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In exile, the London based Polish government Soviets would not continue their advance until
established the secret Polish Underground State. September 11th 1944. Large numbers of Nazi
An administrative, political and military organi- reinforcements are sent to crush the uprising. At
zation which coordinated all resistance forces this time SS General Erich von dem Bach took
within Warsaw. command of all Nazi forces fighting in Warsaw.
Himmler issues an order to kill every inhabitant
63 DAYS OF GLORY of Warsaw and raze it to the ground.
AUGUST 4TH
To aid in understanding the Warsaw uprising, Without anti-aircraft guns and few soviet air-
we present a summarized timeline of events. craft in the area, U-87 Stuka planes bomb the
city daily. The Warsaw insurgents ask for Allied
HISTORIC TIMELINE help and the Allies drop supplies using Halifax
AUGUST 1ST-2ND and B24 Liberator planes that reach Warsaw by
nightfall. Five of the thirteen British planes fail to
The uprising begins at 5 p.m. on August 1st
return and half of the 24 containers fell into Nazi
1944. The AK launches a coordinated attack
hands.
against Nazi forces throughout Warsaw. Attacks
against Nazi controlled installations were bloody
With a combination of overwhelming Nazi
and unsuccessful. The partisans were in most
forces and a pause in the Soviet offensive, the
cases repelled by the Nazi troops; however a few uprising in Praga fails. The remaining partisan
important buildings were captured including the units returned to Warsaw bolstering the defense
main post office, gas, power plant and water of Polish controlled areas within city limits. In
supply system buildings. The most important the liberated districts, civil administrative struc-
victory was the capture of a large warehouse tures controlled by the Polish Underground State
containing food and Waffen-SS military uniforms. began functioning. The Scout Postal Service
Polish units began wearing these uniforms with started distributing mail, newspapers, and mes-
white and red armbands. Finally a network of sages even to areas under Nazi control. By the
street barricades is constructed. After the first use of cellars, tunnels and the Warsaw sewer
day of fighting 2,000 partisans and 500 Nazis system for communication the postal service
were killed. becomes a vital organization during the uprising.
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the Old Town district but fail to reach civilians to leave the city. The Polish Red Cross
Srodmiescie. open negotiations with the Nazis regarding the
evacuation of children with elderly and wounded
Using the sewers as safe passage, partisan civilians. Several thousand civilians leave the
troops began leaving the Old Town district and city during a two-hour cease-fire. A fresh Nazi
enter the Srodmiescie and Zoliborz districts. Left attack concentrates on the northern sectors of
behind were 7,000 gravely wounded soldiers and Srodmiescie, which were continually shelled
30,000 civilians. Advancing Nazis forces execute inflicting heavy casualties. Heavy mortar fire and
most of the wounded, old and disabled and in a bombing destroy many buildings including the
totally evil act some wounded partisans were printing plant.
burnt alive. Polish casualties run high during the
battle for the Old Town and the Polish Home Army SEPTEMBER 11TH
is finally granted allied combatant rights by Great
The Red Army resumes their march towards
Britain and the United States. It is hoped that this
Warsaw as Nazi and Soviet airplanes engage in
declaration would end summary executions of
dogfights over the city. Soviet artillery targets
Polish POWs by Nazi troops but the Soviet Union
Nazi positions across Warsaw.
refuses to issue a similar statement. On August
26th Franklin D. Roosevelt rejects Churchill’s SEPTEMBER 14TH -15TH
scheme to help Warsaw by using Soviet airfields
without Stalin’s approval. At the beginning of Fighting erupts in the Zoliborz district as
September Nazi troops were responsible for General Hans Lallner’s 19th Panzer Division
several terrible crimes including the use of poison attacks resistance forces.
gas on 4000 people escaping through the sewers.
SEPTEMBER 16TH -17TH
SEPTEMBER 3RD-8TH Praga falls to the Red Army and all Nazi troops
With the fall of the Old Town district, the Nazis were forced to evacuate to the western bank of
concentrate their attacks on the Powisle district. the Vistula. They destroy all remaining bridges as
Its objective was to push the partisan forces they retreat across the river. Nazi front line
away from the Vistula River. A Heavy artillery troops augment Gen. von dem Bach’s forces and
barrage and an air bombardment target the the Nazis concentrate on shattering the resist-
Warsaw Power Plant, the partisans’ central ance in Czerniakow and Zoliborz districts along
stronghold. Its destruction cuts off the electricity the river.
for Srodmiescie. After four days of bloody fight- General Berling’s Polish First Army attacks
ing the Polish fighters abandon the Riverside dis- Nazi positions on the river in an abortive attempt
trict and withdraw to Srodmiescie. to link up with Zoliborz partisans.
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allies as 107 American B-17’s deliver 1,284 con- On October 1st during a six-hour cease-fire,
tainers of which nearly a thousand falls into Nazi 8000 civilians evacuate the Srodmiescie district.
hands. Two days later allied aircraft make one last Emissaries of General ‘Bor’ Komorowski sign the
supply drop on Warsaw. In total 306 Allied aircraft capitulation agreement in the presence of
took part in the supply drops in which 41 planes General von dem Bach.
were shot down and 200 airmen killed.
All fighting in Warsaw ceases at 8: 00 p.m. on
SEPTEMBER 24TH -25TH October 2, 1944. The official end of the Warsaw
Partisan defenses were reduced to only a Uprising.
small number of city blocks as further Polish
AFTERMATH
defeats continue. Advancing Nazis execute many
wounded soldiers and hospital personnel. Approximately 22,000 Polish soldiers were
killed and a quarter of million civilians were
SEPTEMBER 26TH murdered, Nazis losses totaled 26,000 men. In
retaliation Hitler orders Warsaw razed to the
The Mokotow district is attacked. A mass
ground and all civilians forced to leave the city.
exodus of 9,000 civilians leaves the district during
Approximately 50,000 civilians who were consid-
a two-hour cease-fire. Some Mokotow defenders
ered rebellious are sent to prison camps and an
escape through the sewers to Srodmiescie and
additional 150,000 were transported to forced
150 of them exit into Nazi-held territory. They are
labor camps.
captured then quickly executed.
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WAR TORN WARSAW and wrecked trams help to halt the Nazi
advance. Breaking through cellar walls into
sewers and digging tunnels has created and
Directed by the Home Army, thousands of underground communication network. It is pos-
people have been mobilized to help in the upris- sible to travel between streets and even districts
ing by putting out fires, and clearing debris from by using this underground system.
the streets. Partisan forces have erected many
barricades at main street junctions throughout MOVING THROUGH THE RUINS
the city. Barricades made of rubble, sandbags People on foot may move through the difficult
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and dangerous ruins, though much slower than ural diseases, which are quickly spreading
traversing any open or clear terrain. Heroes, throughout the population.
Monsters and Ally’s may move half of their normal
speed. Tracked vehicles may move through rubble SEWER SLIME
with one quarter of their speed. Wheeled vehicles A stagnant luminescent scum, sewer slime is
can only travel along cleared roads. a methane rich putrid substance that lies on the
surface of the water and provides an independ-
THE SEWERS ent light source for sewer travelers. Highly
From the end of August, partisans and civil- explosive when exposed to gunfire or a naked
ians use the sewers for traveling throughout the flame, it causes an extra 3d6 damage in the
city. The clearance of the passages varies; the immediate area (use the small burst template).
smallest used is 3’ high and 2’ wide. The floor is At the center of the sewer system this slime
very slippery and covered with debris, including becomes an almost vitreous green mud. Any
human remains. Partisans control sewer traffic heroes wandering into it must make a Strength
by issuing permits and guarding the manholes. roll or become stuck.
Since most traffic is ‘one way’ and with passing
impossible in places, schedules were created to DISEASES
organize the flow. The sewers of Warsaw are heavily used and a
squad traveling through them is at great risk of
Realizing that the partisans are using the contracting one of the many diseases rife in this
sewers, the Nazis continually try and disrupt acrid place. Typical diseases encountered include
these valuable communication routes by throw- Typhus, the Plague and even supernatural afflic-
ing in hand grenades, pouring acrid gas, laying tions such as Mystic Bile (see below). Contraction
mines, building obstacles, and igniting dumped of each disease is dependant upon the situation
gasoline. Any party taking a wrong turn or the hero encounters. For example a squad
making a careless exit to the surface are usually encountering a swarm of rats must make a Vigor
met with a Nazi welcoming committee. roll. Failure results in the hero becoming infected.
The squalid conditions attract vermin includ- Typhus (-2): Contracted through ingesting foul
ing rats, fleas and outbreaks of devil’s lice. Some water, heroes drinking infected water supplies or
partisans report sightings and attacks by myste- simply swallowing sewer water after having
rious and unnatural creatures deep in the failed an action roll in the sewers are forced to
sewers. These rumors are confirmed when a make a Vigor roll. Failure results in the hero
Basilisk attacks several partisans during a becoming infected. The infected partisan
journey through the sewers. Many say that becomes exhausted after 10 days and Suffers
Urlehog the Nazi Goddess of Disease summoned death within 1d6 weeks.
this vermin and the sewer dwelling monsters.
These vermin introduce many natural and unnat- Plague (-4): Contracted through bites from
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animal carriers such as rats. Whenever a char- sores and a greenish shine to the pupils of the
acter encounters a rat swarm and is either victim’s eyes. The only cure for Mystic Bile is
Shaken or wounded the victim must make a through magical healing.
Vigor roll. The infected individual becomes
Exhausted after 2 days and death from infection FOOD AND ELECTRICITY
occurs within 2d6 days. Acquiring food supplies for your characters
will also prove difficult. The Nazis have starved
RAT SWARM Warsaw for nearly five years and are preventing
Attributes: Agility d10, Smarts d4 (A), Spirit food reaching the civilian population who are
d12, Strength d8, Vigor d10 quite literally starving to death.
Skills: Notice d6 The main power station, (seized by the Poles
Pace: 10; Parry: 4; Toughness: 7
during the first day of the rising) is working nor-
Special Abilities:
Bite: Swarms inflict hundreds of tiny bites mally, although it is under continuous enemy fire
every round to their victims, hitting auto- resulting in regular power failures in most areas
matically and causing 2d4 damage to every- of the city.
one in the template.
Split: Some swarms are clever enough to NAZI FORCES
split into two smaller swarms (using a Small Mustering as many units as they can, the
Burst Template) should their foes split up.
Nazis are attempting to crush the resistance.
The Toughness of these smaller swarms is
lowered by –2 (to 5 each). Forces are mostly made up from policemen and
Swarm: Parry +2; Because the swarm is SS troops. The latter includes the Dirlewanger`s
composed of scores, hundreds, or thou- Penal Brigade, and Kaminski’s RONA brigade
sands of creatures, cutting and piercing who have a reputation for brutality. Fighting
weapons do no real damage. Area-effect alongside the regular soldiers the Nazi’s are
weapons work normally, and a character swelling their numbers with reanimants, fexts
can stomp to inflict his damage in Strength and brutes. A few of the best Blood Mages from
each round. Swarms are usually foiled by
the Radom training ground have been sent to
jumping in water.
Warsaw and their black magic is aiding the Nazi
Disease: Plague.
troops. They are also known for summoning
ghosts and demons and it is thought that these
Mystic Bile (-3): Mystic Bile is a magical virus
horrors are infesting the streets of Warsaw.
carried in sewer slime. Any contact with bare
skin forces the character to make a Vigor roll. As
a one-time event, soldiers infected suffer the
NEW MONSTERS
loss of one die of Vigor in 2d6 days. Infected
heroes are Exhausted after the same time period
and if your Vigor drops below 1d4 then you die.
DEVIL LICE
Symptoms include constant vomiting, gray facial Nazi scientists discovered a way to breed
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large lice (about a foot long in length), which The Basilisk has the head of a bird but the eyes
have an insatiable taste for human blood. During of a toad, its body and wings are colored yellow
experimentation several specimens escaped into with blue, red, and green specks. Its long, yellow
the sewer system and have successfully colo- feet are those of a rooster, but its curved tail
nized many areas of the sewers. resembles that of a snake. It is said that the only
way of killing a Basilisk is by using mirrors to
Attributes: Agility d10, Smarts d4 (A), Spirit reflect its deadly gaze. Fortunately grenades,
d4, Strength d4, Vigor d6 flamethrowers and guns also work just fine.
Skills: Fighting d6, Notice d4, Stealth d8
Pace: 6; Parry: 5; Toughness: 4 Attributes: Agility d8, Smarts d6, Spirit d10,
Special Abilities: Strength d4, Vigor d6
Fearless: Devil Lice never suffer from Fear Skills: Fighting d8, Notice d10, Guts d10,
effects. Sneak d10
Blood Drain: Once a hero has been bitten Pace: 6; Parry: 5; Toughness: 4
they must make a Vigor check each round or Special Abilities:
become fatigued. After 6 rounds, the louse Beak: Str+2.
detaches having drunk its fill. If a victim Death Gaze: Treat the Basilisk’s deadly gaze
fails four Vigor checks and passes through as the Bolt power causing 3d6 damage. This
each level of Fatigue (Fatigue, Exhausted, costs the Basilisk zero Power Points and the
Incapacitated and death) then death results creature uses Notice as it’s arcane skill.
for the unlucky hero. A hero using a mirror against the Basilisk
Armor: +1. Thick carapace. must make an opposed Agility roll against
Size: -2. Attackers must subtract 2 from Basilisks Notice roll. Success automatically
their attack roll. inflicts the 3d6 Bolt damage on the Basilisk.
Leaping: Devil Lice can leap up to 9” in a The body of anyone killed by the Basilisk
straight line in place of their normal move immediately swells and turns yellow.
(this doesn’t count as Running). Size: -1.
Disease: Typhus.
LAST ULAN - POLISH CAVALRYMAN
WARSAW BASILISK
The Last Ulan is an undead cavalryman raised
There have been many tales of a horrible sewer and controlled by the evil Blood Mage Meindel.
dwelling monster living deep under the streets of An incarnation of a soldier killed during 1939,
Warsaw. These legends started in 1587 when a this monster is still wearing his tattered and
Basilisk killed three people. A man wearing a mir- bloodstained Polish uniform, with an English
rored suit supposedly killed it. The creature actu- styled helmet. Under that helmet is the rotten
ally survived this encounter and withdrew to a face of a dead man. The undead Ulan is armed
deeper level of catacombs deep under Warsaw. with a rusty, bloodied cavalry sabre, a lance, and
The war has tempted the creature back up to the has a number of grenades. He rides a large and
higher levels due to a mountain of ready food and fearless undead horse, which is immune to
has even returned with its offspring. wounding whilst the Last Ulan is alive. Meindel
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controls the Last Ulan through wielding this Undead: +2 Toughness. +2 to recover from
undead creature’s bloodied saber. When com- being Shaken. Called shots do not cause
manded the Ulan charges bringing death and extra damage. Arrows, bullets, and other
destruction with equal savagery with his lance
piercing attacks do half-damage. Immune to
disease and poison.
and grenades. Any heroes encountering the last
Grenades: These have a range of 3/6/12 and
Ulan must seize his bloodied saber in order to explode in a Medium Burst Template,
gain control of him. causing 3d6 damage to all within. The Last
Ulan has 12 of these hellish grenades in a
Attributes: Agility d8, Smarts d10, Spirit saddlebag.
d12, Strength d6, Vigor d10 Charge: If Last Ulan moves within 30 feet (6
Skills: Fighting d10, Guts d12, Intimidation squares) toward his foe, he adds +4 to his
d10, Notice d8, Shooting d6, Riding d12, damage roll. He attacks any Nazi units or at
Throwing d10. soldiers or anyone wearing Nazi uniforms
Pace: 8; Parry: 5; Toughness: 7 on sight.
Edges: Arcane Resistance, Harder to Kill, Immunity: Last Ulan cannot be wounded,
Improved Level Headed, Block, Improved Frenzy. Shaken or killed by Nazis.
Gear: Saber (Str+1d10), Grenades 12 Fearless: Immune to Fear and Intimidation
Special Abilities: effects.
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Horse: The horse is immune to wounds but should you wish to use your own seasoned allied
dies when the Last Ulan is defeated. When veterans here are a few ideas for their insertion
riding his horse the Last Ulan gains the Fleet into the Warsaw conflict:
Footed Edge.
Movement: The Last Ulan has two movement 1. Air Drop - Accompanying a crack unit of para-
rates, 8” when he is on the horse and 6” troopers, your team’s expertise is required to
when on foot. shed light upon some bizarre resistance
reports of a strange creature haunting the
WARSAW GOLEM
city sewers. The creature turns out to be the
Amidst the destroyed ghettos, the bombs have dis- Basilisk. OSI leaders believe that by harness-
turbed and uncovered a number of secrets which ing the creatures’ deadly gaze they can
have lain dormant for many years. One of these is a create a terrible force with which to finally
Golem, a clay statue that can be commanded. defeat the Nazi menace. This could be an
Approximately five feet tall, the Warsaw Golem entirely new mission for your heroes.
2. Spies like us - Already a member of the resist-
resembles a biblical figure made from local clay. Any
ance forces in Warsaw, your team works as a
Chaplain can manipulate the Warsaw Golem.
covert group of Double Agents in the Nazi
Attributes: Agility d6, Smarts d4, Spirit d6, occupied areas of the city.
Strength d10+3, Vigor d8. 3. POW - As a group of allied prisoners the
Skills: Fighting d8, Intimidation d6. heroes have finally completed their escape
Pace: 5; Parry: 7; Toughness: 10 tunnel and plan to break out into the tunnels
Special Abilities: of Warsaw. Aided by the Polish resistance,
Fists: Str +2. you get a chance of revenge. This tunnel
Armor: +4 Thick skin. could be the one which is discovered in the
Construct: POW camp marked on Map 2 (page 17). If you
Add +2 when attempting to recover from extend it and bring it outside the camp, it
being shaken. could be a covert entrance into the camp.
Constructs do not suffer additional damage
from called shots. WARSAW PROFESSIONAL EDGES
Bullets and other piercing attacks do half-
damage as constructs generally have no Kedyw* Operative
vital organs. (*Kedyw is an AK diversion group)
Construct Wild Cards never suffer from As a member of a young group of guerrilla sol-
Wound Modifiers. diers you survive on your quick thinking and
Constructs do not suffer from disease or
knowledge of the city. You gain a +2 to all
poison.
Tracking, Stealth and Survival rolls in towns,
PLAYING HEROES IN WARSAW ruins and underground. If you do not have the
Stealth or Survival skills then you do not get a -2
penalty on any unskilled rolls.
This scenario deals primarily with Polish sol- Requirements: Novice, Spirit d6, Knowledge:
diers in a Warsaw campaign setting. However Area (Warsaw) d6, Smarts d6, Tracking d6.
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Vis wz. 1935 their own weapons, cursed to do the Devil’s evil
Vis wz. 1935 stands for ‘Wilniewczyc’ and work forever.
‘Skrzypinski’ model of 1935. It was changed to
Appearing almost identical to the standard
VIS meaning ‘strength’. Originally, manufactured
Nagant revolvers each gun bears the engraved
in Poland; it appears very similar to the famous
name and silhouette of the brother whose soul is
Colt/Browning M1911 design, but is internally
bound to it. Each gun does a diabolic 3d6
different. The Vis wz. 1935 is a recoil operated,
damage and when combined, the hero gains the
locked breech pistol that uses the Browning ‘lin-
combat edge Florentine giving a +1 Shooting
kless’ locking principle. During WW2 some were
bonus as the air is filled with lead! heroes who
manufactured for the Nazi Military in Austria already have this edge gain +2 to their Shooting
using original Polish made parts. skill with these weapons.
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PART ONE: LIBERATORS attack and get more out of the mission. It is also
recommended that the tank crew be a part of
platoon “Alek” and under the direct control of a
At 09: 00 A.M on the fifth day of the uprising single player.
the battalion leader Captain Jan, summons both
officers and soldiers to announce a new objec- Now your players have a chance to plan their
tive for the company. Read this to your players: assault. Ask them how they intend to capture the
administration building once inside the complex.
Listen up soldiers! I have a dangerous Players are advised to hide behind “Magda”
mission for you. We have captured a for a few meters, and then they should hide
Gestapo officer who has informed us that behind the destroyed bunkers - the signal is the
the Nazis plan to execute the remaining
tanks first shot.
prisoner of the Gesiowka prison camp.
You have to take that camp and liberate
the 300 POWs held there. All prisoners
APPROACHING THE PRISON CAMP
are Polish AK and some Allied airmen. We The area directly in front of the prison is a
were also told that the SS have been tor- wasteland of broken walls and rubble making
turing them. We cannot allow the Nazis to the road the best route for the tank’s approach.
kill these brave men! Taking the camp is There are a few factory buildings (see map 2,
also important strategically as we could
page 17) on either side of the road that are for
use their weapons, eliminate the Nazi
guard tower threat and strengthen our the most part in tact. Wise captains should send
numbers. You’ll be accompanied by a their best snipers into these buildings to cover
captured Panther tank codenamed the approach of the main group following the
“Magda”. Action starts at the main gate tank. Any Polish sniper entering one of these
at 10: 30 am with the tank destroying the buildings is at risk of encountering 1d4 SS sol-
guard towers and bunkers. Your platoon diers within.
will storm the camp. Your main objective
is to take the administration building SS SOLDIER
intact.
Ammunition is in short supply so remem- Attributes: Agility d6, Smarts d6, Spirit d6,
ber - one shot, one Nazi! OK, boys and Strength d6, Vigor d6
girls, rest now. May God be with you! You Skills: Boating d6, Fighting d6, Guts d6,
are dismissed. Intimidation d8, Notice d6, Shooting d8,
Swimming d6, Taunt d6
PLAN OF ATTACK Charisma: 5; Pace: 6; Parry: 5; Toughness: 5
Hindrances: Bloodthirsty, Mean, Vow (the
It is advised that one hero should be in Third Reich)
command of the platoon and perhaps assign up Gear: MP40 (Range: 12/24/48; Damage:
to two characters as lieutenants each in charge 2d6; RoF: 3; Shots: 32) 3 extra magazines.
of a smaller group. This way it is possible for the
squad to have a greater say over their plan of As the War Master it falls upon you to use the
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Nazi guard towers to ‘soften up’ platoon Alek as THE PRISON CAMP
they approach by concentrating Nazi fire upon
the heroes allies. The hero controlling the tank
crew should focus on the Nazi guard towers to The prison camp is divided into two main blocks
clear a path as the platoon breaches the gates. constructed from wood (see map 2, page 17). Each
Remind the group that Magda only has 13 shells block holds approximately 175 men of many
so each shot is vital. nationalities. heroes searching through each block
discover that this prison is a bizarre place.
ACTION!
At 10: 30am the tank rumbles its way towards the NORTH BLOCK
Main Gate. Have the heroes position their men and Each of the four rooms in this block are bereft
conduct any random encounters with SS hiding in of any kind of bunks or furniture.
the buildings and ruins. As the platoon reaches the
first barricade the Nazis begin to fire at them. As you enter the building, you find that all the
There are about 80 SS soldiers inside the POWs are chained like animals to the floorboards
camp not counting the “surprise” awaiting the and seem to be painting strange and dark
squad in the White House administration build- symbols onto their bodies and onto parchments
ing. Ensure that the heroes platoon encounters that lie around the floor. The Slavic word
only between 40 and 50 SS soldiers as the other Czernobog can be discerned from amongst their
platoon takes care of the rest. SS should be maddened scribbles.
guarding the camp both in towers and on the
ground in sand bagged redoubts. Each trench The Nazis are preparing the prisoners for
should contain 5 SS soldiers. If the heroes clear some kind of dark ritual. When the preparations
these entrenched Nazis they should be met with are complete they will move the prisoners to a
a volley of gunfire from the pockets of guards in new location.
each prison block as they approach.
Each room is guarded by 2 SS troops. All doors
are locked and require a lockpick roll to open
PZ.KPFW. V “PANTHER” AUSF. G - SD.KFZ.
them. Room 1 on map 2 hides a secret. Any hero
171 “MAGDA”
succeeding a Notice roll in here realizes that
Acc/Top Speed: 5/12; Toughness: 29/20/20 there is barely any wood from the destroyed furni-
(14/5/5); ture. This is because it has been used to build an
Crew: 4; Cost: Military only
escape tunnel hidden beneath the floorboards.
Notes: Heavy Armor; Tracked
The prisoners here have unlocked their manacles
Weapons:
75L60 gun (Ammo: 8HE, 5AP) (Treat as and when the SS are not present, they dig. Any
75L48 with AP 17 for AP rounds) heroes questioning the POWs learn that they have
7.92 Coax MG (1000 rounds) only reached the walls of the White House. Troops
7.92 Bow MG bow (1000 rounds) entering the North Block prior to the assault on the
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2. DINING ROOM
There is a long table covered with a white
tablecloth. A tureen filled with still warm soup,
bottles of liquor and untouched plates sit on the
dining table. Only the turned over chairs testify to
the hasty retreat of the Nazis as an antique clock
in the corner chimes eleven o’clock.
3. KITCHEN
Hot food has been spilled all over the floor and
the stove is alight. The fire is beginning to get out
of control. The house will burn down within five
hours if it remains unattended. Within two hours
the mansion is filled with smoke and every round
thereafter the hero must make a Vigor roll or
gain a fatigue level.
4. PARLOR
It has been many years since the elite of
Warsaw society were entertained here. Bright
square patches of wall betray the theft of the
valuable works of art that once hung there. On
the southern wall is a fireplace that has not been
used for some weeks. A squad investigating the
rear of the fireplace must make a Smarts roll to
notice that the wall is flimsy and about to col-
lapse inwards! The POW’s tunnel from North
Block (see map 2 page 17) follows the line of the
southern wall of the White House and has
caused the failure of the chimney. Anyone
1. MAIN HALL crawling through this tunnel must make a Notice
In the administration building the heroes see a or Smarts roll to find this entrance into the
most unusual scene. In the main hall (see map 3) mansion. Unless the heroes brace the tunnel
the ancient family portraits have been defaced roof when attempting to push through the
and vandalized. It appears as though the Nazis chimney they are at risk of collapsing the tunnel.
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Troops caught under the falling dirt suffer 2d6 room is now a wreck of upturned chairs and
crushing damage. Every round thereafter the broken furniture. Books have been read and dis-
hero must make a Vigor roll or gain a fatigue carded and strange symbols have been painted
level for 2d6 hours. in what appears to be blood upon each wall.
The collapsed tunnel is irreparable.
11. MASTER BEDROOM
5. SITTING ROOM In this room, sits the heroes target - SS-
A room filled with books and manuscripts. Sturmbannführer Erik Steinbach and his retinue -
The sitting room has many chairs and sofas in 2 Waffen SS Reanimants. The SS Blood Mage
which to sit and enjoy the library of books. A rises in a furious rage and orders his zombie
successful Notice roll reveals a secret safe guards to kill the intruders!
hole behind a slightly discolored brick in the
eastern wall. Within is a small leather bound
SS-STURMBANNFÜHRER ERIK STEINBACH
tome written in an indecipherable script. Only a
BLOOD MAGE
Chaplain can read this book. It has obviously Attributes: Agility d8, Smarts d10, Spirit
been overlooked by the Nazis and apparently d12, Strength d6, Vigor d8
reveals the location of the Spear of Destiny - if Skills: Fighting d4, Healing d8, Intimidation
d10, Guts d10, Persuasion d10+4,
indeed any hero believes this hokum! The
Shooting d10, Spellcasting d12, Stealth d8
actual location of the spear is up to the War Charisma: -4; Pace 6; Parry: 4; Toughness:
Master as it is simply a plot hook for a further 6; Power Points: 10
campaign. Hindrances: Arrogant, Vow (the Third Reich)
Edges: Arcane Background (Blood Magic),
6. THE LANDING Command, Imbue Runestones, Power Surge
Powers: Armor (Algiz), Detect/Conceal
As the heroes approach the foot of the stair-
Arcana, Light (Kenaz), Quickness (Raidho),
well two SS soldiers emerge from bedroom 6
Smite (Thurisaz), Stun (Reverse Berkana),
and 7 respectively and open fire upon the Gear: Runes: Algiz, Kenaz, Raidho,
platoon. Berkana, Thurisaz, Reanimation fluid (used
for his retinue), P-38 Walther, 4 clips,
7, 8 & 9 BEDROOMS Summon Czernobog ritual, map of
These rooms contain an unmade bed, chair Warsaw’s Powisle with one point marked
with X and hour 5 P.M., diary.
and bedside table. A 9mm Luger pistol with six
rounds of ammunition can be found in one of SS REANIMANT
these bedrooms.
Attributes: Agility d6, Smarts d4, Spirit d4,
10. STUDY Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice
The room used to contain all of the original d4, Shooting d6
owners most precious books and heirlooms. The Pace: 4; Parry: 5; Toughness: 7
21
WEIRD WARS - WARSAW GODS OF DESTRUCTION
22
WEIRD WARS - WARSAW GODS OF DESTRUCTION
the sewer layout provided in this Active heroes to reflect its gaze and kills the beast.
EbookTM. Each player is allowed to take a cap-
tured MP40 and 3 spare clips. If he is present, WARSAW BASILISK
the hero or ally with a heavy weapon also gets a Attributes: Agility d8, Smarts d6, Spirit d10,
full belt of ammo for his machine gun and any Strength d4, Vigor d6
character with a flamethrower gets a new fuel Skills: Fighting d8, Notice d10, Guts d10,
tank. Sneak d10
Pace: 6; Parry: 5; Toughness: 4
ROAD TO HELL Special Abilities:
Beak: Str+2.
The journey from HQ to the sewer entrance Death Gaze: Death Gaze: Treat the Basilisk’s
should involve at least one random encounter deadly gaze as the Bolt power causing 3d6
(see Appendix 1: ‘Streets and ruins of Warsaw’). damage. This costs the Basilisk zero Power
Navigating around the various street barricades Points and the creature uses Notice as it’s
takes about 40 minutes to get to the sewer arcane skill.
entrance. Once at the sewer entrance the heroes A hero using a mirror against the Basilisk
begin their subterranean journey. As expected must make an opposed Agility roll against
they encounter difficult terrain as the sewers are Basilisks Notice roll. Success automatically
creepy and the smell is almost unbearable. All inflicts the 3d6 Bolt damage on the Basilisk.
The body of anyone killed by the Basilisk
heroes must make a Vigor roll at the start of any
immediately swells and turns yellow.
encounter within the sewers or be Shaken.
Size: -1.
Heroes with any kind of mask may ignore this
roll. TRAP!
THE SEWER JOURNEY When the squad emerges from the sewer in
Mariensztadt Street they are about two blocks
After 1 hour of travel in the cramp sewer con-
away from their target. With the ruined church in
ditions the squad encounter a wandering
sight the heroes cross paths with a group of
Basilisk. Read the following section to the
Nazis led by a blood mage named Meindel.
players:
Meindel has raised a powerful being from the
dead of his fallen enemies. The last Ulan can be
As you work your way through the network of
summoned by shouting the words ‘Death or
sewers you begin to hear a foul screeching noise
Glory’ in Polish whilst wielding his bloodied
coming from the tunnel ahead.
saber. Meindel calls upon his undead protector
as soon as he encounters the platoon. Read the
Anyone soldier with Knowledge: area
following passage to the players:
(Warsaw, Arcane History or Legend) can roll to
identify the sounds of this Basilisk. Turning the The Nazi officer raises a bloodied saber
corner puts the lead heroes at risk of its petrify- and shouts the words “Death or glory!” in
ing gaze. Using mirrors enables resourceful Polish. An old Polish Cavalry trumpet
23
WEIRD WARS - WARSAW GODS OF DESTRUCTION
24
WEIRD WARS - WARSAW GODS OF DESTRUCTION
25
WEIRD WARS - WARSAW GODS OF DESTRUCTION
2. NAVE
Bound to upturned pews are around three
hundred starved prisoners and they are painted
in evil scripts. These poor souls have been
brought to the church as part of the collective
sacrifice. Guarded by 10 soldiers; the POWs are
scared, sedated and unable to move.
26
WEIRD WARS - WARSAW GODS OF DESTRUCTION
successful Notice roll to uncover either crypt a man in a bright red robe, which has a
entrance. A successful Smarts roll enables a swastika, emblazoned on it! The half-
hero to recall an old legend when they were crazed man towers over the altar with his
young. That legend tells of a two crypts below the arms outstretched. Channeling his dark
force through the prisoner crucified
church that lead to ancient dungeons.
behind him, the mage completes a
strange chant. Suddenly all of the prison-
5. WEST CHAPEL
ers in the Nave cry out in blood-chilling
A Nazi sniper is stationed in the destroyed terror. They scream as bolts of energy
arch window in the southern wall of the West shooting from the Blood Mages’ fingertips
Chapel. If Hans Gruber (See page 19) survives hit their bodies!
from the earlier attack on the camp then he
arrives to take revenge on our heroes. If he per- The Blood Mage is nearing completion of the
ished then use the stats below for a Waffen-SS ritual as the squad enter the Nave. If the heroes
Sniper. From here the sniper can ‘pick off’ do not act and stop the ritual within one hour all
anyone in the street to the west. Targets within of the prisoners are sacrificed and the evil god is
the Nave receive a -1 bonus for light cover. Any raised from below. If the heroes are unsuccess-
hero attempting to shoot the sniper does so at -4 ful then read the following section:
due to his heavily covered position. The raw energy of Czernobog begins to
force its way out from deep within its
WAFFEN-SS SNIPER prison in the crypt dungeon below, up
Attributes: Agility d10, Smarts d6, Spirit d6, through the floor of the Nave. The scene
Strength d6, Vigor d6 is a hideous light show of green sparks
Skills: Fighting d6, Guts d8, Notice d8, as the god’s essence is channeled along
Shooting d10, Stealth d8, Throwing d4 scaffold-like constructions and through
Charisma: -; Pace: 6; Parry: 5; Toughness: 5 the walls of the East Chapel. Now that
Hindrances: Loyal the church is lit up, you can see situated
Edges: Marksman, Trademark Weapon outside the walls of the east chapel an
(Gewehr 43) amphibious Nazi vehicle. Atop this
Gear: Gewehr 43 (Range: 24/48/96; vehicle sits the machine that you guess
Damage: 2d8; 10 shots; AP 2; SA), 4 extra is used to hold the essence of
loads of 7.92 ammunition, helmet Czernobog.
27
WEIRD WARS - WARSAW GODS OF DESTRUCTION
SS BLOOD MAGE (THE SACRIFICIAL PRIEST) occult was legendary at the turn of the century
and Hitler found a way to tap into it. With
Attributes: Agility d8, Smarts d10, Spirit
d12, Strength d6, Vigor d8 electromechanical pulses keeping his brain
Skills: Fighting d4, Healing d8, Intimidation alive; Morgvaus is now an entirely mechanical
d10, Guts d10, Persuasion d10+4, Shooting man. Morgvaus is tireless in his pursuit of evil
d10, and chaos.
Spellcasting d12, Stealth d8
Charisma: -4; Pace 6; Parry: 4; Toughness: Any squad member identifying Morgvaus by
6; Power Points: 10 succeeding a Common Knowledge roll (+2)
Hindrances: Bloodthirsty, Vow (the Third
must make a Guts roll or consult the Fright Table
Reich)
Edges: Arcane Background (Blood Magic), for their reaction.
Inspire, Rapid Recharge
Powers: Bolt (Hagalaz), Light (Kenaz), STANDARTENFÜHRER- MORGVAUS
Obscure (Laguz), Quickness (Raidho), Stun Attributes: Agility d6, Smarts d12, Spirit
(Reverse Berkana) d12, Strength d12+2**, Vigor d8
Gear: Runes: Kenaz, Laguz, Raidho, Skills: Fighting d12+1, Healing d8,
Berkana, Hagalaz. Intimidation d10, Guts d10, Persuasion
d10+4, Shooting d10, Spellcasting d12,
5 SS SOLDIERS GUARDING THE MAGE. Stealth d6.
Attributes: Agility d6, Smarts d6, Spirit d6, Charisma: -6; Pace 6; Parry: 8; Toughness: 9;
Strength d6, Vigor d6 Hindrances: Ugly, Overconfident, Vow (the
Skills: Boating d6, Fighting d6, Guts d6, Third Reich)
Intimidation d8, Notice d6, Shooting d8, Edges: Arcane Background (Blood Magic),
Swimming d6, Taunt d6 Improved Arcane Resistance, Command,
Charisma: -; Pace: 6; Parry: 5; Toughness: 5 Followers, Harder to Kill, Soul Drain,
Hindrances: Bloodthirsty, Mean, Vow (the Combat Reflexes
Third Reich) Powers: Burst (Thurisaz), Barrier (Algiz),
Gear: MP40 (Range: 12/24/48; Damage: Quickness (Raidho), Entangle (Nauthiz)
2d6; RoF: 3; Shots: 32) 3 extra magazines. Power Points: 15
Gear: ‘Leon’ Nagant double action revolver
8. EAST CHAPEL (stats and description for this haunted
Any surviving Nazi soldiers withdraw to the weapon are found in the section entitled
Weapons of War), 1d6 Runestones (War
East Chapel when all of the Blood Mages are
Master’s choice), further details of Hitler’s
dead or when most of the soldiers are out of
plans to discover the Spear of Destiny
action. Standing in the East Chapel is the over- including an ancient map (appropriate to
seer Morgvaus the Nazi occult leader in the heroes current campaign).
Warsaw. Morgvaus was killed during World War Special Abilities:
I and was ressurected through the magic of the Fear: All who gaze upon Morgvaus must
blood mages. His knowledge of the ancient make a Guts roll or consult the Fright Table
28
WEIRD WARS - WARSAW GODS OF DESTRUCTION
29
WEIRD WARS - WARSAW GODS OF DESTRUCTION
lead lined tank. Put simply the energy of the dead green dust Czernobog’s Spirit has qualities
god is used like fuel and continually injected similar to those of an elemental:
through the jet; thus keeping the powers of the
furious deity in check. Those with the scientific Attributes: Agility d12, Smarts d12, Spirit
knowledge and ability can harness this great d12, Strength d10, Vigor d8.
Skills: Fighting d10.
power. Should the squad capture the machine
Pace: -; Parry: 7; Toughness: 6
with Czernobog trapped within they may create a Special Abilities:
weapon of great power. First the hero must Fear: Czernobog causes intense fear in
succeed a Knowledge (Science) roll at –3 and a many by his presence. All heroes must make
Guts roll at –2. Failure of Knowledge roll leaves a Guts roll or consult the Fright Table in the
the soldier bewildered as to the nature of this SW core rulebook for their reaction.
harnessed power and may not attempt it again. Electrical Strike: A searing blast of green
Any further attempt at creating a weapon by the electrical energy using the Cone Template.
same hero results in the release of Czernobog’s Heroes within the cone must beat the spirit’s
Evil spirit. Failure of the Guts roll causes tempo- Shooting roll with Agility or suffer 2d10
damage.
rary insanity in the hero and he is unable to
Ethereal: Able to move through any non-
perform anything but the simplest cerebral tasks
solid surface. Czernobog can seep through
for 1d8 days. Heroes succeeding in creating a cracks in doors, bubble through water, and
weapon manage to produce one of two designs rush through cloth.
within a single week. The first is a powerful laser Quasi-Elemental: No additional damage
cannon, the second a multiple use blast device from called shots; Fearless: Immune Fear
with the machine at its center. effects; Immune to disease and poison.
Flight: Czernobog flies at a rate of 6” with a
LASER CANON climb rate of 4”.
Invulnerability: Immune to all non-magical
Range: 50/100/200; Damage 4d6; Rof: 6;
attacks except fire. A torch or lantern deals
Weight; 20; Shots 300; Min Str: d8; Auto.
1d6 damage but is instantly extinguished if
it hits.
BLAST MACHINE
Push: Czernobog can push a single target
Range: large blast template; Damage: 5d6; 1d6” directly away by concentrating a
Weight 40; 16 charges; radio operated from directed electrical charge away from him.
a max distance of ½ mile. The victim may make a Strength roll against
the attack, with each success and raise
CZERNOBOG’S EVIL SPIRIT reducing the amount he’s moved by 1”.
As a god, Czernobog is all-powerful. However,
the Nazi spell was not enough to completely
9. TOMB
release him from his spiritual ‘tether’ in the The tomb of an unknown soldier rests in the
underworld; but his weakened spirit is still a northeastern corner of the church and it bears
powerful adversary. Appearing as a cloud of the emblem of the Warsaw mermaid.
30
WEIRD WARS - WARSAW GODS OF DESTRUCTION
THE NORTH & SOUTH CRYPTS Warsaw. This tear is the genesis for the water
form of each mermaid. In order to manifest,
each elemental must Seep through the flag-
Once the squad has found the buried stones and into the water-filled tunnels of the
entrance to the crypt they descend 25’ into a crypt dungeon. Once emerged in river water
stone cellar like chamber with a low domed they regain their water formed shapes ready to
ceiling. At the center of each crypt stands a 5’ repel any intruders!
tall stone statue of a mermaid holding a sword
across her chest in a guarded pose of defi-
STONE MERMAIDS OF THE VISTULA
ance. Have each hero make a Smarts roll to Attributes: Agility d6, Smarts d4, Spirit d6,
identify the Mermaid’s image as Sawa the Strength d10, Vigor d10.
symbol and mythical guardian of Warsaw. Only Skills: Fighting d8.
Pace: 3; Parry: 6; Toughness: 11 (7 in water
heroes making a successful Notice roll (-2)
form).
see that the flagstone floor around the statue Special Abilities:
is scarred and bloodstained! Directly beneath Stone Mermaid Form:
each statue is a secret tunnel leading to the Stone Sword: Str +2.
crypt dungeon in which the dead god is Armor: +4. Thick stone skin.
entombed. Elemental: No additional damage from
called shots; Fearless: Immune from Fear
Moving either statue is difficult (Strength roll effects; Immune to disease and poison.
at -6) and requires a cooperative roll to ensure Water Mermaid Form:
Invulnerability: Immune to all non-magical
success. Once the heroes have moved the statue
attacks except fire. A torch or lantern deals
it reveals a dark hole no wider than 2’in diame- 1d6 damage but is instantly extinguished if
ter that leads deep into the tunnels of the crypt it hits.
dungeon. The stone mermaid statues are Seep: Able to squeeze through any porous
guardians of the crypt and animate just one gap as if it were Difficult Ground.
round after being moved. Slam: Str +2, nonlethal damage.
Elemental: No additional damage from
TEARS IN A VIAL... called shots; Fearless: Immune from Fear
effects; Immune to disease and poison.
Approximately five feet tall, made from local Waterspout: These water spirits are able to
grayish stone, the mermaids are ‘dual’ elemen- project a torrent of rushing water this auto-
tals and can alter form only once from stone to matically puts out any normal fires. Anyone
water. Any Chaplain can halt the Stone within the cone must make a Strength roll at
Mermaids in their tracks. When either halted or -2 or be Shaken.
destroyed the mermaids crumble into dust
leaving a tiny broken vial that once sat at the THE CRYPT DUNGEON
heart of each statue. Within the vial is a single The mermaid statues both guard this dungeon
tear from Sawa the legendary mermaid of that is the place where the god Czernobog is
31
WEIRD WARS - WARSAW GODS OF DESTRUCTION
buried. The holes beneath each statue lead to a caves at which point they take their water
dank and cramped tunnel that stops abruptly at a guardian forms.
craggy rock wall. The wall is impenetrable
unless the squad notice the small seam weak- 1. This large cave has a myriad of stalactites
ened by last night’s bombing of the church. A hanging from the ceiling. Loosened by the
cooperative effort of Strength rolls (-5) allows bombing, the stalactites fall in a vicious shower
the heroes to break through into the dungeon. at the slightest disturbance. Any hero traversing
this cavern risks a chance of disturbing the sta-
The acrid stench of death fills each tunnel and lactites by making loud sounds or firing their
heroes failing a Guts roll succumb to extreme weapons. Injured heroes suffer 2d6 +2 of pierc-
nausea and suffer a –1 penalty to all rolls for the ing damage from the falling stalactites. By
remainder of the encounter and must roll on the making a successful Agility roll to dive beneath
Fright Table if the number rolled was a 1. After the black waters the damage is halved. You can
descending the natural stairs for 30’ the tunnels avoid taking damage from the falling stalactites
become flooded to chest height (about 4’) with if you get a raise on this roll.
the waters of the nearby Vistula River. It takes the
Mermaids 2d10 rounds to reach these watery 2,4, & 5. These semi-submerged caverns are
32
WEIRD WARS - WARSAW GODS OF DESTRUCTION
covered in Sewer Slime and reek with the stench ice shatters and the aggressors must endure a
of death (for Sewer Slime see page 8). shower of icy needles:
33
WEIRD WARS - WARSAW GODS OF DESTRUCTION
weapon has no ammunition and is inexhaustible. 2. Golem attack – A Warsaw golem attacks.
The Nazi commander hopes to reach a safe area. 3. Nazi troops – 1d6 Waffen-SS veterans and an
Here Morgvaus intends to have the machine officer.
removed and transported by truck to Berlin. 4. Reanimants – 1d4 zombie troops or 1d8
undead civilians.
FURTHER ADVENTURE IDEAS 5. Building collapse – Make an Agility role (-2).
Failure results in 3d6 damage. A raise
enables the hero to dodge the flying debris.
There are two new weird adventure hooks that 6. Sniper - One sniper hiding in the nearby ruins
attacks.
lead from completing this mission. The first is the
7. Battle - 1d10 partisans are engaged in a pitch
pursuit of Morgvaus and the machine of destruc-
battle. 1d10 Waffen-SS soldiers and an
tion into Berlin. Heroes following the machine officer.
must enter the heart of the Third Reich and steal 8. Tank attack – A panzer tank blocks the way to
or destroy Hitler’s newest weapon of destruction. your destination.
Combine this with the potential Hindrance of 9. Nazi troops – 1d4 Brutes
making Morgvaus an Enemy and the heroes are 10. Incoming – Artillery attack hits nearby. Make
consumed by a whole new campaign. an Agility role (-4). Failure results in 3d6
damage. A raise enables the hero to find
The second plot hook is the search for the cover.
Spear of Destiny. Although just touched upon in 11. Devil Lice attack - 1d6 lice attack.
this adventure, the search for this relic could 12. Last Rites - The last resting place for d6 par-
lead the squad into a whole new area of the tisans or d6 SS-men (They are still armed,
one of them has a medical kit)
world and pit them against their new nemesis
Morgvaus who is sent hot on their trail.
RANDOM ENCOUNTERS TABLE - SEWERS
APPENDIX 1: Once the squad take to the sewers add some
‘STREETS AND RUINS OF WARSAW’ further encounters. Roll d8 every 20 minutes of
game time.
34
WEIRD WARS - WARSAW GODS OF DESTRUCTION
8. Bodies - that place is last resting place for d6 Gear: MP40 (Range: 12/24/48; Damage:
partisans. They are still armed; one of them 2d6; RoF: 3; Shots: 32). After emptying mag-
has a medical kit. There is also still gas near azine, use it as a club.
floor, so you better watch out!
SS BRUTE
Attributes: Agility d8, Smarts d4, Spirit d6,
NAZI TROOPS Strength d12, Vigor d12
Skills: Fighting d6, Intimidation d6, Notice
d4, Shooting d6
These stats can be used for all Nazi troops in Pace: 5; Parry: 5; Toughness: 9
Warsaw (SS, RONA and Penal Brigade) Gear: Sturmgehwehr 44 (Range: 24/48/96;
Damage: 2d8-1; RoF 3; 30 shots; AP 2), 4
WAFFEN-SS SOLDIER, VETERAN extra loads of 7.92mm ammunition,
Hindrances: Ugly, Mean.
Attributes: Agility d6, Smarts d6, Spirit d8,
Edges: Brawny.
Strength d8, Vigor d8
Special Abilities:
Skills: Fighting d8, Guts d8, Notice d8,
Claws: Str.
Shooting d8, Throwing d6
Charisma: -; Pace: 6 ; Parry: 6; Toughness: 6
Hindrances: Loyal APPENDIX 2: PREGENERATED HEROES
Edges: Command, Rock ‘n’ Roll,
Gear: Sturmgehwehr 44 (Range: 24/48/96;
Damage: 2d8-1; RoF 3; 30 shots; AP 2), 4 OFFICER PORUCZNIK MARIAN PLASCYCA
extra loads of 7.92mm ammunition, 2
NICKNAME “JARIK”
stiehlhandgranate 24 (Range: 5/10/20;
Damage: 3d6; Medium Burst Template), Rank: Seasoned
helmet, uniform Attributes: Agility d8, Smarts d8, Spirit d8,
Strength d6, Vigor d6
SS REANIMANT Skills: Fighting d6, Guts d8, Knowledge
(demolition) d6, Knowledge (Nazi) d4,
Attributes: Agility d6, Smarts d4, Spirit d4, Notice d6, Shooting d8, Stealth d6,
Strength d6, Vigor d6 Persuasion d6, Throwing d6
Skills: Fighting d6, Intimidation d6, Notice Charisma: 1; Pace: 6; Parry: 5; Toughness: 5
d4, Shooting d6 Hindrances: Death wish (minor - there is no
Pace: 4; Parry: 5; Toughness: 7 hope for freedom fighters, they are
Special Abilities: doomed),Heroic, Loyal
Claws: Str. Edges: Combat reflex, Command, Officer
Fearless: Zombies are immune to fear and Gear: Sten (Range 12/24/48, Damage
Intimidation. 2d6+1, RoF 3, Ammo 9mm, Shots 32), 1
Undead: +2 Toughness. Called shots do no spare clip, helmet, potato masher (5/10/20
extra damage to such creatures. +2 to 3d6 in Small Burst Template), knife (Str
recover from being Shaken. Bullets, and +1), one canister of gunpowder, impro-
other piercing attacks do half-damage. vised fuse, tools.
35
WEIRD WARS - WARSAW GODS OF DESTRUCTION
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except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
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exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are
Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
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License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
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due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of
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14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it
enforceable.
"Dungeons & Dragons(R) and Wizards of the Coast(R) are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used
with permission."
SURVIVING WILL BE YOUR MAIN OBJECTIVE!
This tough new mission is set during the
Polish Warsaw uprising of autumn 1944.
Nazi forces across Poland struggle to slow
the advancing Russian troops. As the Red
Army approaches Warsaw the heroic Polish
underground army decides that this is the
best moment to rise up against their Nazi
oppressors.
Requires the use of the Dungeons & Dragons (R) Third Edition Core Books, published by Wizards of the Coast, Inc. and Blood on the Rhine, published by
Pinnacle Entertainment Group, Inc.
Requires the use of the Savage Worlds rulebook, published by Great White Games.
Legion Publishing, the Legion Publishing logo, Legionnaire, Active Ebooks and all related characters and elements are trademarks of Legion Publishing.