the has recently formed Sadi to strike
mountains. Overlooking the trail into against the decadent west, particu-
the camp and the village itself is a larly the U.S. for crimes against
watch post amongst the low walls of Allah. In close fighting, he uses his
a ruin that was built on the hillside ancestor’s favoured curved sword
centuries ago. The watch post is that was used against the infidel
always manned by one of the Sadi crusaders all those years ago. He
fanatics. He will have a walkie talkie also uses this blade to perform
to hand (it is kept up there at all executions or disfigurements if his
times for whoever is on watch) so hostages (or his own men) step out
that the lookout can report to of line.
Muhmad if anyone approaches.
ATTRIBUTES COMBAT
Down in the village, there is an old Strength: 2 Brawl: 1
tower – the remains of a larger for- Agility: 0 Melee: 2
tress built at the time of the Mind: 1 Ranged: 1
crusades. The tower overlooks the Appeal: 1 Defence: 0
trail into the village and Muhmad
has set a machine gun post here. SPECIALIZATIONS
This is also where Muhmad has his Primary: Soldier 2
own quarters. Second: Leader 2
Third: Scout 1
There are several low buildings Fourth: Sneak 1
which have been somewhat re-
paired for the use of the rest of the LB: 11
men. However, the building just be- VP: 5
hind the tower has been put to use
as a cell for holding the hostages. Boons: Swordsman
There will be one Sadi gunman Alert
standing on guard at the door at all Flaw: Sadistic
times.
Gear: Uzi smg D6
In the centre of the village is a large Pistol D6
stone block with dark stains on it. Scimitar D6+2
This is the chopping block that
Muhmad uses to exact his own par- Hamil el Bejin
ticular brand of punishment on Hamil was educated in the U.S. and
anyone (hostage or his men) who often returns to recruit and train dis-
transgresses his (somewhat severe) illusioned Muslims into the cause.
rules. His life in the U.S. has made him
slightly less enthusiastic about the

77
DOGS OF W*A*R

cause than he once was and there- SCENARIO #2:


fore he is likely to try to bargain with
the Dogs of W*A*R if things are go- COLUMBIAN
ing badly. CONNECTION
ATTRIBUTES COMBAT Overview
Strength: 0 Brawl: 0 In this scenario, the Dogs of W*A*R
Agility: 0 Melee: 1 will be seeking retribution for the
Mind: 1 Ranged: 1 deaths, on American soil, of 15 law
Appeal: 1 Defence: 0 enforcement personnel at the hands
of Columbian drug cartel gunmen
SPECIALIZATIONS and a treacherous DEA agent.
Primary: Soldier 1
Secondary: Leader 1 The Dogs of W*A*R will raid the
base of a Miami drug distributor and
LB: 5 from there fly to Columbia to locate
and destroy the fugitive drug lord,
Gear: Uzi smg Fernando Cortez Ortega

Sadi terrorists (rabble) Extreme extraction


These guys are a mixture of extrem- Ortega is a hugely rich Columbian
ists from a number of locations drug lord. In a massive raid, the
around the Middle East. DEA finally extradited him from out
of his impressive ranch house near
ATTRIBUTES COMBAT Medellin, Columbia and brought him
Strength: 0 Brawl: 0 into the U.S. to face trial. Only, in a
Agility: 0 Melee: 0 turnaround, the drug lord agreed to
Mind: 0 Ranged: 0 testify against the Medellin Drug
Appeal: 0 Defence: 0 Cartel and so he became the sub-
ject of the U.S. Witness Protection
LB: 3 Program (much to the disgust of the
DEA men that brought him in).
Gear: AK47 or Uzi
Ortega was being held in a luxuri-
ous safe house somewhere south of
Miami, guarded full time by six DEA
men armed with M-16s and another
ten Miami vice cops armed with
smgs. Despite the secret location
and the heavy guard, Ortega was
broken out during a raid by heavily
armed gunmen and flown away in a
helicopter (one of two involved in

78
SAMPLE MISSIONS

the raid). Only one DEA man is airplanes and helicopters at his dis-
unaccounted for (Agent Jeff Stiles) posal. It seems he might be the
– the rest (including all the cops) are Dogs of W*A*R’s ticket to Columbia.
killed. It seems that Stiles was the
rat in the woodpile – probably se- Miami shootout
duced by the promise of a large Unknown to Vic Lyons, he picked up
payday by Ortega. a tail a while back and so the group
will discover they are being followed
Of course, this atrocity makes mas- at some point by six of Falcioni’s
sive news and the media demand goons, who are planning to hit them
immediate action from the govern- at some point. Falcioni’s gangsters
ment. As usual, all the right noises will make their play on the Dogs of
come from the White House but W*A*R when they can get at them
nothing is actually done. Pretty individually or at least when they
soon, the Dogs of W*A*R are called have split up a little. Maybe this will
into action again. start as a car chase and then end
up in a shootout - the details are up
Mission briefing to you.
Commander Nolan contacts each
member of the squad in the usual Miami warzone
way and reports the above informa- After dealing with Falcioni’s men,
tion. He says the characters are the characters will no doubt head
required to ensure that Ortega out of the city for Falcioni’s house. It
poses no further danger to anyone is a large and expensive mansion,
and if his operation can be halted, with a high wall, electronic gates
so much the better. The Dogs of and guard dogs. There will be a fur-
W*A*R are also informed that they ther six of Falcioni’s bodyguards
should find and bring to justice the around the house and grounds as
DEA man, Jeff Stiles. well as the personal bodyguards of
Falcioni’s guests.
The characters are directed to Mi-
ami first, to meet up with a DEA Falcioni will be entertaining several
fixer, Vic Lyons, who has a dossier of his best customers with a bevy of
on Ortega and his cartel and has attractive young ladies and some of
weapons for the Dogs of W*A*R. his latest import from Columbia.

Miami manoeuvre Any sort of stakeout on the house


The file contains several photos of will provide a character with appro-
Ortega and some of his contacts in priate specializations (snoop, sneak
the U.S. One of them, Ramon Fal- and so on) most, or all of the above
cioni, is Ortega’s main distributor in information.
Florida. Falcioni has a large opera-
tion based near Miami, with

79
DOGS OF W*A*R

Play the raid on Falcioni’s house If the Dogs of W*A*R do not have a
however is appropriate to the char- flyboy, they’ll have to force the pilot
acter’s means of entry. If they go for to fly them to Columbia by threaten-
a dramatic entry, like smashing a ing Falcioni into giving appropriate
vehicle through the gates, then Fal- orders. If they have a flyboy, this
cioni’s goons will come pouring out doesn’t matter so much! They may
to meet them. If the Dogs of W*A*R have to deal with the four goons too,
go for the stealthy break-in, then but that shouldn’t pose much of a
their skills are going to be more use- problem.
ful – perhaps over the wall, deal
with the guard dogs, silence any Getting to Medellin can be as easy
alarms and so on. or tricky as you want to make it.
Some ideas to spice it up might be:
However the characters get in, they
will eventually find Falcioni. Despite • Falcioni (and/or the pilot)
being a major crime kingpin, he is gets brave at some point
not a brave man and is also rather (perhaps realising he will be
stoned. It won’t take much for the in more trouble with Ortega if
Dogs of W*A*R to make him ame- he brings these mercs to his
nable to their plans. doorstep)
• The Learjet runs into prob-
Falcioni doesn’t know where Or- lems – did the characters
tega’s base is, although he believes think to refuel?
it to be in the jungle somewhere out- • Where are the characters
side of Medellin (he knows where going to land at Medellin?
Ortega’s house is, but as that has Falcioni and the pilot know
been busted by the DEA, Ortega which airfield to land at, but
won’t be going back there). Falcioni the Dogs of W*A*R may not.
can be persuaded to call his contact • The Learjet is met by some
in Medellin, to fix up a meet with Or- of Ortega’s goons who are
tega though - at a place called The expecting Falcioni to arrive,
Kitten Parlour. but not the characters.
• If there are enough para-
Fight or flight chutes, the Dogs of W*A*R
Falcioni has a private airfield a few could parachute into the jun-
miles away, where he has a Learjet, gle around Medellin and then
a Cessna and a couple of small make their way into the city.
helicopters. There are four more of This avoids the problem of
his goons at the airfield, together where to land.
with Falcioni’s pilot, who takes the
kingpin down to Columbia from time
to time, to conduct his illegal busi-
ness.

80
SAMPLE MISSIONS

Medellin massacre! Fernando Cortez Ortega


Ortega hasn’t lived this long without (El Diablo)
taking precautions and he will be A dangerous drug lord, head of a
suspicious that Falcioni wants a medium-sized drug empire based
meet this early after recent events in near Medellin, Columbia. He owns a
Miami, so he will have plenty of strip-joint called The Kitten Parlour,
goons in and around The Kitten Par- where he is currently staying - since
lour to keep an eye on things. He his house was raided by the DEA.
has also taken to wearing body ar-
mour. He is keeping Jeff Stiles (who ATTRIBUTES COMBAT
came to Columbia with Ortega after Strength: 1 Brawl: 2
the breakout from Miami) on a bit of Agility: 0 Melee: 0
a leash, whilst he decides what to Mind: 2 Ranged: 1
do with him. Appeal: 1 Defence: 1

The Kitten Parlour is a classy strip- SPECIALIZATIONS


joint in a rough part of town. Primary: Soldier 1
Although owned by Ortega, it is in Second: Leader 2
another name to hide this fact from Third: Fixer 2
anyone snooping around (like the Fourth: Sneak 1
DEA). In normal times, there are
many drug deals taking place here LB: 11
most of the time, but following re- VP: 3
cent events these have dried up a
bit. Ortega wants to get things mov- Boons: Wealth
ing again, which is why he has Contacts
agreed to meet with Falcioni again. Tough Guy
Flaw: Greed
This will be the big finale, so you
should throw in as many goons as Gear: Uzi smg D6
you think the characters can handle Pistol D6
– especially if they still have plenty Light Armour D3-1
of Exploit Points left over.
Goons (rabble)
As usual, there are several ways to These stats can be used for both
play this scene out. The characters Ortega’s goons and those of Fal-
could go in softly, softly, they could cioni. Use the Sadi terrorist stats
just burst in gung-ho style or they from the previous mission.
could go through with the meeting
and then start the inevitable vio-
lence when it all breaks down.

81
DOGS OF W*A*R

Ramon Falcioni Jeff Stiles


Falcioni is the main distributor for Stiles was one of Ortega’s guards
Ortega; he is not a particularly brave when they brought him to face
man and a gun in the face will al- charges in the U.S. At one stage,
ways sway him. the DEA man was left alone with the
drug lord, who gave him a number
ATTRIBUTES COMBAT to ring. The person he spoke with
Strength: 0 Brawl: 0 told Stiles to check his bank account
Agility: 0 Melee: 0 – which had received a large boost
Mind: 1 Ranged: 0 and the promise of more for his help
Appeal: 1 Defence: 2 in breaking Ortega out.

SPECIALIZATIONS ATTRIBUTES COMBAT


Primary: Fixer 1 Strength: 0 Brawl: 1
Secondary: Faceman 1 Agility: 1 Melee: 0
Mind: 1 Ranged: 1
LB: 5 Appeal: 0 Defence: 0

Gear: Pistol D6 SPECIALIZATIONS


Primary: Snoop 1
Secondary: Sleuth 1

LB: 5

Gear: Pistol D6
Light armour D3-1

82
behind the lines and in enemy terri-
tory and always because no one
else wants the job.

The characters can find themselves


in any of the theatres of the war,
from Russia, to Western Europe to
North Africa – maybe even the jun-
ALTERNATIVE gles of Borneo. They will be blowing
up enemy supply dumps, sabotag-
SETTINGS ing gun emplacements, destroying
communications posts and gener-
ally wreaking death and destruction
VERSATILE RULES on the enemy.
Dogs of war is a versatile set of
rules that can be used to emulate The story lines do not have to be
the action adventure genre for a terribly realistic and proximity to ac-
wide range of time periods and a tual events of the war can be
variety of settings, sometimes with stretched; you want action and ad-
minimal additional work on the part venture, not a history lesson.
of the GM. Here are just some of
the possibilities.
SETTING #2:
SETTING #1: DOGS OF LEMURIA
THE MISFIT PLATOON Inspirations
Doomfarers of Coramonde: Brian
Inspirations Daley
SS Wotan Series: Leo Kessler Stargate: Movie, RPG & TV Series
SS Panzer Regiment: Sven Hassel Barbarians of Lemuria RPG
The Dirty Dozen: Movie
Kelly’s Heroes: Movie The Dogs Of W*A*R find them-
The Rat Patrol: TV Series selves stranded in Lemuria, with
seemingly no way of getting back
The setting is World War 2. The home and surrounded by ferocious
characters are members of an outfit beasts and savage barbarians. How
that is put together from expendable they got here depends on your own
soldiers - sentenced criminals, campaign.
court-martialed soldiers and political
undesirables. They are formed to
undertake suicide missions; usually

83
DOGS OF W*A*R

They could have been brought here get back home.


by sorcery; perhaps the Magicians
of Zalut performed ancient magics On the other hand, they may prefer
found in long lost tomes; instead of not to return to the 20th century. In-
summoning a demon, they got stead, they may see an opportunity
these modern mercenaries. in this barbaric world and carve out
their own paths to the Throne of
Maybe the team were crossing the Lemuria!
Bermuda Triangle in a boat or
plane, having carried out a mission SETTING 3: THE
in the region. Some sort of fantastic
vortex passes over them and trans- TOMORROW PROJECT
ports them to Lemuria.
Inspirations
Another option is that they found an The Morrow Project RPG
alien inter-dimensional gate or por- Twilight 2000 RPG
tal buried in a long-lost temple in Barbarians of the Aftermath RPG
some unexplored jungle region of
South America. In this setting, teams of scientists
and soldiers are cryogenically fro-
The Dogs of W*A*R have all of their zen to be brought out of hibernation
equipment and weapons – even after a worldwide disaster, to rebuild
perhaps a vehicle of some sort, civilization out of the ruins.
possibly a helicopter or a Humvee.
However, they have only limited A group of American industrialists
supplies before they find them- get together to debate what would
selves fighting with swords and happen if an asteroid crashed to the
spears, like the barbarians of this earth and began to create a plan for
fantastic and savage world. The an emergency operations and re-
campaign will focus on the team’s construction infrastructure that
fight for survival in a strange world would survive that disaster.
whilst they are seeking a means to
This plan is labelled
the Tomorrow Pro-
ject. A number of
specially trained vol-
unteers are
cryogenically frozen
in hidden bunkers
("boltholes"). They
are provided with
caches of supplies
and equipment, in-
tended to help the

84
ALTERNATIVE SETTINGS

teams rebuild civilization once the run the major population centres
worst of the resulting fallout had di- and the human race has been en-
minished enough. slaved or forced into hiding;
frightened for their lives. Much tech-
The plan is for the Tomorrow Pro- nology has been destroyed or has
ject to be coordinated by a central been put to use by the invaders and
command post and administrative turned against their opposition. The
facility called Prime Base. This is a invaders are strong – either in sheer
huge self-contained bunker hidden numbers, advanced technology or
in the Colorado Rockies. The ad- simply in physical (or perhaps men-
vanced environmental recycling tal) prowess.
systems there are intended to allow
Project oversight personnel not to In this setting, you need to decide
sleep through the asteroid strike - about the nature of the invaders –
so as to chronicle its every moment, are the invaders a scientifically su-
and be in the best position to figure perior alien race looking to rape the
out what should be done next. Earth of her natural resources, to
advance their own expansion? Or
The Tomorrow Project teams are do these alien invaders simply see
awoken from their cold slumber the human race as a source of food
several years after the strike and or slave labour?
have to go out into a devastated
wasteland to restore civilization from Other options for the invaders are
the ruins. that they are beings from an alter-
nate dimension or universe –
What is left lurking in the ruins re- perhaps vampiric overlords, demons
mains to be seen… from hell or Cthuloid monstrosities.
Depending on the time-period for
SETTING #4: your game, the invaders could even
be the communist Soviet Army, in
INVASION EARTH an invasion similar to that depicted
in the movie Red Dawn.
Inspirations
Armageddon: Movie Whatever the nature of the invad-
V: TV series ers, the player characters are
Price of Freedom RPG members of a resistance movement
Freedom Fighters RPG that seek to overthrow their oppres-
Vampire Earth: E.E. Knight (novels sors, by attacking their bases, their
and a RPG) lines of communication and their
leadership.
Earth has been invaded and the
military might of the world’s gov-
ernments has been virtually
destroyed. The invaders have over-

85
weapons (he could be a martial artist).
APPENDICES You receive a bonus die to brawl
checks.
Demolitions: Your character has re-
MASTER TRAITS LIST ceived training in explosives and
demolitions. Add is bonus die whenever
Boons setting or dismantling explosive charges
Action hero: Your character is an all- and dealing with bombs and so forth.
round guy or gal of action, who is able Edged Weapon Specialist: Your charac-
to create his or her own luck. Your ter can use old-fashioned melee
character has a bonus Exploit Point. weapons with some skill. Maybe she is
Air Ace: Your character is a gifted pilot an Olympic fencer, just likes katanas for
and you receive a bonus die to flying no apparent reason or is a member of a
checks. real-weapon re-enactment society. You
Alert: Your character has a keen sense receive a bonus die with melee weap-
of awareness and is extremely obser- ons.
vant. You receive a bonus die to checks Eidetic Memory: Your character re-
to spot clues, ambushes or hidden peo- members everything. Roll a bonus die
ple and things. to recall a fact, remember a face or
Athlete: Your character is a natural ath- specific detail of an event.
lete and therefore you receive a bonus Electronics Wizard: Your character is
die to athletic endeavours. gifted with electronics and communica-
Born Behind The Wheel: Your character tions systems. Add a bonus die on all
can make vehicles perform outrageous electronics checks.
manoeuvres even while being shot at. Fast Talker: Your character is a smooth
Pick a type of vehicle and add a bonus operator. You receive a bonus die to
die to driving checks when driving that attempts to persuade, trick, bluff or con
vehicle. other folks.
Chemist: Your character is a master at Feats of Strength: Use an extra die
mixing and recognizing drugs and when your character is breaking, lifting,
chemicals. You receive a bonus die to pulling or pushing things.
checks to analysing and making drugs Forensics: Your character is trained in
and chemical compounds. forensic science and you get a bonus
Contacts: Your character has buddies die when your character is examining a
from his pre-Dogs of W*A*R days that crime scene, or evidence from a crime.
will help him out in a tight spot. Maybe Grease Monkey: Your character is
with a place to hide out, cash or at least gifted with machines. Add a bonus die
give advice and help over the phone if on all mechanics checks.
needed. The specific help depends on Gun Specialist: Pick a type of firearm
the type of contact – it’s more likely to (handgun, shotgun, machine pistol,
be cash if the contact is a business sniper rifle or assault rifle). When your
buddy, for example. You may use your character is using this type of weapon,
contacts once per mission or a second you receive a bonus die.
time by using an EP. Hacker: Your character is a computer
Current Affairs: Your character keeps wizard; skilled at breaching secure sys-
an eye on the news and knows what’s tems and securing systems against
going on in the world. You get a bonus intrusion. You receive a bonus die to
die to checks to determine information computer use checks for attacking and
about events, people and places. defending computer security.
Deadly Fists: Your character is a Hard-To-Kill: Your character is solidly
badass in a fistfight, or with improvised built and very resilient. Add +2 LB
Hunch: Your character has a knack for die for checks made to do with surviving
making complete guesses that turn out in the wilds.
to be correct. When the group becomes Team Guy: Your character is a natural
a bit stuck for where to go or what to do team guy and is good at coordinating
next, the GM will give you a piece of team actions. Whenever the team are
previously unknown information or a working towards the same specific goal
lead to get your character on the way during an action, and the team are all in
again. You may receive a hunch per communication (headsets or within ear-
adventure (although you may spend a shot) with the team guy coordinating it,
Hero Point to receive another). everyone can take a bonus die for the
Lightning Reflexes: Your character is duration of the action. The team guy
quick to react to combat situations. You can use this Boon once per mission and
get a bonus die when determining initia- an extra time with the expenditure of an
tive. EP.
Mathematical Genius: Whenever your Tough Guy: Your character is able to
character is dealing with numbers, sta- shrug off some of the effects of damage
tistics and mathematical formulae, you received. Treat your character as if he
roll a bonus die. is wearing armour with 1 point of protec-
Mimic: Your character is a natural at tion, even when un-armoured.
impersonation. You get a bonus die to Two-Weapon Fighter: Choose melee or
all disguise checks or situations where handguns. Your character can use a
your character is trying to give the im- weapon in each hand at the same time,
pression he is someone he is not. with only a –1 penalty to each, instead
Paper Pusher: Your character is skilled of the normal –3.
in administration and bureaucracy. You Wealth: Your character built up a sub-
receive a bonus die when trying to cut stantial fortune before being recruited. If
through red tape and when dealing with there is an appropriate means to get
officialdom. access to funds, your character can
Researcher: Your character is good at obtain large sums of cash, as needed.
sifting through the library, the internet or
other records to find out specific pieces
of information, where they might be
available through such channels. Even
if the information is buried away in hard-
to-find places, as long as it is there, the
researcher will track it down – the only
main hindrance is the length of time this
can sometimes take. You receive a bo-
nus die to such checks.
Stealthy: Your character is skilled in
hiding and moving without being no-
ticed. You receive a bonus die to hiding
and silent movement.
Stylish: Your character is always im-
maculately presented and you get a
bonus die to checks in social situations
where appearance might affect the out-
come.
Survivalist: Your character is a natural
outdoorsman and you receive a bonus
Flaws scheme”, bribery, fraud or any other
Absent Minded: Your character forgets means. This flaw comes out mainly
stuff all the time. Most of the time this is through role play, but in appropriate
something you just role play, but when situations you use a penalty die.
your character is trying to remember Poor Eyesight: Your character has very
where he put stuff or an important piece poor vision. This can be role-played but
of information, you take a penalty die. also you take a penalty die in aware-
Anger Issues: Your character has a chip ness checks where eyesight is
on his shoulder and loses his temper important.
over the most innocuous things. This is Phobia: Choose something that your
something that mainly comes out in role character is afraid of – heights, closed
play although you can also get a pen- spaces, open spaces, snakes or what-
alty die in some social situations. ever. This is partly role-played, but also
Clumsy: If it is possible to drop it, you you receive a penalty die when your
character will drop it. If it is possible to character is faced with what he fears
knock something over, she will do that most.
too. Roll an extra die if your character Poor Hearing: Your character has very
has to catch something or hold onto poor hearing. This can be role-played
something. Don’t give her a hand gre- but also you take a penalty die in
nade! awareness checks where relying on
Combat Paralysis: Your character hearing feint or distant sounds.
freezes when the bullets start flying. Slender: Your character is willowy and
Roll a d3; this is the number of rounds fragile. –2 LB
that your character can only take defen- Slow Witted: Your character isn’t the
sive actions when a fight starts, before sharpest knife in the drawer – maybe he
he can start to fight back. took one hit too many in unarmed com-
Deadly Enemy: Decide on an NPC en- bat training. You receive a penalty die
emy for your character and work out to any check that requires your charac-
why you have made such an enemy. ter’s intellect.
The GM will work him out as a NPC Socially Awkward: Your character has
villain. The deadly enemy will appear difficulties fitting in, either because he is
from time to time to upset your charac- shy, crude, not good at small talk, or is
ters plans and generally cause a hell of just a bit nerdy. This is usually role-
a lot of trouble. A deadly enemy is more played, but you also take a penalty die
likely to try to capture a character than in social situations where this social
kill him outright, so that he can gloat ineptitude might affect the outcome.
over his victory. Ugly MoFo: Your character was struck
Drink Problems: Your character needs a with the ugly stick at birth. You take a
drink every day and always finds a way penalty die in any social situation where
to obtain alcohol or sneak alcohol into looks could affect the outcome.
his kit. Determine a situation that makes Wanted: Your character is still on the
your character turn to booze more than wanted lists of various law enforcement
usual (during a fire-fight, in social situa- agencies.
tions, around women, on aircraft etc). If Womaniser: Your character cannot re-
this situation arises, make a d6 roll – on sist the charms of the opposite sex.
a 1 your character is drunk and receives This flaw is largely role played but
a penalty die on all actions until the ef- where applicable, you’ll need to take a
fects wear off. penalty die.
Greed: Your character cannot resist the
chance to make easy money, whether
that is through a “get rich quick
Flaws: Anger Issues, Drink Problems, Phobia,
QUICK CHARACTER Slow witted, Socially Awkward, Ugly MoFo, Wom-
aniser
GENERATION SHEET Specializations: Flyboy, leader, marksman, medic,
sapper, scout, soldier, squid, or wheelman
Step 1
Allocate 4 points to your attributes Law Enforcement
• No one attribute higher than 3 Boons: Alert, Born Behind The wheel, Contacts,
• You can buy down one attribute to -1 Deadly Fists, Edged Weapon Specialist, Eidetic
for another point elsewhere, if your GM Memory, Gun Specialist, Hard To Kill, Hunch,
allows Lightning Reflexes, Researcher, Stealthy, Team
• Lifeblood = 10 + Strength Guy, Tough Guy
Flaws: Anger Issues, Deadly Enemy, Drink Prob-
Step 2 lems, Phobia, Ugly MoFo, Womaniser
Allocate 4 points to your combat abilities Specializations: Cleaner, faceman, leader, marks-
• No one combat ability higher than 3 man, sleuth, snoop or wheelman
• You can buy down one combat ability to
-1 for another point elsewhere, if your Scientific
GM allows Boons: Contacts, Chemist, Eidetic Memory, Elec-
tronics Wizard, Grease Monkey, Mathematical
Step 3 Genius, Researcher
Choose a background (maybe 2) Flaws: Absent Minded, Combat Paralysis, Phobia,
• Select a boon from those listed Poor Eyesight, Poor Hearing, Slender, Socially
• Select another boon (if you wish). Take Awkward, Ugly MoFo
a flaw too – or reduce your EP by 2 Specializations: Academic, administrator, medic,
• Select a third boon (if you wish). Select snoop or tech
a second flaw – or reduce your EP by 2
• Choose a primary specialization from Political
those listed at rank 1 Boons: Contacts, Current Affairs, Eidetic Memory,
Fast Talker, Paper Pusher, Researcher, Stylish,
• Add soldier rank 1
Wealth
• Add two further specializations of
Flaws: Clumsy, Combat Paralysis, Deadly Enemy,
choice at rank 1
Drink Problems, Greed, Phobia, Poor Eyesight,
• Distribute 2 points amongst any of your
Poor Hearing, Slender, Womaniser
chosen specializations
Specializations: administrator, faceman or leader
Background Boons, Flaws & Specializations
Other
Boons: Athlete, Born Behind The Wheel, Con-
Business
tacts, Deadly Fists, Edged Weapon Specialist,
Boons: Alert, Contacts, Current Affairs, Eidetic
Mimic, Feats of Strength, Stylish, Survivalist
Memory, Fast Talker, Paper Pusher, Stylish,
Flaws: Clumsy, Combat Paralysis, Drink Prob-
Wealth
lems, Greed, Phobia, Poor Eyesight, Poor
Flaws: Clumsy, Combat Paralysis, Drink Prob-
Hearing, Slender, Slow witted, Womaniser
lems, Greed, Phobia, Poor Eyesight, Poor
Specializations: Academic, faceman, flyboy,
Hearing, Slender, Womaniser
marksman, wheelman, scout or squid
Specializations: Administrator, faceman or leader
Languages
Criminal
• 3 initial languages
Boons: Alert, Born-Behind-The-Wheel, Contacts,
• +1 per point in mind
Deadly Fists Edged Weapon Specialist, Eidetic
Memory, Fast talker, Grease Monkey, Hacker, • +1 per rank faceman, academic
Mimic, Stealthy, Stylish, Wealth • Faceman can understand the “gist” of
Flaws: Anger Issues, Deadly Enemy, Drink Prob- what someone is saying (though not the
lems, Greed, Phobia, Slender, Socially Awkward, finer points)
Ugly MoFo, Wanted, Womaniser • Academics can work out the “gist” of
Specializations: Cleaner, faceman, fixer, sneak or dead languages (though not the finer
wheelman points)
• Admins can work out the “gist” of
Military documents and paperwork in any lan-
Boons: Air Ace, Contacts, Deadly Fists, Demoli- guage (though not the finer points)
tions, Gun Specialist, Hard-To-Kill, Lightning
Reflexes, Edged Weapon Specialist, Tem Guy,
Tough Guy
operations units. He has a detailed
NICK WOLFE knowledge of the Middle East. Nick
VIPER SQUAD LEADER speaks Arabic, Farsi and Hebrew
and is a collector of Biblical antiqui-
ties.

Nick Wolfe has recently been ap-


pointed Viper Squad Leader after
the death in action of the original
leader, Cade McArthur. Wolfe is still
settling in and needs to prove him-
self to the rest of the hard-bitten
men (and woman) of the Viper
Squad!

ATTRIBUTES COMBAT
Strength: 1 Brawl: 1
Agility: 1 Melee: 1
Background: Military Mind: 1 Ranged: 1
Codename: Gold Eagle Appeal: 1 Defence: 1
Born in Bermuda and educated in SPECIALIZATIONS
England where he studied Middle Primary: Leader 2
Eastern history, Nick Wolfe, until Second: Soldier 1
recently, has served his entire adult Third: Flyboy 2
life in the Royal Army. After tours in Fourth: Academic 1
the Special Air Service (SAS) and
Army Intelligence, Nick found his LB: 11
true passion - flying. Wolfe trans- EP: 3
ferred to the Army Air Corps where MP: 2
he excelled as a pilot of both fixed
wing and rotary winged aircraft. Preferred Desert Eagle D6+1
weapons: SA80* rifle D6
Wolfe has an Ultra Top Secret secu-
rity clearance from the British Boons: Team Guy
government and has flown count- Pistol Specialist
less undocumented missions for Flaw:
both The British government and
NATO. *Prototype assault rifle, first trialled
in 1976
On the ground he is an expert
marksman and a specialist in es-
cape and evasion. During his stint in
Army intelligence Nick was a Liai-
son officer in Israel and trained with
Israeli Defence Force (IDF) special
questioned by Congress. He was
MATT GARZA acquitted, but subsequently quit the
VIPER SQUAD SCOUT & SNIPER Company as a result.

Garza has attended several ad-


vanced training courses while in the
Army, including Sniper school, Air
Force survival school, and expert
infantryman school. He is fluent in
Spanish and Portuguese.

ATTRIBUTES COMBAT
Strength: 1 Brawl: 1
Agility: 2 Melee: 1
Mind: 0 Ranged: 2
Appeal: 1 Defence: 0
Background: Military
Codename: Killzone SPECIALIZATIONS
Primary: Soldier 2
Matt “Mateo” Garza was born in Second: Scout 2
Louisiana to Cuban-American par- Third: Leader 1
ents. As an Army rifleman, his father Fourth: Marksman 1
Esteban Garza was awarded the
Medal of Honor for valor during the LB: 11
Korean conflict. EP: 5
MP: 1
As the son of a Medal of Honor re-
cipient, Matt was given an automatic Preferred Uzi smg D6
appointment to West Point where he weapons: M16 rifle D6
graduated 4th in his class. Matt Barrett M107* D6+2
was commissioned in the US army Army knife D6
where he served as a platoon
leader in the 82nd airborne division. Boons: Alert
There he attended Ranger and Jun-
gle school. As a captain he was Flaw:
transferred to the 5th Ranger battal-
ion in Panama and then to the *This is a prototype sniper rifle
Special Forces command.

It was here that his official military


record ends and he joins the CIA
agency as a field operative in their
Central/ South American special
ops desk. During the infamous
“Black Box” operation Garza was
one of the principle defendants
In addition to his bureaucratic and
BLAKE law enforcement experience,
Pendleton is an expert in small
PENDLETON arms, disguise, negotiation and
VIPER SQUAD PROCUREMENT & logistics.
NEGOTIATIONS Pendleton speaks French, Spanish,
Vietnamese, Hmong, and Thai.

ATTRIBUTES COMBAT
Strength: 0 Brawl: 1
Agility: 1 Melee: 0
Mind: 1 Ranged: 1
Appeal: 2 Defence: 2

SPECIALIZATIONS
Primary: Faceman 2
Second: Soldier 1
Third: Fixer 2
Fourth: Admin 1

LB: 10
EP: 5
Background: Law Enforcement MP: 0
Codename: Reckoner
Preferred Berretta 92 (x2) D6
After graduating from Notre Dame weapons:
where he majored in economics,
Pendleton accepted a commission Boons: Hunch
in the U.S. Marine Corps. Contacts
Two-Gun Fighter
After one tour of duty in Vietnam he Flaw: Womaniser
returned to the States and became Greed
a Detective in the Narcotics Division
of the Los Angeles Police Depart-
ment. He was later recruited by the
DEA and spent the next several
years as an undercover operative in
Thailand, Cambodia and Laos after
which he resigned from government
service for personal reasons.

Pendleton was next seen as a Se-


curity Consultant with the West
German Mulden Corporation at
which point he dropped off the ra-
dar.
highly skilled driver and can operate
REMO JANKOVICS and repair just about any land vehi-
cle, wheeled or tracked. Remo has
VIPER SQUAD DRIVER & HEAVY an affinity for tinkering and special-
WEAPONS SPECIALIST izes in high yield booby traps. He
speaks fluent Hungarian, German,
French, and passable English.

ATTRIBUTES COMBAT
Strength: 3 Brawl: 2
Agility: 0 Melee: 1
Mind: 1 Ranged: 1
Appeal: 0 Defence: 0

SPECIALIZATIONS
Primary: Wheelman 2
Second: Soldier 2
Background: Criminal Third: Sapper 1
Codename: Carjack Fourth: Tech 1

Remo was born in Hungary. His LB: 15


family escaped to Austria when he EP: 3
was ten years old. As a teenager, MP: 0
Remo fell in with a rough crowd and
was soon knocking about Europe Preferred Sawn-off
committing petty crimes. It didn’t weapons: shotgun
take long for his talents to get no- Mac-11 smg D6
ticed and he soon found himself in M60 mg (2D6)+1
the position of an enforcer for a ma- Army knife D6+2
jor criminal gang. Later in France he Brass knuckles D3+3
was caught and arrested and given
the opportunity of jail or the Foreign Boons: Deadly Fists
Legion. Born-Behind-the-Wheel
Heavy Weapons Spec
Following two tours in the Legion’s Hard-To-Kill
parachute regiment, Remo returned Flaw: Anger Issues
to France where he was recruited Drink Problems
by the Directorate-General for Ex-
ternal Security (DGSE) and served
as an operative throughout Africa.
He was last seen serving as a Mer-
cenary officer in Central Africa.

In addition to his qualifications as a


Para, Remo is an expert in demoli-
tions and heavy weapons. He is a
medical practice, combined with her
HINANO NAKATA ability to turn just about any mun-
VIPER SQUAD STEALTH & dane object into a deadly weapon
EDGED WEAPONS SPECIALIST made her the perfect assassin in
places where conventional weap-
onry wasn’t available.

Her days as a Ninja assassin ended


when she returned from an assign-
ment in the Soviet Union to find her
Clan had been wiped out. She was
the lone survivor. Now she plays a
chess game as both a hunter and
prey. She is trying to discover who
was behind the killings and at the
same time avoid being killed by an
enemy strong enough to destroy an
Background: Other (Ninja) entire Ninja clan.
Codename: Sparrow
ATTRIBUTES COMBAT
Hinano Nakata was a gymnastic Strength: 0 Brawl: 0
prodigy. At the age of 13 she was a Agility: 2 Melee: 1
member of the Japanese Olympic Mind: 1 Ranged: 1
gymnastics team where she earned Appeal: 1 Defence: 2
a silver medal. Following her Olym-
pic career she became an SPECIALIZATIONS
orthopaedic surgeon specializing in Primary: Sneak 2
sports medicine, after medical Second: Soldier 1
school she joined the Japanese Third: Medic 2
Gymnastics federation as a team Fourth: Squid 1
doctor. All of these accomplish-
ments were part of an elaborate LB: 8
cover. Hinano Nakata was actually EP: 5
an operative in the Iga-kai Ninja MP: 0
clan.
Preferred Katana D6
Hinano, known in her clan as Spar- weapons Shuriken D2
row, was born and raised to be a
Ninja assassin. Her detailed cover Boons: Stealthy
allowed her to travel throughout the Athletic
world as a Professional Gymnast, Edged Weapon Spec
then later as a gymnastics consult- Flaws: Deadly Enemy
ant and trainer. Her knowledge of Slender
poisons supplied through her ninja
training and her access to the nec-
essary chemicals through her
hacker. In urban operations Hard-
HARDCASE case is usually sent in deep
VIPER SQUAD CLEANUP & undercover to supply inside informa-
URBAN SPECIALIST tion on the target and neutralize
security measures prior to an as-
sault. During an assault he can
often be seen blazing away with a
pair of mini Mac-10’s, some say
giggling all the while.

Hardcase appears and disappears


randomly and silently during mis-
sions. After a mission he disappears
entirely, which is fine for most of the
other members of Viper squad, it
does however frustrate Wolfe,
Nolan and The Consortium. Fortu-
Background: Other (Vigilante) nately, Garza is always able to get
Codename: Hardcase word to him.

Virtually nothing is known “officially” ATTRIBUTES COMBAT


about the operative codenamed: Strength: 2 Brawl: 1
Hardcase. What is known is that he Agility: 2 Melee: 2
possesses a the highest security Mind: 1 Ranged: 0
clearance possible in the organiza- Appeal: -1 Defence: 1
tion, Wolfe and Garza trust him
implicitly, and he is the only person SPECIALIZATIONS
alive that has ever gotten the drop Primary: Sneak 3
on Hinano. He is also an expert in Second: Soldier 1
urban counter-espionage, infiltration Third: Cleaner 1
and electronic systems. He speaks Fourth: Snoop 1
English, French, Russian and Ital-
ian. LB: 12
EP: 5
Hardcase a master of disguise and MP: 0
no known photographs showing his
true features exist. No birth re- Preferred Hockey stick D6+1
cords, criminal records, fingerprints, weapons: Mini Mac-10 (2) D6
or dental records that would reveal
his true identity have ever been Boons: Urban hunter
found. Mimic
Two-Gun Fighter
Rumours abound regarding his Intimidating
background including; a former KGB Flaw: Socially Awkward
assassin, IRA explosives expert, Wanted
even a French/Canadian computer Deadly Enemy
DOGS OF W*A*R
NAME_____________________________ DESCRIPTION____________________
CODENAME_______________________ _________________________________
TEAM NAME_______________________ BACKGROUND___________________
_____________________________________________________________________

ATTRIBUTES COMBAT ABILITIES SPECIALIZATIONS


Strength: Brawl: Primary:
Agility: Melee: Second:
Mind: Ranged: Third:
Appeal: Defence: Fourth:
(Fifth):
(Sixth):

LIFEBLOOD
EXPLOIT POINTS LANGUAGES
MISSION POINTS
ADVANCEMENT POINTS

WEAPON DAMAGE SINGLE/BURST/AUTO

_______________ _________ _____/_____/_____ BOONS


_______________ _________ _____/_____/_____
_______________ _________ _____/_____/_____
_______________ _________ _____/_____/_____
_______________ _________ _____/_____/_____

NOTES
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________________________________________________ FLAWS
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PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE

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