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A WORLD WAR II RPG
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A WORLD WAR 2 RPG BY G. I. GARCIA

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[CHAPTER 01] Specialized Weapons ............................................... 92
RENDEZVOUS WITH DESTINY.................. 8 Cover and Armor - Protection Saves......................... 93
Social Conflict.......................................................... 98
War Stories: A Historical RPG of the Second World War .9
The Players............................................................... 9
The Game Master...................................................... 9 [CHAPTER 06]
Inclusivity and History............................................ 10
Altering History...................................................... 10
DAMAGE AND HEALING...................... 100
Taking Damage ..................................................... 101
What Do You Do?..................................................... 11
Other Types of Damage.......................................... 106
The Game Setting.................................................... 12
Effects.................................................................. 108
The War Campaign Framework................................ 14
Healing Up ........................................................... 109
Starting the Game................................................... 15
Fatigue.................................................................. 111
Tools of the Game.................................................... 15
Stress................................................................... 112
Incapacitation from Stress..................................... 113
[CHAPTER 02] Damage to Structures............................................ 115
CHARACTER CREATION........................ 18
Aspects of a Character............................................ 19 [CHAPTER 07]
Archetype vs Life Path............................................ 23
Character Creation: Archetype Method..................... 23
VEHICLES.......................................... 118
Vehicle Descriptors................................................ 119
Character Creation: Life Path Method....................... 28
Vehicles in Combat................................................ 126
Making Background Characters................................ 49
Advanced Vehicle Combat Rules (Optional)............. 131
Advancement: Experience and Leveling Up............... 52
Rank and Medals..................................................... 53
[CHAPTER 08]

[CHAPTER 03] WEAPONS AND GEAR......................... 134


General Gear Features........................................... 135
SKILLS AND THEIR USE........................ 56 Weapon Specific Features....................................... 136
Rolling the Dice....................................................... 57
Weapons................................................................ 139
The Skills................................................................ 61
Gear Lists............................................................. 152

[CHAPTER 04]
[CHAPTER 09]
SPECIALIZATIONS AND TALENTS........... 68 THE CAMPAIGN................................. 158
Specializations ......................................................... 69
Campaign Battles.................................................. 159
Talents.................................................................... 75
Campaign Travel and Encounters........................... 165
The Area of Operations.......................................... 167
[CHAPTER 05] Creating Your Own Areas of Operations.................. 168
COMBAT ............................................. 78
Time in the Game.................................................... 79 [CHAPTER 10]
Actions You Can Take.............................................. 81
Special Actions........................................................ 81
TELLING THE WAR STORY.................... 176
Alternative Campaign Ideas................................... 183
Combat Basic Concepts............................................ 82
Adventure Ideas.................................................... 184
Close Combat........................................................... 84
Using Miniatures................................................... 186
Ranged Attacks....................................................... 86
Arbitrary Death.................................................... 188
Modes of Fire.......................................................... 87
Ammunition............................................................ 92

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CREDITS
TABLE OF CONTENTS LEAD DESIGN:
G. I. Garcia

ORIGINAL CONCEPT:
Alex Aguila

[CHAPTER 11]
WRITTEN BY:
G. I. Garcia
THE LIBERATION OF THE WEST............ 190 ADDITIONAL WRITING:
Timeline: Second World War - European Theater....... 191
Dave Semark
A History of the Allied Struggle in Europe.............. 193
Michael Santana
Historic Locations.................................................. 196
Troubles Beyond the Enemy................................... 198 EDITING & INDEXING:
A Tribute to the US 101st Airborne Division........... 200 K. Drew Saxton

ILLUSTRATIONS BY:
[CHAPTER 12] Peter Diesen Hosfeld
THE COMBATANTS ............................ 203 Anhar Hawari
The Allies.............................................................. 205 COVER ART:
The Axis............................................................... 211 Peter Diesen Hosfeld
Sample Axis and NPC Stats.................................... 216
LAYOUT AND GRAPHIC DESIGN:
Lilian Figueroa
[CHAPTER 13]
DESIGN CONSULTANT:
THE TANK: INTRO SCENARIO............... 218 Dave Semark

HISTORICAL CONSULTANT:
[CHAPTER 14]
Michael Santana
APPENDIX 1: CARTOGRAPHY BY:
GLOSSARY......................................... 225 Chris Strecker
Dave Semark
[CHAPTER 15] SUPPORT:
APPENDIX 2: Alec Aguila
HISTORICAL REFERENCES AND Ray Aguila
INSPIRATION..................................... 229 PLAYTESTERS:
Will Horner, Frank Garcia, Carlos Merino,
[CHAPTER 16] Hector Penton, Alex Aguila, Mike Tuñez,

APPENDIX 3: Alec Aguila, Ray Aguila, Lily Figueroa,


Dave Semark, Alistair Schollaert-Semark,
TABLES AND LISTS............................. 230 Connor Clarke, Dean Semark, Morgan
Semark, Tony Semark, Thomas Boulton,
[CHAPTER 17] Saul Morales, Paul Bolton, Ed Stitson, Nick
EPILOGUE......................................... 251 Setnik, Brian Bird, Michael Buonagurio,
Toby Hazelip, Justin McAuley, Ben Shaw,
[CHAPTER 18] Gerry McCabe, Mark Gosewisch, Stephen
Ball, Teletha Sylviana, Jorge Recarey,
INDEX............................................... 252 Victoria Howell, Andrea Malo, Thiago dos
Santos, Marcos Ortega, Eva Behar, Hailey
Brenner, Sarah Cook, Patricia Ricci, Max
Georges-Pierre.
Special Thanks to Annie and all our spouses,
partners, and families for indulging our
hobbies and supporting our creativity.

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CHAPTER 1:

RENDEZVOUS
WITH DESTINY
The ‘opening shock’ dazed him, but he quickly re-
covered, seeing what little the darkness permitted
through his fogged goggles: the rapid spin of moonlit,
tattered clouds, pitch-black fields, and a smoking, fire-
lit town. The ground rose fast, and he crashed head-
long into the muck. The nylon chute dragged him for
a few yards, until he got hold of it and cut the cords.
His heart felt ready to beat out of his throat. He took
a calming breath, and with a quick glance in the dark,
surveyed his surroundings.

It was just after midnight, and Private First Class


John Reeves crouched in a muddy field. He checked
the scuffed compass dial strapped to his wrist and
peered about. Black, shadowed trees bordered the west
and south, open land sprawled to the north, and the
burning town illuminated the east. Nearby, a farm and
its shed leaned beside a rutted road that led toward
the flaming settlement. From the town, a light breeze
carried barely audible shouts and the redolence of
smoke from the burning structures. Distant anti-air-
craft fire shattered the sky. Overhead, he caught the
drone of straggling C-47 Skytrains as they drizzled
more paratroopers onto Normandy.

He needed to move. He readied his M1 Garand, reposi-


tioned his musette bag, checked his spare ammunition,
and tossed his jump goggles. It was only then that
he realized he had no idea where his helmet was. He
looked about, considered using his flashlight, and then
reconsidered. S.O.L., he thought.

He crept out of the mud and onto the coarse gravel


alongside the dirt road.

In moments, he heard the repetitive and soft percus-


sive sound of a clicker. Click-clack, click-clack.

Reeves took a chance, “Flash,” he whispered.

“Thunder,” came the quiet, coded response from the


small copse of woods left of the road.

Reeves had found his fellow troopers. The invasion


could begin in earnest now.

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WAR STORIES: You decide what your PC thinks and feels, what
they say and do. It’s your job as a player to imagine

A HISTORICAL
how your PC reacts to whatever circumstances in
which they may find themselves. With their own
dreams and desires, a player’s role is to imagine how

RPG OF THE their character would respond to the challenges


they might face.

SECOND Your characters are always the protagonists of


the story. Your choices and the repercussions that

WORLD WAR follow will help create your personal War Story.
Together with your friends, your fellow soldiers in
arms, the story you collectively weave will be as
War Stories is a roleplaying game set during the
tumultuous period of World War II. This book pro- grand as your imagination allows.
vides all the background, rules, and scenario ideas
needed to create tales describing the harrowing
exploits and extraordinary adventures of those who
participated in the struggles of the war. While much
of this book’s focus is centered during the late years THE GAME
MASTER
in Western Europe, it can be used to run narratives
in virtually any theater or during any period of the
war. The initial campaign book offered, Rendez-
vous with Destiny, allows players to tell the tale The final player is the Game Master (GM). Their job
of their brave soldier-characters as they collectively is to describe the world of War Stories to the players.
liberate France and drive onward toward victory. The GM portrays all the people the characters meet as
they make their way through occupied Europe, Africa,
This core book serves as the basic introduction to or the Pacific. This may include hostile Axis forces,
the world of War Stories. Ongoing expansions and war-weary civilians, or Allied soldiers like themselves.
future supplements will cover new theaters of war, All of these individuals are called Non-Player Charac-
character archetypes, Skills and Specializations, as ters, or NPCs.
well as additional themes like espionage, the East-
ern Front, and the Pacific War. When all is said and The game, like most role-playing games, is often a con-
done, the entire period will open up as a historically versation between players and the GM. This back and
rich, playable setting. You and your players will be forth goes on until a critical situation emerges where
able to create moments of valor and courage, ulti- the outcome is uncertain. This is when the dice come
mately weaving your personal tales into the fabric into play -- read more about them in Chapter 3.
of the historical events from beginning to end. These The GM’s job is to help make the story exciting and
will be your War Stories. challenging by placing obstacles in the path of the
PCs, forcing them to rise to the challenge and over-
come what stands in their way. The outcomes of
these moments are not decided by any one player.

THE PLAYERS Instead, the game system, the dice, and the players’
choices, all come into play to determine how the
story unfolds.
Each player in this game, except one, will take the
role of a Player Character (PC). If they play through The GM should focus the story’s plot to keep the action
the first campaign, Rendezvous with Destiny, these moving forward. Being the GM can feel somewhat
characters will likely be members of the elite US daunting. Don’t worry, the whole game does not rest
101st Airborne paratrooper unit. If they opt for an on your shoulders alone! There are plenty of tools
alternate playstyle, they might create characters available to help you in your role. The GM chapters
from a great variety of nations, with backgrounds later in this book are your first step in becoming the
that help create a wide range of skills and expertise. best guide for your War Stories.
Either way, it will be their actions and choices that
will determine their fate and define their story.

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RENDEZVOUS WITH DESTINY

INCLUSIVITY ALTERING
AND HISTORY HISTORY
At the onset, a discussion of the very important top- The second question to address is whether the play-
ic of inclusivity as it relates to history is in order. ers’ actions can or should change history. This is
While War Stories strives to remain historically entirely up to you and your group of players. While
accurate and true to real events, many may wonder the game is presented from a historically accurate
how it covers some of the racial and gender-sensi- perspective, the campaign simply begins in this
tive issues of the period. In America, and elsewhere, fashion. As your own unique stories begin to unfold,
bigotry and racism were prevalent in the 1940s as you may find that your characters may affect history
were gender bias and misogyny. Minorities were at a very small level, or to a very large degree. This is
targets of prejudice and mistreatment to such an mostly dependent on the nature of the stories your
extent that it has become an inextricable part of GM will create as well as any extreme direction
history. Despite this, these elements should NOT your unit undertakes within published adventures.
form the basis of your stories. They may exist at the
periphery of your narrative but should not be the Injecting your stories with real life individuals as
focus of the tales being told. Of course, some groups NPCs your characters meet is certainly among the
may wish to handle these difficult topics more di- most rewarding of experiences. As one example to
rectly in order to be fully immersed in the period, inspire you, Brigadier General Ted Roosevelt Jr. is
or perhaps for the sake of character development. provided as an NPC in the Appendix of this book.
However prejudice is handled, it must be addressed The truth is, to some extent, changing history is like-
responsibly and inclusively. Each group must ar- ly one of the more exciting aspects of a historical
rive at a mutually agreed consensus about what is RPG. There will be many among you who will hope
permissible to involve in their dramatic retelling of to lead your unit to Berlin before the Soviets arrive!
history. Refraining from topics that are hurtful to Like this, a wealth of alternate historical paths exist
any member of the group is most important. waiting to be explored and told. There’s nothing
What can and should be emphasized are the vari- wrong with this. In your group, this might even be
ous historical roles ethnic minorities and women encouraged. Play as you wish, these are, after all,
occupied during WW2. There were Black soldiers YOUR War Stories.
who fought for various Allied nations. Latinos and
Native Americans fought with distinction, while
many women were involved in a variety of roles
from the French Resistance to the International Red
Cross and more. A great example of the many varied
groups that can be portrayed in the game is the Nisei
of the 442nd Regimental Combat Team. This Japa-
nese American unit would go on to become the most
highly decorated combat unit in US history through
its service in Italy, Southern France, and Germany.
However you and your friends would like to play,
the history of the Second World War should come
alive in ways you can all enjoy so your role-playing
experiences can be happily told and retold count-
less times.

10

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WHAT DO YOU RECON ENEMY POSITIONS
DO? Very often, intelligence proves invaluable to gen-
erals making command decisions that affect thou-
sands of lives. It often dictates the very success or
In War Stories, players will most often portray sol- failure of a war effort. This information is regularly
diers who are part of the Allied effort to defeat the collected by eyes on the ground. Military units, like
Axis powers in Western Europe or elsewhere. Your the elite airborne paratroopers of the Allied nations,
characters will have orders, missions, and, often, are called upon to reconnoiter enemy positions, unit
clear objectives to achieve. The GM will place ene- strengths, troop disposition, key roads and bridges,
my defenders, difficult terrain, and other dangerous and even the location of enemy leaders. As the eyes
challenges in your way, but in the end, the choices and ears of the command elements of Allied lead-
you and your fellow players make create the story. ership, the success of these missions is essential!
None of this is predetermined by history nor is it
written ahead of time. It is a story that develops
organically by the play of the group gathered around LIBERATE OCCUPIED TERRITORY
the table or computer screen. But what are your The Axis occupation has gone on for far too long as
characters supposed to do in these stories? far as the Allies are concerned. Since the summer
of 1940, France has remained a conquered nation,
ACHIEVE OBJECTIVES while its colonies in Africa and Asia have suc-
cumbed to Axis occupation. The Allied forces have
Your most immediate goal is often delegated by the returned to free these territories from the fascist
chain of command. Soldiers receive their orders boot heel of the Axis powers. Every village freed,
and are expected to execute these to the best of every city liberated, is further proof the days of ty-
their ability. Often there are objectives that must be rannical domination are coming to an end. Often
achieved while carrying out these orders. Perhaps the elite forces form the vanguard in such efforts.
a bridge needs to be taken, a rail line destroyed, They lead the way, bringing with them the promise
or even an entire town liberated. Whatever their of freedom.
mission, the players must determine the best plan
to achieve the objective and execute those plans
within the timetable required! STAY ALIVE
In any war, death is a blink of an eye away. Around
MOVE FORWARD any sniper-covered corner, under any mine-laden
field, lies the ugly surprise of a violent demise. De-
The Second World War is the advent of modern, rap- spite this terrible truth, the real heroes overcome
id mobilization of forces. The invasion of Normandy their fears and venture forward to an unguaranteed
and the Breakout that follows necessitates a strat- fate. It is their duty to fulfill their objective, accom-
egy of fast, decisive movement. Often, however, it plish the goal, and stay alive long enough so they
bogs down into a war of attrition as German defend- might attend the next mission briefing and do it all
ers fight stubbornly to hold their ground. Whenever over again.
possible, though, SHAEF (Supreme Headquarters
Allied Expeditionary Force) insists on speeding
forward in an ever-present effort to liberate more GET PROMOTED
territory, allowing troops and tanks to come ashore Stars, crosses, ranks, and stripes. These are the
while forcing the enemy to retreat. Your squad will honors bestowed on the deserving few who merit
be required to keep moving forward with barely a promotion and decoration. Battling at the heart of
moment to catch their breath. the most dangerous of grounds, sometimes behind
enemy lines, the elite of the Allies’ airborne soldiers
are expected to act with unquestioned bravery and
manifest valor. As such, recognition is readily given
and, quite often, well-deserved.

11

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RENDEZVOUS WITH DESTINY

KEEP YOUR SQUADMATES ALIVE rupted communications and captured key villages
and towns. These settlements were often the hubs
Your squad, your platoon, and your company are of road networks that could stall enemy movement
your brothers in arms. They rely on you as squarely and assist the Allies in breaking out of the tight con-
as you depend on them. The safety of the squad- fines of the coastal areas.
mate beside you is your responsibility, and you are
theirs. This ingrained duty is a charge most serious.
To neglect such a trust is tantamount to a betrayal
FRANCE: THE BREAKOUT
As the Allied forces of the United States, Great Brit-
against oneself. Protecting your brothers ensures
ain, the Free French, and Canada achieved break-
the success of the mission as few objectives can be
throughs out of the northern coastline, they drove
captured alone.
deep into the heartland of France. Sweeping across
the countryside they battled stiff resistance within
occupied settlements. German forces mounted des-
perate counterattacks meant to slow the formida-

THE GAME ble Allied advance. These encounters would prove


deadly for many soldiers on both sides. At times,

SETTING enemy-occupied French settlements were bombard-


ed so heavily, that Allied soldiers would grimly refer
to the practice as “ob-liberating” them. Refugees,
Starting in 1939, the Second World War would last
prisoners, and collaborators plodded long, cratered
six years and see fighting on three continents, four
roads seeking shelter from the devastation. Those
oceans, and involve hundreds of millions of people
lucky towns that survived mostly intact would be-
from every corner of the globe. While this rulebook
come havens for the weary liberators as places to
is flexible enough to create narratives located any-
savor a moment’s respite from the war. The libera-
where and anytime, War Stories initially focuses
tion of Paris itself became a joyous symbol of the
primarily on the late war in Western Europe. Be-
brutal victories achieved that summer.
ginning with the events surrounding the invasion
of Normandy on D-Day, June 6, 1944, the players’
story will zero in on the Allied liberation of France THE LOW COUNTRIES
and the nearby Low Countries. The final invasion Moving ever eastward after the liberation of France,
of Germany itself will serve as a fitting conclusion the Allies turned their attention to the Low Coun-
to a grander campaign. A brief tour of the Western tries. The Netherlands, unprepared and poorly pro-
Front follows. tected, had fallen swiftly to the German advance in
1940 and had been occupied ever since. The people
FRANCE: NORMANDY of Belgium, meanwhile, prepared to once again
become a battleground for the third time in thirty
The northwest region of France, called Normandy,
years. The Allies would meet great resistance here,
was the chosen landing site for the largest amphib-
forcing them into a bitter, violent struggle as they
ious invasion in world history. Tens of thousands of
plowed ever onward. The challenges were greatest
Allied soldiers and millions of tons of war materiel
during Operation Market Garden, the codename for
would cross the English Channel and wade ashore
the two-part plan to breach deeper into the watery
onto heavily contested beaches that were blood-
Low Countries and cross the Rhine. What still stands
ied in the ensuing violent battle. Deeper inland, the
as the largest airborne operation in history, it hoped
beaches gave way to farm fields and medieval vil-
to secure seven bridges through the Netherlands
lages surrounded by tall, dense hedgerows known
and ‘end the war by Christmas.’ Instead, Market Gar-
locally as bocage. These impediments proved a ma-
den turned into a bloody quagmire. While the valor
jor challenge as they provided cover for the enemy
and skill of the men of the 1st Allied Airborne Army
and obstacles for the Allies.
are still venerated in the towns they liberated, fierce
In Normandy, elite paratroopers dropped behind German counterattacks prevented the securing of
enemy lines before the invasion began. Their or- the final bridge at Arnhem. The war would continue
ders were to secure crossroads and critical infra- in Europe for another seven months.
structure to prevent German reinforcements from
reaching the beaches. Once these objectives were
achieved, their missions would escalate as they dis-

12

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THE BATTLE OF THE BULGE INTO THE HEART OF THE REICH!
As winter set in, the enemy secretly prepared for an all- In the race to Berlin through the spring of 1945, Al-
out counterattack to thwart the invasion of the Father- lied units were tasked to rapidly advance across the
land. Gathering the greatest of their remaining armies, German nation. The Soviet allies were far closer.
they drove a bulge into the center of the advancing Having driven across the Eastern Front, the Red
forces, in the hopes of dividing the Allies and capturing Army was poised to reach the capital first and likely
the strategic port of Antwerp. Elements of the Ameri- dictate terms to their Western allies after the war.
can military were forced to hunker down and defend Reaching Berlin first was supremely important to
their hard-fought ground. In the critical road junction the state of the world after the war. Taking down
of Bastogne, US ground forces, many of which were the Nazi regime itself was just as imperative. Allied
members of the 101st Airborne, held out against the command made priorities of locations and individ-
German encirclement. The Screaming Eagles were uals central to the Axis leadership. Diehard defend-
called upon to live up to their heroic reputation. When ers, however, would remain a real threat until the
asked to surrender by their besiegers, “NUTS!” was the very end.
only word given in reply. Fighting in temperatures well
below freezing, they held the line, slowing the German
advance and buying the Allies time to stage their own
counterattack. They went on to win the largest battle
in US military history.

13

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RENDEZVOUS WITH DESTINY

THE REST OF THE WORLD It should be said that BCs will more often than not
remain in the background, off-camera, so to speak.
While the main focus of this book is the Western During most combats, a GM will usually narrate
Front in the late years of the war, the challenge fac- what the BCs are accomplishing without even re-
ing the Allies was indeed worldwide. The United quiring dice rolls made on their behalf. This is cov-
States and Great Britain collaborated in their ef- ered in detail later in the book in the section on
forts across both North Africa and the Far East. The Campaign Battles.
Soviet Red Army struggled against the Blitz in the At other times, particularly out of combat, players
Eastern Front before finally repelling the invaders may use BCs with the GM’s approval in interesting
at Stalingrad and elsewhere. The war in the Pacific ways that assist the party without necessarily taking
spread across countless islands and endless seas. the limelight off the PCs. Occasionally, the GM may
Chinese, Australians, New Zealanders, and a host call on players to roll the dice for the BCs, especially
of other allies would join the American and British during a critical moment when the PCs are relying
forces in the fight against Japan. These are just some on their background character to come through for
of the many locations available where your War them. None of this should overshadow the princi-
Stories could be set. Future expansions will zero in pal role of the heroic characters themselves. The
on each in turn. GM should feel free to limit the use of Background
Characters to keep the main heroes at the forefront
of the story.
The purpose of Background Characters is twofold:

THE WAR first, it will bring the PC’s platoon to life with the
myriad of personalities that make up the larger unit

CAMPAIGN beyond their squad. Second, should a character be-


come a casualty or be forced to leave the unit, there

FRAMEWORK
will be ready replacements who have not only lev-
eled up with the other PCs but have become well
known by fellow characters and the players them-
War Stories is a deadly game. Many players may find selves. Rounding out the newly ‘promoted’ charac-
their PCs incapacitated or even killed in action. As ter will require much less work than building a new
such, it may be difficult for an individual PC to sur- character from scratch.
vive a long-term campaign as is traditional for many
role-playing games. War Stories strives to mitigate In this fashion, a campaign is truly the tale of the
this with its platoon-level campaign system. PCs as well as their entire platoon as they fight their
way through the war. As PCs accomplish missions

PLAYER CHARACTERS AND and survive engagements, they will advance in rank,
Skills, and Specializations. A player can take pride

BACKGROUND CHARACTERS in the accomplishments of their character as they


manage to achieve greater and greater renown and
While a player’s PC will always be the center of atten- recognition. And should the character meet their
tion who will drive the story forward, there will also be end prematurely, there will be a ready replacement
a number of minor NPCs who will be under the occa- familiar to the player. It is a war after all, and play-
sional control of the players and the GM throughout a ers should not be surprised if their initial character
game session. These supporting roles will be referred didn’t “make it” to the end.
to as Background Characters (BCs). They will col-
lectively belong to all the party, as individual players
occasionally roll on their behalf whenever required
by the backdrop of the story. Players will even have
opportunities to level up these background characters!

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However somber a character’s death may be, play-
ers can take solace in knowing that while each sol- TOOLS OF
THE GAME
dier’s story will evolve individually, they’ll also be
part of a greater narrative as the exploits of the pla-
toon’s achievements are told simultaneously. By the
end of the campaign, as the Allies march into Berlin,
players will thrill at the survival of the handful of RULES
characters whose story they have collectively told! You’re reading them! This corebook contains all
the rules you need to run a full War Stories game.
While the rules have been created to cater to most

STARTING anticipated styles of play, there may be some among


you who care for either a grittier, more realistic sim-

THE GAME ulation of WW2, or perhaps a greater cinematic style


of pulp fiction. Throughout this book, call out boxes
have been provided with either advanced, optional
Your War Stories can begin wherever you and your
rules or simple alternatives to a mechanic within
friends would like it to start. The Rendezvous with
the rules. These provide choices for each group to
Destiny campaign is a great entry point detailing
better fit their preferred playstyle.
the course of the war for the members of the 506th
Parachute Infantry Regiment of the 101st Airborne Terms important to the rules are capitalized
Division from D-Day onward. Of course, players throughout. For convenience and reference, short
may decide they wish to play a different kind of definitions of these can be found in the Glossary.
adventure revolving around the exploits of infan-
try in the regular armies, the crew of an armored
tank, or even a non-military campaign following
CHARACTER SHEETS
To keep track of your character, you will use a char-
the daring actions of French partisans. This is eas-
acter sheet (provided in this book) you will fill out
ily accomplished as well! Your GM will be able to
and annotate during play. This will remind you of
devise a myriad of stories whatever the theme or
your character’s Attributes, Skills, Specializations,
background.
and Gear. There is a place to record their relation-
Once the setting has been selected, it’s time to cre- ships with one another, their Virtues and Flaws, and a
ate the players’ characters. Head over to Chapter location to track their Endurance and any Conditions
2: Character Creation and make the key choices they may be suffering from. Several pre-generated
or rolls that will help define who you are going to character sheets, ready to play, are provided as well.
portray in the coming action. In the meantime, the
GM should begin formulating the story hooks, chal-
lenges, and plot lines that will captivate the players
DICE
in a dramatic telling of their characters’ exploits. With danger lurking around any corner and bullets
Published campaigns like Rendezvous with Des- flying in the midst of battle, the uncertainty of suc-
tiny will assist GMs in accomplishing this. There’s cess or failure can only be determined by fate and
nothing to stop an ambitious GM from creating their ability. And so dice must be used to test the skills as
very own campaign in the style of their choosing. well as the fortunes of the characters.
Chapter 10 of this book provides advice and sugges- War Stories uses traditional six-sided dice (10 to
tions to guide GMs in these and other tasks. Chapter 12 per player should do) to determine the results
13 provides a one-shot adventure, The Tank, that of actions that can potentially fall short of success
serves as an introduction to the types of stories a and, just as importantly, where failure has some
GM can create on their own. serious consequence. Generally, a number of dice,
called d6s, are rolled equal to the PC’s Attribute and
Skill, hoping to attain a result of 6 on at least one
die. Sixes rolled are called Successes. Often, one is
enough, though for some tasks you may hope for
more than one success. Also, there may be instances
where additional d6s are rolled to represent Bonus
Dice. More on this later!

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RENDEZVOUS WITH DESTINY

War Stories also uses ten-sided dice (d10) during


combat. This is used primarily to determine Hit Lo-
cation and Damage inflicted after a successful hit is
scored. One or two of these will be enough.
In the event of a roll on a chart requiring a d66, this
is simply accomplished by rolling one d6 at a time,
designating the first as the ten’s digit, and the second
as the one’s digit. If there is ever a need to roll a d3,
roll a d6, divide by two, rounded up.
There will be times in the game when dice will be
Modified or Adjusted. Modifying a dice pool means
adding or subtracting dice to the pool. Adjusting a
die’s result means adding or subtracting from the Game Master Screen
value of the rolled result.

CARDS
War Stories uses a set of playing cards marked with
values ranging from 1-10. These are used to determine
Initiative during combat rounds. Once combat begins,
you will draw one card and the rank of the card will
dictate when during the round you may take your turn.
This may be done once at the start of the combat, with
characters retaining their turn order from Round to
Round. A recommended variation, however, calls for
drawing a new card at the start of each Round and
keeping it hidden to provide for more unpredictable
turn orders and dramatic combat scenes. If you are
allowed to draw more than one card (often because
of surprising an enemy or some other advantage), you
may choose which to keep and reshuffle the discarded Dice Set: 8 d6 and 1 d10
card before the next player draws a card. The GM will
often draw one card for all the NPCs.
The specially designed War Stories Card Deck details
many weapons for easy reference during play. It also
includes Initiative cards that help keep track of your
Actions each Round.

MAPS
Maps in War Stories are divided into two types: stra-
tegic and tactical. Strategic maps present a wider
area in less detail, thereby allowing players and
GMs to plan out their moves, attacks, or defenses
in broader strokes. Tactical maps display a smaller
area in greater detail. These larger-scale maps are
perfect for carrying out anything from firefights to
infiltration missions. Often, these will be presented
at a scale where one hex equals 1 to 5 meters. This
helps determine how far your character might move
or how far they might shoot. It can even help trans- Weapons Card Deck
late things to a dry erase board or even a tabletop
full of custom scenery!

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18

CHAPTER 2:

CHARACTER
CREATION
Will created Private First Class Reeves as his charac- Will’s character, Reeves, had listed Sonny as his Bud-
ter for the Rendezvous with Destiny campaign he and dy. He had created a backstory where Sonny was the
his friends were just starting. Hector, Al, and Carlos fiancé of Reeves’s sister back home in the States. To
were all players, and Frank was running the game as make it interesting, both players agreed Sonny had no
the GM. The pizza was hot, the drinks were cold, and idea Reeves was his future brother-in-law. Will made
the session was underway. it so that the siblings’ last names differed, owing to
Reeves’s mother remarrying after his father had died
“What do you do?” asked Frank, after having just
from injuries sustained in the Great War. The back-
informed the group the GIs had located one another in
story worked as motivation for Reeves in more ways
the darkness of the flooded fields somewhere west of
than one.
Utah Beach.
Will knew that as the seemingly plain rifleman of the
“Does the burning village on the road ahead look
undermanned squad, he did not have a specific role
familiar to any aerial photography we may have
at the moment. But he also knew he had the highest
studied?” asked Hector. He was playing ‘Slim’ Jim,
Agility in the group, and with his Marksman special-
the platoon medic. It was fortunate they’d found his
ization alongside the points allotted to his Ranged
character, thought Will. Jim was a slight man, for a
Combat skill, he would be a force to be reckoned with
paratrooper, but he made up for it in spades by the
in a firefight. Plus, he hoped his Intimidating Talent
way he looked out for everyone’s well-being. Hector
would come in handy at some point. He glanced at the
had given his character the highest Empathy score to
sergeant, as did the other two men.
make for the best medic.
“Good call, Sonny,” said Al, “let’s head out. Keep low,
“No,” said Frank, “you can’t make out any details
alongside the road, boys. Let’s see which village is
from where you stand off the side of the road. You do
burning.”
hear the faint cries of the townsfolk at this distance,
but you can’t make out anything specific.”

“We look around for landmarks of any kind, road


signs, rail lines, rivers, anything that can tell us
where we are,” said Al. He was playing Hank, the NCO
of the squad. Sergeant Henry “Hank” Baines carried
the highest Intelligence score of the group - a five!
That, alongside his Perception skill of 2, allowed him
the best chance of noticing the sort of thing he hoped
his character could find.

“There doesn’t seem to be anything like that precise-


ly where you are, though you do figure the burning
village might afford you the best chance to find land-
marks. Which way do you head to find your way?”

“Let’s get closer to the village,” said Carlos, “Sonny


says, ‘if there’s any more of the 101st around, they’ll
know to converge on the village.’” Carlos was playing
Sonny, the weapons specialist. He was the squad’s
BAR man. Though paratroopers in the 101st did not
officially jump with a BAR, Frank had permitted it as
it wasn’t completely unheard of. Burly and eager for a
fight, they were just as fortunate to find him too.

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In War Stories, your character will be thrust into During the campaign, characters will grow and de-
the action, adventure, horrors, and dangers of the velop. Their skills and specializations can grow as
Second World War. Through your character, you will they learn from mistakes or perfect their abilities
live the experience of the stories you create. You through repeated practice and exposure. Beyond
will triumph through victories and lament the loss of their ‘stats’, though, real character development
innocence. And the war will rage onward regardless. happens when you and your friends get to know
each of the personalities in the group, when they
For you, your character is central to your tale. They
anticipate what a character might say or do, and
will allow you to see and feel the war in ways text-
when they are genuinely surprised at a change in
books and films cannot. You will be more than a
their traits and motivations. These are the ways sto-
witness; you will be a participant and an agent of
ries become captivating narratives--through their
change. The actions of your squad can truly make a
characters and the way these protagonists change
difference at a global level should fate dictate such a
over time. You will root for them, you will cheer
course. Be sure to consider your character as a real,
them when they accomplish the mission, and you
living avatar within this extraordinary exercise in
will invariably feel the loss of one or more of their
imaginative history. The goal is to create a War Story
deaths throughout the course of the campaign.
to remember, and that’s best done with a certain
degree of immersion.

ASPECTS OF A CHARACTER
ATTRIBUTES ENDURANCE
There are four base Attributes that dictate a charac- Endurance Points (END) are a value representing
ter’s inherent capabilities. They are rated on a scale your character’s ability to handle the physical and
from 1 to 5. 5 represents the highest human capacity, mental stresses of combat and other challenges.
while 1 represents a weak or below-average trait. It will gauge how long a character can go without
Most people would rate as a 3 on this scale. A char- becoming Incapacitated due to the physical and
acter may only have one Key Attribute, and only mental drain caused by the horrors of war. Impor-
their Key Attribute may be at 5. These are the four tantly, this value will diminish when a character
Attributes of War Stories characters: takes Damage, whether it represents actual phyical
Strength (STR): Muscles, Toughness, Fortitude. injury or mental stress. Your Endurance can be cal-
culated using one of three methods depending on
Agility (AGI): Dexterity, Speed, Fine Motor Skills. the difficulty mode of the game your group wishes
Intelligence (INT): Intellect, Mental Stability, to experience. This will often generate a score be-
Know-How. tween 3 and 6 or so.

Empathy (EMP): Charisma, Emotional Stability,


Discipline. YOUR ENDURANCE POINTS EQUALS:

These Attributes will determine the general aptitude Average your Strength and Empathy (rounded up)
+0 - Brutal Realism
of your character. Besides measuring how physical-
ly or mentally capable a character is, Attributes de- Average your Strength and Empathy (rounded up)
+1 - Default Gritty
termine the number of dice you roll when attempt-
ing actions during the game. Each Attribute level Average your Strength and Empathy (rounded up)
+2 - Hollywood Heroic
allows you to roll an equal number of dice when
testing for an action associated with that particular
quality.
Attribute Level Description
5 Extraordinary
4 Capable
3 Average
2 Poor
1 Terrible

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CHARACTER CREATION

SKILLS TALENTS
A character’s skills represent a broad area of ex- Talents represent raw, often untrained abilities that
pertise they have acquired along the course of their a character either has achieved prior to the events of
experience prior to and during the campaign being the game or has managed to develop without formal
played. This helps determine whether a task will training. They provide yet another way to flesh out
prove especially challenging or relatively easy if it is your character’s greater capacity to achieve suc-
something the character is either especially skilled cess. This often will set them apart from the average
at or, perhaps, depressingly deficient. Players will ‘Joe’ and help make them the heroes of the story.
add the same number of dice to their pool as their Talents differ from Specializations in three ways:
Skill level. There are 16 core skills, and they are they are not tiered, having only one level, and are
ranked just like the Attributes are, with one differ- a bit harder to come by, costing more Experience
ence: the lack of a skill in an area may be denoted Points to attain (more on this later). Lastly, a char-
as 0 skill. acter may only possess a maximum of three Talents.
Most of the time, players will still be able to have
their characters attempt actions involving skills CHARACTER FLAWS & VIRTUES
without a rank, but they may only roll the associ- Each character starts with one Character Flaw (a
ated Attribute Dice in that effort. In some cases, debility or aspect where they fall short of heroic
however, further penalties and restrictions may be standards) and a Character Virtue (a trait that will
imposed for actions involving skills with 0 rank. help them get through the hardest of situations).
This is discussed further under each skill and its These should not only be roleplayed but can also
use. Ultimately, however, your GM will tell you when affect gameplay. If the PC’s Flaw or Virtue impacts
this applies. a skill test, the GM may invoke a negative or positive
Players can increase skill levels and acquire new Die Modifier to that test. In addition, if the player
skills during play. roleplays or invokes their Flaw or Virtue the GM
may award them with a bonus Experience Point
Skill Level Description
(see page 52). Flaws & Virtues can be removed or
5 Elite gained in play, depending on the PC’s behavior and
4 Veteran at the GM’s discretion.
3 Talented Players may choose or randomly determine their
2 Experienced Virtue and Flaw from the lists below. Of course, they
1 Novice should also feel free to make up their own, with the
0 Untrained GM’s approval.
Example: Private Franklin suffers from the Flaw

SPECIALIZATIONS Claustrophobia but has the Virtue of Generous. He


finds himself in a foxhole as a mortar barrage begins!
Specializations are extensions of skills. They give The GM calls for all PCs to roll their Guts Test for the
incoming artillery fire, penalizing Private Franklin
a character more focused expertise in a particu-
one die when he finds himself in the tight, dark hole.
lar area within the broader skill set. These provide However, the next day, Private Franklin is in contact
characters improved chances to succeed in relevant with some distraught locals fleeing a burning village.
circumstances while also allowing a player to devel- With his Generous manner and a gift of extra food,
op their character in unique and diverse ways. The the GM awards him a +1 modifier to his Persuasion
test to calm the refugees and gather information about
Specializations themselves are tiered at two levels.
the occupying Germans.
The second tier represents the highest level of ex-
pertise in a rather specific area and is only available What follows is a list of Flaws and Virtues that may
if the player has already acquired the first tier of be used during Character creation. Players may also
the Specialization. Players can thus develop their feel free to create their own as well.
characters by increasing the Tier of a Specialization
or even acquiring new Specializations during play.
Specializations are specifically tied to particular
Skills and attaining these requires first gaining at
least one rank of the linked Skill.

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SAMPLE FLAWS
Aloof Distant Patronizing
APPEARANCE
How a PC looks. Height, hair and eye color, how
Angry Greedy Pessimist
uniforms are worn, boots are laced, weapons slung,
Arrogant Gullible Petty
these things can be as detailed as a player wishes.
Blood-Thirsty Hard of Hearing Prejudiced Some players paint a general picture with a few spe-
Bossy Heartless Quarrelsome cific descriptions, others draw detailed illustrations
Braggart Impatient Rude filled with a great deal of information. Either way,
Bullying Irritating Ruthless or anywhere in between, will do. Just be sure to
Careless Kleptomaniac Selfish provide everyone with at least a basic visual idea of
Cautious Know-It-All Talkative your PC so they might imagine what your character
Clumsy Loud Unforgiving looks like as you describe their actions.
Cold Naive Worrisome
Coward
Disrespectful
Nervous
Obsessed
NAME
Your PC needs a name, and more than that, a nick-
name. As the tone of War Stories tends toward a
more serious and realistic portrayal of the Second
SAMPLE VIRTUES World War era, appropriate names of the period
Accepting Devoted Kind-Hearted and nationality being played will likely be more ap-
Bold Easy-Going Lively preciated by your group and GM. That said, a PC’s
Brave Efficient Loyal nickname is among the very first things that connect
Calm Manner Energetic Merciful a player with their character, so choose one that
Careful Enthusiastic Meticulous feels right and provides a means to get you invested
Caring Fair-Minded Open-Minded in the PC right away!
Charismatic Fearless Optimist
Compassionate Funny Patient GEAR
Composed Generous Relaxed
Your PC’s starting Gear will depend upon the kind
Confident Hard-Working Sentimental of character you create. A member of the 101st Air-
Decisive Helpful Sincere borne will possess the official GI-issued gear listed
Determined Honest Well-Spoken in the Gear chapter. Other characters may, at the
GM’s discretion, be afforded a number of items the
player feels their character might have. There is
YOUR BUDDY no hard and fast rule on what can be among these
possessions. As a suggestion, 4 to 6 items might
While your squad-mates are all your brothers in
do. Be sure your GM approves of your list and that
arms, every character will have one soldier who
your character can somehow carry these items on
will count as a Buddy. The Buddy selected may be
their person. Ultimately, the character’s background
a close friend, a confidante, or a role model to look
and the party’s starting circumstances will dictate
up to. In game terms, a PC’s Buddy will be both a
what is or is not reasonable. Also note that some
boon and a responsibility. A Buddy might help a PC
Life Path results may provide additional items as
recover from Stress more easily (this is covered in
character-building aids as well.
the Stress section in Chapter 6 on page 112-113), or
perhaps assist in certain tasks more readily (Assists
are also covered below). On the other hand, if a
Buddy is injured, goes missing, or is tragically killed,
your PC is likely to be sorely affected emotionally
(see Stress below).

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CHARACTER CREATION

LANGUAGES listener. This would be equivalent to the Specializa-


tion: Language I, which can be acquired for other
Every player knows their native language, most languages after your character is created.
often decided by their nationality. Their ability to » Fluent. Speakers can read and write the lan-
read and write is largely player choice, though the guage and are nearly indistinguishable from native
PC’s Intelligence score may dictate this to some speakers, though a GM may require Persuasion tests
extent. They may also know a smattering of phrases to pull off a complete impersonation under heavy
or words from other languages as well. This is best scrutiny! This would be equivalent to the Specializa-
handled by having the player make an Insight test tion: Language II, which can be acquired for other
with modifiers dependent on the complexity of the languages after your character is created.
phrase or the language being attempted.
There is a chance while using the Life Path creation
method that they may know more languages be-
ENCUMBRANCE
Each item included as Gear, each Weapon, Ammo,
sides this. If using the Archetype method, players
and any other incidentals add up, and PCs are not
interested in playing a multilingual character must
able to carry an infinite amount of Gear! Items car-
seek approval from their GM. If a PC knows any ad-
ried increase a character’s Encumbrance and must
ditional language(s), this may suggest an interesting
be accounted for to ensure the PC is not too heavily
detail about their Upbringing or Life Path. You’re
burdened. Each average-sized item being carried
encouraged to come up with a reason why your
will count as one Encumbrance Unit (or simply
character possesses this additional competence.
Weight). The Gear list provided later specifies if an
Languages are known at two distinct levels:
Item is considered to be larger or smaller than this
» Basic: This allows a speaker to communicate average size. An average unconscious human counts
most concepts, though they will be recognized as a as 5 or 6 Weight (any Gear is additional); this may be
non-native speaker to most Fluent speakers. Read- an important detail from time to time!
ing and Writing are possible at this level. Insight
A PC may carry a number of Encumbrance Units
tests may be required for complex communications.
equal to twice their Strength. Backpacks, musette
Persuasion tests may be needed if your character
bags, belt pouches, and other such gear assist in
is trying to pass off as a native speaker to a casual
increasing the amount your character can carry.
Though each of these also adds its own Encum-
brance value, they have a capacity that can contain
items that do not count against the character’s limit.
This capacity is listed in the Gear description. While
carrying many packs may allow a character to bear a
large quantity of gear, a GM may always impose pen-
alty modifiers or even Fatigue tests if they consider
what a PC is carrying to be unreasonable.
Carrying above your Encumbrance capacity is
called being Encumbered and will likely require
Fatigue tests. A GM may allow a PC to carry more
than their allotted maximum within what is reason-
able for a brief period but is encouraged to call for
Fatigue Tests (more on this later) during any such
strenuous activity. When this happens, a player must
pass a test using either their Stamina or Calisthenics
(whichever is greater). Failing this will inflict Fa-
tigue Damage. They must pass further Fatigue tests
when the GM requires it until they either collapse,
complete their task, or rest for the same period of
time as they’ve carried their load.

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ARCHETYPE 3. Choose your Service Branch as provided by the
Archetype choices available. The other members of

VS LIFE PATH
the group should likely be part of the same Branch.
Note that Correspondent and Partisan do not have
a Service Branch to choose.
Now that you know the core concepts of what com-
4. Determine your Attributes. You begin with a 3
prises a character in War Stories, you can choose
in all Attributes. You can then make three increases
from two options to build your own character: the
(in any combination of Attributes). You can gain
Archetype method or the Life Path method. The
one more increase if you decrease an Attribute by
Archetype is the fast, simple way that provides
1 (though you should be sure you meet any Arche-
less choice and very little background information,
type’s Service Branch minimum requirements be-
while the Life Path takes a little more time, pro-
fore you do this!). You can only increase an Attribute
vides more options, and generates a more developed
to 5 if it is the Archetype’s Key Attribute.
background. Players should expect characters to
emerge equal in terms of skill and ability regardless 5. Determine your Endurance Points (Average STR
of which they use. and EMP, rounded up, +1 for Default Gritty).
6. Determine your Skills as follows: choose one
level 3 Skill, two level 2 Skills, and three level 1
Skills. Your level 3 Skill must be one listed under

CHARACTER your Archetype. You’re free to choose the other


Skills.

CREATION: 7. Choose a combination of three total Special-


izations and Talents from the options listed under

ARCHETYPE your Archetype.


8. Choose your Character Flaw from the sugges-

METHOD tions listed under the Archetype or create your own.


9. Choose your Character Virtue from the sugges-
tions listed under the Archetype or create your own.
An Archetype is a typical character in a work of
fiction. They will often fit a preconceived notion of 10. Choose a Buddy from among the other PCs.
what a character in this setting will be like. While
11. Decide how you met the other PCs. Generally,
this may seem stereotypical, that’s okay as players
you will all be members of the same military unit or
will further individualize their PC during play. Each
partisan cell.
player is encouraged to select a different Archetype
so the Squad may be well-rounded. This also fits into 12. Choose your PC’s appearance from among the
the historical aspect of the game as most squads suggestions provided under the Archetype or decide
may have only had one of each archetype (save Ri- for yourself.
fleman). Note that the Partisan and the Correspon- 13. Choose a name and a nickname.
dent are offered for those groups who would like to
play a variation of War Stories that departs from 14. Make note of your Rank. All PCs begin as Pri-
the Rendezvous with Destiny campaign. vates unless the Leader Archetype is selected. If you
chose the Leader Archetype, you may choose either
The advantage of this method is speed. With a few Corporal or 2nd Lieutenant.
simple choices, players can quickly create charac-
ters by following these easy steps: 15. Note the Gear provided in Chapter 8 Weapons and
Gear (pg. 153) section listing GI-issued items or other
1. Choose your Archetype. appropriate Gear. If you’ve selected a non-soldier Ar-
2. Choose your Nationality as provided by the chetype, agree with your GM on 4 to 6 items of Gear.
Archetype choices available. Decide with the GM
if your character knows any additional languages
(especially if English is not the native tongue) and
at what tier.

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CHARACTER CREATION

THE RIFLEMAN THE SCOUT


You are the quintessential soldier of the squad. Des- You are your squad’s eyes and ears. Without you,
ignated MOS 745 in the US, you are the backbone of your squad would be blind to what’s coming just be-
the entire military. They call you Dogface, Mud-Eat- yond that ridge in the distance or the treeline across
er, and Ground Agitator. You’re a trained, gung-ho the bridge. Your ability to infiltrate enemy territory
warrior sent to liberate the lands held by the enemy. and reconnoiter the ground ahead is critical in ac-
Whether you volunteered or won the lotto in the quiring the intel needed by the CO. Without it, your
draft, you went through Basic and shipped off to team could be ambushed, encircled, or worse. You
fight the Nazis and liberate the world. They told you range far and wide in your efforts to determine en-
it would be hard. They told you there’d be plenty of emy location, strength, and disposition. Your speed
casualties. And they even said you might not come and stealth in relaying such information is just as
back alive. No one told you how optimistic all of that important as gathering it. Without you, your squad
actually was. War is hell. would just be stumbling in the dark out there.
Nationality: British, Canadian, US Nationality: British, Canadian, US
Key Attribute: Agility Key Attribute: Intelligence
Service Branch: Airborne (Gain free Specialization: Service Branch: Airborne (Gain free Specialization:
Paratrooper I), Armored, Ranger, Regular Army Paratrooper I), Ranger, Regular Army
Skills: Close Combat, Ranged Combat, Stamina Skills: Infiltrate, Perception, Ranged Combat
Specializations: Grunt I, Machine Gunner I, Specializations: Investigate I, Lightning Strike I,
Pistol I, Ranger I, Sharpshooter I, Sniper I, Pathfinder I, Runner I, Scout I, Silent Assassin I,
Submachine Gunner I Stealth I
Talents: Cool Head, Second Wind, Tough Talents: Eagle Eyes, Fast Reflexes, Hard to Find
Character Flaws: Character Flaws: Impatient, Loud, Naive
Bloodthirsty, Coward, Obsessed Character Virtue: Charismatic, Hard-Working,
Character Virtue: Brave, Kind-Hearted, Merciful Honest
Appearance: Disheveled uniform, dented helmet, Appearance: Fully shaved head, tall and long-
religious pendant used for quick prayers before limbed, quick and furtive.
battle.

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THE MEDIC THE WEAPON SPECIALIST
‘Medic!’ The cry goes out across the field of battle All the soldiers can shoot their rifle, a submachine
and you jump to respond. You have been trained gun, or even a BAR. The bigger stuff, though, that’s
to find the wounded, stop the bleeding, and shoot for guys like you. You’ve been provided special train-
them up with morphine. Your skill makes you invalu- ing to handle guns with more bang for the buck.
able to the unit, and they know it. Every man in the Heavy machine guns, bazookas, mortars, these are
platoon hopes they won’t need you, but they know the sorts of gear that can lay down a far grander
they can rely on you running the gauntlet of fire if kind of firepower than all the rest. The higher caliber
they should fall under the barrage of the enemy. The munitions that can pin an entire enemy company,
red cross on your helmet lets them all know your the armor penetration that could take down one of
role, though it rarely protects you from sharing a the big Tigers, or the artillery that can demolish the
similar fate. entire building hiding the sniper, this is the sort of
Nationality: British, Canadian, US weaponry you were trained to use, and the squad is
ever grateful for it.
Key Attribute: Empathy
Nationality: British, Canadian, US
Service Branch: Airborne (Gain free Specializa-
tion: Paratrooper I), Ranger, Regular Army Key Attribute: Intelligence or Strength

Skills: Guts, Medical Aid, Persuasion Service Branch: Airborne (Gain free Specialization:
Paratrooper I), Armored, Ranger, Regular Army
Specializations: Book Smart I, Combat
Medic I, Counselor I, Field Surgeon I, Skills: Heavy Weapons, Ranged Combat, Tech
Inspiring I, Persuader I, Trainer I Specializations: Big Guns I, Forward Observer
Talents: Intense Focus, Dogged, Soothing I, Gun Savvy I, Launch Crew I, Loader I, Machine
Gunner I, Tanker I
Character Flaws:
Arrogant, Cold and Distant, Naive Talents: Eagle Eyes, Cool Head, Tough

Character Virtue: Careful, Determined, Funny Character Flaws: Angry, Braggart, Nervous

Appearance: Blood-stained uniform, Character Virtue: Easy-Going, Efficient, Generous


meticulously slicked back hair, thin and slight. Appearance: Sharp hawk-like features, laden
with ammunition whenever available, bulky and
big-boned.

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CHARACTER CREATION

THE LEADER THE ENGINEER


You’re an officer or NCO in this outfit. Whether by As a combat engineer, you are responsible for both
attaining an officer’s rank by virtue of your college building and tearing things down. Tasked with the
education, or moving up the ranks of the enlisted demolition of bridges, rail lines, and enemy bunkers,
men, you have attained a position where men look yours is a job involving technically challenging explo-
up to you to lead them into the fray. Your decisions sives and controlled destruction. At other times, the
will impact the unit’s efforts. It will often determine construction of portable bridges and rapid airfields
their success or failure. Their victories will be seen requires the ingenuity and imagination of the very best
as a product of your capability, just as their casual- minds. And when minefields are suspected, the unit
ty count will often be squarely your responsibility. calls on you to clear the land of the threat, so the men
You must lead with assurance and audacity, while can keep moving. While often deployed in dedicated
simultaneously using caution and compassion and units, it wasn’t uncommon for infantry squads to have
commanding from the front whenever possible. a few engineers lugging the gear necessary to do the
Nationality: British, Canadian, US job. You are indispensable, and the mission often relies
on you for success.
Key Attribute: Empathy
Nationality: British, Canadian, US
Service Branch: Airborne (Gain free Specialization:
Paratrooper I), Armored, Ranger, Regular Army Key Attribute: Intelligence

Skills: Command, Ranged Combat, Stamina Service Branch: Airborne (Gain free Specialization:
Paratrooper I), Ranger, Regular Army
Specializations: Authority Figure I, Frontline
Skills: Insight, Perception, Tech
Leader I, Inspiring I, Nerves of Steel I, Pistol I,
Sharpshooter I, Tactician I Specializations: Area of Knowledge I, Combat
Talents: Cool Head, Intimidating, Iron Will Engineer I, Communications I, Geography I, Inves-
tigate I, Mechanic I, Trailblazer I,
Character Flaws: Hard of Hearing, Heartless, Pes-
Talents: Clever, Scavenger, Tinkerer
simist
Character Flaws: Careless, Cautious, Clumsy
Character Virtue: Energetic, Optimist, Well-Spoken
Character Virtue: Accepting, Meticulous, Relaxed
Appearance: Square-jawed and tall, careworn face
and grizzled, compact and efficient in motion and Appearance: Short-tempered gaze, well-groomed
speech. despite the hardships, loose fitting uniform on slight
build.

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THE PARTISAN THE CORRESPONDENT
The locals have had to endure the occupation for You report the war. You might be embedded in a mil-
over four years. Some have bowed their heads in itary unit, or perhaps work independent of the Allied
defeat, others have been complicit and indeed have governments as an agent of a major news agency.
collaborated with the Axis occupiers. You are most Either way, you put yourself in the line of fire as
certainly not among these cowards and traitors. You often as the very soldiers whose stories you record.
have taken up arms against the fascists. You have Your work will provide invaluable information for
joined the network of partisan fighters known as both the present and for generations to come. It is
the Resistance. Through stealth and elan, you gath- your mission to paint the war in either broad strokes
er information, disrupt enemy lines, rescue Allied that evoke the grandeur of the global conflict, or
servicemen, and even assassinate members of the else with attention to the most minute of details to
German high command. highlight the brutal nature of the violent struggle.
Nationality: Belgian, Dutch, French Nationality: Belgian, British, Canadian, Dutch,
Key Attribute: Agility or Intelligence French, US

Skills: Close Combat, Infiltrate, Persuasion, Key Attribute: Empathy

Specializations: Blend In I, Born to Lie I, Intuitive Skills: Infiltrate, Insight, Persuasion


I, Persuader I, Silent Step I, Stealth I, Street Smart I. Specializations: Authority Figure I, Born to Lie I,
Communications I, First Impression I, Intuitive I,
Talents: Judge of Character, One Eye Open, Un-
Persuader I, Street Smart I,
remarkable
Talents: Charismatic, Polyglot, Total Recall
Character Flaws: Mean-spirited, Narrow-minded,
Obsessive Character Flaws: Absent-Minded, Addiction, Im-
pulsive
Character Virtue: Dedicated, Reserved, Thought-
ful Character Virtue: Focused, Open-Minded, Sen-
sible
Appearance: Well-dressed in spite of circumstanc-
es, grimy and in need of a long soak, dashing and Appearance: Brown fedora and jacket, 5-o’clock
acts with flair. shadow and constant cigarette, military boots and
other government-issued apparel.

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CHARACTER CREATION

CHARACTER CREATION:
LIFE PATH METHOD
The Life Path method of character creation might Players are encouraged to work with the GM to
take a bit longer to use, but it will reward you, the determine whether the Life Path method should
player, with a greater sense of how your character be determined randomly, using die rolls, or if they
developed in the years prior to the war. While doing should be selected deliberately and collaboratively.
so, you will be able to direct the development of Also, the skills listed are ultimately just suggestions.
your character by selecting Skills, Specializations, If the players and the GM determine the character
and Talents during each stage of the Life Path. Es- might have access to different skills, they are free
sentially, you will be directed to choose or randomly to change these as they see fit.
roll your character’s Nationality, Upbringing, Pre- If a player is creating a female character (or even
War Experience, and their War Years activity. At any historically discriminated minority), thought
each point, you will be asked to select from a set might be given to create a background that might
of Skills and/or Specializations to develop your be considered viable for the period. Of course, this
character’s profile. Note that some features (like is only important if the group wishes to create a his-
Flaws, Appearance, and Buddies, for example) are torically accurate character. Where possible, dual
selected in a more deliberate fashion separate from paths and careers have been provided, particularly
the tables that follow. as they relate to gender differences. These will ap-
If any roll results in the acquisition of a language, it pear side by side, divided by a slash (/). Ultimately,
is considered an additional language to the charac- and with the GM’s approval, players may simply
ter’s native tongue. These additional languages may choose their backgrounds and skills as they see fit,
be chosen or rolled for using the table on pg. 37. perhaps taking the provided results as suggestions
and ideas that may collectively spark their imagi-
nation.
It should be noted that a randomly determined life
path may result in unusual combinations of careers
and backgrounds for your character. This is okay;
heroes are not your usual plain folk. Often, it is the
very unique nature of their background that marks
them as special. Try to work with your GM to make
a cohesive story that makes sense despite any odd
pairings you roll up. Alternatively, you may always
roll again or just choose your preferred background
if the GM allows it.
Throughout this section, an extended example
details the creation of Private First Class John
Reeves, a rifleman of the 502nd PIR of the 101st
Airborne. At the end of the chapter, Reeves’s char-
acter sheet is included for reference.

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The Life Path method follows the following steps:

1 GROUP Discuss your campaign concept with the GM and the players and decide what
CONCEPT kind of group your players will be making.

2 NATIONALITY Roll randomly or choose. Add your native language accordingly.

3 UPBRINGING Roll or choose. At this stage, you will identify your PC’s Key Attribute, using
it to determine your Attribute scores. You will also allocate 3 Skill Points and
choose 1 Talent. You may get to learn a language or two in this stage.
4 PRE-WAR Again, roll or choose. Your Pre-War experience will fill in more of your per-
EXPERIENCE sonal history. At this stage, you will be allocated 1 Skill Point based on your
experience and get to allocate 2 more of your choice. You also get to choose to
take either 1 Talent OR 1 Specialization.

Your PC is now no more than 21 years old. If you want to play a young charac-
ter, move to step 6. If you’d like your PC to be older, move to step 5, for more
Pre-War Experience.
5 MORE PRE-WAR You roll or choose from the options again. As before you will gain 1 Skill Point
EXPERIENCE? based on your experience, and then gain 1 more Skill Point to allocate to any
skill. You also get to choose to take either another 1 Talent OR 1 Specialization.

However, you must deduct 1 Attribute Point to reflect your character getting
older.

At this point, your PC would be in their late 20s to early 30s, but you can
choose to repeat step 5 for a second time (all the above additions and deduc-
tions apply) and your PC ages further. You can opt to repeat this for a third
time, but now your PC will be close to 50 or older, and will likely not be able to
join a military outfit. This option, however, allows you to play an older resis-
tance fighter.
6 THE WAR YEARS Roll or choose what you did when the war broke out. This stage allows you to
allocate your final 4 Skill Points and choose your final Specialization.

7 ENDURANCE Determine your Endurance.

8 CHARACTER Choose a Flaw. You may already have one from the Life Path: if so choose a
FLAW second one. Flaws are detailed on pages 20-21.

9 CHARACTER Choose a Virtue. You may already have one from the Life Path: if so choose a
VIRTUE second one. Virtues are detailed on pages 20-21.

10 YOUR PC Choose him or her and note it.


BUDDY

11 APPEARANCE Decide your PC’s appearance based on any relevant results from your
Upbringing, Pre-War Experience, and The War Years rolls.

12 RANK Make a note if you have one.

13 NAME & Choose these.


NICKNAME

14 GEAR Use the predetermined list of GI-issued Gear or work with your GM to choose
4-6 items your character would realistically possess and carry on their per-
son.

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CHARACTER CREATION

GROUP CONCEPT UPBRINGING


You may have a clear idea of the kind of campaign In this stage, you should choose or roll for your Up-
you and your players wish to play. It might be as bringing. You then roll on the table relevant to that
soldiers of the 101st Airborne, fighting through the specific Upbringing, which will tell you a little about
Rendezvous with Destiny campaign, or it might be your history. You will also get to spend 3 points on
a tank squadron or another military unit in a differ- any of the skills listed under the relevant entry, to
ent theater of the war altogether. Alternatively, you a maximum of 2 in any one skill. You will also gain
might want to play a courageous band of resistance an interesting bonus for your PC and can choose 1
fighters, harrying the enemy and helping the Allies Talent. The Talents available are found in Chapter
liberate the continent. 4 on pages 75-76.
Once you’ve all agreed on a clear campaign idea you These tables also reveal your PC’s Key Attribute,
can make any necessary choices in the Life Path that which is the only attribute that can be increased to
will bring your PCs to the right place and time for 5. You then spend 15 points between your four At-
your campaign. Feel free to leave the rest to chance tributes (Strength, Agility, Intelligence, & Empathy),
by rolling the dice on the other, less determining, bearing in mind that only the Key Attribute can be
Life Path chart results. at level 5, and that the others should be at least 2 (3,
if belonging to the Airborne).
NATIONALITY Roll or choose your Upbringing:
Roll or choose your nationality: D6 UPBRINGING
D10 Nationality 1 Street Kid
1 American 2 Rural / Small Town
2 British 3 Industrial Working-Class
3 Canadian 4 Military Family
4 French 5 Intellectual
5 Belgian 6 Affluent
6 Dutch

7 Polish

8 Spanish

9 Irish
Commonwealth
10
(Anzac, African, Indian, etc)

Will and his friends decided to run a campaign cen-


tered around the actions of the 101st Airborne during
the days that followed D-Day. They knew they were all
creating soldiers, and Will opted to play the Rifleman
of the squad. He knew some of the options during
Character Creation would have to be deliberately cho-
sen so he might fulfill the role he’d decided to create.
For starters, he selected the American nationality
rather than roll for a random one. He jotted down ‘En-
glish Tier II’ for his language and settled on the name,
John Reeves.

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1: STREET KID:
You are a child raised in a big city orphanage or a destitute teen growing up in the alleys of
Depression-era America or elsewhere. On your own, the streets were your greatest tutor.
Roll 1d6 to see what your Upbringing taught you:

Distribute 3 Skill
Key
D6 What happened? Points among Bonus
Attribute
these skills:

1 You lived on the streets, thieving and Close Combat, Guts, AGI Your police
scavenging to survive. You were caught Infiltrate, Nimble, mentor gives you
so many times a local police chief took Ranged Combat, a .38 revolver
you under his wing and gave you a way Survival
off the streets.

2 Orphaned as a youngster you lived Guts, Insight, EMP Gain a PC Virtue


your life in the system, moving from an Perception, relevant to this
abusive foster home to a disinterested Persuasion, background.
orphanage until you ran away for good. Stamina, Survival

3 With nowhere to live you moved about, Guts, Infiltrate, INT You still carry
sometimes with others, sometimes alone, Insight, Nimble, around those
hopping the rails and sneaking onto Stamina, Survival lockpicks you had
cross-country buses. You got by any way back then.
you could.

4 With no family you fell in with the gangs. Calisthenics, Close STR You still have the
After a nasty knife fight you tried to get Combat, Command, shiv you used in
away from it all and eventually had to Guts, Medical Aid, that last fight.
win a big fight to escape. You still bear Ranged Combat
the physical and mental scars.

5 A sympathetic factory owner let you Calisthenics, INT You kept the tools
work for bed and board until you were Medical Aid, or from those days.
old enough to hold the job itself. You Operate, STR
worked in the factory for some time Perception,
thereafter. Stamina, Tech

6 You had nowhere to run to when the Guts, Nimble, AGI Gain a PC Virtue
mine owner effectively made you a slave, Operate, or relevant to this
working hours upon hours in the dark. Persuasion, EMP background.
Eventually, you escaped. Did you kill the Stamina, Tech
mine foreman when you swiped him with
that iron bar?

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CHARACTER CREATION

2: RURAL OR SMALL TOWN:


This option may describe a farm boy from the Plains or a kid growing up amid the countless little towns of
the Heartland. The opportunities to learn valuable skills helped shape who you became.
Roll a d6 to see what your Upbringing means to you:

Distribute 3 Skill
Key
D6 What happened? Points among these Bonus
Attribute
skills:

1 You grew up in a farmhouse, scratching a Calisthenics, Guts, STR You either hate
living with your struggling family. It was Operate, Stamina, the farm life or
a hard life, made worse when someone in Survival, Tech can’t wait to get
your family was killed in an accident. back to it.

2 Your family owned a ranch or bred horses Insight, Medical, INT You have a way
for a living. You grew up around these Nimble, Perception, with animals.
animals. You either have grown to love Stamina, Survival
them or hate the smell and sight of them.

3 Your family fell back on their arts and Calisthenics, EMP You still own the
crafts skills to get through the troubles, Infiltrate, Insight, throwing knife
maybe making things or as performers. Nimble, Perception, you had from
You never went hungry, even if you were Persuasion those days.
never full either. The little you made “on
the side” helped out too.

4 Your father was a small-town professional, Command, Insight, EMP Gain a PC Virtue
dentist, doctor, vet, or similar. Respected in Medical Aid, or relevant to this
the community, you either loved or hated Operate, INT background.
the attention. Persuasion, Tech

5 Your father was part of the local police Calisthenics, AGI You stole your old
force, maybe even the local chief or Close Combat, or Pa’s handcuffs
sheriff. You grew up under his stern and Guts, Insight, STR and still have
authoritarian fist. Did you knuckle-under Nimble, Ranged them today.
and say “yes sir”, or did you rebel against Combat
him?

6 Your local town was known for one industry Guts, Infiltrate, AGI Old habits die
and one industry alone, and your family Nimble, Perception, hard, and you
was dependent upon it. Life was hard, Stamina, Survival never want
always just a hair’s breadth away from to pass up a
unemployment and the breadline. No chance to enrich
wonder you turned to thievery to get by. yourself.

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3: WORKING CLASS:
Being raised in a working-class family can mean anything from a father who works the steel mills or the
maritime docks to a mother who serves the wealthy as a domestic employee. This hard life gave you en-
durance beyond most.
Roll a d6 to see what your Upbringing means to you:

Distribute 3 Skill
Key
D6 What happened? Points among these Bonus
Attribute
skills:

1 Your parents worked in the back-breaking Command, EMP Gain a PC Virtue


construction industry, making little money Guts, Medical relevant to this
and just barely getting by. Tragedy was Aid, Operate, background.
bound to happen and your father was Persuasion,
killed in an accident, something your Stamina
mother never came to terms with: you had
to look after her.

2 Your father was a laborer, your mother Calisthenics, STR You really feel
a mill girl in the factory. The pay was Insight, Operate, your humble
pathetic and you had to pull your weight to Perception, beginnings and
help make ends meet. Stamina, Survival are desperate to
prove yourself.

3 Your family worked in warehouses and Guts, Insight, INT You have the last
factories, doing whatever work they could Operate Stamina, letter written to
get. This included you. Your exhausted Survival, Tech you by your little
parents never gave you or your siblings sister.
any love but forced you to work until you
ran away.

4 The local railroad and rail yards were a Calisthenics, AGI You kept that old
workplace for your father, but a place to Infiltrate, Operate, belt after your
explore for you. You got into trouble so Perception, father died.
many times that the pain of your father’s Persuasion, Tech
belt was a small price to pay for the
adventures to be had.

5 Work in the landscaping and earth-moving Calisthenics, Close EMP A locket with a
business was scarce but your parents did Combat, Command, or tiny picture of
everything in their power so you wanted Guts, Insight, STR your parents.
for little. Their efforts worked them raw, Stamina
but their love has always inspired you.

6 Your father worked down at the local Close Combat, Guts, AGI You have a set of
mines. The pay was never going to keep Infiltrate, Insight, or knuckle-dusters
you fed, so you turned to petty crime to Nimble, Survival INT from those old
help get you and your family food to eat days.
and clothes to wear.

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CHARACTER CREATION

4: MILITARY:
Being brought up in the military you might have traveled frequently as your father moved from one assign-
ment to another. This might take you abroad, but just as easily, you may also have remained in one place.
Roll a d6 to see what your Upbringing means to you:

Distribute 3 Skill Key


D6 What happened? Bonus
Points among: Attribute

1 Your father was an enlisted soldier and Calisthenics, Close INT Roll for a
never seemed happy in his career. You Combat, Insight, or Language.
traveled about with his multiple postings and Medical Aid, STR
never seemed to stay in the same place for Stamina, Tech
very long at all. It was clear he thought you
could live a better life than his. How did you
feel about that?

2 Your father served in the navy, and he Calisthenics, STR An old and
was your hero when you were growing up, Close Combat, faded family
although you hardly ever saw him. As a Command, Guts, picture.
child, there was nothing more you wanted Nimble, Ranged
than to be like Dad, or at least make him Combat
proud.

3 Your father worked as a supply driver, and Calisthenics, AGI Your father’s
your experience of military life was living at Infiltrate, engraved
a quiet, backwater garrison where nothing Nimble, Operate, combat knife,
ever happened. Bored, you got into trouble Perception, in pristine
throwing stones at trucks passing by, when Ranged Combat, condition and
you weren’t taking a drive in them yourself! Tech never used in
anger.

4 Your father was old when you were born and Insight, Medical INT You ended up
was a high-ranking officer. As such he was Aid, Nimble, with his old
desk-bound and full of his own importance. Perception, service pistol
Did you think he was wonderful, or hate him Persuasion, & roll for a
for his pretensions? Stamina Language.

5 Your mother had died and she was the only Command, EMP The scars
thing that made military life bearable. You Guts, Insight, of repeated
complained loudly about it. For your pains, Persuasion, beatings.
your father beat or berated you, but this only Stamina, Survival
made you stronger and more determined
to get away from him. You ran away to
relatives as soon as you had the chance.

6 You loved military life, with all its glamor Calisthenics, Close AGI Your father’s
and machismo. When your father died a Combat, Guts, or dog tags.
heroic death you wanted nothing more than Nimble, Ranged STR
to emulate him and make him proud. Combat, Stamina

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5: INTELLECTUAL:
Coming from an educated upbringing could mean your father was a well-respected professional, possibly
a professor or a doctor. Perhaps your mother was a scientist. Whatever their skilled trade, their influence
likely shaped your early curiosity.
Roll a d6 to see what your Upbringing means to you:

D6 What happened? Distribute 3 Skill Key Bonus


Points among Attribute
these skills:

1 Your father was a university professor, Insight, Medical AGI A small retractable
and you had a safe and warm upbringing, Aid, Nimble, or telescope & roll for
even if it wasn’t lavish. Did this lifestyle Operate, Ranged INT a Language.
suit you, and you hit the books, or did it Combat, Tech
bore you to tears and make you rebel?

2 Your parents ran a thriving medical Calisthenics, EMP Gain a PC Virtue


practice, either as doctors or pharmacists. Command, relevant to this
You grew up in relative comfort while Insight, Medical background.
watching all the poor and ill people come Aid, Perception,
to your parents for help. Persuasion

3 Your father worked as a small-time Calisthenics, INT You feel the need to
lawyer, taking on any case to make ends Insight, Operate, champion those less
meet. You watched him help bad people Perception, fortunate than you.
beat serious charges. Was that ok to make Persuasion, Tech
a living, or should criminals get justice
regardless of the cost to you?

4 Your father was a politician and was Calisthenics, EMP or An old pack of
not attentive to his children unless Close Combat, STR cards & roll for
they misbehaved. Were you proud of Command, a Language.
your father, or did you grow to resent Guts, Infiltrate,
his attempts to rein in the growing Survival
independence in you?

5 Your parents were scientists or engineers, Calisthenics, STR Your father’s old
working on medicines, therapies, or new Close Combat, pocket watch &
inventions. You didn’t fit in and spent Guts, Persuasion, roll
your time playing sports and making Ranged Combat, for a Language.
mischief. Survival

6 Your parents were highly skilled artisans. Insight, Medical AGI A custom-built
Maybe they were gunsmiths or made Aid, Operate, flashlight with a
complex devices and items. You loved Perception, belt hook.
playing with the things they made, and Ranged Combat,
they indulge you. Tech

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CHARACTER CREATION

6: AFFLUENT:
Raised in the upper crust, you may have benefited from doting parents, or maybe you resented their life-
style and rebelled against it. Either way, you likely received some beneficial advantages with this sort of
upbringing.
Roll a d6 to see what your Upbringing means to you:

D6 What happened? Distribute 3 Skill Key Bonus


Points among Attribute
these skills:

1 Your parents were big in show business, Calisthenics, AGI A solid gold
whether it was on the silver screen or Command, or cigarette case.
stage. You wanted for nothing, but your Infiltrate, EMP
life was very controlled by your parents, Insight,
by their servants, and aides. Did you love Operate,
it, or hate every minute of its luxurious Persuasion
restrictions?

2 Your family is enormously wealthy, and Command, EMP A steady supply of


as far as you could tell, always has been. Insight, Nimble, the finest cigars &
You did what you were told, went to Perception, Per- roll for a Language.
school, and tried your best, knowing that suasion, Stamina
one day you’d inherit the family fortunes.

3 Your youth was spent exploring the vast Calisthenics, AGI Telescopic Rifle Sight
lands your family owns. Hunting, riding, Medical Aid, (functions
and exploring were part and parcel of Nimble, Operate, as a Scope).
a life totally removed from the harsh Ranged Combat,
experience of the average person. Did Stamina
you care?

4 Your parents died young and the family Calisthenics, STR Your father’s
business passed on to your older brother. Close Combat, wristwatch & roll for
You were either excluded from the busi- Guts, Insight, a Language.
ness, or had no interest in it, and took Perception,
to doing whatever you wanted until your Stamina
brother cut you off entirely.

5 Your family owns factories and plants all Insight, Oper- INT Roll for a Language.
over the country, employing hundreds if ate, Persuasion,
not thousands of people. The fact those Ranged Combat,
workers are paid a pittance and work Survival, Tech
themselves to the bone while you enjoyed
the best food and had every opportunity
didn’t even register with the teenage you.

6 Your father is a business tycoon, owning Command, In- EMP Roll for a Language.
railroads and shipping interests. You sight, Medical or
were brought up in an unloving house- Aid, Operate, INT
hold, but with the expectation that you’d Persuasion, Tech
do right by the parents and uphold the
family traditions.

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LANGUAGES PRE-WAR EXPERIENCE
When your PC rolls for a language it means they In this stage you should choose or roll for your type
have had some training or lessons in that language. of Pre-War Experience, and then roll on the table rel-
However, not every student turns those lessons into evant to that Experience, which will tell you a little
a working knowledge of the language. Before you about what happened during that time. At this time:
roll on the 1d10 Language Table below roll 1d6 and » You gain one additional point for a Skill, depend-
refer to this table: ing on the type of Pre-War Experience you have.
D6 RESULT OF STUDY » You then spend two more Skill points on any of
1 You didn’t really pay attention and do the skills listed under the relevant entry.
not have a working knowledge of any » You also gain an interesting bonus.
language.
» You can choose one Specialization for a Skill you
2-4 You gained a Basic (Tier I) understanding
possess. These are selected from Chapter 4 starting
and can communicate in simple sentences
on page 69.
and read.
5-6 You took to languages and are Fluent After you have gone through the Pre-War Experi-
(Tier II). ence once, your PC will be in their late teens or
early twenties, and ready to move to the War Years.
If the PC has either a Basic or Fluent understanding However, should you wish to play a PC that’s a little
of a language, roll on (or choose from) the table older and has more Pre-War Experience, you can by
below. If the result is your PC’s native language then following these steps:
roll twice more on the table instead.
1. You must permanently deduct one point from
D10 LANGUAGE any of your Attributes, to reflect the aging of your
1 English PC. Your Attribute cannot go below 1 point.
2 French 2. Roll or choose which Pre-War Experience you
3 Italian will have. Unless the outcome of your previous Ex-
perience prevents it, you can choose to continue
4 German
with the same career as before.
5 Dutch or Flemish
6 Spanish or Portuguese 3. You gain the Branch or Work Skill point bonus
(of +1) depending on which subcategory is rolled
7 Swedish or Norwegian or Danish
or chosen.
8 Russian
9 Polish or Greek
4. Roll for the relevant Event and allocate Skill
Points. However, for each Pre-War Experience roll
10 Choose a Language with GM’s approval
after the first, you only gain 1 extra Skill Point, in-
stead of 2, from the skills provided by the Event.
For his character, Will rolled up a Military Upbringing, 5. You choose one additional Specialization or the
and under that heading, rolled a ‘6’ determining that second level of a Specialization you already have.
John Reeves’s father had died heroically and that
he wished to emulate his father whom he admired. 6. You may have up to a total of four Pre-War Ex-
This worked well enough for a soldier! He now had perience rolls, including the first.
to divide 15 points to his 4 base Attributes. Choosing
Agility as his Key Attribute, he wrote down the follow-
ing: STR 3, AGI 5, INT 3, EMP 4. He also chose from
YOUR PRE-WAR EXPERIENCE
among the first Skills he gained access to under Up- Roll or choose what happened to you in your Pre-
bringing: Stamina 1, Ranged Combat 1, and Guts 1. He War life:
envisioned Reeves’s youth, growing up learning more
than the average kid knew about life in the army. Fi- D6 LIFE EXPERIENCE
nally, he chose his first Talent: Intimidating. He record-
1 Military
ed these details in his character sheet as well as his
father’s dog tags as a possession he cherished. He was
2 Law Enforcement
ready to move on to the Pre-War Experience phase. 3 Blue Collar Labor
4 Professional
5 Academic
6 Other

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CHARACTER CREATION

1: MILITARY: Choose or roll a d6 to see which Branch you served in:

You joined the military in the pre-war years. Choose D6 Branch Branch Skill
or roll to determine which Branch of the military 1 Regular Army Calisthenics
you served in – and the Branch Skill you gain at +1 2 Marines Stamina
(either at level 1 or add one if you have that Skill 3 National Guard / Persuasion
already), and then what Event happened during Home Guard /
that time. Once you have done that you can choose Government Militia
one Specialization relevant to your experiences. If 4 Army Reserves Insight
playing a female character, note that military service 5 Navy Tech
within each branch was restricted to clerical staff, 6 Air Force Perception
cooks, and medical personnel. As such, for women,
a choice of Insight, Perception, Tech, and Medical
Aid should replace the Branch Skill accordingly.

Roll a d6 to see what happened in that time:


D6 Event Distribute 2 Skill Points Bonus
among these skills:
Close Combat, Guts, Heavy
Weapons, Ranged Combat,
AND:
1 You fell afoul of your com- Insight, If you roll on this table again
manding officer and he took a Stamina for another Pre-War Experi-
huge dislike to you. It held your ence subtract 1 from the d6
career back, blocking promo- roll.
tion. You remain at the rank of
Private.
2 You see action or suffer a terri- Medical Aid, Roll a random Critical Injury.
ble accident. Either way, you are Stamina You do not suffer the injury but
badly wounded and scarred. have terrible scarring that’s
relevant to that wound.
3 A training exercise (or one you Survival, That was a very close call. You
witness if not your own) goes Tech either: think you must be su-
wrong and you and your squad premely careful, gain the Flaw:
mates struggle to survive. That Worrier; OR think you’re invin-
you (or they) do is down to cible; gain the Flaw: Invincible.
great teamwork and a lot of
luck.
4 Your responsibilities involve Operate, You’ve been up before the CO
little more than garrison and Perception way too many times and have a
guard duty (or monotonous reputation as a trouble-maker.
clerical work). It’s boring and Gain the Flaw: Troublemaker.
frustrating and you and your
squad mates keep getting into
trouble.
5 You are recognized for your Calisthenics, You gain the Virtue: Ready and
heroic and brave deeds during Nimble Willing.
a serious training accident. You
are mentioned in dispatches and
receive a commendation.
6 You are a natural leader and Command, If you roll on this table again
are promoted to the next rank Persuasion for another Pre-War Experi-
up. If this is your first roll on ence add 1 to the d6 roll.
this table your rank is now
Sergeant or First Lieutenant (if
college-educated prior to this).

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2: LAW ENFORCEMENT: Roll a d6 to see which Branch you served in:

You were part of some authoritative agency in the D6 Branch Branch Skill
pre-war years. Choose or roll to determine which 1 Local Police Persuasion
Branch of law enforcement you served in – and 2 Regional, National, or Stamina
the Branch Skill you gain at +1 (either at level 1 Specialist Units
(British Flying Squad)
or add one if you have that Skill already), and then
what Event happened during that time. Once you 3 Coast Guard Tech
have done that you can choose one Specialization 4 Federal or National Law Infiltrate
relevant to your experiences. If playing a female Enforcement (FBI, Special
Branch)
character, clerical duties were likely the only of-
fering within most agencies, though the occasional 5 Border Force or Customs Perception
Officers
exception did exist. Branch Skills can be adjusted
6 Other (Treasury Agents, Insight
if necessary.
Private Investigators)

Roll a d6 to see what happened in that time:


Distribute 2 Skill Points
among these skills:
D6 Event Bonus
Guts, Perception,
Persuade, AND:
1 You just aren’t any good at the job, and Calisthenics, Stamina If you choose another Pre-
the Promotion Boards keep passing War Experience roll for Law
over you. No matter how hard you try, Enforcement subtract 1
you keep letting your colleagues down. from the roll. If you choose a
different path gain +1 to that
roll, as your superiors try
and help you on your way.

2 You walk the beat, patrol your city, Operate, Stamina You cannot roll on Law
or carry out all your day after day Enforcement again if you
duties, but nothing exciting happens. roll for another Pre-War
You crave action, but this job just isn’t Experience.
doing it for you, so you resign.

3 You are wounded and some of your Close Combat, No one says it to your face
colleagues are killed in a large Ranged Combat but everyone thinks you are
confrontation. You resolve the bad luck. Other officers are
situation with skill but it’s a bitter reluctant to serve with you.
moment. Gain the Flaw: Unlucky.

4 You uncover a dangerous corruption Infiltrate, Insight Even though you can’t
ring and report it to your senior officer, convict the criminals, the
who has you swiftly posted elsewhere word gets around. You gain
for your own safety. You can’t prove a reputation for honesty and
anything, so you must keep quiet about bravery. Gain the Virtue:
the situation. Brave or Honest.

5 You faced down a desperate criminal Infiltrate, If you take another Pre-War
and risked your life to save some Ranged Combat Experience roll on this table
innocent people he was threatening. add +1 to the result.
You killed him with a fine shot and
saved the day.

6 You have proven yourself an excellent Insight, Nimble You are honored as the
law enforcer and are promoted with all finest example of policing
honor. there is. Gain the Virtue:
Confident.

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CHARACTER CREATION

3: BLUE COLLAR LABOR: Roll a d6 to see which Field of Work you undertook:

Like many millions, you joined the workforce at the D6 Field of Work Skill
local factory, steel mill, or mining outfit. Perhaps 1 Construction/Domestic Calisthenics
your line of work involved dock work, shipping, or 2 Maintenance Laborer Stamina
even farm labor. Choose or roll to determine which 3 Warehouse / Plant / Stamina
field of work you undertook – and the Skill you gain Factory
at +1 (either at level 1 or add one if you have that 4 Railroads & Shipyards/ Operate
Skill already), and then what Event happened during Waitress or Cook
that time. The Event will grant you two more points 5 Farmhand Stamina
for the Skills listed beside the result rolled or cho- 6 Heavy Industry (mining, Tech
sen. Once you have done that you can choose one quarrying)/Textile Work
Specialization relevant to your experiences.

Roll a d6 to see what happened in that time:


Distribute 2 Skill
Points among these
D6 Event Bonus
skills: Operate,
Stamina, Tech, AND:
1 Labor is back-breaking work, and you Calisthenics, Close Rightly or wrongly you
struggle to cope with the exertions. Your Combat, Insight have a reputation for being
co-workers sneer at you and say you don’t lazy. If you roll for another
pull your weight. It gets worse, and you Pre-War Experience you
get in a fight over it and are fired. cannot choose to stay in this
profession and must re-roll
any Blue Collar Labor result.
2 Hard labor is just that, and the pay is Choose any but they Depending on what your “on
awful. You turn to other means to make must be relevant to the side” activities may be,
ends meet. This may be some crime on your activities on the GM may allow you to
the side or doing odd jobs for others in the side. choose your next Experience
whatever spare time you have. You are if you make another Pre-War
left exhausted, but you and your family Experience roll.
don’t starve.
3 Work is hard, menial, and boring. You Close Combat, Guts, If you choose an additional
turn to alcohol to see you through the Nimble Pre-War Experience you
drudgery, but this only leads to bar fights must roll on table 6: Other
and long nights in police custody (or Experience.
marital strife and separation). Someone
(you decide who) sees something in you
and gives you a helping hand to get you
back on your feet.
4 There is an infestation of rats or other Calisthenics, Your plan may have been
vermin destroying the productivity of Infiltrate, Ranged half-baked, but you shoot
your work. You form a posse to try and Combat so many critters that
deal with it. you get a reputation as a
keen marksman, whether
deserved or not.
5 There’s a terrible accident: a mine or Command, Medical You are hailed as a hero, and
building collapses, there’s a landslide, or Aid, Perception several men credit you with
a tractor rolls over someone. Your quick saving their lives.
thinking and reactions save the day.
6 You take issue with your foreman over Command, Insight, You stand in high favor
safety and end up in a raging argument. Persuasion with all at your work. If
But instead of firing you, the bosses fire you choose another Pre-War
the foreman and give you his job, as you Experience and choose to
were right all along. stay in this job you gain +1
to your d6 Event roll.

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4: PROFESSIONAL: Roll a d6 to see which Field of Work you undertook:

* Prerequisite: Must have had an Intellectual or D6 Field of Work Skill


Affluent Upbringing. (If not, join the Labor Force 1 Teacher / Lecturer Persuasion
above!). You had enough schooling to award you 2 Physician / Medic / Nurse Medical Aid
with a degree of some kind and a high-paying job 3 Lawyer / Legal Assistant Perception
as well. You might have become a doctor, lawyer, 4 Government Official / Civil Command
teacher, journalist, architect, or a plethora of oth- Servant / Politician / Aide
er job types that provide a solid opportunity for a 5 Scientist Insight
quality life. Choose or roll to determine which field 6 Skilled Labor / Tradesman / Tech
Craftworker
of work you undertook – and the Skill you gain at
+1 (either at level 1 or add one if you have that Skill
already), and then what Event happened during that
time. Once you have done that you can choose one
Specialization relevant to your experiences.

Roll a d6 to see what happened in that time:


Distribute 2 Skill Points
among these skills:
D6 Event Bonus
Operate, Perception,
Persuasion, AND:
1 Everyone knows you’re terrible at Guts, Insight, Survival You do try your best, but
your job, but not quite bad enough to the others don’t see it that
fire you. Your colleagues sneer behind way. This has made you
your back and you know they have no surly, easy to anger, and
respect for you whatsoever. aggressive. Gain the Flaw:
Surly.
2 You think your boss has been up to Guts, Infiltrate, Nimble This man is an enemy
no good and took it upon yourself to of yours and has started
investigate his misdeeds. You find no whispers that you are
hard evidence but are still convinced a shady character. As a
he’s a crook, and now you think he respected man people start
suspects what you’ve been up to. to believe him. Gain the
Flaw: Something to Prove.
3 You were caught out lying, cheating, You may choose any Everyone around knows
or breaking the rules in some way Skill but it must relate what you did. You cannot roll
(you decide how). Whatever it was, to your offense in some another Pre-War Experience
it was a serious breach of ethics. You way. on the 4: Professional table.
might even have been charged with
an offense but got off. However, your
career is in tatters.
4 You plod through your career, not Calisthenics, Medical People begin to finally take
shining but doing a quietly competent Aid, Tech notice of you. Do you dislike
job. But then you save the day when the attention, gaining the
one of your colleagues collapses on the Flaw: Stand-offish? Or do
job. Your quick thinking saves their you continue helping others
life and finally wins you some positive whenever possible, gaining
attention at work. the Virtue: Altruistic?
5 As part of your career, you are offered You may choose any You also enroll in a language
the chance to join a night school for Skill but it must relate class – you can make one
different classes.You jump at the to the class or classes roll on the Language Table.
opportunity. you took.
6 You are a high-flier in your chosen Command, Insight, If you choose to roll another
field and your career only keeps going Stamina Pre-War Experience in the
upward. You get promoted, a big pay same career you gain +1 to
raise, or are re-elected. your Event roll.

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CHARACTER CREATION

5: ACADEMIA: Roll a d6 to see which Field of Study you undertook:

You spent an extended time in the realm of Aca- D6 Field of Study Skill
demia, studying a variety of available topics. Per- 1 Humanities School Insight
haps you graduated top of your class or maybe 2 Science School Perception
your studies were interrupted. Roll to determine 3 Law / Business School Persuasion
or choose which field of study you undertook – and 4 Engineering School Tech
the Skill you gain at +1 (either at level 1 or add one 5 Medical School Medical Aid
if you have that Skill already), and then what Event 6 Ivy League / Red Brick Choose one
happened during that time. Once you have done University (Harvard,
that you can choose one Specialization relevant to Cambridge, etc.)
your experiences.
Roll a d6 to see what happened in that time:
Distribute 2 Skill Points
among these skills:
D6 Event Bonus
Calisthenics, Insight,
Tech, AND:
1 You flunked out. It didn’t matter how Choose any, but they Your father said you were
hard you tried or how much help you cannot be related to too stupid for college. If
got, you just weren’t up to standard, university study. you make another Pre-War
and left the college before you were Experience roll you cannot
expelled. get 5: Academia as a result.

2 As a young person in a college Infiltrate, Persuasion, It’s quite a scandal. If you


environment you had an illicit Stamina choose to stay at College for
relationship with a person from an old another Pre-War Experience
and powerful family. You had a great you suffer a -1 to your d6
time but it caused a ruckus when it all Event roll.
came out.

3 You struggle to tolerate the phony Close Combat, Guts, You earn a reputation as a
intellectual rich kids you met at Stamina violent hothead, but the kid’s
college, and can’t help but bait them family doesn’t press charges
at every opportunity. This ends up in and you finish your time at
a fight (or verbal confrontation) on college.
the lawn late one night, where you
beat down (or verbally abuse) the
loudmouth from a wealthy family.

4 You have gone to college on a sports Calisthenics, Close You are renowned as the
scholarship or have excelled in one of Combat, Nimble best at your college in your
the university sports clubs. You even chosen sport.
beat the college favorite in your chosen
sport, something a few people are not
pleased about.

5 You have a quiet and studious time at Medical Aid, Operate, If you roll another Pre-War
college and do very well. You complete Perception Experience, you may choose
your degree with the highest grade to roll on 4: Professional
possible and are a credit to yourself regardless of your
and your alma mater. Upbringing.

6 Your time at university is a triumph: Command, Perception, You are one of those people
you excel at your studies and take the Persuasion who has a reputation for
lead in numerous non-academic clubs being good at everything
and societies. Everyone knows who you they turn their hand to.
are and often comes to you for help. Some look up to you for it,
others envy your talent.

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6: OTHER EXPERIENCE:
You got yourself involved in something else: maybe you were a criminal or explorer, artist, or dilettante.
Roll to determine or choose what type of experience you had and the Skill you gain at +1 (either at level 1
or add one if you have that Skill already), and then what Event happened during that time. Once you have
done that you can choose one Specialization relevant to your experiences.
If this is not your first Pre-War Years roll, you may choose to designate the tens digit of the d66 to the role
you previously selected. For example, if you were previously in Law Enforcement (resulting from rolling a
2), you may assign a 2 to the tens digit and simply roll a d6 for a result on this chart between 21 and 26. This
creates a result that more likely follows a job in Law Enforcement.
Alternatively, you may choose to simply roll a d66 to see which Other Experience you undertook:

D66 Other Experience Skill


11 Minor Politician (m) / Political Aide (f) Persuasion
12 Minor Athlete Calisthenics
13 Physical Trainer (m) / Assistant (f) Calisthenics
14 Park Ranger Survival
15 Penitentiary Officer (m) / Secretary (f) Command (m) / Perception (f)
16 Sailor (m) / Ship’s Cook (f) Stamina
21 Private Investigator Perception
22 Bodyguard (m) / Social Activist (f) Close Combat (m) / Command (f)
23 Security Guard (m) / Security Receptionist (f) Ranged Combat (m) / Stamina (f)
24 Prison Guard (m) / Prison Clerical Staff (f) Guts
25 Train Conductor (m) / Train Service Staff (f) Tech(m) / Nimble (f)
26 Lifeguard Survival
31 Minor Criminal Infiltrate
32 Gangster Guts
33 Union Enforcer (m) / Union Activist (f) Close Combat (m) / Guts (f)
34 Union Representative (m) / Union Speaker (f) Persuasion
35 Restaurant Employee Perception
36 Zookeeper or Circus Worker Choose most applicable
41 Government Worker Insight
42 Banker (m) / Teller (f) Insight
43 Private Consultant Choose most applicable
44 Office Staffer Perception
45 Business Owner Insight
46 Dilettante Command
51 Artist or Writer Choose: Perception or Persuasion
52 Explorer Survival
53 Researcher Choose most applicable
54 Intern Choose most applicable
55 School Administrator (m) / Teacher (f) Persuasion
56 Inventor Tech
61 Traveled Domestically Choose most applicable
62 Traveled Abroad Choose most applicable
63 Professional Athlete (m) / Renowned Feminist (f) Choose: any Strength or Empathy skill
64 Known Politician (m) / Known Politician’s Wife (f) Persuasion
65 Celebrity (Radio or Movies) Choose most applicable
66 Choose from any above. Choose any Skill

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CHARACTER CREATION

Roll a d6 to see what happened in that time:


D6 Event Distribute 2 Skill Points Bonus
among these skills:
1 Something you did got you in trouble Close Combat, Guts, You are a convict,
with the law, and you spent some time Survival something you may wish to
in prison. You decide what it was. hide or flaunt.
2 You have been very successful in your You may choose any, You are well known for
chosen field and have come to the but the skills must be your chosen work. People
attention of others as a result. People relevant to your field of may like you as a result, or
seek you out to get your help, or just to work. possibly fear or hate you
say they have met you. instead.
3 You were injured as a result of your Guts, Insight, Medical You walk with an obvious
work. Maybe you were beaten up or Aid limp or some other sign of
broke your leg in a sports match, or it your injury. This has no
might be as simple as slipping over on mechanical effect in the
some spilled paint. However it may have game, but cannot be hidden
happened, you suffer lasting effects. from others.
4 You are passably competent at what You may choose any, but If you choose to continue
you do, but your efforts turn out badly the skills must NOT be this line of work in another
more often than they turn out well. relevant to your field of Pre-War Experience roll
Those around you have no confidence work. you suffer a -1 to the roll.
in your abilities.
5 As a result of your work, you Guts, Stamina, Survival If you choose to take
suffered but overcame some terrible another Pre-War
tragedy: perhaps you were lost in the Experience from this Other
wilderness, involved in a plane, or category, you cannot choose
motor vehicle crash, or interrogated the same result, but must
by your criminal rivals, or maybe re-roll.
someone you loved came to an
unhappy end.
6 You have risen to a leadership role in Command, Insight, If you take another Pre-War
your chosen work: others look up to you Perception Experience roll you can
for advice, guidance, and support. You choose this result again if
may be a gang leader, the captain of a you wish.
team, or a mentor for someone else.
Will rolled up a Blue Collar Pre-War Experience and randomly determined Reeves worked in Construction before
the war. His experience during that time involved an accident (result 5) when his character was able to save some
lives. Seeing a very heroic character developing, Will was pleased. He chose three more skill points here, Calisthen-
ics 1 (from Construction), Command 1, and Perception 1 (both from Event 5). He also chose his first Specializa-
tion: Sharpshooter I, figuring his character has continued to practice his skills during his spare time at the local
range. Finally, he elected to go straight to the War Years rather than play an older more experienced character.

THE WAR YEARS Roll or choose what your PC did when the war
broke out:
The outbreak of World War II changed the world for D6 The War Years
everyone. Many chose to join their nation’s military,
but many more either chose not to or did not have 1 Military Service
the opportunity. 2 Partisan / Resistance Fighter
In this phase, you will find out what your PC did 3 Criminal
once war broke out, allocate your final 4 Skill
4 Military Intelligence
Points, and choose 1 final Specialization. Under
each of these categories, you can allocate your skills 5 Civilian – Professional Classes (pre-req,
and specialization as you see fit, as best suits your see below)
character. But we have offered suggestions for key 6 Civilian – Working Classes
skills in each category.

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1: MILITARY SERVICE:
You’ve committed to the armed services of your
RANK
Your PC’s rank will be determined by the following:
nation during the most perilous war in history. For
reasons that are your own, ready or not, you will be » To be a commissioned officer (2nd Lieutenant)
forged in the fires of conflict. your PC must have either an Intellectual or Affluent
Upbringing, or a Pre-War Experience that included
Female characters will have some difficulty finding
either Military or Academic experience – discuss
a historically accurate role in the military that allows
with your GM if you want your PC to be a commis-
them to participate on most adventures. Western
sioned officer.
Allied militaries did not place women in the front
lines. While many served in transportation, medical, » Otherwise, your PC will start as a Private unless
clerical, and technical roles, these are not often play- your GM agrees he should be a non-commissioned
able archetypes. As such, players should feel free to officer – NCO (Lance Corporal, Corporal, or Ser-
roll again if they are portraying female characters. geant).
Otherwise, they may work with their GM to create » If your PC is an officer they may choose from the
an alternate backstory. relevant Officer Specializations.
Roll or choose your branch of service:
D6 Branch Prerequisite(s)
2: PARTISAN /
1-4 Infantry Infantry characters must finish RESISTANCE FIGHTER:
training with a Ranged Combat You have joined the resistance. In your fight against
skill of at least 1. the oppression of your people, you will do what you
5 Armored Tank crew must finish training can in your efforts to thwart the enemy.
with a Tech skill of at least 1.
Roll or choose your role within the resistance:
6 Airborne To qualify as a Paratrooper
your PC must have 3 or above D6 Role Suggested Key Skills
in all their Attributes.
1 Infiltrator Infiltrate, Nimble,
Paratrooper PCs automatically
Perception
receive the bonus Specialization
of Paratrooper I.
2 Smuggler Insight, Perception,
Paratrooper characters must Persuasion
finish training with a Ranged
Combat skill of at least 1. 3 Recruiter / Command, Insight,
Then roll or choose your role within your branch: Organizer Persuasion

D6 Infantry/Airborne Suggested Key Skill 4 Saboteur Infiltrate, Nimble, Tech


1 Scout Perception
2 Rifleman Ranged Combat 5 Assassin Close Combat, Infiltrate,
3 Machine Gunner Heavy Weapons Ranged Combat
4 Combat Medic Medical Aid
5 Engineer Tech 6 Fighter Calisthenics, Close Combat,
Ranged Combat
6 Artilleryman Heavy Weapons

D6 Armored Suggested Key Skill You now allocate 4 Points to skills of your choice
1 Driver Operate and choose 1 relevant Specialization.
2 Main Gunner Tech
3 Machine Gunner Heavy Weapons
4 Ammo Loader Heavy Weapons
5 Mechanic Tech
6 Commander Command

You now allocate 4 Points to skills of your choice,


and choose 1 relevant Specialization.

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CHARACTER CREATION

3: CRIMINAL: 5: CIVILIAN –
The war has provided you with an opportunity you’d PROFESSIONAL CLASSES*:
be a fool to not take advantage of. Though ethically You find yourself caught within the maelstrom at
questionable, your actions are only dubious from a the heart of the war. Your intuition and upbringing
certain point of view. may help some, but coming up on the right side of
Roll or choose your role within the criminal un- this war is a matter of wits and luck. *Prerequisite:
derworld: you must have had either an Intellectual or Affluent
Upbringing or a Professional or Academia Pre-War
D6 Role Suggested Key Skills
Experience to take this result.
1 Murderer Close Combat, Stamina,
Survival Roll or choose your role within the population:

2 Burglar Infiltrate, Nimble, Tech D6 Role Suggested Key Skills


1 Government Insight, Perception,
3 Counterfeiter Infiltrate, Insight,
Official / Aide Persuasion
Perception
2 Craftsman / Perception, Tech,
4 Con Artist Command, Insight, Artisan Operate
Persuasion
3 Titled Occupation Insight, Medical Aid,
5 Fence Operate, Persuasion, (Doctor, Lawyer) Tech
Stamina 4 Professor / Command, Insight,
Teacher Persuasion
6 Former Any
Collaborator 5 Business or Command, Insight,
Property Owner Tech
You now allocate 4 Points to skills of your choice
6 Journalist / Persuasion,
and choose 1 relevant Specialization. Photographer Perception, Infiltrate

4: MILITARY INTELLIGENCE: You now allocate 4 Points to skills of your choice


and choose 1 relevant Specialization.
You are a government agent, keen on acquiring in-
formation that directly translates to victories on the
battlefields of this titanic struggle. Your efforts are
6: CIVILIAN – WORKING CLASSES:
the key to unlocking any advantage the generals and You are among the hordes of the destitute or dis-
politicians need to win the fight. placed, clinging to the little sanity this war affords
those who survive its atrocities. Your drive to stay
Roll or choose your role within military intelligence:
alive motivates you further than most.
D6 Role Suggested Key Skills
Roll or choose your role within the population:
1 Agent Handler Command, Insight,
D6 Role Suggested Key Skills
Persuasion
1 Restaurant Owner Operate, Persuasion,
2 Reconnaissance Infiltrate, Nimble, / Worker Stamina
Perception
2 Construction Calisthenics, Nimble,
3 Saboteur Infiltrate, Nimble, Tech Laborer / Domestic Stamina
4 Assassin Close Combat, Infiltrate, 3 Farm Worker Calisthenics,
Ranged Combat Stamina, Tech
5 Radio Operator Infiltrate, Perception, 4 Driver Nimble, Operate,
Tech Tech

6 Courier Calisthenics, Stamina, 5 Factory Worker Insight, Medical Aid,


Survival Operate

You now allocate 4 Points to skills of your choice, 6 Refugee / Guts, Perception,
and choose 1 relevant Specialization. Wanderer Stamina

You now allocate 4 Points to skills of your choice,


and choose 1 relevant Specialization.

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With the Group Concept in mind, Will knew his character was going to join the military as a member of the 101st
Airborne Division during the War Years. That made things rather easy. He’d already made sure to satisfy the
Airborne requirements of 3s or above on all Attributes, so now he added Paratrooper I as a bonus Specialization.
At this point, he noted his role in the squad as Rifleman and set out to allocate his last 4 Skill points. He opted to
go for a well-rounded character, particularly skilled in shooting, by spending them as follows: a second point in
Ranged Combat, a second point in Guts, Heavy Weapons 1, and Nimble 1. He also got to select another Specializa-
tion: Grunt I, figuring he’ll be able to carry more gear that way. He was nearly done!

Grizzled Veterans (Optional Rule)

What if you’d like to play a character who has had years of military experience in earlier battles of this or any other
war? If a player wishes to portray a character who is more accomplished and savvy, this is simple enough to do:
the GM should approve this character first, and then award a number of XP to represent the previous experience the
character accrued. The player may then spend the XP as explained under Character Advancement (see below). If
desired, the GM may require such characters to roll once on the Critical Injury chart to represent old battle wounds.
These should have healed by the start of the new campaign, but scars and other lingering effects may come up
every now and again.

This method of providing extra XP can even be used should a group feel the Airborne soldier warrants more skills
to reflect their more intense training. It has not been made the default in the interest of character creation fairness
in case the group creates a mixed party. Historically, however, the skills acquired in training by these elite soldiers
would easily warrant an extra 5 to 10 XP!

FINISHING YOUR CHARACTER


Depending upon how many Pre-War Experiences your character went through, their final stats, points, and
Talents & Specializations should be as noted in this table. You can now determine their final age at the point
your campaign starts. Finally, work out your Starting Gear (4 to 6 items including weapons) with the GM. If
you are playing an Airborne soldier, this is often predetermined as listed on page 152.
Pre-War PC Age Total Attribute Total Total Talents and Specializations
Experience Deductions / Points Skill (excluding Bonus Specializations)
Rolls Points

1 Young (up to 25) 0 / 15 10 3

2 Prime (26-35) -1 / 14 12 4

3 Middle-Aged (36-45) -2 / 13 14 5

4 Mature (46+) -3 / 12 16 6

To finish off his character, Will discussed with the GM some thoughts: he wanted his character to be a bit more
mature despite only going through the Pre-War Experience once, so they agreed Reeves will be 25, the top end of
the Young age bracket. As such, they also agreed to make his rank Private First Class to befit his age. He recorded
his Endurance as 5 (the default method was used), and now needed a Flaw and a Virtue. He thought a bit about
how he’d like to play his character as well as his backstory and settled on Worrisome as a Flaw and Loyal as a
Virtue. He selected his friend’s character, Sonny, as Reeves’s Buddy, setting up a backstory that this character
happened to be his sister’s fiance. He figured these selections will help create a character who looked after his
own. Finally, he added the Starting Gear for a typical Airborne soldier as listed in the rules, and gave Reeves a
nickname: ‘Jack’. He sketched out ‘Jack’ Reeves on the character sheet to show off his buzz-cut, jet-black hair, and
keen, intimidating gaze, and that about did it!

Refer to PFC John ‘Jack’ Reeves’s character sheet on the following page.

47

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CHARACTER NAME: John ‘Jack’ Reeves
RANK: Private First Class NATIONALITY: USA
SERVICE BRANCH/CAREER: US Army 101st Airborne / Rifleman
Buddy: Emerson ‘Sonny’ Price LUCKY STRIKES:
Virtues: Loyal FUBARs:
Flaws: Worrisome ENDURANCE: 5

Age: 25 { } Rallied { } Treated


Languages: Wounds or Trauma:
(English Tier II)

Jack’ Reeves’s father never fully recovered from the wounds he suffered during
the Great War. To his impressionable son, his invalid father was a hero. After his
dad died, he vowed to emulate his valor. Then, at 20, while working at a construc-
tion site in Boston, a collapsing crane threatened to crush the foreman. Risking
his own hide, he pushed his boss clear of the catastrophe just in the nick of time.
He was commended as a hero and even had his name in the paper that week. By
that time, the war overseas was worsening. It was only a matter of time before
America got pulled into the conflict. After the attack on Pearl, Reeves did what
he always knew he would do: join the Army as his father had before him. Soon
thereafter, he became a member of the 101st Airborne.

ABILITIES & SKILLS


STRENGTH: 3 AGILITY: 5 INTELLIGENCE: 3 EMPATHY: 4
Calisthenics [ 1 ] Infiltrate Insight Command [ 1 ]
Close Combat Nimble [ 1 ] Perception [ 1 ] Guts [ 2 ]
Heavy Weapons [ 1 ] Operate Survival Medical Aid
Stamina [ 1 ] Ranged Combat [ 2 ] Tech Persuasion

WOUNDS WEARINESS FEAR MORALE


-3 { } Gashed -3 { } Exhausted -3 { } Terrified -3 { } Hopeless
-2 { } Cut -2 { } Winded -2 { } Panicked -2 { } Disheartened
-1 { } Nicked -1 { } Tired -1 { } Nervous -1 { } Unsure

WEAPONS
. BONUS ROF RANGE DAM AMMO QUALITIES WEIGHT
M1 Garand +0SS/+1RF/+2S 1SS/3RF/All S 50m +2 8c Reliable, Semi-Auto 1
Grenade M2A1 +2 1 10m 5m/+1 3 Blast, Thrown, Limited Range 1/4
Bayonet +0 - E +1 - - 1/2
Rifle Butt +0 - E +0 - Jab -

TALENTS
Intimidating
SPECIALIZATIONS
Sharpshooter I (+1 to Ranged Combat
GEAR
Father’s Dog Tags
(+2 to Persuasion while threatening) with rifle or shotgun) M1 Garand (1)
Paratrooper I Grenades x3 (3/5)
(+1 to actions related to skydiving) Musette Bag: K-rations-x3 (1)
Grunt I (+2 to Encumbrance, +1 to Musette Bag: 5 8rd clips (1)
Stamina tests)
Helmet (Light Armor 3) (1)

NOTES Entrenching Tool (1)


Flashlight
First Aid Kit (+1 to Med Aid)
Hygiene Kit

XP Chocolate bars and candy


Canteen (1/2)
Mess Kit

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MAKING BACKGROUND CHARACTER
BACKGROUND GENERATOR
CHARACTERS
These quick stat generation rules are intended
to offer you a fast way to build the basics of mil-
itary-themed Background Characters. When you
It is quickest and easiest to create Background Char- are finished you will have the framework of the
acters (BC) representing some of the NPCs of the character, that can then be built upon during your
unit platoon by using an abbreviated version of the campaigns. Of course, feel free to create your Back-
Archetype method described above. Simply fill out ground Characters in any way you choose, but these
the most pertinent information necessary, including rules hopefully will give you a leg-up.
Rank and Name, Base Attributes (including Endur-
ance), 4 Key Skills, 1 Specialization, and Gear. A ROLE
brief character description (a word or two will do)
Start by choosing the Background Character’s role
may assist in role-playing the character when their
in the game, or roll 1d6:
time to shine arises.
1. Rifleman
If the character is ever upgraded to a full Player
Character, simply fill in the missing information 2. Scout
including background, Buddy, Virtues, and Flaws. 3. Medic
The player may even go through the entire Life Path
4. Weapons Specialist
method, keeping in mind to choose skills and spe-
cializations that match up with those already pos- 5. Engineer
sessed by the BC. If any new Virtues or Flaws turn 6. Leader
up, simply add them to the new PC’s sheet.

ATTRIBUTES, KEY SKILLS, AND SPECIALIZATION


Roll on the relevant Role Table a total of three times: once for the Background Character’s Attributes, once
again for their Key Skills, and once more for their Specialization. Once this is done you can determine the
character’s Endurance Points.

RIFLEMAN
D6 ATTRIBUTES KEY SKILLS
STR AGI INT EMP RANGED COMBAT CLOSE COMBAT STAMINA SPECIALIZATION
1 5 4 3 3 3 2 1 SHARPSHOOTER 1
2 4 5 3 3 3 1 2
3 4 4 4 3 2 3 1 SNIPER 1
4 4 4 3 4 2 1 3
5 4 3 4 3 1 2 3 GRUNT 1
6 3 4 3 4 1 3 2

SCOUT
D6 ATTRIBUTES KEY SKILLS
STR AGI INT EMP RANGED COMBAT PERCEPTION INFILTRATE SPECIALIZATION
1 3 5 3 4 3 2 1 SCOUT 1
2 3 4 3 5 3 1 2
3 4 4 3 4 2 3 1 INVESTIGATE 1
4 3 4 4 4 2 1 3
5 4 4 3 3 1 2 3 STEALTH 1
6 3 3 4 4 1 3 2

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CHARACTER CREATION

MEDIC
D6 ATTRIBUTES KEY SKILLS
STR AGI INT EMP RANGED COMBAT MEDICAL AID PERSUASION SPECIALIZATION
1 3 3 5 4 3 2 1 COMBAT MEDIC 1
2 3 3 4 5 3 1 2
3 4 3 4 4 2 3 1 FIELD SURGEON 1
4 3 4 4 4 2 1 3
5 4 3 4 3 1 2 3 COUNSELOR
6 3 4 3 4 1 3 2

WEAPONS SPECIALIST
D6 ATTRIBUTES KEY SKILLS
STR AGI INT EMP RANGED COMBAT TECH HEAVY WEAPONS SPECIALIZATION
1 5 4 3 3 3 2 1 HEAVY GUNS 1
2 4 5 3 3 3 1 2
3 4 4 4 3 2 3 1 SHARPSHOOTER 1
4 4 4 3 4 2 1 3
5 4 3 4 3 1 2 3 FORWARD
6 3 4 3 4 1 3 2 OBSERVER 1

ENGINEER
D6 ATTRIBUTES KEY SKILLS
STR AGI INT EMP RANGED COMBAT TECH PERCEPTION SPECIALIZATION
1 3 3 5 4 3 2 1 COMBAT ENGINEER 1
2 3 3 4 5 3 1 2
3 4 3 4 4 2 3 1 MECHANIC 1
4 3 4 4 4 2 1 3
5 4 3 4 3 1 2 3 INVESTIGATE 1
6 3 4 3 4 1 3 2

LEADER
D6 ATTRIBUTES KEY SKILLS
STR AGI INT EMP RANGED COMBAT COMMAND STAMINA SPECIALIZATION
1 4 3 3 5 3 2 1 FRONTLINE LEADER 1
2 5 3 3 4 3 1 2
3 4 4 3 4 2 3 1 TACTICIAN 1
4 4 3 4 4 2 1 3
5 3 4 3 4 1 2 3 AUTHORITY FIGURE 1
6 4 3 4 3 1 3 2

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TALENT, FLAW, AND VIRTUE
Roll three times on the table below, once each for the Background Character’s Talent, Flaw, and Virtue.

D66 Talent Flaw Virtue


11 BIKER COWARD BRAVE

12 CHARISMATIC OBSESSIVE KIND-HEARTED

13 CLEVER BLOOD-THIRSTY MERCIFUL

14 CLIMBER LOUD CHARISMATIC

15 CONTORTIONIST NAIVE HARD-WORKING

16 COOL HEAD IMPATIENT HONEST

21 DIEHARD ARROGANT CAREFUL

22 EAGLE EYES COLD DETERMINED

23 FAST REFLEXES DISTANT FUNNY

24 HARD TO FIND NERVOUS EFFICIENT

25 HARDY BRAGGART GENEROUS

26 HOTHEAD ANGRY EASY-GOING

31 INTENSE FOCUS HEARTLESS WELL-SPOKEN

32 INTIMIDATING PESSIMIST OPTIMIST

33 IRON WILL HARD OF HEARING ENERGETIC

34 JUDGE OF CHARACTER CARELESS METICULOUS

35 KIDNEY SHOT CAUTIOUS ACCEPTING

36 KILLER CLUMSY RELAXED

41 LIGHT EATER TALKATIVE CARING

42 LIGHT SLEEPER IRRITATING HELPFUL

43 ONE EYE OPEN BULLYING OPEN-MINDED

44 POLYGLOT PREJUDICED LOYAL

45 PRECISE KLEPTOMANIAC COMPASSIONATE

46 RAGE KNOW-IT-ALL SINCERE

51 DOGGED PATRONIZING CALM MANNER

52 SCAVENGER GULLIBLE ENTHUSIASTIC

53 SECOND WIND UNFORGIVING BOLD

54 SOOTHING RUTHLESS DECISIVE

55 SPRINTER GREEDY CONFIDENT

56 SUCKER PUNCH DISRESPECTFUL LIVELY

61 SWIMMING IMPATIENT FEARLESS

62 TINKERER RUDE SENTIMENTAL

63 TOTAL RECALL BOSSY COMPOSED

64 TOUGH PETTY FAIR-MINDED

65 TRUE GRIT QUARRELSOME DEVOTED

66 UNREMARKABLE SELFISH PATIENT

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CHARACTER CREATION

BACKGROUND CHARACTER SHEET


Name & Rank:
Service Branch:
STR AGI INT EMP ENDURANCE

KEY SKILLS TALENTS

FLAWS

SPECIALIZATIONS VIRTUES

ADVANCEMENT:
EXPERIENCE AND LEVELING UP
As your character survives the dangers of the war, they will adapt and evolve from their many experiences.
They will improve their skills and learn new ones. Specializations and Talents might be acquired or developed
further. This is represented by the opportunity to spend Experience Points (XPs) you’ve acquired during a
mission. These XPs can be spent between missions to improve your character and show their progress and
development over time. For fun, a very experienced NPC, Ted Roosevelt Jr., is provided for the GM’s use.
The following charts show how to gain XP as well Usually XP would be awarded after the completion
as the costs for leveling up: of a mission or a scenario, in which case the GM
asks the questions above and awards XP accord-
Did you participate in the Session? 1XP ingly. Sometimes the missions may be so long that
Did you receive one or more FUBAR? 1XP they take several gaming sessions to complete. In
this case, the GM may choose to award XP at a suit-
Did you roleplay your Virtue? 1XP
able point during the mission, where the PCs have
Did you suffer as a result of your 1XP a chance to draw breath. Remember that the more
Flaw? frequently XP is awarded the faster the PCs will
Did you take a significant risk to help 1-2XP advance in their skills and abilities. There is no hard
someone? If it was your Buddy, gain and fast rule on the rate of advancement.
an extra XP! When spending XP, players are usually free to
Did you complete your group’s overall 1-3XP spend their points on any advancement they want,
mission or fail, but give it a good try? although the GM may require that the PC has tried
the skill or specialization to justify the expenditure.
New Skill Level (up to your Attribute 5XP The one exception to this is spending XP to gain a
level): new Talent, where the player must justify to the GM
why this Talent has developed for their character.
New Skill Level (over your Attribute 7XP
level): Precisely when a PC may spend their XP is up to
each group. Most likely this will be at the end of
New Specialization at Tier 1: 5XP
a mission, or perhaps during a moment of respite
Upgrading to Tier 2 in a Specialization: 7XP in the midst of a particularly long mission. Indeed,
some groups may allow PCs to spend their XP
New Talent (max 3): 7XP
during a mission! This is entirely up to each group
to decide which method works best for them.

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When leveling up, keep the following in mind: Skills The military organization of the Allied powers has a
cost less when you keep them within the natural command structure that is somewhat rigid in terms
ability of the character’s matching Attribute. After of what duties were garnered when someone was
this, they become costlier to attain to represent your promoted to a Lieutenant rank and beyond. It gen-
character’s natural limitations as dictated by their erally meant a greater responsibility in regard to the
core Attributes. number of soldiers who were now their charge. A
Lieutenant, for example, led a platoon, while a Cap-
Between missions and during downtime, the GM
tain (or a Major in the Commonwealth Army) was in
and the players should evaluate their characters to
charge of an entire company. To remain historically
determine if their Virtues and Flaws still apply to
accurate, a GM should consider the ramifications
them, or if indeed they’ve moved on from these and
of promotion.
acquired different characteristics. Work with your
GM to modify these when the narrative suggests a Because of this, promotions must be carefully con-
change. Keep in mind, though, you should always sidered in terms of the direction the campaign may
have at least one of each. follow once PC officers are charged with command
For Background Characters, leveling up is handled of such large numbers of NPCs. Because a compa-
ny is the point at which things can become a bit
by the group. After all the main PCs have spent
unwieldy, Captain rank should likely be avoided.
their XP, each player should help advance one or
Perhaps a player may wish to retire the PC from
two Background Characters so that everyone has a
play upon achieving this level of command. With
chance to level up their platoon mates. Each Back-
ground Character will receive the same amount of ranks above Captain, characters either fulfill strict-
ly administrative roles, or they are charged with
XP as the lowest XP received by a member of the PC
the command of even larger numbers. These ranks
group. To keep things simple, Background Charac-
would alter the nature of the campaign narrative,
ters cannot receive Talents or extend Skills beyond
leading it in a wholly different direction.
the level of the linked Attribute. If the Background
Character becomes a full-fledged PC, the player Of course, NCO ranks are somewhat less problem-
who adopts them will no longer be restricted by atic, though special care should similarly be placed
this limitation. for ranks higher than Sergeant First Class which
were charged as platoon-level NCOs. Privates First
Class, Corporals, Sergeants, and Staff Sergeants
are generally less problematic in terms of responsi-

RANK AND
bilities that interfere with playing around a smaller
number of NPCs. These NCOs led their squads and

MEDALS
platoons, often as a result of attrition on the battle-
field and the loss of higher-ranking individuals. It
should be noted that actual rank promotion did not
There will come a time when the PCs perform some automatically follow the loss of a higher-ranking
impressive accomplishments that must and will be individual. As often as not, a corporal might take
recognized as such by the powers that be. This will charge as the NCO of a squad well before receiving
likely be in the form of medals and promotions. his sergeant stripes.
These awards should be tools used by a crafty GM A list of military ranks is provided in the
to narratively reward players’ actions and bravery
GM section.
during the war. Medals in particular were handed
out as per the recommendation of commanding
officers in the field. A GM is largely at liberty to de- At the end of a campaign, a GM may wish to reward
the players with an Honorable Discharge Document
cide when and if this commendation happens. While
known as WD AGO 55 listing their rank as well as all
medals and citations are simply story elements the honors bestowed during their war experience.
players may be proud of, rank promotion must be Of course, if a PC fouled things up considerably, a
carefully considered before being awarded. This is Dishonorable Discharge may instead be in order!
especially true for commissioned ranks.

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CHARACTER CREATION

MEDALS WITH PERKS - OPTIONAL RULE


Medals can be used to provide PCs who possess them with added bonuses. If this optional rule is used,
some added perks are listed beside each medal. These become available to the PC who is bestowed the
medal. Note that, unless otherwise stated, these perks are usable once per mission and should be marked
as used on the character sheet as a reminder. Should a character possess more than one of the same medal,
the perks may stack.
To assist the GM, we provide a list of US and British medals that can be used along with the general require-
ment for their bestowment:
Medal Reason Earned Optional Perk

Character is retired as they tour


Medal of Honor (US)
For extraordinary acts of valor. the nation and meet the Presi-
Victoria Cross (UK)
dent or the Prime Minister.

For displaying extraordinary


Distinguished Service Cross (US) You may hold 3 Lucky Strikes at
heroism in combat against an
Military Cross (UK) once rather than only 2.
armed enemy force.

For exceptionally meritorious You may ignore the first FUBAR


Distinguished Service Medal (US)
service to the government in a you receive in a session. Simply
George Cross (UK)
duty of great responsibility. hand it bak to the GM!

For exceptionally meritorious


You may choose to succeed in a
Legion of Merit (US) conduct in the performance
Guts test once per session, even
George Medal (UK) of outstanding services and
if you don’t have the skill.
achievements.

Silver Star (US) You may choose to succeed in a


For gallantry in action against
Distinguished Conduct Medal Stamina test once per session,
an enemy of the nation.
(UK) even if you don’t have the skill.

For either heroic achievement,


You may choose to succeed in a
Bronze Star (US) heroic service, meritorious
Command test once per session,
Military Medal (UK) achievement, or meritorious
even if you don’t have the skill.
service in a combat zone.

Once per session, you may deny


For distinguished heroism
Soldier’s Medal (US) the use of a FUBAR, discarding
not involving conflict with an
War Medal (UK) it altogether, after learning how
enemy.
the GM plans to use it.

You may choose to succeed in


Purple Heart (US) For those wounded or killed one Suppression (Guts) test once
Wound Stripe (UK) while serving. per session, even if you don’t
have the Guts Skill.

54

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CHAPTER 3:

SKILLS AND
THEIR USE
Private First Class Reeves dropped prone with the Just then, Sonny spotted them. There were German
others behind the old stone wall surrounding the wide soldiers in an open square beside the tall spire of
field. Their squad numbered just four men at the mo- the village church. Reeves could see their field gray
ment. It was a start. uniforms. He could hear them shouting orders at the
French citizenry who were desperately maneuvering
He had somehow located his sister’s fiance. If he be-
an old horse-drawn water cart in an effort to douse
lieved in fate, he’d chalk it up to some kind of destiny.
the flames. There were at least five Germans. It was
Sonny’s big frame crouched at his right, just in arms’
his first real sight of the enemy they had come to
reach. His black war paint had smeared below his eyes
defeat. Reeves’s hands began to sweat despite the chill
in long streaks. It did not diminish the fierceness of
going down his back. He glanced at Sonny, keeping a
his square-jawed features.
protective eye on the younger, yet burlier, man.
Reeves looked to Sergeant Baines on his left and Doc
Hank signaled to the left, around the perimeter of the
‘Slim’ beside him. Baines was a tough, no-nonsense
farm. They were going to move in closer but in cover.
sergeant with actual smarts. Didn’t say much, but
when he did, it mattered. He led well. Keeping his eyes keenly aware of every dark shadow
as well as the presence of the German squad had to
And ‘Slim’ he knew from their time at the Wiltshire
be carefully balanced with the need for stealth and
pub. The doc proved to be a real good-time Charley.
cautious movement. The Americans circled the farm
But he was all business in his role as their medic,
alongside its stone-walled perimeter. They crept to the
cool as a cucumber. He fit his nickname with his small
end of the field and the edge of the town.
wiry frame and loose-fitting uniform.
The fire was much closer. Reeves could see the flame-
Those two had been friends since before the Tennessee
lit interior of one burning structure collapse as the
Maneuvers. He couldn’t be sure, but Reeves suspected
blaze leaped to the second floor. Walls crumbled in
they’d gone to some high-falutin’ college together. They
the searing light of the flames. People were fleeing.
were good men anyway.
The Germans were shouting and seemingly trying to
All four had shaved their heads. The sergeant had stop the spread of the conflagration by ordering the
kept a thin strip of hair in the Mohican style beneath dousing of the nearby structures with whatever water
his helmet. Reeves ran his hand over his own close- could be transported in time. The chaos was palpable.
cropped scalp. He had to find a helmet soon.
It’s likely why they were all caught off guard by the
He risked a glance over the rough edge of the wall. movement behind them.
The firelit village began opposite the puddled sward.
Just as Reeves turned to look, there were guns leveled
They scanned the burning buildings nearby, trying to
on him and his squadmates. In the darkness, he
identify the settlement or see any fellow Americans.
couldn’t see how many soldiers had managed to sneak
The night sky carried floating embers, like wandering
up on them. All he knew was that the jig was up—and
fireflies, in the light breeze. They could feel the heat
it seemed he and his squad were done for.
even from this distance.

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ROLLING
THE DICE
When an action is declared that may or may not
succeed and where failure may result in a meaning-
ful setback, the GM may call for an Action Test to
determine the results of the attempt. After describ-
ing what the character is trying to do, the player
makes an Action Test. This is carried out by rolling
a number of dice equal to the level of the Attribute
being used to overcome the challenge (as suggested
by the player’s description of the action) plus the
level of the Skill most directly related to the action.
These make up the Action Dice of the Test. Note that
some Specializations will similarly add dice to this
total, and these will also be considered Action Dice.
If you don’t have a particular Skill, most of the time
you can still attempt the action, though you’ll only
be able to roll your Attribute dice and so have a
lower chance of success. For some actions, though,
I want you for U.S. Army : nearest recruiting station / the GM may rule your character has no idea how to
James Montgomery Flagg. even attempt the action without the appropriate
training in the Skill. For example, firing some very
specialized weapons cannot be attempted without
A story set in World War II cannot help but be ac- the appropriate Skill tied to that weapon’s oper-
tion-packed and full of tension and drama. As the ation. While these rules will list some of these in-
story unfolds and the adrenaline builds, there will stances under each Skill description, the GM has the
inevitably come the moment when the narration final say on what may be attempted by characters
between GM and players comes to a head and the without appropriate Skills. If they’re being truly gen-
dice must be rolled! At this tense moment, the PCs’ erous, a GM may permit some disallowed tasks with
skills will make all the difference between success negatively modified Attribute dice.
and failure, perhaps even life and death.
If there are any tools appropriate to the action that
Skills represent broad areas of knowledge and ex- are being used to assist in your effort, you may add
pertise that have been acquired by the character bonus Gear Dice to this pool as well.
over the course of their life. PCs will also specialize
in very particular uses of some Skills to become
even greater experts in the field. Combined with
SUCCESS
their base Attributes, Skills and Specializations will To succeed with your action, you must roll a 6 on
determine the number of dice rolled when the time one of your dice. It does not matter if you roll a
calls for Action Tests. success with your Action Dice or your Gear Dice.

Acquiring your initial Skills, improving these Skills, If multiple Successes are rolled (you roll more than
and attaining new ones are discussed in the previous one 6), you can achieve additional effects, such as
chapter on Character Creation. increased Damage bonuses or generating Lucky
Strike tokens. These and other options will be dis-
cussed later.

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SKILLS AND THEIR USE

FAILURE DUDS
If no 6’s are rolled, something has gone wrong. More Rolling a ‘one’ is never a good thing. In War Stories,
than likely, you have simply failed at your intend- this is called rolling a Dud. Duds are important for
ed action, though your imagination and the GM’s a couple of reasons, but only if a player chooses
interpretation should make failure far more inter- to Push their Luck. If a player rolls any ones and
esting than a mere lack of success. In some cases, chooses to not Push their Luck, Duds have no ef-
a GM might allow the action to succeed but with a fect. However, Duds have two effects that are trig-
twisted disadvantage affecting the PCs as a result gered when a roll is Pushed. First, a Dud cannot
of their roll. normally be rerolled as part of the Push your Luck
roll. They should be left alone and in sight, though,
It is important that the failure does not stop the
as they must be counted after the pushed roll is
story’s development. There should never be, for
completed. Second, if any Duds are rolled, either in
example, a document the players MUST find for
the original roll or the pushed roll, a FUBAR (only
the story to continue only to have a failed roll derail
one regardless of Duds rolled) is generated (see
the entire plot! The GM must strive to create inter-
esting results of failure and keep the story going at below)! Because of this, players must think care-
all costs. Ultimately, the GM has the final say about fully about Pushing their Luck as it can allow the
the way a PC’s failed Action Test affects the story. GM the chance to make life difficult when it’s most
inconvenient!
You have one chance to make things right, though.
After an Action Test, you always have the option of
Pushing You Luck.
LUCKY STRIKES AND FUBARS
Lucky Strikes represent a currency generated by
PUSH YOUR LUCK scoring extra successes. Players should track these
on their character sheet or use tokens of any kind
If you are not happy with an Action Test result, you (bottle caps or coins will work easily enough).
have the option to Push Your Luck by rerolling all These represent the good fortune your character
results (Attribute, Skill, and Bonus Dice) that are has been lucky enough to receive. They are acquired
not Duds (any 1’s rolled) or Successes. This may be by turning in extra successes for Lucky Strikes.
done even if the original roll generated successes Each player may only ever have a maximum of two
because you might want more successes than you (2) Lucky Strikes as no one was ever that lucky in
had rolled. This second, Pushed, roll might be just the war! Like any generous squad-mate, you may
what is needed to succeed the way you hoped! agree to give a Lucky Strike to a fellow soldier in
However, Pushing Your Luck in this way does come need, so long as you can justify how your character
at a risk: doing so will activate all Duds (both those is helping to motivate or assist the lucky recipient!
rolled in the original attempt and any rolled in the By contrast, FUBARs (the often-used phrase which
pushed effort). Duds, thus activated, will generate stood for Fouled* Up Beyond All Recognition) are
a FUBAR point for the GM (only one, no matter the the GM’s version of Lucky Strikes. They are used
number of Duds)! These are never good for PCs against the players whenever least convenient by
(see below). Be careful how often you risk pushing your wiley GM! That said, it should be stated plainly
your luck! for those overeager GMs out there: remember you
A GM may also Push Their Luck, just as players do. do not need to actively try to harm or kill your PCs!
To do so, however, requires the use of a FUBAR. If The system will take care of that on its own. This
the Pushed roll results in one or more Duds, regard- is not a rule that encourages a GM versus player
less of success, the GM has the option of creating mindset. Rather, your FUBARs should strictly be
some sort of narrative-driven inconvenience for the used to challenge players and increase tension, not
NPC whose roll generated the Dud. to seek a TPK (Total Party Kill).
FUBARs are acquired by the GM whenever players
roll Duds after Pushing their Luck as detailed above.
Whenever this happens, your GM will hand you a
FUBAR token to place alongside your Lucky Strikes
near your character sheet. This means the GM will
be able to use this specific FUBAR to impact the

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player who generated it! There is a limit of two (2) use a free Reaction (during Close Combat or during
FUBAR that can be given to each player. Additional Shooting).
FUBAR generated by a player who has their maxi- When using a Lucky Strike or a FUBAR, no reroll
mum are given directly to the GM in a generalized can be re-rolled again. For example, you can’t spend
pool for their use against any character or all of the a Lucky Strike to force the GM to re-roll a Damage
players as a group. result after they’ve used a FUBAR for the same pur-
While these points are carried over from session to pose. You CAN use two Lucky Strikes on one roll
session, the initial allocation at the start of a mission though. As an example, you might add two dice to
is as follows: each player receives one Lucky Strike, your pool with a Lucky Strike, and then choose to
while the GM receives one general pool FUBAR. Push your results, Duds included, with a second
Lucky Strike. You cannot, however, retroactively
Each Lucky Strike or FUBAR may be used to do one
decide to use one once the opportunity has passed
of the following:
and the next dice have been cast.
» When you Push Your Luck, you may reroll one’s.
Subsequent Duds do count though!
» Add two dice to your Dice Pool (not allowed if
SOME RESTRICTIONS
Pushing Your Luck does have a couple of restric-
your dice pool is at 0).
tions: you can only Push once per Action. Also,
» Re-roll a Damage Roll. you cannot Push what’s called a Passive Test.
» Change a minor Plot Point (ex: environmental These include rolls for situations that are not
effect, innocent bystander, personal problem, lost specifically a result of a PC’s action. Examples
possession) - GM permission required. include rolling for a Perception Test when the
PC is unaware of an Enemy, or when resisting a
» Gain a Fast Action for the sole purpose of reacting
Persuasion attempt generated by an NPC action.
to a Close Combat with a Parry or Dodge.
This restriction also applies to Protection (Armor
» Gain a Fast Action for the sole purpose of react- and Cover) saves!
ing to a Ranged Attack with a Hit the Dirt or Take
Cover action.
» Remove the Suppression Effect so that you may
MISHAPS
Mishaps represent damage or malfunctions to Gear.
act normally.
These may occur if the GM chooses to spend one to
» Roll one die when your dice pool drops to 0 or less three FUBAR, often though not always, after the use
due to negative modifiers- GM permission required. of the Gear affected. The GM may narrate what has
» Player only: Re-rolling a Critical Result, either happened to the Gear in question. This should make
one rolled against you or one you rolled against an narrative sense and add tension to the circumstances.
enemy. This may be a weapon running out of ammo unexpect-
edly or jamming, or an item being dropped or even
» GM only: Push an NPC roll. broken. The choice is up to the GM and should add
» GM only: Weapon Mishap (a weapon malfunc- to the narrative fairly yet dramatically. Gear bonuses
tions or jams). This requires 1-3 FUBAR(s) depend- may also be diminished by the GM to signify damage
ing on the nature of the Mishap. A simple jam might to the item used. Should Gear dice be reduced to zero,
cost 1, while a calamitous malfunction that causes the item is broken and in need of repair.
potential damage should cost 3.
» GM only: Impose a narratively appropriate Con- GROUP TESTS
dition (without END loss) onto an Attribute. Only If a group of characters must make a collective roll,
one Condition, per PC, may be imposed at a time. one roll carried out by the most or least suitable
» GM only: Random Bad Luck Event: The cost for character is done instead. For actions like Infiltrat-
this may vary from 1 to 3 FUBARs. The higher the ing, the least suitable character is used. For actions
cost, the more unlucky the event. These might in- like Perception, the best character may make the
clude anything from an unexpected enemy appear- test. The other characters may assist (see below)
ing to friendly fire targeting the players or an artil- as appropriate, but only one roll is allowed. Fail-
lery barrage landing close enough to affect the PCs. ure here counts as a failure for all. Extra Successes
generated by group tests award Lucky Strikes to be
» GM only: Combat Reactions for NPC (not other-
distributed among the participating characters by
wise allowed): the GM may permit an enemy NPC to
the player who rolled.

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SKILLS AND THEIR USE

OPPOSED TESTS MODIFIERS


When a PC’s actions are directly opposed by an NPC Circumstances will often make some actions harder
(or even a fellow PC!), an Opposed Test is made. or easier to achieve. These often are a result of the
This simply means that in order to succeed, the play- inherent difficulty of the task, help from others, or
er must roll a success, and also exceed the number Specializations the character possesses. The Mod-
of successes the opponent has rolled. If there is a ifiers come in the form of extra dice when tasks
tie, the acting player (the one initiating the Opposed are made easier, or removed dice when they are
Test) fails in the action they are attempting. Only the made more difficult. These will be shown as a +1
acting player may Push the Roll. While sometimes or higher for positive modifiers or -1 or more for
opposed tests involve the opponents using the same negative ones. When both modifiers apply, they are
Skills, there may also be occasions when the GM cumulative, meaning all are taken into consider-
will call on different Skills to be used. ation. In some published scenarios, Modifiers are
Opposed Tests are often used when sneaking by an abbreviated with a parenthetical note after the Skill
used. For example, Persuasion (-2) would denote a
enemy who is on guard, or when persuading an NPC
-2 dice Modifier for a difficult Persuasion test.
who is resistant to your suggestion. It is suggested
for the GM to ask a player to make a blind roll if the Often, when the GM must judge if an action is some-
PC would be unaware of the challenge being faced. what easier or harder than the average task, many
A Blind Roll is when the GM asks a player to roll a things might be taken into consideration. To help
number of dice (appropriate to the test being secret- judge these circumstances, here are a couple of ex-
ly required) but does NOT tell the player what kind amples of potential situations. Each would apply a
of test it is. While it tips off the player that there is +1 or -1 modifier as needed. Note that multiple sit-
something going on their character is not aware of, uations may apply and the modifiers they generate
it doesn’t reveal the precise nature of the threat or would be cumulative.
problem. Plus, it adds some tension! » Particularly appropriate Gear - having the ‘right
For example, if a PC is unaware of an approaching tool for the job’ will provide the Gear Dice bonus
German scout, asking the player to roll Perception (as listed in the Gear chapter below).
would tip them off; so the GM should have the play- » An advantage the PC may have, whether with
er make a Blind Roll here. The GM secretly consults superior knowledge providing an informed status
the player’s character sheet to determine how many or perhaps an elevated or protected position during
dice they should roll, and simply tells them to roll Combat. This would generate a +1 modifier.
without explaining what the test is for. The GM
will only alert them if they succeed! » Receiving Help from an ally will provide a +1 to
+3 modifier depending on the Help attained (see
below).
» Improvised Gear might not be as suitable and
would generate a -1 modifier.
» Weather or Lighting might make things more
problematic in terms of visibility generating a -1
modifier. This may be cumulative if both are affect-
ing the situation.
If, after modifiers, your dice pool drops to 0, this is
normally an indication of a task that is simply be-
yond your ability at the moment. If the GM permits,
however, you may spend a Lucky Strike in order to
roll one die in the hopes of a success you can chalk
up to pure luck!

4th Armored Patch

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ADJUSTMENTS AUTO-HITS
At times, Adjustments to die results are called for. Some situations allow the GM to inflict Hits on char-
This means adding or subtracting a value from the acters automatically without the need of rolling
result of a roll. It is different from Modifying a test dice. These include: falling from heights, drowning,
which is adding or subtracting dice to a pool. This burning, being tortured, and being infected, as some
is most often done for a d10 Damage roll, though examples. Yikes! To be fair, you will be permitted
there are other occasions when an Adjustment may a chance to avoid these Auto-Hits by rolling a test.
be required. Often this might be a Nimble or Stamina test. Each
success cancels, or saves, against one of the Au-
HELP FROM A FRIEND to-Hits. The GM will let you know which skill to use.
Whenever a PC receives help from a fellow PC or Unlike Protection Saves, tests to avoid Auto-Hit
even an NPC, they may receive a +1 modifier. The damage are not considered Passive Tests and so
helping character must be present and the limit to may be Pushed.
how many might help is adjudicated by the GM. Re- Unless otherwise stated, an unsaved Auto-Hit (one
ceiving three assists in this fashion is the maximum you were not able to cancel) will generate a point
permitted. In combat, the type of action that is be- of Damage, and so a separate Damage roll is not
ing modified with will determine the type of action required.
(Slow or Fast) that the helper is using.
If your character is receiving Help from only their
Buddy (or if you are helping only your Buddy), the
GEAR
modifier increases to a +2. The tools available for PCs will typically provide
additional dice to the Action Dice pool. In this way,
NPCs may use this Help tactic in order to track the using the right tool for the job will help to achieve
actions of a large number of combatants if the GM success. The number of dice provided as well as de-
wishes to keep the action running more rapidly. In
tails as to their use is listed later under the chapter
this case, simply group up to four NPCs together and
on Gear. The value of the Gear Dice may diminish if
use one skill test with a +1 for each helping ally. This
the item suffers a Mishap as described above. The
allows you to roll less often, speeding up the fight.
damaged item may then need repair to return to its
Of course, this reduces the effectiveness of enemy
original Gear value. As mentioned above, if the Gear
minions, so it is up to the GM to decide how often
value is brought to 0, the item is broken.
to use this method!
Many Specializations provide additional modifiers
in specific circumstances, as detailed later.

THE SKILLS
This section describes the Skills available in War Stories.

Strength Agility Intelligence Empathy

Calisthenics Infiltrate Insight Command

Close Combat Nimble Perception Guts

Heavy Weapons Operate Survival Medical Aid

Stamina Ranged Combat Tech Persuasion

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SKILLS AND THEIR USE

CALISTHENICS (STR) HEAVY WEAPONS (STR)


This is the Skill used for all tests involving physical This skill is used to fire heavy weapons that require
strength like lifting heavy objects and pushing large a measure of strength to handle. This may be a large,
loads. It is the skill used while throwing a grenade. It cumbersome weapon or one with extra recoil, such
is also used for lifting beyond your Encumbrance lim- that brute power is needed to fire accurately or han-
it for a brief period. This skill is also used for strength- dle the weapon effectively. These include machine
based movements like climbing and jumping. This is guns, flamethrowers, and rocket launchers. It is also
only rolled when these actions would be obstructed used for loading shells into cannons and other simi-
by a significant obstacle or an impeding opponent. lar heavy weapons, including tank guns.

Failure: The exertion is just too much. You are un- Unskilled: Without this Skill, a GM may rule you
able to get it done. You missed with your grenade cannot even attempt to fire a weapon you have not
(roll for deviation!). been exposed to. At best, you may receive negative
modifiers to your Agility test.
Success: You’re able to power your way through
the challenge. You are able to land the grenade on Failure: You are unable to hit your target accurately
target. or load the weapon on time.

Extra Successes: Each extra success allows you Success: You succeed at hitting your target or load-
ing your weapon.
to choose from the following:
» You’re able to succeed with impressive results. Extra Successes: Each extra success allows you
to choose from the following:
» You might even manage to hurt an opponent in
» You may achieve extra damage (+1 to the Damage
the process.
Die).
» Improve your Initiative next Turn by two places
» Improve your Initiative next Turn by two places
if using Static Initiative or drawing an additional
if using Static Initiative or drawing an additional
card and choosing one if using Dynamic Initiative.
card and choosing one if using Dynamic Initiative.
» Increase the grenade’s damage (+1 to the Damage die).
» While Loading a weapon, gain a +1 to your next
loading test in the same scene.
CLOSE COMBAT (STR) » You push back your opponent for 1 meter for each
This skill reflects close combat training and ability. extra success spent.
It is used when fighting in close quarters whether
» You knock your opponent Prone.
armed or not. Normally, you must be within 1m of
your target to attack them using Close Combat. » Increase the Blast Radius by two meters.
Failure: You fail to connect! Better luck next time.
STAMINA (STR)
Success: You land a blow or cut. Inflict weapon
or unarmed damage (see Gear chapter) on your This Skill represents the endurance training of your
PC. It is used whenever your character is challenged
opponent.
with physical stress. It is also used to combat Fa-
Extra Successes: Each extra success allows you tigue challenges.
to choose from the following:
Failure: You succumb to the strain. You must stop
» +1 to the Damage die to determine the number of what you’re doing and take a break.
Wounds inflicted.
Success: You keep grinding through the hardship
» Improve your Initiative next Turn by two places until the GM calls for another test.
if using Static Initiative or drawing an additional
Extra Successes: Each extra success allows you
card and choosing one if using Dynamic Initiative.
to choose from the following:
» You disarm your opponent.
» Help an ally with a similar challenge whom you
» You push back your opponent for 1 meter for each can physically assist. That character succeeds with-
extra success spent. out rolling the dice. A single success can similarly
» You knock your opponent Prone. be passed to an Ally allowing them to succeed while
you sacrifice your success.
» You successfully Grapple an opponent (see Grap-
» Each extra success represents one less round you
ple rules in Ch. 5).
must test Fatigue.

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INFILTRATE (AGI) OPERATE (AGI)
Use this Skill when you attempt to remain unno- This Skill represents an ability to drive a wheeled
ticed. This roll may be modified for visibility, move- or tracked light vehicle. Driving heavier tracked
ment, and other factors a GM may consider bene- vehicles (like tanks) or even boats and airplanes,
ficial or detrimental. In an Opposed test between requires a Specialization of the skill in order to op-
erate. It is used whenever a challenging maneuver
Infiltrate and Perception that occurs outside of
is attempted or an unfamiliar version of a vehicle is
combat rounds (where no player is the active PC), driven. This is also used when the driver is involved
Perception successes must beat Infiltration success- in vehicular combat.
es to spot the hidden character.
Unskilled: Without this Skill, a GM may rule you
Failure: You are seen or heard and the consequenc- cannot even attempt to drive something of any
es that follow are likely not very good. complexity if your PC has not been exposed to it.
Remember the 1940s still had plenty of people who
Success: You succeed in moving stealthily and man-
did not even know how to drive a car! At best, you
age to remain unseen and unheard. may receive negative modifiers to your Agility test.
Extra Successes: Extra successes allow you to Failure: You are unable to complete the maneuver
choose from the following: or position the vehicle properly.
» Each extra success rewards the PC with a +1 to Success: You manage to succeed in your efforts,
any attack that benefits from being hidden by this maneuvering the vehicle properly.
action. Extra Successes: Extra successes allow you to
» Help an ally with a similar challenge. That char- choose from the following:
acter succeeds without rolling the dice. A single » You’re able to succeed with impressive results.
success can similarly be passed to an Ally allowing » You might even manage to hurt an opponent in
them to succeed while you sacrifice your success. the process.
» You may provide a Bonus die to one gunner who
NIMBLE (AGI) fires this Round after your action.
This is the skill used for moving in a way requiring
agility rather than strength. This represents your RANGED COMBAT (AGI)
ability to avoid harm. It will be used when brav-
This Skill covers training in any personal ranged
ing Suppressive Fire, attempting to deftly Dodge
combat weapon. It is most commonly used in fire-
or weave away from a Close Combat attack (with fights and so is quite common in War Stories. It in-
your Fast Action), or any other such moments when cludes weapons in the following categories: Pistols,
the GM calls for you to evade from harm’s way. This Rifles, Submachine Guns, and Assault Rifles. This is
includes balancing, dropping down from a height, also used whenever a challenging reload operation
or even dancing! is required by the GM.
Failure: You do not succeed at avoiding trouble. Unskilled: Without this Skill, a GM may rule you
You will likely suffer a Hit and damage or will be cannot even attempt to fire a weapon you have not
unbalanced and possibly fall. been exposed to. At best, you may receive negative
modifiers to your Agility test.
Success: You avoid the dangerous situation, pre-
Failure: You missed your target or failed to proper-
venting a Hit or any such harm. You succeed in your
ly reload your weapon.
efforts, avoiding stepping on your partner’s feet!
Success: You scored a hit against your target. Make
Extra Successes: Each extra success allows you a Damage Roll against the target(s).
to choose from the following:
Extra Successes: Each extra success allows you
» Cancel additional Close Combat attack successes to choose from the following:
made by your opponent on a 1-for-1 basis. » +1 to the Damage Roll to determine the number
» Provide one of your successes to an Ally so they of Damage points inflicted.
may benefit and not need to roll for the same kind » Improve your Initiative next Turn by two places
of test on the same round. This may even be sacri- if using Static Initiative or drawing an additional
ficed by you, should you wish to “take the bullet” card and choosing one if using Dynamic Initiative.
for them. » You push back your opponent for 1 meter for each
» Cancel additional Suppression successes when extra success spent.
moving through a Field of Fire. » You knock your opponent Prone.

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SKILLS AND THEIR USE

INSIGHT (INT) Success: You are able to find enough of what you
were looking for yourself and one other individual.
This skill represents a wide array of knowl- You are able to find your way.
edge-based abilities. By itself, it may be called for
when a GM requires a general knowledge test to Extra Successes: Extra successes allow you to
determine if a character knows anything about a choose from the following:
given situation. Often, it is combined with a Special- » Two additional characters benefit from your Sur-
ization that will permit you to become an expert in a vival test results.
given field, most often academic or social in nature
» More or different items than expected are found.
(mechanical and technical areas are covered under
The GM will let you know if this is possible and
Tech). Some of these Areas of Knowledge will be
what is located.
listed in this book, while more will be described in
future supplements. In a pinch, you and your GM » Useful information about your location is gath-
can come up with countless Specializations as well. ered. The GM will let you know if this is possible
and what the information is.
Unskilled: Without this Skill, a GM may rule you
cannot even attempt to understand or make use
of something your PC has not been exposed to. At
PERCEPTION (INT)
best, you may receive negative modifiers to your This is the Skill used to notice something import-
Intelligence test. ant or useful. It is used to notice an ambush or try
Failure: You are unable to determine enough infor- to spot an opponent attempting to Infiltrate. It is
mation to be useful. used by Forward Observers to call in artillery. It
can provide a character with insight on an NPC. It
Success: You can recall something useful or man- is also useful in noticing things that are out of place
age to know precisely how to resolve the issue or while investigating a scene. In an Opposed test
based on prior knowledge.
between Infiltrate and Perception that occurs out-
Extra Successes: Extra successes allow you to side of combat rounds (where no player is the active
choose from the following: PC), Perception successes must beat Infiltration
» Each extra success rewards the PC with a +1 to successes to spot the hidden character. Visibility
any future test that benefits from the knowledge and distance may impose penalties as determined
gained. by the GM.

» Any Command Skill rolled using information ac- Failure: You fail to notice what’s possibly right in
quired by this Insight test gets a +1 modifier if the front of you!
GM considers the information helpful and relevant. Success: You are able to spot the clue or notice the
enemy creeping up on your position. You success-
SURVIVAL (INT) fully relay information to the artillery team, granting
This Skill involves finding food and shelter and oth- them your successes as bonuses.
erwise surviving in inhospitable locations while Extra Successes: Extra successes allow you to
often being poorly equipped to do so. This includes choose from the following:
locating essentials in the wilderness and Scavenging
» One additional pair of characters will benefit from
(see Chapter 9 pages 172-174) ruined settlements
your Perception test results.
and urban locations. It also includes direction sense,
navigation, and finding a means to withstand the » More or different items than expected are found.
challenges of nature. The GM will let you know if this is possible and
what is located.
Unskilled: Without this Skill, a GM may rule you
cannot attempt any complicated Survival efforts if » Useful information about your location is gath-
your PC has not been exposed to something similar ered. The GM will let you know if this is possible
in the past. At best, you may receive negative mod- and what the information is.
ifiers to your Intelligence test.
Failure: You fail to gather the essentials you were
seeking, the path to take, or to find appropriate
shelter.

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TECH (INT) COMMAND (EMP)
Whenever a character must use or repair complex This is the skill used by those in charge or in fact
equipment or Gear, this Skill is used. Often, the by anyone hoping to convey orders or direct the
proper tools must be on hand for the Skill to be actions and morale of other characters. It is most
attempted. This should only be rolled when a task often used by officers and NCOs but may also be
is particularly difficult or when using equipment used by anyone hoping to make decisive, authori-
the character is unfamiliar with. The time required tative decisions or directives. This Skill is also used
to successfully operate or repair Gear varies con- to Rally or Inspire soldiers (multiple soldiers in your
siderably and should be determined by the GM. As Zone may be targeted) who are suffering Condi-
a guideline, use a d6 where each value rolled rep- tions or Suppression (respectively). Additionally,
resents Rounds, hours, or days as appropriate to this skill may be used to coordinate your squad by
the narrative. Additionally, this skill is used if you Commanding them: by succeeding in a Command
operate Heavy Weapons involving Field Artillery or test and spending a Slow Action, you may provide
Heavy Guns on tanks and other turreted weapons. allies within earshot with your successes as bonus-
Unskilled: Without this Skill, a GM may rule you es if your orders or advice can assist their actions.
cannot even attempt to operate, build, or repair Each of your successes translates to a bonus die for
complex Gear if your PC has not been exposed to one ally performing the action ordered.
it. At best, you may receive negative modifiers to
Failure: Your orders are misunderstood or your
your Intelligence test.
decisions on the battlefield are ineffective or dan-
Failure: You are unable to effectively use the equip- gerous. You fail to Rally or Inspire. Your Commands
ment and fail in your efforts to accomplish your provide no help.
task. If firing artillery, you miss your target.
Success: Your orders are implemented successfully
Success: You manage to work out the challenge and or your decisions benefit those involved. You are
succeed at your task. If firing artillery, you achieve able to Rally those suffering from Conditions or
a Hit on your target. Inspire those who are Suppressed. If your Com-
Extra Successes: Extra successes allow you to mands assist those within earshot, they may add a
choose from the following: bonus die to their tests for each of your Command
» You manage to improve the desired outcome of successes, so long as they are following your orders.
what you were doing. With the GM approval, this Extra Successes: Extra successes allow you to
may provide an additional Gear bonus of +1 to the choose from the following:
item being used on.
» Heal an extra Condition (equal to or lower in lev-
» You make something last longer than expect- el) or remove Suppression from an additional ally
ed. in your Zone.
» You complete your work in less time than expect- » Provide more bonus dice for one or more individ-
ed as determined by the GM. uals in the same Zone. Each success provides one
» If firing artillery, you may add +1 to the Damage bonus die to one individual.
roll for each extra success. » Your orders create an unanticipated benefit be-
» If firing artillery, you may affect targeted struc- yond what was initially expected. Your GM will let
tures to a greater extent This may include extra you know if this is possible and what that benefit
Damage or a narrative effect, as determined by might be.
the GM. » More individuals follow your lead than initially
targeted if using optional Orders or Making a Plan
rules.

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SKILLS AND THEIR USE

GUTS (EMP) Extra Successes: Each extra success allows you


to choose from the following:
This is used when your character is under fire, or is
» Remove additional Conditions (equal to or lower
otherwise affected by any kind of situation requiring
in level), or END may be restored.
a Guts test. It is often called upon, for example, by
a GM when suppressing fire is directed at the char- » Reduce by one the number of Actions required to
acter or after a character is hit in combat. It is also Heal Conditions and Endurance, to a minimum of one.
used to represent resistance to being manipulated » The required treatment time for Stabilization of a
during a Social Conflict. Finally, this skill is used to Critical Injury may be diminished by one Round per
try to remove Conditions on yourself with a Rally extra success (to a minimum of one).
Action.
Failure: You will likely suffer END loss and gain PERSUASION (EMP)
Mental Conditions. In a Social Conflict, you will be This is the skill used in order to manipulate oth-
manipulated to comply. ers to do what you want them to do. This might be
Success: Each success passes a Stress test, Sup- achieved by coercive measures or by sweet-talking
pression test, or social Persuasion test. If a Rally your way into getting what you want. It may also
test is successful, you remove a Condition. be used to remove Conditions with a Rally Action.

Extra Successes: Each extra success allows you Failure: You do not convince the character to agree
to choose from the following: with you or to do what you wanted them to do. You
do not remove a Condition.
» Heal one additional Condition (equal to or lower
in level) on yourself only. Success: You manage to persuade the character to
act in a way that goes along with your intent. Note
» Cancel an additional Stress Auto-Hit. that this Skill is often opposed by the target char-
» Cancel an additional enemy Suppression success acter’s Perception, Command, or Guts, depending
during a Suppression test. on the circumstances. You remove the Condition
targeted.
» Cancel an enemy Suppression success on behalf
of an ally within your Zone who is required to take Extra Successes: Each extra success allows you
a Suppression test. to choose from the following:
» Have the target character go even further toward
MEDICAL AID (EMP) pleasing your PC.

This is the Skill used to restore Endurance (First » Sow doubt in the mind of the target character
Aid), remove Conditions (Rally), perform surger- causing them to suffer a Stress test. Depending on
ies, and even treat the mentally ill or demoralized the circumstances, this may cause one Damage
if needed. This is also the skill used for diagnosing point per success, if the GM agrees.
all manner of medical problems. This skill requires » Remove one additional Condition (equal to or low-
a number of Actions (see Healing below). The test er in level) per extra success.
for success should be made before the actions begin
as extra successes may diminish the time required.
Unskilled: While attempting the First Aid action,
your character may only ever heal one Condition or
END of Damage and cannot stabilize a Critical Wound!
Curing Combat Fatigue requires a skilled practitioner.
Failure: You fail to heal the wound or treat the in-
dividual properly.
Success: You are able to provide the care and treat-
ment needed to improve the health of the patient.
The number of successes determine the number of
Conditions or END healed. For Non-criticals, each
success will heal one Condition or one Endurance
Point. For Critical Injuries, a test is often required
to simply Stabilize the patient. Healing is further
17th Airborne Patch
described in Chapter 6: Damage and Healing.

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CHAPTER 4:

SPECIALIZATIONS
AND TALENTS
“Draw Initiative,” said Frank, as he offered the deck of “I’ll distribute the two successes to two targets, the
playing cards to the players around the table. “Looks German in front and the one behind him.”
like the Germans in front of you are just as surprised
“Roll Damage!” said Frank.
as you all! Everyone is caught flat-footed and there’s
no surprise bonus for either side. Lucky you!” Taking the d10, Carlos rolled, noting and adding the
BAR’s Damage adjustment of +2. The first roll turned
Will drew a 7, not good.
up a measly ‘one’. Even with the +2, a three only
After all the players drew cards, Frank pulled one for grazed the enemy for one point of Damage. The second
the enemy characters. They were playing with hidden German would not be so lucky. Carlos rolled a 9, which
Initiative cards, so Frank asked, “Aces?” when adjusted to an 11, meant a Critical Injury for
the second enemy!
Carlos revealed his Ace, saying, “I level my BAR at
the German. He is German, right? I wouldn’t want to “I got him!” exclaimed Carlos.
shoot a civilian.”
“He goes down in a crumpled, bloody heap, while your
“It’s dark, but the illumination from the burning town initial target is grazed by your burst of fire.” Because
reveals three German-uniformed soldiers emerging their ally was incapacitated, Frank rolls a Guts test
from behind some tall hedgerows. The lead one has his for the wounded German and the other remaining
Mauser pointed in your direction.” enemy soldier. The wounded German fails, but the
other passes. The GM then reveals the 2-card for the
“I shoot him. Short burst, going for all three if they’re
German NPCs.
clumped together.”
“The lead German puts one hand up, letting his rifle
“Put your dice pool together and roll!”
dangle from its strap, as his other hand clutches
Carlos added his Agility score, his Ranged Combat the angry welt where your bullet grazed his ribs. He
skill, his Sharpshooter Specialization Bonus, and his speaks out in very broken English, ‘We are Polish.
weapon’s Burst bonus to pool together 9 dice! Jeste my dezerterami. Do not fire.’ The third enemy
soldier puts up his arms as well. Just then, three
Just as he was about to roll, however, Frank added,
more troopers, Poles or Germans you can’t quite tell,
“Wait, take away 1 die for poor illumination and an-
emerge from behind the bocage. They are armed.”
other for shooting multiple targets!”
Frank waited to let the situation sink in for just a mo-
Carlos rolled eight dice. Smiling, he scored 2 successes.
ment, then said, “So, anyone have the three-card?”

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Specializations represent the narrowing of a field of Pathfinder I: +1 die to Calisthenics tests involving
knowledge. Individuals who gain a Specialization difficult terrain and obstacles.
become more capable within the chosen area than
Pathfinder II: +2 dice to Calisthenics tests involv-
someone with a more generalized understanding of
ing difficult terrain and obstacles. Also, ignore ter-
the parent Skill.
rain penalties to Movement.
Specializations are derived from a Parent Skill. Pos-
Runner I: +1 die for Calisthenics, Stamina, and
sessing the Parent Skill is required to acquire a Spe-
Nimble tests involving running. Movement actions
cialization. Each Specialization has two Tiers, level
are increased by 2m. Each success when Sprinting
one and level two. Level 2 Tiers are only attainable
provides 4 extra meters.
after the character has acquired and used Tier 1 (at
least once). The benefits for Tier I and Tier II, once Runner II: +2 dice for Calisthenics, Stamina, and
acquired, DO stack! This will often provide quite a Nimble tests involving running. Run for twice as long
bonus for carrying out specialized actions. (as determined by the GM or by the Fatigue rules)
before requiring a Fatigue test. Each success when
The Specializations provided in this core book are
Sprinting provides 2 extra meters (providing 6m total
not finite. Not only will there be more Specializa-
when combined with Runner I).
tions in future supplements, but we encourage
creative players to devise their own if they’re so Strong Arm I: You reduce Range penalties for
inclined. Feel free to come up with your own ideas throwing items like grenades by 1. This does not
and work with your GM to create the abilities you’d permit using Extreme range for Limited Range
most like to role-play. weapons.
As a guideline, at Tier 1, the Specialization should Strong Arm II: +2 dice to Close Combat and Calis-
provide the equivalent of a +1 die bonus to a specific thenics tests when throwing a weapon or grenade.
use of the Parent Skill. Tier 2 usually provides an Also, +1 adjustment to the Damage roll for Melee
additional +2 dice as well as an added benefit to weapons.
reward those PCs who devote the considerable cost
to specialize that far. CLOSE COMBAT (STR):
Talents are similar to Specializations except they are Brawler I: +1 die to unarmed Close Combat tests.
not a result of any special training regimen. These
are more like self-taught or innate abilities. Also, Brawler II: +2 dice to unarmed Close Combat tests
unlike Specializations, Talents are not tiered. There and +1 to your unarmed Damage Bonus.
is only one level in each Talent. Characters may only Lightning Strike I: Draw an extra Initiative card
attain a maximum of 3 Talents. and choose which to keep if Unarmed in Close Com-
Attaining and improving these Specializations and bat.
Talents are discussed in the section for Character Lightning Strike II: Draw two extra Initiative
Advancement at the end of Chapter 2. cards and choose which to keep if Unarmed in Close
Combat, and you may force the opponent to reroll
successful Parry or Dodge tests.

SPECIALIZATIONS Melee I: +1 die to armed Close Combat tests.


Melee II: +2 dice to armed Close Combat tests and
CALISTHENICS (STR): +1 to Damage Bonus.

Heavy Labor I: Any Calisthenics or Tech test in- Silent Assassin I: +1 die to Attack tests and +1
volving manhandling of engine parts, heavy gun adjustment to Damage rolls to silence and disable
barrels, and ammo crates gains a +1 die bonus. an NPC (see page 85).

Heavy Labor II: You know shortcuts and can han- Silent Assassin II: +2 dice to Attack tests and +1
dle most heavy parts. Gain a +2 dice bonus for Cal- adjustment to Damage rolls to silence and disable
isthenics or Tech test involving engine parts, heavy an NPC. Also, +1 die to Infiltrate tests involved in
guns, and ammo crates, and also cut any work time the attack.
required in half as dictated by the GM or by the Ve-
hicle Repair rules.

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SPECIALIZATIONS AND TALENTS

HEAVY WEAPONS (STR): may force a reroll on one Critical Injury result per
session for this character.
Gun Savvy I: +1 die to tests to modify or repair Thick Skull I: Ignore being Stunned.
Heavy Weapons and cannons (with appropriate
Thick Skull II: Ignore being Knocked Prone. Also,
gear).
you may force a reroll on one Critical Injury per
Gun Savvy II: +2 dice to tests to modify or repair session for this character. This can stack with Re-
Heavy Weapons and cannons (with appropriate silient II.
Gear). It also reduces the time spent on those re-
pairs by half. Also, +1 die to tests to modify or repair
any weapon, including demolition equipment.
INFILTRATE (AGI):
Blend In I: +1 die to Infiltrate tests while attempt-
Launch Crew I: +1 die to tests with Rifle Grenades
ing to hide in plain view or in crowds.
and Rocket Launchers.
Blend In II: +2 dice to Infiltrate tests while attempt-
Launch Crew II: +2 dice to tests with Rifles Gre-
ing to hide in plain view or in crowds. Also, use a
nades and Rocket Launchers and +1 adjustment to
Free Action to make a 10m Move to a more advan-
the Damage roll.
tageous position.
Loader I: May load the weapon during the same
Break-In I: +1 die to Infiltrate or Tech tests while
Initiative of the Shooter (before or after), even when
attempting to gain entry to a location through a se-
drawing a later Initiative card. Gain a +1 die on any
cured window or door, or open a lock.
test to reload stationary cannons and tank guns.
Break-In II: +2 dice to Infiltrate or Tech tests while
Loader II: A Fast action to load a heavy weapon is
attempting to break into a location. Also, a success-
Free, Slow Actions are Fast. This effectively allows
ful Infiltrate or Tech test will allow you to gain an
two attempts to load a stationary cannon or tank
advantageous position for one further test (granting
gun if the first one fails. Gain +2 dice on any test to
+2 dice to your next Action).
reload these cannons.
Silent Step I: +1 die to Infiltrate tests while at-
Machine Gunner I: +1 die to Heavy Weapons tests
tempting to tail someone or move quietly and un-
while using a machine gun.
detected.
Machine Gunner II: +2 dice to Heavy Weapons
Silent Step II: +2 dice to Infiltrate tests while at-
tests while using a machine gun and +1 adjustment
tempting to tail someone or move quietly and unde-
to the Damage roll.
tected. Also, you may force this opponent to reroll

STAMINA (STR): any Perception test to spot you.


Stealth I: +1 die to Infiltrate tests involving hiding
Grunt I: You can carry two additional Encum- behind or within terrain or buildings.
brance Units in your Gear and gain a +1 die bonus to
Stealth II: +2 dice to Infiltrate tests involving hid-
your Stamina test for exceeding your Encumbrance.
ing behind or within terrain or buildings. Also, +1
Grunt II: You may exceed your Encumbrance limit die to Infiltrate tests if darkness is a factor in the test
for twice as long as normal and you receive a +2 (over and above modifiers for such).
dice bonus to your Stamina test for exceeding your
Encumbrance.
Ranger I: +1 die to Stamina tests made for envi-
NIMBLE (AGI):
Duck and Weave I: +1 die to Nimble Tests when
ronmental hardships, such as hypothermia or heat
moving through Fields of Fire. Also, impose a fur-
exhaustion.
ther -1 die penalty when targeted while running
Ranger II: You no longer need to roll Fatigue tests evasively.
when under most environmental strain. A GM may
Duck and Weave II: +2 dice to Nimble tests when
determine some extreme conditions may still re-
moving through in Fields of Fire, and impose a -2
quire tests.
dice penalty when targeted while running evasively.
Resilient I: +1 die on Stamina tests involving fa- Also, increase Cover saves by +1 die in all circum-
tigue, poison, infection, and bleeding. stances where Cover already exists.
Resilient II: +2 dice on Stamina tests involving Elusive I: You may Dodge as a Free Close Combat
fatigue, poison, infection, and bleeding. Also, you Reaction once per Round.

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Elusive II: +2 dice to opposed Nimble tests while
Dodging a Close Combat attack. Also, you may Dis- RANGED COMBAT (AGI):
engage from an Engaged Close Combat without Pistol I: +1 die to Ranged Combat tests for firing
needing to take a Nimble test. with a pistol.
Paratrooper I: +1 die to all tests involving sky- Pistol II: +2 dice to Ranged Combat tests for firing
diving, aerial emergencies, and landing on target. with a pistol and +1 Adjustment to the Damage roll.
Lacking this Specialization requires untrained char-
Sharpshooter I: +1 die to Ranged Combat tests for
acters to suffer significant (-3 dice) modifiers while
firing rifles and shotguns.
parachuting.
Sharpshooter II: +2 dice to Ranged Combat tests
Paratrooper II: Gain a free Push Your Luck, includ-
for firing rifles and shotguns. +1 adjustment to Dam-
ing Duds, for any initial test involving skydiving, ae-
age rolls with said weapons.
rial emergencies, and landing on target. Also, avoid
losing any items during a drop. Sniper I: +1 die for tests when firing sniper and
hunting rifles OR +1 adjustment to the Damage roll.
Quick to React I: When others are normally Sur- This requires single-shot mode, the use of a scope,
prised, you are not. You may use a Slow Action si- and the target must be at Medium range or greater.
multaneous with any Surprise Attack. Make all rolls
Sniper II: +2 adjustment to the Damage roll of
and apply their results simultaneously.
these weapons or +2 adjustment to the Critical Inju-
Quick to React II: Once per Round you may ry roll. This option is open whenever applicable and
Dodge, Parry, Take Cover, or Hit the Dirt as a Free is not set upon selecting this Tier. It also requires the
Action, even outside your turn to act. same conditions as Sniper I.

OPERATE (AGI): Submachine Gunner I: +1 die to Ranged Combat


tests for firing with a submachine gun.
Expert Operator I: Disregard any Handling pen- Submachine Gunner II: +2 dice to Ranged Com-
alty on any vehicle you can drive. bat tests for firing with a submachine gun and +1
Expert Operator II: Gain a free Push Your Luck, Adjustment to the Damage roll.
including Duds, for any Operate test. You may enter,
start, or exit Vehicles as a Fast Action. INSIGHT (INT):
Motorbike Ace I: +1 die to Operate tests while Area of Knowledge I: Choose an Area of Knowl-
riding a motorbike. edge (AoK) or create one with your GM. You re-
ceive a +1 Bonus Die for tests involving actions or
Motorbike Ace II: Gain a free Push Your Luck, in-
information related to the AoK. Restricted AoK’s
cluding Duds, when riding off-road or over difficult
do not permit tests unless the character possesses
terrain. You may enter, start, or exit a motorbike as
this Specialization.
a Fast Action.
Area of Knowledge II: +2 Bonus dice on Insight
Stunt Driver I: +1 die to Operate tests when driv-
tests for your Area of Knowledge. Also, gain +1 Bo-
ing the vehicle in an extreme way (making a jump
nus Die for tests on other AoK’s related to your Area
on a motorbike, using a truck to run another vehicle
of Knowledge, as determined by the GM.
off the road, driving down enemy soldiers in a Jeep,
etc.).
Sample Areas of Knowledge: Anthropology, History,
Stunt Driver II: +2 dice to Operate tests when driv- Government, Bureaucracy, Academia, Business, Eco-
ing a vehicle in an extreme way and reduce damage nomics, Geology, Meteorology, Psychology, Aviation*,
Refineries*, Assembly Plants*, Engineering*, Spycraft*,
to the driver by one if the vehicle crashes.
etc.
Tanker I: You can drive a tank. * This field is Restricted, meaning, without a Special-
ization, you cannot attempt tests related to this Area
Tanker II: +1 die to Operate tests when driving a
of Knowledge. Unrestricted Areas of Knowledge will
Tank. +2 dice to Cover saves whenever you maneu- allow tests, though likely modified by the GM as de-
ver the tank ‘Hull Down’. termined by the narrative and the character involved.

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SPECIALIZATIONS AND TALENTS

Book Smart I: +1 die to Insight tests when you are Sustenance II: +2 dice to tests involving food and
trying to understand or recall information regarding water acquisition in the wilderness. Also, +2 dice to
a topic you may have studied or read about. tests for locating and making appropriate shelter in
Book Smart II: +2 dice to Insight tests when you the wilderness.
are trying to understand or recall information you Trailblazer I: +1 die to Survival tests when moving
may have studied or read about. Also, if successful, deftly through the wilderness, as well as identifying
you recall information from a related subject that and avoiding natural hazards.
may prove useful in unexpected ways.
Trailblazer II: +2 dice to Survival tests when mov-
Language I: Basic level of understanding in a given ing deftly through the wilderness, as well as identi-
language that the character has been exposed to fying and avoiding natural hazards. Also, you may
either at present or in their past. provide a +1 die bonus to you and your allies’ Cal-
Language II: Fluent level of understanding in a isthenics tests when moving through trails you’ve
given language the character has acquired Language blazed. This differs from Pathfinder which relies
I in. At this level, you can pass as a native speaker on Strength-based movement while Trailblazer
unless under heavy scrutiny. represents Intelligence-based navigation of natu-
ral barriers.
Street Smart I: +1 die to Insight, Perception, or
Persuasion tests when you are trying to learn infor-
mation from a local populace with whom you can PERCEPTION (INT):
communicate. Forward Observer I: +1 die to your Perception
Street Smart II: +2 dice to Insight, Perception, or tests when coordinating Field Artillery or discerning
Persuasion tests when you are trying to learn infor- details of distant targets.
mation from a local populace with whom you can Forward Observer II: +2 dice to your Perception
communicate. Also, you can determine the feel or tests when coordinating Field Artillery or discerning
disposition of a place and its people after spending details of distant targets. Also, grant a free reroll
a brief time communicating or observing the local (including Duds) for the artillery crew’s attack roll.
populace. The GM will provide more detail than
would otherwise be made available after a success- Intuitive I: +1 die to your Perception tests when at-
ful test. tempting to discern another character’s intentions.
Intuitive II: +2 dice to your Perception tests when
SURVIVAL (INT): attempting to discern another character’s inten-
tions. You can understand the motivations of an-
Geography I: +1 die to tests involving understand-
other character well enough to provide you with a
ing the lay of the land including the relative location
+1 die to your Persuade tests against them.
of important landforms and landmarks as well as
direction sense. Investigate I: +1 die to Perception tests when you
spend sufficient time (GM-determined) investigat-
Geography II: +2 dice to tests involving under-
ing a Zone. If successful, the GM must give you more
standing the lay of the land as well as direction
than usual information about what has happened
sense. Also, you can instantly recall details from
there and when.
previously seen maps and books.
Investigate II: Same as above but the time spent
Quartermaster I: +1 die to tests involving locating,
investigating a Zone is halved. Even a brief period
Scavenging, and acquiring Gear and Kit (including
food and water) while in a settled area. of investigation may yield a smaller amount of in-
formation as well. Spending an extended period of
Quartermaster II: +2 dice to tests involving locat- time will provide information automatically or you
ing, Scavenging, and acquiring Gear and Kit while in can test and, if successful, acquire even more detail.
a settled area. Also, increase the number of people
who benefit from your acquired goods as permitted Scout I: +1 die to Perception tests for spotting hid-
by the GM. den characters.

Sustenance I: +1 die to tests involving food and Scout II: +2 die to Perception tests for spotting hid-
water acquisition in the wilderness. den characters. Provides a +1 die to Infiltrate tests
when sneaking up on the same hidden enemies.

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TECH (INT): COMMAND (EMP):
Big Guns I: +1 die when firing mortars, artillery, Authority Figure I: +1 die to Command tests in-
cannons, and tank guns. volving persuading individuals not under your chain
of command. This is effective against small groups
Big Guns II: +2 dice when firing mortars, artillery,
of people (as determined by the GM).
cannons, and tank guns and +1 adjustment to the
Damage roll. Authority Figure II: +2 dice to Command tests in-
volving persuading individuals not under your chain
Combat Engineer I: +1 die to Tech tests for plac- of command. Also, during an opposed Intimidation
ing, avoiding, and disarming mines and explosive test, you may Push Your Luck (including Duds) for
devices. free. This is effective against large groups of people
Combat Engineer II: +2 dice to Tech tests for plac- (as determined by the GM).
ing, avoiding, and disarming mines and explosive Frontline Leader I: +1 die to Rally someone using
devices, and +1 adjustment to the Damage roll for Command.
all explosives set.
Frontline Leader II: +2 dice to Rally someone us-
Communications I: +1 die for tests for maintain- ing Command. Also, your first success can remove
ing contact on radios, using Morse code, setting two Conditions instead of one.
up and configuring antennae, and using encryption Inspiring I: Allies in the same Zone as you receive +1
equipment. die to Guts tests if you’re not Stunned or Suppressed.
Communications II: +2 dice for tests for main- Inspiring II: Allies in the same Zone as you receive
taining contact on radios, using Morse code, setting +2 dice to Guts tests if you’re not Stunned or Sup-
up and configuring antennae, and using encryption pressed. Allies outside your Zone (even out of LOS)
equipment. Also, +1 die to Tech tests to repair com- receive a +1 die to Guts tests.
munications Gear.
Tactician I: +1 die when attempting to provide
Mechanic I: +1 die to Tech tests for repairing en- Bonuses while Commanding (see Command Skill).
gines, vehicles, pumps, and other mechanical con- Also, if using advanced rules, +1 die to Make a Plan
traptions. or execute Orders.

Mechanic II: +2 dice to Tech tests described in Tactician II: +2 dice when attempting to provide
Mechanic I as well as reduce the time required for Bonuses while Commanding (see Command Skill).
the repair by half. +1 die to Tech or Perception tests Also, if using advanced rules, +2 dice to Make a Plan
to scavenge and make use of scrap. or execute Orders. Additionally, test Command
when you spot an enemy force. If you succeed, the
GM must tell you something useful about their cur-
rent organization and objectives.

GUTS (EMP):
Defiant I: +1 die to Guts tests to resist Interroga- Nerves of Steel I: +1 die to Guts tests caused by
tion, Persuasion, and Torture effects. Suppression.
Defiant II: +2 dice to Guts tests to resist Interroga- Nerves of Steel II: Immune to Guts tests due to
tion, Persuasion, bluffing, and Torture effects and Suppression.
heal one END or remove a Mental Condition if the Stoic I: +1 die to Guts tests when an ally’s Incapac-
test is successful. Also, allies in the same Zone gain
itation causes a Stress Guts test.
a +1 die bonus for similar tests.
Stoic II: Immune to Guts test due to an ally becom-
Just a Scratch I: +1 die to Guts tests when taking
ing Incapacitated.
Damage forces a Guts test.
Just a Scratch II: Immune to Guts tests required
from taking Damage.

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SPECIALIZATIONS AND TALENTS

MEDICAL AID (EMP): PERSUASION (EMP):


Combat Medic I: +1 die to Medical Aid tests for Born to Lie I: +1 die to Persuasion tests when tell-
healing non-critical END Damage or Conditions. ing an absolute lie or maintaining your operational
Combat Medic II: +2 dice to Medical Aid tests for cover story in enemy territory.
healing non-critical END Damage or Conditions. Born to Lie II: +2 dice to Persuasion tests when
Also, prolong the use of medical-related Gear by telling an absolute lie or maintaining operational
doubling the uses and immune to Mishaps for said cover. Also, after a successful test, the target of your
Gear. lie will believe that lie completely for the rest of the
Counselor I: +1 die to Rally tests for counseling scene and the next one as well.
someone suffering from a Mental Condition. First Impression I: +1 die to Persuasion tests
Counselor II: +2 dice to Rally tests for counseling while encountering an NPC for the first time.
someone suffering from a Mental Condition. Also,
First Impression II: +2 dice to Persuasion tests
+2 dice to Medical Aid tests for counseling someone
while encountering an NPC for the first time. Also,
suffering from Long-Term Mental Trauma.
after a successful test, the target just met will act
Field Surgeon I: +1 die to Medical Aid tests for favorably for the rest of the scene.
First Aid or Stabilization of Critical Injuries.
Interrogator I: +1 die to tests to extract informa-
Field Surgeon II: +2 dice to Medical Aid tests for tion from a prisoner.
First Aid and Stabilization of Critical Injuries. Also,
Interrogator II: +2 dice to tests to extract infor-
gain a free Push Your Luck, including Duds, for
Medical Aid tests for Healing or Stabilizing Critical mation from a prisoner. Also, after a successful test,
Injuries. the prisoner will cooperate with the captors to the
best of their ability.
Trainer I: +1 die to Rallying and First Aid Weariness
Conditions and to Stamina or Calisthenics tests to Persuader I: +1 die to tests to change someone’s
avoid Fatigue Damage. May Rally their own Weari- mind about an issue while testing your Persuade or
ness Conditions. Command skills.

Trainer II: +2 dice to Rallying and First Aid Wea- Persuader II: +2 dice to tests to change someone’s
riness Conditions and to Stamina or Calisthenics mind about an issue while testing your Persuade or
tests to avoid Fatigue Damage. Also, you and your Command skills. Also, after a successful test, the
allies gain +1 die to all Fatigue tests if you are in the target being persuaded will act favorably for the
same Zone. rest of the scene.

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TALENTS
At a cost of 7XP, a PC can learn any of these Talents. Unlike Specializations, these are not tiered and only
have one level. A PC may only possess a maximum of 3 Talents. Any Talents acquired after character cre-
ation should be approved by the GM. The character should have a plausible reason why they are acquiring
the new Talent.

Talent Description

You have a knack for bikes of all kinds. You gain +2 dice to your Operate skill
BIKER
when riding a bicycle or a motorbike.

You are naturally charismatic, and people are drawn to you by your character,
CHARISMATIC personality, confidence, good looks, or a combination of all of these. You gain +2
dice to Persuasion when dealing with those who may be disposed to listen to you.

CLEVER +2 dice to Insight tests when problem-solving and investigating.

You are able to shimmy up trees and clamber over walls with ease. +2 dice to
CLIMBER
Nimble when climbing.

With a successful Nimble test you can squeeze into tiny places that others can’t,
CONTORTIONIST
and even wriggle out of bindings and chains (at the GM’s discretion).

You are naturally cool, calm, and collected under pressure. You, and those within
COOL HEAD
your Zone and line of sight of you gain +1 dice to Guts tests.

Once per session you may reroll a Critical Injury result you have suffered, but
DIEHARD
you must keep the second result.

DOGGED +2 dice to your Guts tests when you are Rallying yourself.

+1 die to Perception tests at Long or Extreme Range. Reduce Range penalties for
EAGLE EYES
Ranged Attacks by one.

FAST REFLEXES In combat you may draw a second Initiative card, but you must keep the second.

You know how to stay still and hidden. You gain +2 dice to Infiltrate when you are
HARD TO FIND
hiding from others searching for you.

HARDY +1 die to any Medical Aid tests to heal this character.

You don’t like taking orders and have the confidence to make your own mind up.
HOTHEAD You get a +2 dice bonus when trying to resist another’s Command or Persuasion
against you if you get angry.

Choose an Attribute – from now on you get a +1 die bonus when Pushing tests
INTENSE FOCUS related to that Attribute and the first Dud you roll does not count. You may take
this talent multiple times, but only once per Attribute.

You have such a presence that you gain +2 dice to Persuasion when you are
INTIMIDATING
threatening someone.

You know where to punch to get the best bang for your buck. Your unarmed
IRON STRIKE
attacks gain a +1 adjustment to the Damage Roll.

You are hard to shake as you have an iron will to keep going. Once per session,
IRON WILL
you may remove 1d3 Mental Conditions.

You can smell a lie a mile off. You gain +2 dice to Insight when attempting to spot
JUDGE OF
a lie or someone not telling you the whole truth. Extra successes may allow you
CHARACTER
to work out what that lie is (at the GM’s discretion).

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SPECIALIZATIONS AND TALENTS

You can coup de grace an Incapacitated or otherwise helpless target without


KILLER having to fail an Empathy test. You still lose 1 END in doing so, for cold-blooded
execution isn’t easy to do, even for you.

You can get by on scraps. You don’t suffer any damage from Hunger until 72
LIGHT EATER
hours have elapsed, rather than 48.

You can go without sleep for 48 hours before taking a Fatigue test every 2 hours
LIGHT SLEEPER
thereafter.

You sleep so lightly it’s as if you sleep with one eye open. The tiniest noise can
ONE EYE OPEN wake you and leave you fully alert. You can make a Perception test to detect
activity near you (such as an enemy sneaking up) even if you are asleep.

Make a successful Insight test to understand any language at a rudimentary


POLYGLOT
level. GM determines how often to require a roll.

When you Aim during a Ranged Combat test you may sacrifice any or all of the
PRECISE bonus dice you gain from Aiming for a +2 adjustment to the Hit Location roll per
bonus die, should you deliver a Critical Hit.

You are prone to violent rages. Once per session, and when narratively
RAGE appropriate, you may fly into a rage. You gain +2 dice to Close Combat Attacks
and Guts tests while Engaged, but cannot Parry or Dodge.

You are an expert at finding useful things in the most unusual places. You gain a
+1 die bonus to your Perception or Insight test when you take a Scavenge Action
SCAVENGER
when traveling, and if you gain any successes you may choose the 100s digit
when rolling on the Scavenged Finds Table. (pages 172-174)

You are hard to put down. Once per session, you may remove 1d3 Physical
SECOND WIND
Conditions.

You have a calm and soothing manner that puts others at ease. You gain a +2
SOOTHING
dice modifier when Rallying a conscious patient.

You are fast as a greyhound. Whenever you Sprint you get a free Fast Action
which may also be augmented by a Sprint. This may be done ONCE a round.
SPRINTER
Enemies attempting to attack you on the round you are Sprinting (and until you
perform a different Move Action) suffer a -2 dice penalty.

You know that getting the first punch in a fight is the way to win it. If you strike
SUCKER PUNCH
first in a Close Combat encounter you gain a +2 dice bonus for that first attack.

You are a natural in the water, and can dive from heights others would quake at.
SWIMMER
You gain +2 dice to Calisthenics when in the water.

You know how to get the best out of tools and machinery. You may Push Your
TINKERER Luck twice when making a non-attacking Tech test, but Duds still count as
normal.

TOTAL RECALL Insight tests based on previous information read or heard always succeed.

You are physically or mentally tougher than the rest. You gain +2 Endurance
TOUGH
Points.

+2 dice to Calisthenics or Stamina tests that relate to your ability to withstand


TRUE GRIT
Fatigue.

This character is fairly unrecognizable and may blend into a crowd without being
UNREMARKABLE
recognized. Gain +2 dice to Infiltrate tests while in a crowd.

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CHAPTER 5:

COMBAT
PFC Reeves darted up and yanked Sonny back so the Slim reached for Hank attentively. The sergeant looked
younger soldier was behind him. He leveled his M1 like he’d been hit as he clutched the back of his arm.
at the enemy soldiers and growled, “Drop your guns. One prisoner rushed to bar the barn door as the half-
Now!” track closed the distance and neared the barn. Four of
the prisoners remained outside, screaming in German
They must’ve understood, because they complied
or Polish, Reeves couldn’t tell.
immediately. Five rifles clattered to the ground as the
surrendering soldiers pushed their hands skyward, All of the men ran through the interior of the struc-
fearful expressions on their worn faces. ture. The machine gun had stopped outside for the
moment. Adjusting to the dimness, Reeves darted his
Reeves looked to Hank to see how the sergeant wanted
eyes about, frantically searching for another exit.
to proceed. Baines seemed unsure. He looked around
There was blood on his hand; he wasn’t sure whose. It
and motioned to a nearby barn, saying quietly, “We’ll
didn’t matter, if they didn’t get out of this place, they
leave them tied up there, I suppose.”
were surely dead. He spotted a small side door near
The captives fidgeted hands and darted eyes. They the rear of the partitioned, straw-filled structure. Out-
were marched at gunpoint toward the barn. side, the engine grind of the half-track loudened.
Sonny reached the well-worn wooden structure first. “Can you run, Sarge?” he asked Hank. The sergeant’s
As he worked the lever to open the large heavy door, face looked pale, but he nodded grimly. Reeves looked
all of them suddenly heard the approaching motor of a to Slim. The medic mirrored the sergeant’s expression,
vehicle moving toward them from the curved dirt road giving a curt affirmative. Reeves moved deeper into
into town. the barn. The three fled quickly, following Sonny and
Reeves peered through the smoky gloom. Masked the Pole to the back door.
headlights moved rapidly toward them. The lights In moments, it swung open to a narrow gravel path
beamed from thin slits on rounded lamps. It was bordered by a dense grove of trees. Before they could
enough to illuminate the Americans. Almost immedi- react, their prisoner ran into the woods, vanishing in
ately, a machine gun opened up. Reeves had just a mo- the darkness. They were in no position to give chase.
ment to register a German half-track and the strobe
In the inky black under a canopy of leaves, the Amer-
light staccato flash of its MG34.
ican soldiers, cautious and wounded, moved slowly,
The repeated rat-a-tat of the machine gun tore into picking their way deeper into the brush. They heard
them. Portions of the barn wall exploded into slivers German voices from the direction of the barn behind
of shredded wood. Someone’s blood sprayed. them and, in moments, a cacophony of guns erupted.
Reeves wasn’t sure who was hit. Men cried in pain The louder rat-a-tat of the MG34 opened fire. Reeves
in the harsh light of the headlamps. They sounded hoped it was all directed at the empty barn.
foreign. Perhaps the Poles had been hit. He and his squadmates ran headlong into the cover of
Sonny got the door open after what seemed an the trees and the blanket of night that enveloped them.
eternity. Reeves shoved him in and felt something
warm and sticky on his hand. They took cover in the
darkness -- a shadowy haven being riddled by bullets
that punctured its protective walls. Angled light beams
quickly shot through the dust motes, accompanied by
the angry din of the machine gun fire.

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War Stories is at heart an RPG featuring the fierce
and brutal combat of the Second World War. It is STATIC INITIATIVE,
likely quite inevitable the characters will engage
with the enemy on more than one occasion in a THE TRADITIONAL METHOD
given session of play. This chapter details the rules When combat begins, either initiated by the players
of Combat, while the way Damage is recorded is and their characters or the GM and enemy NPCs, the
covered in the following chapter. The rules are order of play is critical. Players and the GM will need
meant to be intuitive and a general abstraction of to determine their position in the Initiative Order.
real life. This way, once the bullets start to fly, you This is done by drawing a card that will number
will be able to tell your story with very little intrud- 1-10. Characters will act in order from lowest Initia-
ing on the immersive action that unfolds. tive value to highest. If playing with regular cards,
the Ace is valued at ‘1’, and face cards should be

TIME IN THE
removed altogether.
While each player character normally receives one

GAME
card, the GM may designate all similar enemies as
acting under the same single card or elect to have
special NPCs (like leaders or tanks crews, for exam-
Much of a role-playing game is made up of the play-
ple) act on their own separate Initiative card. Tradi-
ers collectively creating a narrative. As they do, time
tionally, cards are displayed so that everyone can
is handled abstractly and is often inconsequential
see the turn order of the combat. This ‘Static Initia-
to the storyline. There are exceptions of course,
tive’ order is customarily maintained throughout
but generally, the GM will simply relate the approx-
the entire combat.
imate time of day, describe the scene accordingly
and move into the story’s events as they unfold.
There are occasions, however, when knowing how
DYNAMIC INITIATIVE
much time has elapsed is important for either the As a fun alternative, however, we suggest a change
story being told or for specific game rule effects for War Stories that reflects the theme of uncertainty
(like healing wounds, for instance). For this reason, in war. Cards should instead be kept secret so that
non-combat time is divided into Turns (about 5-10 the Initiative order will remain a mystery. Players,
minutes), Hours, Days, and Weeks. including the GM, will not know precisely when each
combatant will take their actions. If this alternative is
ROUNDS DURING COMBAT used, initiative cards should be drawn at the start of
each Round, making the combat order wholly unpre-
Once combat breaks out, though, the narrative shifts
dictable and representing the chaos of a WW2 environ-
to a more narrowly-focused approach. So many
ment. We call this method ‘Dynamic Initiative’.
things might happen in a typical Combat scene,
you need to break down the game into Rounds. A Note that there are means by which the Initiative may
Round is a short, generalized period of time, roughly be altered. These include the use of Talents as well
6 seconds long. Each character will perform their as spending Extra Successes after certain skill tests.
actions during their time to act based on the Initia- Delaying your Initiative order is also possible should
tive card drawn. Characters and their enemies will you wish to act later in the Round. Reactions and Over-
perform in sequence taking their actions according watch are special considerations which also interrupt
to Initiative Order. Once they are all done, everyone the Initiative Order, and are discussed below.
will begin a new Round. This will continue until the
combat is over.

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COMBAT

COORDINATING MANEUVERS - ADVANCED OPTIONAL RULE


Often, teams of trained soldiers and even some groups of practiced partisans were capable of acting as
a cohesive unit in well-coordinated strikes and disciplined actions. In War Stories, this is sometimes
difficult to execute when Initiative cards are drawn randomly, causing characters to perform their actions
in what seems like disjointed timing. What’s more, GMs often draw Initiative cards for their nefarious
NPCs as a group, permitting them to act roughly simultaneously in what seems like an organized manner.
Either Initiative system, as written, might make some tactics difficult to execute in game terms. Acting at
different times does not allow for cohesive maneuvers like moving out together, having a loader rearm a
weapon in perfect timing, or laying suppressive fire simultaneously. In addition to the basic Delay option,
PCs may also have access to the advanced actions Make a Plan and Orders. These actions are available
to PCs only.

MAKE A PLAN
Characters within earshot may collectively give up their Slow Actions when their turn comes. The char-
acter with the highest Command skill makes a test. If successful, in the following round, the characters
may take all of their available actions in any order on any Initiative card drawn by one of the characters
of the participating group.

ORDERS
To simulate a leader’s ability to coordinate a squad’s actions with deadly efficiency, anyone with points in
the Command Skill may spend a Fast action to attempt this ability. Make a Command test. Each success
will allow one ally within earshot of the Commanding PC to act at the Initiative card of the Commander
(rather than their own) with a Slow Action (they must give up their Fast Action). This works best when
the Commander draws a low card of course! Ordered characters are further restricted to performing only
the ordered action. These may include the following:
» Suppression Fire! Characters affected may use suppression fire at the same target Zone as dictated
by the commanding PC.
» Take Them Out! Characters affected may use Direct Fire (Ranged Combat, Tech, Heavy Weapons, or
Calisthenics attacks) at the targets dictated by the commanding PC.
» On Me! Characters affected may move toward the commanding character.
» Charge! Characters affected may charge enemy targets and conduct a free Close Combat attack if
within range at the end of their movement.
» Move Out! Characters may move together in an ordered formation.
» Take Cover! Characters affected may make a move toward cover.

MANAGING TIME DURING BATTLES


Some sessions may see larger-scale fighting take place. Whenever opposing armies square off against one
another and a battle erupts involving large numbers of troops and vehicles, the Campaign Battle rules are
used. While the players will continue to use Combat Rounds as they fight through the battle, the sweep and
progress of the wider battle are managed differently, often using Turns in addition to Rounds. Read more
about Campaign Battles on pages 159-165.

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ACTIONS YOU SPECIAL
CAN TAKE ACTIONS
So, it’s your turn to act; what can you do? First, Some Actions particular to War Stories bear addi-
be sure to describe what you hope to accomplish tional explanation.
during your Initiative. When it is your character’s
turn to act, you may carry out two types of actions:
a Slow Action and a Fast Action. You may also
AIMING
choose to replace your Slow Action with a second There are two ways you can aim: Fast or Slow. Fast
Fast Action. Two Slow Actions in one Round are Aim requires a Fast Action and provides a +1 modi-
not permitted. There are also some Free Actions fier. Slow Aim requires a Slow Action and provides
available that can be additionally performed at the a +2 modifier. As shooting is itself a Slow Action,
discretion of the GM. Here are the kinds of things Slow Aiming requires you to shoot your target on
you can do: the next round. Aiming bonuses can stack provided
they occur consecutively and without any kind of

SLOW ACTIONS interruption as determined by the GM (generally,


being hit, failing a Guts test, moving, etc.). Aiming
Close Combat Attack bonuses may only provide a maximum of 3 dice,
Coup de Grace using a combination of Slow and Fast Actions.
Enter/Exit a Vehicle Aiming is only possible when firing a single shot.
First Aid You cannot Aim while using Suppression, Rapid
Make a Plan (Advanced rule) Fire, Burst, or Full Auto modes.
Move 20m (and possibly Sprint)
Rally (1 slow action per success used)
Ranged Attack
DELAY
Reload (Heavy Weapons) You may choose to delay your Initiative to act during
Retrieve a Stowed Item or before another Initiative card’s timing. This is
Slow Aim most often done to coordinate with an ally who
Social Interaction is acting later in the Round. You must inform the
Use Item GM of when you intend to act (by either choosing
a new Initiative number or nominating which other

FAST ACTIONS friendly character you are acting after) and cannot
change your mind later.
Aim
Dodge (out of turn)
Draw Weapon
FIRST AID
First Aid As explained in more detail in the Healing section,
Focused Strike this action requires a number of Slow and Fast
Go on Overwatch Actions depending on the amount of healing accom-
Go Prone/Stand Up plished. See page 109 for details.
Hit the Dirt (out of turn)
Move 10m (and possibly Sprint) RALLY
Operate a Vehicle As explained in more detail in the Healing section,
Order (Advanced Rule) this action requires a number of Slow Actions
Parry (out of turn) depending on the number of Conditions being
Reload (a magazine or clip) removed. See page 111 for details.
Take Cover (out of turn)
Use an Item

FREE ACTIONS
Drop Item
Reload (a single Bolt Action round)
Shout or speak briefly

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COMBAT

FOCUSED STRIKE COMBAT BASIC


CONCEPTS
Focused Strike is similar to Aiming but applied
to Close Combat attacks. Importantly, only one
Focused Strike action can be taken. It counts as a
Fast Action and grants a +1 modifier to the Close While Combat in War Stories is largely comprised
Combat attack, so long as the Close Combat Action of Ranged Attacks and Close Combat melees, an
immediately follows the Focused Strike during the understanding of movement, range, and other
same Round. circumstantial rules helps create the exciting action
that is sure to unfold in a tense firefight or a life or
OVERWATCH death brawl.

You may choose to use your Fast Action to place


your character on Overwatch while leaving your
MOVEMENT
Slow Action unused. This means you will be able Once combat begins, it is helpful to know the loca-
to keep watch over a chosen area of the Zone you tions of the individuals involved. For this reason,
are in as well as the Zones your weapon has range a rough sketch of the battlefield is advisable. Hex
to. You may use your Slow Action during an enemy or graph paper is an excellent tool as it may further
Turn to act before they do, for instance, with a illustrate distance for use in movement and weapons
Ranged Attack of your own. ranges. We recommend each hex or square repre-
Your Overwatch mode remains in place until any of sent 1 to 5 meters if conducting a small arms, tacti-
the following occur, after which you are no longer cal engagement. Dry erase or vinyl mats are great for
on Overwatch: this. Alternatively, miniatures are also a good tool
should you have a collection. The GM chapter has
» You Move or take another Action.
further advice on using these in your games.
» You are Hit.
When you move your character using a Fast Action,
» You are engaged in Close Combat. you may move them 10 meters per action. You may
» You fail a Guts test. spend a Slow Action to move up to 20m. Moving
the full 20m distance is meant to simulate a quick-
» You use your Overwatch’s Slow Action.
ened pace. If you spend both your Fast and Slow
You can even use your Overwatch opportunity to Actions moving, you are assumed to be running up
fire in Suppression Mode (see below), so long as you to 30 meters. You may choose to Sprint after a Fast
only use either Rapid Fire or Burst Fire (Full Auto Action move or after a Slow Action move. A Sprint is
Fire requires both your Slow and Fast Actions). done by making a Calisthenics test (or alternatively
a Nimble test if your GM agrees) with each success
RELOAD allowing you to add 2 meters to your run distance.
Sprinting is normally only allowed once per Round
This maneuver varies in terms of Free, Fast, or Slow
(after only one of your two Actions) and only if you
Actions. While it is most often a Fast Action, weap-
are not exceeding your Encumbrance. Sprinting
ons teams who load heavier munitions will often
for extended periods may cause Fatigue (see pages
need to use a Slow Action (or more if short-staffed).
111-112) as determined by the GM.
Also, loading a single Bolt Action round is just a
Free Action. Any sort of terrain that causes you to slow down
(mud, snow, ice, barbed wire, etc.), will cause you
to reduce your movement by half. Moreover, the GM
may require other tests depending on the terrain.
For example, ice may require a Nimble test to avoid
being knocked down, while barbed wire may require
a Stamina test to avoid being Damaged. Swimming
and climbing will also slow movement to a rate of
half speed or less. Fatigue tests (see below) will
be required while performing any type of strenu-
ous movement for extended periods as decided by
the GM.

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It should be noted that travel across the country- Whenever a rule states an effect occurs within a Zone
side, outside of combat engagements is covered in or in a neighboring Zone, it is up to the GM to define
Chapter 9: The Campaign on pages 165-167. the perimeters of the Zones involved. They must keep
in mind considerations like what might be within
RANGE earshot, what might be in Line of Sight, or within the
fire arc of a weapon. These sorts of elements will
For weapon ranges, each weapon listed under assist in determining the area of a Zone.
the Gear chapter has a value listed in the Range
column. Up to this number in meters reflects the
Short Range of the weapon. Doubling this number VISIBILITY
provides the Medium Range. Doubling the Medium Visibility determines how much can be seen. This
Range provides the Long Range. Doubling the Long is especially important when darkness, fog, smoke,
Range provides the Extreme Range. For some rifles rain, or other such impediments obscure a charac-
and machine guns, the Extended Range Quality may ter’s field of vision. In these cases, your Actions are
quadruple the Long Range to reflect an even more penalized according to how extensively visibility
distant Extreme Range. Conversely, some weapons has been diminished. The GM will impose a -1 to -3
have the Limited Range Quality, which eliminates dice penalty to any test where visibility is critical
the Extreme Range altogether. These are noted in to success.
the Gear section when applicable.
As an example, a pistol may have a Range value of 15
meters. From 1 to 15 meters is Short Range. 16 to 30
OBSTRUCTIONS
meters is its Medium Range. 31 to 60 meters is Long While Visibility covers the natural conditions that
Range, and 61-120 meters is the Extreme Range. impair an attack, Obstructions are objects that inter-
vene between the attacker and the target. This may
Melee weapons require targets to be within 1 meter.
include trees, bushes, walls, and even other individ-
This is considered Engaged Range.
uals. This will include the Cover the target benefits
If your group does not use any sort of map to visu- from but doesn’t necessarily stop there. Obstruc-
ally represent the battlefield, your GM should be tions include any element that makes a target more
the final judge of distances and ranges. That said, difficult to hit directly. It is important to note that
some care should be taken to communicate these some Obstructions are better at doing this than
distances to the best of everyone’s ability. others. Light Cover will often not mean anything to
a shooter who may choose to shoot through it, and
ZONES so affords little to no Obstruction penalty (-1 die
perhaps). Heavy Cover, on the other hand, might
In addition to the concrete distance representations
cause a shooter to try and shoot around the obstruc-
necessary for movement and weapon ranges, War
tion. This may impose anywhere from a -1 to a -3
Stories also implements a more situational measure-
dice (or even greater!) penalty on the shooter. This
ment called a Zone. This ambiguous area varies in
works in conjunction with Cover to provide the
size from a small room in a country cottage to a
target with considerable protection.
large town square in a busy city. The size is ulti-
mately determined by the GM and is dependent on
the needs of the narrative as events occur in this AMBUSHES AND SNEAK ATTACKS
vicinity. Ideally, you want to catch your enemy off guard
The purpose of the Zone is to determine an area and unsuspecting. This may be achieved by sneak-
where characters may be affected or where they ing up on your target or lying in wait as your enemy
may affect others. Perhaps a rule says a character passes by. You create this advantage with a success-
may assist another in the same Zone, though not ful opposed Infiltrate versus Perception test. You
necessarily right beside them. Defining a Zone here must achieve more successes than your opponent
would determine if this was possible. Perhaps there to catch them unawares. Of course, the same can
is a withering hail of suppressive fire directed at a happen to you, as the GM may roll on behalf of the
particular alleyway in a town. The GM may define enemy and catch your character sleeping! In either
the Zone as the length of the alleyway but no farther circumstance, an equal number of successes is a
than the end of the block. Each situation may vary; failure for the character carrying out the action. As
it’s largely dependent on the area and the circum- always, modifiers, such as visibility and movement,
stances. This is why the Zone rule is intentionally may be applied as the GM sees fit.
flexible.

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COMBAT

If your enemy remains wholly unaware of your NPCs run by the GM, however, are required to spend
presence, you get to make a free Slow Action. This a FUBAR to react in this fashion, whether they’ve
action cannot be countered by the unaware enemy used their Fast Action or not. That said, it liber-
by using a Reaction (as explained below). You ates the GM from having to track NPC Fast Actions.
will also receive the attack bonus for an Unaware Because of this, NPCs will simply always have their
Opponent (+3 bonus dice). Alternatively, if your
Fast Actions available to react provided the GM
enemy becomes aware of your presence, but you
spends a FUBAR for this purpose.
still manage to catch them off guard, you may draw
a bonus Initiative card as the combat round begins If you succeed, your opponent’s roll becomes an
and keep the best one. Opposed roll against your roll. You Parry with a
Should both sides remain unaware of each other or Close Combat test, or you Dodge with a Nimble
become aware simultaneously, a regular Initiative test. Your Parry test must be modified by the Bonus
card draw is made. value of the weapon you choose to Parry with (if
unarmed, you must use your Fists). Your successes
cancel your opponent’s successes.

CLOSE COMBAT CLOSE COMBAT MODIFIERS


Close Combat covers all kinds of hand-to-hand fight-
Close Combat may include modifiers to the Dice
ing, including both armed and unarmed combat-
ants. When you want to strike your enemy with a Pool of the attacker as follows:
Close Combat attack, you must be within Engaged Close Combat Modifiers List
Range and have a Slow Action available to use. Elevated Attacker +1 Die
To determine whether you are successful, make a
Prone Opponent +1 Die
Close Combat skill test, adding any Gear Dice from
Focused Strike +1 Die
the weapon used. Fists are considered weapons
Each Additional Ally +1 Die
if unarmed. If you roll any successes, you will Hit
Helping in the Attack (+3 max)
your target and inflict Damage, after Armor consid-
Unaware Opponent +3 Dice
erations, as described in the Damage section below.
Called Shot -5 Dice

CLOSE COMBAT REACTIONS If Encumbered -2 Dice

If you are the target of a Close Combat attack and If you manage to achieve multiple successes, you
are aware of the attack, you have some options to must declare how you will use your extra successes.
avoid getting hit. You may choose to spend your These can be converted into the following:
Fast Action to Parry or Dodge the attack. You must
» Bonuses to the Damage roll.
choose to take either option before your oppo-
nent rolls the Close Combat test! You should make » A 2 place move in the Initiative order for the next
some indication (perhaps using Firelock Games’s Round if using Static Initiative or gain a second
specially designed Initiative cards) to remind you Initiative card, discarding one, if using Dynamic
that your Fast Action is used up. Initiative.
If you’ve already used your Fast Action this round » Gain a Lucky Strike.
(or don’t want to use it), you have the option of
spending a Lucky Strike to gain a Fast Action for
the sole purpose of reacting with a Parry or Dodge
action. This is a bonus, additional Fast Action that
does not diminish your actions the next time you act.
Your Fast Action must be one you’re using this
Round. That is, it will be either one you saved from
earlier this Round or one you use ahead of taking
your Turn later this Round. This means if you are
attacked at Initiative 10 and you’ve already spent
your Fast Action, you cannot borrow a Fast Action
from the next Round. Time to use a Lucky Strike!

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THE DAMAGE ROLL spend a Slow Action attempting to attack your oppo-
nent, who cannot defend. You may release your
Roll the Damage Die (d10) next. While Damage will Grapple as a Free Action.
be discussed more thoroughly in the next Chapter Grappling likely involves both characters being
06 Damage and Healing, it is important to say Prone, though this is up to the GM. Note that another
here that if the result of the Damage Die calls for a way to initiate a Grapple is to use extra successes
Critical Hit (3 or more damage), then the location of generated by a Close Combat attack.
the hit becomes important. If the result is 2 or fewer
points of Damage, the location is unimportant as it
is deemed superficial and/or psychological damage
SILENCING AND DISABLING
to the target. Often, you may be called upon to carry out covert
operations requiring stealth and efficiency. Enemy
In the case of a Critical Hit, however, the Hit Loca-
guards will frequently impede your efforts. Many
tion must be determined as the resulting injury
specially trained combatants were capable of
depends on where the target was hit. To determine
dispatching these patrols with swift deadliness. To
the location, roll a d10 again and consult the Hit
depict this ability, your character may attempt to
Location Table below. If the target is wearing armor
Incapacitate an enemy while simultaneously cover-
at the location hit, they are entitled to an Armor save
ing up any noise this may cause. To do this, you must
depending on the armor type worn. Each Armor
first successfully sneak up on the opponent using
save success will cancel a Damage point, thereby
an opposed Infiltrate-Perception test. Provided the
potentially saving the character from a Critical Hit
attack is undetected, the Called Shot penalty of
result! Apart from the head, the other locations can
-5 for targeting the throat is partially offset by the
be further specified (right or left limb, upper or
Unaware Opponent bonus of +3 for a total penalty
lower torso) with a random roll if necessary.
of -2. Moreover, the opponent cannot defend. If the

HIT LOCATION TABLE result is successful, the Damage Roll is made as


normal. If the opponent is Incapacitated, they fall
soundlessly.
ROLL d10 LOCATION
10 Head
MORE PULP? Some players may prefer to make
6-9 Torso things a bit more heroic and cinematic when they
4-5 Arm face off against an enemy in close combat. To
achieve this, if the players agree, any close combat
1-3 Leg
hit that achieves 2 points of Damage or more will
take out an enemy. Moreover, if the targeted enemy

TACKLING AND GRAPPLING was unaware of the attack, the attacking player may
opt to disable the opponent without making a sound.
This simulates soldiers trained in dispatching guards
Tackling and Grappling are special kinds of Close quietly and efficiently—usually with a slit throat or a
Combat attacks which do not involve hitting your broken neck.
target as much as knocking them down or pinning
them in place. Grapple attacks are handled the same
way as a regular attack except that successes enable DISENGAGING
you to achieve your intention, rather than directly If you have an active enemy at Engaged range,
damage your opponent. Your opponent has the same you must make a Nimble test to move away to
Close Combat reaction options described above. outside Engaged range from them. The distance
Once knocked down, the Prone character must you move depends on the type of Action you use.
spend a Fast Action to stand up. Grappled charac- If you fail, you still move but your enemy gets a
ters must break the pin by succeeding in an opposed free Close Combat attack against you. The free
Calisthenics or Close Combat test. The grappled attack doesn’t count toward their actions in the
victim chooses which test to roll to attempt to break Round and you can’t Dodge or Parry it. Charac-
out of the Grapple. This is treated as a Slow Action. ters may only make this type of free Close Combat
attack once per round.
While you are pinning your opponent, you must
spend a Fast Action maintain your hold. You may

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COMBAT

REACTING TO A GRENADE
RANGED If you have a grenade lobbed in your direction, and

ATTACKS
you are able to see and conceivably react to it, you
have a third option besides diving for cover or going
prone: Catch and Return! This risky tactic works in
the same way as the other reactions, but the players
Ranged Attacks are at the core of every mission must use an Action to catch the grenade, and another
in War Stories. If you want to shoot at an enemy, Action to throw it back, with a Calisthenics test for
these are the rules to follow. Ranged Attacks cover each. This can only be done if they have not acted
the use of all kinds of small arms and personal, long- during this Round. If they fail either test, the grenade
goes off at their feet. Additionally, a particularly
range weapons. The use of heavier weapons, includ-
selfless character may spend their Fast Action to go
ing artillery and tank guns is discussed below as Prone atop the grenade. This will trigger a far more
well. dangerous than usual Damage roll result of d6+10 to
the Torso Hit Location! On the plus side, the sacrifice
To shoot at an enemy, you must first declare how
will keep everyone else from harm.
many shots you will attempt (if firing a weapon with
that capability) and declare your target(s). Then, The GM may add Ranged Attack modifiers as they
make a Ranged Combat Attack roll (or a Calisthen- see fit, but here are a few guidelines:
ics, Tech, or Heavy Weapons test instead, when
appropriate), adding any Gear Dice gained from
the weapon used. If you roll any successes, you Hit
RANGED ATTACK MODIFIERS
your target and inflict Damage, after Armor and Aim Bonus +1 Die
Cover are considered, as described in the Damage (as a Fast Action)
section below. Careful Aim (as a Slow Action +2 Dice
the previous turn)
RANGED ATTACK REACTIONS Prone Opponent
Target wearing
-1 Die
-1 Die
If you are the target of a Ranged Attack (including terrain-appropriate Camouflage
grenades, heavy weapons, or Tech-based ranged
Vulnerable Opponent +1 to +3 Dice
attacks) and are aware of the attack, you have two
Visibility Penalty -1 to -3 Dice
options to try to avoid getting hit: you may spend
(Darkness or other conditions)
your Fast Action to Hit the Dirt (go Prone) or Take
Range Penalty -1 Medium,
Cover (provided some exists within 10m). You must -2 Long,
elect to take either option before your opponent -3 Extreme
rolls the Ranged Attack test! Engaged -1 for Pistols,
Your Fast Action must be one you haven’t used this -3 all others
Round. That is, it will be either one you saved from Fast Moving Target -1 to -3 Dice
earlier this Round or one you use ahead of taking (Running speed or faster)
your Turn later this Round. If you’ve already gone Obstructed Target -1 to -3 Dice +
during the Turn and you’ve used your Fast Action Firing at Multiple Targets -1 Die
already (or don’t want to use it), you have the option with Rapid Fire or Burst
of spending a Lucky Strike to gain a Fast Action for Target Size -3 to +3 Dice
the sole purpose of reacting. Called Shot -5 Dice

As described before, the GM is required to spend a


FUBAR to have NPCs react in this fashion.
MACHINE GUN FIRE
Light and Heavy Machine Guns require bracing for
support while shooting to maintain accuracy. Bipods
and tripods provide this support. A GM should impose
penalties for firing without this support as follows:

Light Machine Gun without support: -2 Dice

Heavy Machine Gun without support: -5 Dice

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MULTIPLE SUCCESSES technically requiring a Hit Location roll), a success-
ful Called Shot determines the location hit. This is
If you manage to achieve multiple successes, you important if the target is wearing Armor on this loca-
must abide by your previously declared number tion and is, thus, entitled to their save! If you score
of targets by distributing your extra hits to any a headshot, they DO get a helmet save! Conversely,
declared target(s) beyond the first. Extra successes this may help prevent the target from using their
beyond the number of declared targets may be Cover save. If you target a part of the body exposed
converted into the following options: from Cover, they receive no Cover save.

» Each extra success spent provides a +1 Adjust- Called Shots may also be used to target specific
ment to the Damage roll. locations on a vehicle. You must be able to target
that portion of the vehicle relative to your position-
» A 2 place move in the Initiative order for the next
ing and its facing.
Round if using Static Initiative or gain a second
Initiative card, discarding one, if using Dynamic Called Shots are not permitted if you are using
Initiative. Suppression, Rapid Fire, Burst Fire, or Full Auto mode
(see below) or are firing beyond Medium Range.
» Gain a Lucky Strike.
If there is only one target, the shooter may not
declare multiple hits on the same target. While this
may indeed have occurred in the imagined firefight,
it is handled abstractly with one Damage roll which
MODES OF FIRE
Owing to the great variety of firearms used during
may be adjusted by the extra successes as normal.
the Second World War, various options exist in the

DAMAGE ROLL AND HIT LOCATION operation of many commonly available weapons of
the 1940s. These Modes of Fire are detailed below:
After succeeding on a Ranged Attack, roll the
Damage Die (d10) next. Normally, if more than
one character is hit, a separate roll is made for
SINGLE-SHOT
Many weapons, like the ubiquitous Bolt Action
each. While Damage will be discussed more thor-
rifles, simply fire one round per Ranged Combat
oughly in the next chapter, it is important to state
attack, and must then reload. Bolt Action rifles must
here that if the result of the Damage Die calls for a
spend a Free Action reloading each bullet, while a
Critical Hit (3 damage), then the location of the hit
Fast Action reloads an entire clip into the magazine.
becomes important as the Critical Injury is loca-
Other, more complex weapons, like bazookas, may
tion dependent. Again, if the result is 2 or fewer
require a Slow Action or a Full Round to reload.
points of damage, the location is unimportant as it
These details will be listed in each weapon entry.
is deemed superficial and/or psychological damage
to the target. Importantly, Single Shot mode is the only mode
permitting Called Shots and Aiming.
To determine the Hit Location, roll a d10 again and
consult the Hit Location Table above. If the target Semi-Automatic Weapons may fire single shots as
is wearing armor at the location hit, they are enti- well. Of course, they may also expend more than
tled to an Armor save depending on the armor one bullet each round as they are efficient, self-load-
type worn. Each Armor save success will cancel ing firearms. Other weapons may be fired with a trig-
a Damage point, thereby potentially saving the ger discipline that enables them to fire single shots.
character from a Critical Hit result! If the Location
rolled is behind Cover, that Protection will apply as
described below (see p. xx).
RAPID FIRE
Semi-Automatic weapons may opt to use Rapid

CALLED SHOTS Fire mode. Choosing this Mode of Fire will use up 3
rounds of ammo. Your target(s) must be announced
When firing in Single-Shot mode, you may choose before the dice roll, so you need to commit to firing
to make a Called Shot, declaring the Hit location ahead of time. You cannot target more individuals
you wish to target. You will suffer a -5 dice penalty than the number of bullets being used. If you score
on your test. With a success, you’ll hit the location multiple hits, you may distribute extra successes
you chose eliminating the need for a Hit Location among the targets you nominated. This Mode of
roll. Note that even if no Critical is rolled (thus not Fire provides you with an extra +1 Gear die at the

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COMBAT

expense of the bullets used. To facilitate this series You must state prior to rolling if you are target-
of shots, you will only need to roll once, applying ing one individual or multiple enemies. If target-
modifiers against the hardest-to-hit target for the ing multiple enemies, they must all be within the
single roll. same Zone and roughly adjacent to each other. Once
again, the GM is the final judge on how many may be
Remember to keep track of your ammo for each
targeted. Multiple hits achieved may be distributed
attack! Once emptied of ammo, a Fast action reloads
among the eligible targets so long as no individual
a clip (or bloc of ammo) into most weapons.
would have been harder to hit than the first primary
If you use Rapid Fire to Suppress your target(s), target. Modifiers should therefore be applied to the
you will empty your clip and a Field of Fire will most difficult target.
only be established if you use both your Fast and
Slow Actions. Suppression and Field of Fire are
discussed below.
WHO GOT HIT?
After scoring multiple successes, it is up to the
BURST FIRE GM to either decide you can freely choose which
specific character is hit among your declared targets
Burst Fire during the WW2 era is understood to (‘I hit the Panzerschreck-wielding German!’) or you
mean the ability to fire an automatic weapon using may be required to randomize which enemy you
a more conservative number of rounds by virtue hit (assign a value to each target and roll a die to
of trigger discipline rather than any mechanical see who was hit). Either method is fine, but the
selector switch on the weapon itself. Only Auto- GM should be consistent. Also, GMs may wish to
matic weapons are permitted to use Burst Fire consider requiring players to prioritize assigning
Mode. This mode uses 1/10th the maximum ROF hits to any targets who are easier to hit (an enemy
in ammo. Firing a Burst counts as a Slow Action. A in the open versus one in cover, for example).
Burst receives +2 Gear Dice to represent the extra
bullets being spent. This is shown in the Fire Mode
Table below. ROLLING AGAINST MULTIPLE
You must state prior to rolling if you are targeting
TARGETS (AN ALTERNATIVE
one target or multiple targets. If targeting multi- METHOD)
ple enemies, they must all be within the same Zone If you wish to eliminate the bias in choosing preferred
and roughly adjacent to each other. The GM will targets, this method is an alternative to the regular
let you know how many can be targeted. Multiple rules. After determining your dice pool, divide it as
evenly as possible among the targets you declared
hits achieved may be distributed among the eligi-
prior to rolling. While statistically producing the same
ble, declared targets so long as no individual would number of hits (as you are rolling the same number of
have been harder to hit than the first primary target. dice), your rolls are handled one at a time, targeting
Modifiers should therefore be applied to the most each character individually. In this fashion, any suc-
difficult target (for example, a running target within cesses affect only the character against whom those
dice were rolled.
a shadowy alleyway versus a stationary target in
the sunlight). When using this method, Gear Dice are part of the
dice pool as normal; it does not matter if Action Dice
If you are using Burst Fire to Suppress the target(s), or Gear Dice are used among the smaller dice pools.
a Field of Fire is only established if you use both If you want to Push Your Luck while using this meth-
your Fast and Slow Actions. Suppression and Field od, the entire pool must be rerolled! For this reason,
all the dice should be rolled prior to determining any
of Fire are discussed below.
cover or damage rolls. Duds are triggered as normal

FULL AUTO after Pushing.

Only Automatic weapons are permitted to use Full


Auto Mode. Representing the firer holding the trig-
ger down for the duration of the Round, this mode
uses the full ROF in ammo of the weapon as listed.
This requires the use of both Fast and Slow Actions
and, thus cannot be combined with any other action
(including moving). Full Auto gains +3 Gear Dice at
the expense of the extra bullets being spent.

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SUPPRESSION FIRE LUCKY SUPPRESSION HITS -
Suppression Fire is defined as a mode of Ranged OPTIONAL ADVANCED RULE
Attack that seeks to prevent the enemy from acting
To represent the small chance a Suppression effort
as they’d like by forcing them to take cover and keep actually hits a target, the following option is available:
their heads down. It expends the same amount of First, spend a Lucky Strike. Then, for each Suppres-
ammunition and uses the Round Actions described sion success, roll a further d6. On a 6, you’ve scored
above for Bursts and Full Auto. However, the Ammo a lucky hit on a random target from among those
capable of being targeted or hit by a ricochet! Mul-
expenditure for Rapid Fire Suppression is different,
tiple successes represent either a single hit with an
as explained below. adjusted Damage roll (as normal) or another Hit on a
different potential target. The player scoring the hits
Suppression Fire mode is not the only way to impose may decide. Regardless of the weapon used, Damage
Suppression. If a target takes Damage from a roll adjustments on these hits are at a base +1 (before
Ranged Attack, for example, they must similarly applying extra successes, if any).
succeed in a Guts test or become Suppressed (this is
explained below on page 102). A few call out boxes Suppression Successes will require your target(s) to
below present other ways to impose Guts tests to take a Guts test modified by -1 die for each success
avoid Suppression.
beyond the first. Other Modifiers can affect the dice
used to make the Guts Test. Your GM will let you
When using Suppression as your Mode of Fire, you
know what the overall modifier may be. The follow-
are not intent on firing directly at a targeted enemy.
Instead, your goal is to spray a general area (a ing are some suggestions for guidance:
45-degree arc based on the vantage of the shooter) Suppression (and Stress) Modifiers
to force the enemy to take cover and prevent them
from taking Slow Actions or risk getting hit. This will Light Cover +1 die
gain an extra Bonus Dice in addition to the numbers Heavy Cover +2 dice
provided above under Rapid Fire, Burst, and Full auto Obscured +1 or +2 dice
modes, resulting in the following bonuses: Rapid Fire Out of Sight +3 dice
Suppression +2 dice; Burst Suppression +3 dice, and
Ally in the same Zone +1 die (max 3)
Full Auto Suppression +4 dice.
A special exception to the ammo spent exists while While failing this Guts test will not diminish the
using Rapid Fire on a Semi-Automatic weapon with the target’s END, the target will be forced to take on the
sole intent of Suppression. This is effectively ‘emptying Effect: Suppressed.
the clip’. In this case, one roll is made (rather than roll-
If this misfortune happens to your character, you
ing for each individual shot) that adds +2 Bonus dice.
may still act but within the following limitations: if
Importantly, the entire ammo clip is spent. A mini-
you are Suppressed, you lose your Slow Action and
mum of half the ammo clip must be available to fire
you must remain in cover or seek cover. You may
in this mode.
move away from what you perceive a more danger-
Automatic weapons capable of firing in Semi-Auto- ous place to one that affords better protection, even
matic mode may not use Rapid Fire for Suppression. if that momentarily puts you in the line of Direct or
They should simply use Burst Mode instead. Suppression fire. Of course, you may also reload,
While firing in Suppression mode, many negative shout out, or do any other action while unexposed
modifiers will not apply. Visibility, obstructions, and and within cover. You cannot shoot back though. In
target movement are disregarded when firing without other words, it is not a complete loss of your Turn!
the intent of directly hitting the target. Also, keep in mind you can remove the Suppressed
Effect by spending a Lucky Strike.
While Suppression certainly provides you with more
dice, there is a big difference from Direct Fire (firing Your state of Suppression can also be removed by an
with the intent to hit the target). While using Suppres- allied character within earshot who either attempts
sion Fire, any successes rolled will not immediately to Inspire you and succeeds in their Command test
cause Damaging Hits! Instead, these will be called or awards you with an extra success from their own
Suppression Successes. The number of Suppression Guts test. Otherwise, the state of being Suppressed
Successes achieved should be recorded (for reasons goes away when your character takes their next turn
explained below) with the use of a die to remind every- after having been affected by it once.
one just how many were rolled.

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COMBAT

Suppressed characters may choose instead to flee,


using both actions to run away from the enemy. FIELD OF FIRE
If you succeed in your Guts test, you are not Suppressive Fire may establish a corridor of
Suppressed, and you may have your character act dangerous flying lead called a Field of Fire. This
as they wish, with one important catch. If you are represents an ongoing hail of bullets extending from
facing a Field of Fire generated from Suppression, the successfully suppressing shooter to the targeted
you will have to make a Nimble test to avoid bullets Zone, provided the shooter does not stop shooting
as you move into or through the Field during the to perform any other action. Full Auto mode creates
same Round. Field of Fire is discussed below. a Field of Fire all the time. Rapid Fire and Burst
modes only establish a Field of Fire if the shoot-
er’s Fast and Slow Actions are both expended in
NARRATIVELY DRIVEN the effort.
SUPPRESSION Any character moving into this Field must succeed
(THE SNIPER RULE) in a Nimble test requiring a number of successes
There may be circumstances where a GM may call for equal to the number of suppressing shooters target-
a Suppression (Guts) test for characters despite the ing the Zone they’re moving into or through. In the
enemy not specifically using the Suppression mode
case of Full Auto suppression, the shooter may use
of fire. This is most likely the result of two narrative
situations that historically caused even the bravest of
successes beyond the first to require additional
soldiers to duck into cover or get pinned in place: a Nimble successes as well.
known but hidden sniper or an unexpected shot from As an example: Hank, opens up with a .30 cal machine
an unknown quarter. At the GM’s discretion, a Guts gun into an enemy-occupied alley. Bill, on the rooftop
test may be required in these situations to reflect the behind him, fires his M1 repeatedly, emptying the clip in
tension of the menacing threat. Failing this test will an effort to suppress the Germans from pouring down
impose the Suppression Effect. the side street toward them. They both spend their Slow
and Fast Actions on these efforts. The machine gun, on
Full Auto mode, achieves 2 successes. Hank elects to
use both of them to impose a penalty on the Guts test
ARTILLERY BARRAGE as well as an added success requirement to subsequent

SUPPRESSION Nimble tests (he could have used the extra success for
a Lucky Strike but chose against this). Bill scores only
(THE INCOMING! RULE) one success, but still creates an overlapping Field of Fire
(to add to the .30 cal FoF) as he used both actions in his
Field Artillery may also generate Suppression tests. Suppression attempt.
Normally, a character who is hit will have to take a
After rolling for their Guts tests (once after each shooter
Guts test to avoid Suppression, but there may be oc-
as they happened on different Initiatives), we find that
casions, like massive artillery barrages that hit close
most of the Germans fail and remain hidden in the alley
enough to a character’s location that might warrant behind their cover. Two Axis soldiers, though, pass their
a test at the GM’s discretion. This is described within tests and are not Suppressed. The GM decides these two
the Field Artillery Quality of the weapon. will brave the hail of fire and dive through the alley to
reach a more forward position. They must each pass a
Nimble test requiring 3 successes (one for each Allied

SIMULTANEOUS suppressing shooter, and one more for the extra success
from the .30 cal. as the FoFs overlap). If they are lucky

SUPPRESSION enough to not get hit, they will achieve a closer position
and attempt to lob their potato mashers!
(THE POURING ON This Nimble test occurs before whatever intended
THE LEAD! RULE) action your character hopes to complete as they
If one or more characters Delayed and chose to enter or are exposed to the Field of Fire (for
Suppress on the same Initiative as an ally, (OR if instance, if you want to shoot out of a window that
you’re using the optional rules Orders or Make a Plan),
is being suppressed, you only get your shot off after
Suppression Successes from more than one character
acting on the same Initiative may be added together
succeeding on your Nimble test). Of course, if you
to determine the negative modifier the target(s) will are hit, you suffer the full consequences! Should
suffer for their single Guts test. That’s right, they only your character enter multiple overlapping Fields
get one test against multiple suppressors because it of Fire, you need only test once, however extra
occurs at the same Initiative. In this fashion, coor-
successes will likely be required (see above exam-
dinated Suppressing Fire (with its multiple negative
modifiers) can be more effective at forcing the enemy
ple). If you enter two distinct Fields throughout
to keep their heads down! your move, you must test for each. Cover and Armor
saves are still applicable if they are available.

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If this Nimble test is failed, the character suffers a condition, are the principal benefits of Suppression
single Hit (regardless of the number of Suppression Fire. The Suppression’s active Field of Fire can end
Successes). The Damage roll on this hit is simply prior to the round’s conclusion if:
a d10 with a +1 modifier. This avoids having to » The shooter takes Damage or fails a Guts test.
randomly determine which suppressing weapon
inflicted the hit in the event there were several » The shooter is engaged in Close Combat.
covering the same Field of Fire. Additionally, these » The Suppressing Shooter chose to perform
are random, less directly aimed hits anyway, so we another action (such as a Reaction using a Lucky
might imagine them to be less precise. Strike) after having fired during the same Round.
Suppression Successes continue to be active in this Note that multiple shooters may have Suppres-
way across the Field of Fire throughout the rest of sion Successes apply to one Zone. Each additional,
the same round. This means anyone entering or successfully suppressing shooter requires an addi-
moving within the Zone being fired upon must make tional Nimble success to avoid getting hit. Extra
this Nimble test to avoid being hit by the hail of successes rolled by Full Auto suppression add to
bullets. This, alongside imposing the Suppression the Nimble successes required as well.

NARRATIVELY-DRIVEN FIELD FIRE MODE TABLE


OF FIRE (THE BULLETS ARE Mode Additional Effect
Bonus Dice
EVERYWHERE! RULE) Single-Shot
0 Causes Damage.
Your GM may decide that a battlefield is rife with - Direct
gunfire and hazardous enough to be considered a Rapid Fire Causes Damage.
Field of Fire. In these dangerous instances, you may +1
- Direct 3 rounds used.
be required to make Nimble tests just as if you were
Rapid Fire Suppression only.
moving into Suppressive Fire. Failing this test will +2
- Suppression Use all ammo.
cause a stray bullet to cause a Damage roll at +1 just
as described above.
Causes Damage.
Burst - Direct +2
1/10 ROF.
Also, a GM may feel free to create Fields of Fire from Burst Suppression only.
Bursts or Rapid Fire even if the shooters did not use +3
- Suppression 1/10 ROF.
up both their actions. It may be that so many char-
Full Auto Causes Damage.
acters are suppressing an area that it simply makes +3
- Direct ROF.
narrative sense to establish a Field of Fire.
Full Auto Suppression only.
+4
- Suppression ROF.

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COMBAT

AMMUNITION Select a target, ensure you have the proper ammuni-


tion loaded, then make your skill roll. Generally, all
applicable modifiers, as well as protection consid-
Tracking the ammo used for a weapon that fires one erations, apply as normal. Each success scores a hit
round per action is simple enough. Even when firing just as Ranged Attacks do.
a Semi-Automatic weapon, this remains a relatively
easy task as well. If you shoot in Rapid Fire mode,
you will expend 3 rounds of ammo. Simply deduct
EXPLOSIVE WEAPONS
each bullet fired and mark your character sheet If you miss your attack with a weapon that fires a
accordingly. Obviously, you must have the number heavy explosive (generally grenades, rockets, or
of bullets you intend to fire loaded. To empty your shells), the projectile will possibly deviate to an
clip as a Suppressive mode of fire, the weapon must unintended location! You should roll a d6 to see
have half or more of the ammo capacity loaded what happened. Consult the table below:
before the attempt is made.
Automatic Weapons, though, use the Rate of Fire MISSED EXPLOSIVE WEAPON TABLE
(ROF) stat to determine ammo spent when firing in 1 - Friendly Fire! If there are any friendly
Burst or Full Auto modes. Luckily, it remains quite characters nearby, the blast falls near enough
simple to track ammo: the ROF listed in the weapon to them to potentially harm them. Make a
entry provides the approximate historical rate of fire Damage roll with a -3 to the weapon’s normal
for that weapon in the roughly 6-second duration of Damage Adjustment. If there are no friendly
characters, consider this Off Target instead.
a game Round. Admittedly, some adjustments were
2-5 - Off Target! The explosion occurs but is
made to these figures to allow the ammunition to be
otherwise ineffective. The GM determines
more easily tracked, yet historians will find them
what superficial effects happen as a result.
rather close to the real thing!
6 - Enemy Caught in the Blast! If there are
If firing on Full Auto, the ROF figure represents how enemy characters nearby (or the initial enemy
many bullets are used in one Ranged Attack roll. If group was spread out sufficiently in the judg-
firing a Burst, simply divide this number by 10 (this ment of the GM), they may take damage.
Make a Damage roll with a -3 to the weapon’s
is already done for you under the same heading) to
normal Damage Adjustment. If there are no
determine the rounds spent. Some Automatic weap-
enemy characters nearby, consider this Off
ons (like submachine guns) may be fired one round at Target instead.
a time. Deduct the rounds fired from the ammo avail-
able after firing your weapon and mark your character GMs may of course feel free to adjudicate some
sheet accordingly. circumstances that fall outside the parameters of
For Full Auto mode, at least half of the ROF must these rules.
remain loaded in the weapon to choose this mode As an example, if a grenade is thrown into an other-
of fire. If you do not have this minimum amount, it’s wise enclosed area such as a bunker or a tank, there
is very little chance it does not affect those within such
time to fire more conservatively, or better yet, reload!
tight confines. The GM may rightfully intercede here and
dictate there is a greater chance to catch the enemy in
the Blast than shown on the chart above.

SPECIALIZED Field Artillery, like mortars, makes use of Spotters.


This enables someone other than the shooter to

WEAPONS possess a line of sight to the target. The Spotter’s


Perception skill test successes can translate to
During the Second World War, some weapons were bonuses for the Field Artillery Attack. These weap-
more complex than your basic firearm. When you ons may also be fired without line of sight at all,
wish to use a weapon that is found in the Mortars or though they have a reduced chance of hitting. Often,
Tank Guns category of the weapons list, you must use these weapons require extended time to reload.
the Tech Skill. Machine Guns, Flamethrowers, and Others, like heavy-caliber machine guns, are belt-fed
Rocket Launchers use the Heavy Weapons Skill. Simi- and require a special mount and perhaps a loader
larly, grenades are different enough that the Calis- to assist the shooter. Each special case is described
thenics skill is used to make attacks rather than the under the particular weapon’s entry in Chapter 8:
Ranged Combat skill. Weapons and Gear.

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EXPLOSIVE BLASTS Being Prone and Hiding in Foxholes are special cases
often used to defend against Blast weapons.
Many weapons cause explosive Blast damage. This
Against Blast weapons, being Prone provides cover
type of damage will feature a Blast Radius measured
equivalent to Light 3.
in meters. Anyone caught within the range of this
Radius may potentially be wounded. The shooter Against most weapons, foxholes simply afford normal
Cover if the target is peaking over the edge to fire back
rolls a d10 Damage Die and adds any appropriate
at the enemy. If the target is fully concealed (as is often
weapons adjustments as well as any extra successes the case against artillery fire like mortars), then they are
allotted to the roll. Each target within the Blast largely invulnerable to physical damage (though they
Radius should have a d10 roll made against them may suffer Stress, and thus END loss as normal. See
(though a GM may opt to roll one die for everyone Chapter 6: Damage and Healing on pages 112-113 for
Stress.).
if preferred).
Within the Blast Radius, this Damage die receives DIRECT ARTILLERY HIT
the full Damage adjustment listed under the weapon (THE S.O.L.! RULE)
entry due to the proximity to the explosion. If the
The problem comes if a mortar round (or any debris)
target is inside an enclosed area (like a room or a hits their foxhole directly! This can be rather deadly
narrow trench), there is an additional +1 adjustment indeed. If a GM wishes to simulate this, we offer this
to the Damage die roll. Armor saves may be used if harrowing mechanic: if the targets are subjected to
a Critical is rolled and the Hit Location is covered an Artillery Barrage (and not just a couple of enemy
mortar volleys), then each success must be rerolled,
by appropriate protective gear. Keep in mind any
keeping any further successes. This is repeated one
AP value on the explosive before making the armor more time with the successes from the second roll.
save! Cover may be applicable as well. These saves If any success remains after this three-step series of
are explained below. rolls, the target(s) in the foxhole is hit directly with a
+8 damage roll!
If any characters are located up to twice the
distance of the Blast Radius from the point of
impact, the Damage roll is made after applying
a -3 to the Damage Die adjustment listed. The
explosion can no longer harm characters beyond COVER AND
twice the distance of the Blast Radius from the
point of impact. ARMOR -
GRENADES PROTECTION
While grenades are handled using the same rules
listed above, this ubiquitous weapon warrants a
small set of further rules. First, as mentioned,
SAVES
When the bullets start flying it’s best to get behind
the grenade uses Calisthenics as the attack skill some cover and get your helmet on! These types of
to determine how accurately it is thrown. Also, protection will afford the defender a ‘save’, that is,
recall that the target of the grenade may React as a chance to negate Damage.
normal with a Fast Action (or a GM-played FUBAR
for NPCs), but also has the added option to catch
and throw the grenade by using both Fast and Slow PROTECTION AND
Actions as described above on page 86. OBSTRUCTION
Finally, there may be numerous occasions when It’s important to recognize the difference between
the use of a grenade will be a relatively easy task. these two things: Protection is how much damage
the Cover or Armor might prevent if the target is hit
Dropping a grenade down a chimney, pushing
by an attack; while Obstruction refers to how hard it
one through a bunker opening, or tossing it down is to see and make an attack against the target as a
a staircase to the floor below are situations that result of the structures and flora of the environment.
have a greater chance of success relative to lobbing In some cases, an object might both Obstruct a
grenades at a distance. The GM should consider potential attack and offer Protection (e.g. a wall, a
wooden fence, or thick hedgerows), while other times
providing appropriate bonuses (as much as a +3) in
they may just Obstruct the attack (e.g., the undulation
these circumstances as well as properly adjudicat- of a field).
ing the blast results of a missed attack.

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COMBAT

COVER AND ARMOR PROTECTION INFANTRY AND PERSONAL ARMOR,


Cover is anything that stands in the way of you and
incoming attacks. Armor is anything worn by the
A SPECIAL CASE
target or the protection provided by an armored As World War II era personal armor was gener-
vehicle. Collectively, these are called Protection. ally ineffective and rare (with the exception of the
ubiquitous steel helmet), infantry Armor Protec-
Protection saves are made immediately after the
tion saves are only used when either a Critical Hit
attack’s Damage has been rolled. The defender rolls
or a Called Shot designates a specific location has
a pool of dice equal to the value of that Cover or
been hit and that location has Armor Protection.
Armor – the higher the value the better the protec-
Generally, this means a headshot (as determined
tion. Each success reduces the amount of damage
by either of these two occasions) is often the only
taken by 1. If this brings the damage total below 3
armor save most individual characters will make.
(the threshold for a Critical Hit) that attack does not
This also means it is unusual for infantry to ever add
inflict a Critical Injury. If it brings the total damage
their Cover and Armor Protection as a character’s
to 0, then the target takes no damage at all thanks
head is often exposed.
to the Cover or Armor Protection.
If the target is protected by both Cover and Armor
you add the two totals together to form their total
WHEN PROTECTION
Protection Save pool. This is most often the case for DOESN’T APPLY
targeted vehicles. Cover and Armor Protection Saves may be prevented
or modified by a few things. Weak weapons cannot
penetrate stronger Protection. Additionally, Called
Shots and Critical Hits will each specify a Hit Location
affected by the attack. As such, the particular Hit
Location will dictate, and possibly prevent, Protection
saves.

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LIGHT AND HEAVY PROTECTION For example, a British anti-tank PIAT with an AP Rating
of 8 goes up against a Tiger I with forward armor of 9 –
the PIAT cannot hope to penetrate the front armor of the
Cover and Armor come in two forms: Light and Tiger. However, having sneaked behind the Tiger, where
Heavy. Light and Heavy Protection are applied with the rear armor value is 6, the PIAT can now penetrate!
slight differences. If the AP Rating of the weapon is equal to the Protec-
tion value being targeted, it may penetrate. In this
LIGHT PROTECTION case, the target will roll its full Protection pool to
Light Protection represents weak or thin protection defend against the attack. However, if the weapon’s
such as personal armor (a helmet or flak jacket) or AP Rating is greater than the Protection value of the
thin wooden boards, wooden slat fences, and hedge- armor, it will have a better chance of penetrating.
rows. Any weapon is theoretically capable of pene- For every point that the AP Rating of the weapon
trating Light Protection. However, Light Protection exceeds the target’s Cover or Armor Protection, the
is especially vulnerable to Armor-Piercing weap- target’s Protection Save dice pool is reduced by 1
ons. When an AP weapon makes an attack against a die, to a minimum of 0.
target with Light Protection a number of dice equal For instance, that PIAT hits the Tiger on the rear armor
to the weapon’s AP Rating is deducted from the total where the Armor Protection value is 6. Normally the
Protection pool. If this reduces the Protection pool Tiger would roll 6 Protection dice, but as the PIAT’s AP
is 8 (2 points better than the armor), the Tiger’s pool is
to zero the Cover or Armor offers no Protection
reduced by 2 dice, so they only roll 4 dice of Protection
against that attack. against the PIAT’s damage.
In addition, Light Cover may offer such minimal Generally, Heavy Cover is assigned a higher value in
protection that, often, Obstruction penalties are not dice to reflect its stopping power against light weap-
applied to the shooter’s dice pool as the attack will ons and weaker armor-piercing weapons. More-
pass straight through the Cover. over, targets in Heavy Cover may be granted higher
As an example, a sparse bush affords Light Cover that Obstruction penalties to reflect the added difficulty
may reduce the damage of an attack that hits, but there of having to fire around or over the Protection.
would be no Obstruction penalty to the attacker’s roll
when attempting to hit. The shooter will hardly worry

ATTACKS AGAINST
about shooting around that level of Protection and will
simply fire their weapon straight through it.

HEAVY PROTECTION TARGETS IN COVER


Heavy Protection represents the armor you would
find on a tank or protection provided by a solid wall
or door, or a concrete casemate. Heavy Protection
PARTIALLY EXPOSED
is so tough that it cannot be penetrated by a weapon TARGETS IN COVER
unless the weapon is both Armor-Piercing and the Often a target will be taking cover, but will be
weapon’s AP value matches or is greater than the partially exposed. They may be hunkered down
Heavy Protection value of the target. A round from behind a wall, with only their head visible, or
an AP weapon with a lower AP Rating than the behind a low wall with everything except their
target’s Armor, or any attack that is not armor-pierc- legs in line of sight. If an attacker makes a normal
ing, will simply ricochet off harmlessly. In the case (non-Called Shot) attack against a target who is
of Armor on a vehicle, the vehicle will come away partially exposed that target will gain the benefit of
battered but otherwise unscathed: they simply the Protection that Cover offers.
ignore any hit from a weapon whose AP value is
Light Cover will still be reduced by AP weapons as
lower than their Armor. Similarly, Heavy Cover hit
described above. If that reduces the value to 0 or
in this way may be scorched but otherwise undam-
less, then no Cover save may be made.
aged: this can afford absolute protection to charac-
ters completely behind or within its safety. A target in partial Heavy Cover is still vulnerable
to non-AP weapons (or those with lower AP values
than needed). While Heavy Cover is normally invul-
nerable these weapons, the partial exposure of the
target means that they may still be hit. To portray the
more defensive nature of Heavy Cover, however, the

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COMBAT

GM should ensure that Obstruction penalties appro- An extended example:


priate to the amount of the target that is exposed Sgt. Brown is trying to take out a German sentry hiding
are applied to the attack roll itself (the less of the behind a concrete wall. The wall has Heavy 4 Cover
Protection. The German is ducking behind it, but his
target that is exposed the higher the Obstruction
head is exposed. He is wearing a helmet, but no other
penalty). This, and the more generous Heavy Cover personal armor.
dice pools, will appropriately reflect more favorable
Brown could choose to make a Called Shot at the exposed
protection as compared to Light Cover. head of the German, taking a -5 dice modifier (this would
negate the Cover Protection but the German still has the
Armor Protection of his helmet). Or Brown could try a
CALLED SHOTS normal shot at a -3 dice penalty due to the Obstruction

AND PROTECTION of the wall, but this will allow a Cover Save for the target
if Brown’s shot hits.

If a target suffers a Called Shot (which will hit a Brown goes for a normal attack with his rifle and, having
specific location as nominated by the attacker) to applied the Obstruction penalties, still scores a hit. He
then rolls 2 points of damage. As this is not a Critical Hit
an area that is exposed, Cover Protection may be
there is no need to roll for the location of the hit, and the
bypassed entirely. Only the personal Armor that Cover Protection applies. The Heavy Cover provides 4
protects the targeted location will apply. dice, but as this is not a specific location hit, the German’s
helmet armor does not apply. The German has a Protec-
If the attacker does not use a Called Shot, the target tion Pool of 4 dice. The GM rolls for the German and
will gain the full benefit of the Protection that Cover scores one success, reducing the 2 points of Damage to
offers, as described above. 1 point.

In the next Round, Sgt. Brown thinks about going for the
Called Shot, but the -5 dice penalty is just too much and
CRITICAL HITS would leave him with too few dice. So he tries another

AND PROTECTION normal shot instead. This time he rolls 3 damage and gets
a Critical. He immediately rolls for the location, hoping for
a Head hit as that is the only part of the enemy soldier
As a Critical Hit allocates the hit to a specific loca-
that’s exposed and it would negate the Heavy Cover 4.
tion, these rules apply: He rolls a 10! A headshot! As the German’s head was
exposed, the poor fellow gains no Protection from the
After a Critical Hit, the Hit Location is rolled imme-
Cover of the concrete wall, but he does get the Armor
diately, before any Cover Protection saves are Protection from his helmet.
made, and this will dictate what Protection Saves
Had Sgt. Brown rolled any other location, his bullet would
are allowed. have hit the wall, as the rest of the German’s body was
behind that Cover. This is because Criticals require deter-
If the location is exposed (e.g., the target’s head is
mining a specific location and, in this instance, all loca-
peeking over a wall), then the target does not get tions apart from the head benefit from the full Heavy
any Protection from Cover. Protection of the Cover, which would cause the (non-AP)
bullet to strike the wall harmlessly.
If the location is hidden behind Cover, the attack
hits that Cover, and the target gains the full Protec-
tion from that Cover (for example, if the Cover
offers Heavy Protection, and the attack is non
Armor-Piercing, the attack will not penetrate the
Cover and the target suffers no damage). In cases
where which limb (left or right) or half of the torso
(upper or lower) matters, the GM may randomize
which was hit more precisely to determine if Cover
applies.
If the target is wearing Armor on the affected loca-
tion (e.g., a helmet), Armor Protection may apply.

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VEHICLES AND PROTECTION Personal armor is so light that this does not take
damage in the same way that Cover does. Every
In the case of an attack against a vehicle, the point of Damage prevented by personal armor
facing (Forward, Sides, Rear & Top, or Underside) diminishes its Armor value by one. If this value is
presented to the attacker may offer Armor Protec- reduced to 0, the armor is useless.
tion against the attack as decided by the GM and Note that a Vehicle used as cover takes damage as
the vehicle’s Armor value for that facing. This same specified under Vehicle Combat.
Armor Protection applies in the event of a Critical
Hit against a vehicle. If the vehicle is “hull-down”
and benefitting from Cover as well, the Protection
COVER TABLE
that Cover offers is also added to the vehicle’s over- Cover Protection Type,
all Armor Protection pool. Value, HP

Vehicle Combat is further explained in Chapter 7 Prone vs. Blast Weapon Light 3
Vehicles page 117.
Light Fence/Bushes Light 1 (HP 1)
There may be circumstances when hitting a target
is no longer possible if, for instance, the target used Light Wooden Wall, Door, or Light 2 (HP 3)
their Fast Action to Hit the Dirt and going prone Support
placed the character completely behind Heavy Cover,
such that no part of them is visible! If the shooter
Dense Hedgerow Light 3 (HP 2)
is using a non-AP weapon, they will not be able to
hit the chosen target and will fire to no effect (apart
from subtracting ammo!). Aluminum Siding or Door Light 4 (HP 4)

DAMAGING PROTECTION - Individual Sandbag Heavy 1 (HP 1)

ADVANCED OPTIONAL RULE Heavy Wooden Wall, Door,


or Support
Heavy 3 (HP 5)

Objects that provide Protection may take damage.


Stucco and Cement Wall Heavy 2 (HP 6)
While for some players and GMs, this may not
warrant tracking, these rules are provided for those
Sandbag Wall Up to Heavy 4
who feel it is worthwhile to the narrative. Infor-
(HP 2-5)
mation on purposefully targeting structures is also
found on pages 115-116. Solid Tree Trunk Heavy 4 (HP 6)
Walls, fences, and buildings all have hit points
(HP) in addition to their Armor or Cover Protec- Brick and Mortar Wall Heavy 5 (HP 8)
tion values. If the GM determines an attack strikes
the Protection instead of the target (or indeed the Heavy Stone Wall or Heavy 6 (HP 7)
Protection is attacked directly itself), the Protec- Structure
tion takes damage as if it was the target. In the case
Concrete Wall Heavy 8 (HP 8)
of Cover, this means the object itself will benefit
from its own Protection Value as if it was Armor!
Steel Structures / Bridge Heavy 10
This also means that Heavy Protection is unharmed
Supports (HP 8-10)
by weapons without the appropriate AP rating. If
damage reduces the Protection’s HP to 0, then that
Defensive Casemate Heavy 10-12
part of the Protection may have been destroyed, at (HP 8-10)
the GM’s discretion. It is worth saying a GM may rule
that certain forms of Cover could not be damaged
in any meaningful way by certain weapons, and so
may ignore these rules.
As an example, a small bush will not be destroyed by
a pistol round, though the same can’t be said about the
destructive nature of a machine gun!

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COMBAT

PERSONAL ARMOR TABLE SOCIAL


Armor Type

Steel Helmet
Hit Location
Protected

Head
Protection

Light 3
CONFLICT
Social Conflict may occur during
the game whenever your character
Flak Vest Torso Light 4
attempts to persuade another char-
acter of something they might be
Tanker Helmet Head Light 2
opposed to accepting. This may be
An example: Francine, the Resistance operative, is using a leaning alumi- role-played by the players involved
num door to stay out of sight from German guards. Suddenly, they spot or, if preferred, tests may be rolled,
her and open fire. One sentry succeeds and rolls 2 Damage. Francine rolls often making opposed Persuasion (or
4 dice for her cover and rolls one success! She takes a single point of
Command) vs Guts (or Command)
Damage, reducing her Endurance and taking the GM imposed Condition:
Nervous. The aluminum door takes the other point of Damage. The GM
tests. While it may be difficult to
rolls the door’s Protection value as if it were Armor. The roll is a failure, have your character lose a social
and so the door is damaged (a bullet hole leaves a large puncture) and conflict as it forces you to comply
reduced to 3 HP. with actions you may not be happy to
perform, role-playing such moments
will likely add to the drama of the
story, so make the best of it! Impor-
tantly, while losing Social Conflicts
should not cause Endurance loss, a
GM may impose Mental Conditions
if the narrative warrants it.
One important consideration in a
military-themed game is the ques-
tion of rank and orders. It is critical
that players agree on the role of any
NCO or higher-ranked officers played
as PCs. Orders given are expected
to be obeyed, or at least seem to be
obeyed. Often, this has the poten-
tial to create dramatic conflict and
complex relationships among the
party members. This is a good thing
as it adds to the story considerably!
However, this may also cause issues
among some groups. Abuse of the
power associated with rank is highly
discouraged. Players should keep in
mind that the game is meant to be fun
for everyone, and playing a ranking
PC should not interfere with this. The
game assumes the group is mature
enough to play with rank accordingly.
If it is not, the GM may simply make
all players the same rank and portray
ranking characters as NPCs.

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CHAPTER 6:

DAMAGE AND HEALING


“OK the scene is effectively over … for the moment,”
“I only have a rank in Persuasion, but as my Buddy,
said Frank ominously. “You can regroup as the Ger-
do I get a bonus to help?”
mans appear to be moving on. The half-track engine
roars into gear outside the woods where you’re hiding “Yes, you get a bonus die, so add that to your pool,”
and sounds like it’s moving away. Slim, you can under- said Frank.
stand enough German to hear the enemy soldiers are Will rolled and achieved one success, diminishing
evacuating. What now?” Sonny’s Panic to a more bearable Nervous (only a -1).
The players took a collective sigh of relief and turned Carlos adjusted his character sheet happily.
to the matter of healing the sergeant. “I’ll bandage his forearm as well,” added Hector as
“I attend to Hank,” said Hector, “how bad is his Slim.
wound?” “Make a Medical Aid test,” Frank replied.
“It’s superficial, luckily. The bullet nicked his tricep Hector rolled, targeting a ticked point on Sonny’s
so it’s just a painful flesh wound,” Frank answered. Endurance track, but scored no successes, even after
“But as you settle down in a quiet grove of trees, you Pushing his roll. In fact, he even rolled a Dud, giving
all notice Sonny isn’t acting himself. He’s trembling the GM a FUBAR to use against him!
and holding his carton of cigarettes with a shaky but
vice-like grip. You all take a closer look and notice the “Uh-oh,” said Frank, “I’m going to use this FUBAR
carton has a small hole in it. It seems a bullet pierced right away, giving your character, Slim, a Condition.
the Lucky Strikes in his jacket pocket and smashed The medic is now Unsure and receives a -1 to Empa-
into the barn door sending slivers of wood into Son- thy-based tests.”
ny’s forearm.” “Great,” said Alex with an eye roll, “just what we
“Yeah, I ticked Panicked to take a -2 Condition for need, a Medic without confidence.”
Intelligence and Nicked for a -1 to Strength with that “Sonny, you have to fill in the Treated and Rallied
last Crit,” said Carlos. His character had taken a Crit- spaces on your sheet. You can’t receive any more heal-
ical from the MG34, and he’d been forced to spend a ing until you’ve been Damaged again, I’m afraid.”
Lucky Strike to have the GM reroll a truly horrific re-
“Got it,” said Carlos, “That’s gonna be rough as I only
sult on the Arm Critical Table. He had happily settled
have 2 Endurance left! Sonny thanks Reeves for the
for a Flesh Wound. He was content to be alive, though
talk and hands him a torn cigarette.”
he’d elected to apply two points of Damage to a Fear
Condition while the GM had required one be applied as “What about treating the Sarge?” asked Frank.
a Wound Condition, Nicked.
“Well … I’m ‘unsure’ I’ll be of any help,” quipped Hec-
“I talk to my Buddy,” said Will. “I’ll try and see if I can tor, as he rolled his reduced dice pool.
help heal the Fear Condition he’s taken with a Rally
Frank looked over as the dice came to a stop. His eyes
test.”
widened as he responded to their unfortunate results,
“Choose an Empathy-based skill and roll the test with “Yeah. Sarge is still hurt.”
a -1 Modifier. He’s really Panicked.”

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TAKING Damage suffered in War Stories is represented by
a combination of physical and mental impairments

DAMAGE
that both diminish a character’s Endurance track
and also inflict Conditions that reduce their abilities.
Whenever a character suffers Damage Points,
THE DAMAGE ROLL they must deduct them from their Endurance. The
Endurance space on your character sheet can help
When a target has been hit or otherwise wounded you track your normal and current Endurance. Once
the extent of the Damage must be determined. your Endurance drops to 0, you are Incapacitated.
This is done by making a Damage Roll with a d10
Damage Die. The higher the result, the more deadly Taking Damage from any kind of Ranged Attack
the Damage. This roll can be Adjusted in the follow- will also require a Guts test to avoid Suppression
ing ways: (see page 108).

» The weapon being used may have a Damage Importantly, Damage Points can also result from
Bonus which is added to the roll. Fatigue or Stress tests when circumstances or events
dictate these (strenuous activity, tank shock, an Inca-
» Talents and Specializations can increase the pacitated ally, etc.). These tests are called for by the
Damage Adjustment. GM. Failing these tests also inflicts Damage to Endur-
» Any successes over and above the first can be ance. More on Fatigue and Stress is explained below.
traded for a +1 to the Damage Roll per success, to
be decided before the Damage Die is rolled. IMPOSING CONDITIONS
After Adjustment, refer to the chart below:
In addition to depleting their Endurance, a character

DAMAGE ROLL TABLE who suffers Damage also suffers Conditions such
that they must distribute the number of Damage
13+*: (4+ points of damage, roll for the Hit points as negative modifiers to one or more of their
Location and then roll on the matching Critical Attributes. A player’s character sheet provides a
table) * +1 additional Damage Point for each small table to track these Conditions.
increment over 13! Conditions associated with Strength and Agility
10-12: Critical Hit! (3 points of damage, are referred to as Physical Conditions while those
roll for the Hit Location and then roll on the
affecting Intelligence and Empathy are referred to
matching Critical table).
as Mental Conditions.
7-9: Moderate Hit (2 points of damage).
2-6: Minor Hit (1 point of damage). Physical Conditions may be further defined as
Wounds for Strength-affecting Conditions and
1 or less: Inconsequential Hit (No Damage).
Weariness for Agility-affecting Conditions.
*Damage roll results higher than 12 inflict
an added point of damage for each increment Mental Conditions may be further defined as Fear
higher than 12. for Intelligence-affecting Conditions and Morale for
For example, if after adjustments the d10 damage Empathy-affecting Conditions.
roll results in an astounding 15 (3 higher than 12),
Each of these is recorded using a Condition Track
this causes 6 points of damage (3+3)! This will likely
guarantee a mortally wounded character or a severely linked to the Attribute they negatively affect.
damaged vehicle.
The Conditions Tracker on each character sheet
looks like this:

CONDITIONS TRACKER
Strength Agility Intelligence Empathy
Wounds Weariness Fear Morale
-3 Gashed Exhausted Terrified Hopeless
-2 Cut Winded Panicked Disheartened
-1 Nicked Tired Nervous Unsure

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DAMAGE AND HEALING

The first Condition that is affected is determined


by the GM. Care should be taken to select an POSSIBLE SUPPRESSION
appropriate Condition that matches the situation Being under fire is a frightening ordeal. To repre-
narratively. After this, any further Conditions that sent this, each damaging hit resulting from
impose a negative modifier are chosen by the player Ranged Attacks of any type (not any other source
affected. When a Condition is applied, that bubble is of Damage) will require you to succeed at a Guts
ticked off to show the negative modifier that must test (modified by a -1 die for each Damage Point
be applied to any test using that Attribute. If addi- taken during the same attack beyond the first) to
tional Conditions are taken affecting the same Attri- avoid being Suppressed. This Effect will cause you
bute (or if Conditions are removed) tick marks can to lose your next Slow Action and seek cover. Being
be erased and moved up (or down) to show any Suppressed affects you the next time you act, even
changes over time. if it’s during the next Round. Failing this Guts test
If an Attribute is ranked at 2 or less, only those does not cause further Endurance loss. Keep in
Conditions totaling the value of the Attribute may mind players can ignore Suppression during their
be ticked. In this case, the highest level Condition turn by spending a Lucky Strike. See the Suppres-
is not used. No Attribute may be modified below -3, sion rules on pages 89-90 for further details.
the severest of Conditions. At the GM’s discretion, movement may be reduced
If an Attribute must be further affected by a fourth by 2m for each Physical Condition suffered.
Condition (or one when the tracker is already filled), Returning to our example above:
your PC is Incapacitated instead! Reduce your Private Barnes must pass a Guts Test at -1 (suffering 2
Endurance to 0, and your character is out of the Damage Points imposes a -1). He rolls his diminished dice
scene until treated with Medical Aid or they recover pool and fails. Barnes is now Suppressed. During his next
through rest (as discussed below). If Stress caused turn to act, he must seek Cover and lose his Slow Action.

this fourth Condition, you must roll on the Combat


Fatigue Table (see below). NPC DAMAGE TRACKING
Also, recall that Conditions may be imposed inde- (THE EASY TRACK RULE)
pendently of Damage when the GM spends a FUBAR As the GM often portrays a myriad of enemy charac-
against a player. Importantly, these do not diminish ters, they are encouraged to keep track of the health
END. Conditions also serve to help a player roleplay of these NPCs with whatever method they are most
their character appropriately. comfortable with. While this can involve a faithful log
of each Endurance Point those characters suffer, this
When a Critical is inflicted (see below), the 3 (or may be more tedious than it’s worth. This becomes
more) Damage Points must be distributed. As stated especially difficult the more NPCs you must track. If
above, the GM should determine to which Attribute you prefer to keep the action moving and avoid the
bookkeeping, you may be more inclined to try the
the first Condition is applied and the player distrib-
following method instead:
utes the remaining penalties.
If an enemy is Hit for 1 point of Damage, test for
As an example:
Suppression and note the character was hit. If they
Private Barnes is hit by a German soldier’s Karabiner. are Hit with 2 points of Damage, assume the charac-
The GM rolls the d10 and scores enough to impose 2 ter is Suppressed or Slowed momentarily so that they
points of damage. This is not a Critical and so determin- may not act the next time they have a chance. If they
ing Hit Location is not necessary. The GM rules that one are hit with 3 points of Damage, they are taken out of
point must be imposed under the Strength Attribute as the fight by a Critical Hit. You may even wish to roll a
a Wound. The player has the option to apply the second Critical Hit with a +5 Adjustment (to ensure the NPC
point under whichever Attribute they wish. In this case, is taken out of the combat for good!).
the Nicked Condition is ticked off (under Strength, as
While you must still track each NPC’s Damage Points
required by the GM), and a second Condition, Nervous, is
until they reach their threshold (most often 4 or 5) if
ticked under Intelligence. The Endurance Track is reduced
they are inflicted a little at a time, simply generalizing
by 2 as well.
damage for the enemy helps keep the game from
getting too bogged down. Of course, if you feel this
gives the players too much of an edge, and you pre-
fer to give the enemy the same survivability as the
players, you are free to play it however you like!

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INCAPACITATED! CRITICAL HIT
If your character’s Endurance Points drop to 0 or If a single Hit from a physical attack (i.e., not Stress
less, you have been Incapacitated. You are either in or Fatigue damage) results in 3 or more points of
severe shock, have fallen in combat, or are other- Damage the victim has suffered a Critical Hit. Unlike
wise taken out of the action. Your character may normal damage, a Critical Hit needs to identify the
be dying and is certainly in need of assistance. At specific location impacted. Roll 1d10 and refer to the
their discretion, the GM may require a Stamina test Hit Location table and apply any applicable Armor
just to remain conscious! The character will remain or Cover Protection saves. If the victim still suffers
Incapacitated and unable to act until they recuper- 3 Damage after the Protection save, determine the
ate enough Endurance Points to rise above 0 again. severity of that Critical by rolling 1d10 and referring
You may eventually recover Endurance on your own to the Critical Hit table for the Hit Location.
at the rates described below (after the scene ends) If the attack inflicted more than 3 points of Damage
or through successful Medical Aid tests. The GM is the attacker may re-roll the result of the Critical
encouraged to use their discretion here to deter- again (not the location), for every point of Damage
mine what constitutes the end of a scene so play- over 3, and choose their preferred outcome (there
ers with Incapacitated characters do not sit out of is still only one Critical Injury).
play for too long. Of course, running a Background
Character might alleviate the wait in the meantime! The Hit Location Table is provided again here for
convenience:

COUP DE GRACE HIT LOCATION TABLE


An Incapacitated character may be killed by using Roll d10 Location
a Slow Action. The character performing the Coup 10 Head
de Grace must fail a base Empathy test (rolling a
6-9 Torso
number of dice equal to their Empathy Attribute
4-5 Arm
only) in order to do so. If they pass, they are unable to
1-3 Leg
carry out the deed. Even if they fail the Empathy test
and perform the Coup de Grace, they will lose one Each Critical Hit table tells you:
Endurance Point and suffer a Morale Condition due » The Name of the Critical Injury.
to the mental strain of such an act. GMs may decide
truly evil characters do not suffer these limitations. » Impact: Critical Injuries may have immediate and
enduring Effects on the victim which last until the
listed duration expires. The Effect may be removed,
or its duration reduced, by a successful Medical
Aid test, as specified in the entry. This initial Medi-
cal Aid test only removes or diminishes the Effect.
Some results will indicate Stabilization is required.
After these initial tests, further Medical Aid may be
attempted to restore END and remove Conditions.
» Recovery: if this is listed as ‘Normal’, regaining
END and removing Conditions can take place as
usual. However, if the Critical Injury requires Hospi-
talization, the character is out of the action until the
end of the Recovery period listed.
Damage that triggers a Critical Hit is taken from the
victim’s END total and inflicts Conditions as normal.
NPCs should simply be considered out of combat
if they suffer a Critical Hit. This allows a firefight to
be handled expediently and also prevents the game
from being bogged down by too much bookkeeping.
Of course, it is your game and if you prefer to track
such details, then by all means! Injuries to import-
ant enemy characters should, however, be tracked.

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DAMAGE AND HEALING

CHARACTER CRITICAL HITS CHARTS


Roll Head Impact Recovery
1 Lucky Graze Count your lucky stars! Other than a painful but superficial Normal
wound, you’re OK!
2 Battered The nasty blow knocks you Prone, and you will have a grim Normal
facial scar for the rest of your life.
3 Rattled Skull You are knocked Prone and Stunned for 1 Round. Suffer one Normal
additional Mental Condition.
4 Broken Nose You are knocked Prone and Stunned for 1 Round. Suffer one Normal
additional Physical Condition.
5 Nasty Gash The wound is not bad but there’s a lot of bleeding which gets Normal
in your eyes. You are Blinded, suffering -2 dice to all tests for
1 Turn or until the bleeding is stopped with a successful Medi-
cal Aid test.
6 Out Cold You are immediately reduced to 0 Endurance Points and Normal
knocked out cold. You are unconscious for 1d6 Turns minus
any Medical Aid successes you may receive before Normal
Healing can begin (minimum of 1).
7 Lacerated Neck Your neck is hit and you suffer the Bleeding Out effect. The Hospitalized
wound is so severe that any Medical Aid test to Stabilize you for 1d6 days
is at -1 die.
8 Fractured Skull You suffer terrible head injuries and will die in 2d6 Rounds Hospitalized
unless Medical Aid (at -1 die) successfully Stabilizes you. One for 3d6
way or the other, your war is over for now. weeks
9 Face Blasted You are Bleeding Out – the wound is so severe that any Medi- Hospitalized
cal Aid test to Stabilize you is at -1 die. Even if you live, your for Months
face is ravaged and your war is over.
10 Head Burst There’s no coming back from this – you are killed instantly. Dead
Roll Torso Impact Recovery
1 Flesh Wound Count your lucky stars! Other than a painful but superficial Normal
wound, you’re OK!
2 Battered The nasty blow knocks you from your feet – you are Prone. Normal
3 Heavy Blow You are knocked Prone and Stunned for 1 Round. Normal
4 Muscle Damage Your body throbs with pain with every move you make. You Normal
must make a Stamina test at the start of each round or you
lose your Fast Action. This lasts until the end of the scene
unless a successful Medical Aid test removes this effect.
5 Cracked Ribs You are Stunned for 1 Round. You are Slowed for 1d6 days Normal
minus successes on a Stamina test (minimum of 1) as your
ribs slowly heal.
6 Sharp Impact The blow has knocked the wind from you. You suffer one addi- Normal
tional Physical Condition and one additional Mental Condition.
7 Excruciating You are reduced to 0 Endurance Points and consumed by the Normal
Pain pain for 1d6 Turns minus any Medical Aid successes you may
receive (minimum of 1) before Normal healing can begin.
8 Internal You are Stunned for 1d3 Rounds and are Bleeding Out. The Hospitalized
Bleeding wound is so severe that Medical Aid tests to Stabilize you for 2d6 days
suffer a -2 dice penalty.
9 Spine Hit You are reduced to 0 Endurance Points and will die in 1d6 Hospitalized
Rounds unless a Medical Aid test with a -2 dice penalty Stabi- for many
lizes you. Your injuries are so severe that even if you live, the months
war is over for you.
10 Shredded The attack has devastated a vital organ, and the character Dead
Innards falls dead.

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Roll Leg Impact Recovery
1 Flesh Wound Count your lucky stars! Other than a painful but superficial Normal
wound, you’re OK!
2 Battered You are knocked Prone. Normal
3 Deep Slash You are knocked Prone and Stunned for 1 Round. Normal
4 Heavy Blow You are knocked Prone and suffer one additional Physical Normal
Condition.
5 Dislocation A joint has been dislocated or badly twisted. You are Slowed Normal
and you suffer -2 dice to any physical (STR or AGI) skill tests
until you receive a successful Medical Aid test to remove the
effect or the scene ends.
6 Torn Tendons The attack has torn muscles and tendons and left you with a Normal
painful limp. Your movement rate is halved (Slowed) and you
suffer -2 dice to any skill tests involving your legs for 1d6
days minus Medical Aid successes (minimum of 1).
7 Excruciating You are consumed by the pain and Stunned for 1d3+3 Normal
Pain Rounds minus any Medical Aid successes you may receive (a
minimum of 1 Round) before Normal healing can begin.
8 Ravaged Flesh Your leg has been ravaged and you are Bleeding Out – the Hospitalized
wound is so severe that any Medical Aid test to Stabilize you for 1d6 days
suffers a -1 dice penalty. minus
9 Shattered Bones The blow has all but severed the leg and you are Bleeding Hospitalized
Out. Even if this wound is Stabilized (at -1 die to the Medical for many
Aid test) and you survive, you are out of the war. months
10 Severed Artery The femoral artery has been cut, and there is no saving the Dead
poor victim. Their Endurance Points immediately drop to 0
and they die in 2d6 Rounds.
Roll Arm Impact Recovery
1 Flesh Count your lucky stars! Other than a painful but superficial Normal
Wound wound, you’re OK!
2 Sliced You take a painful glancing blow and drop any items you’re Normal
carrying.
3 Deep Slash You are knocked Prone and Stunned for 1 Round. Normal
4 Heavy You drop any carried items and suffer one additional Physical Normal
Blow Condition.
5 Nasty A joint has been badly sprained or twisted. You are Stunned for Normal
Sprain 1 Round and suffer -2 dice to any skill tests involving the arm
until you receive a successful Medical Aid test to remove the
effect or the scene ends.
6 Torn Your arm is useless and you cannot use two-handed items. This Normal
Tendons lasts for 1d6 days minus successes on a Medical Aid test (mini-
mum of 1 day).
7 Excruciating You are consumed by the pain and Stunned for 1d3+3 Rounds Normal
Pain minus any Medical Aid successes you may receive (a minimum
of 1 Round) before Normal healing can begin.
8 Ravaged Your arm has been ravaged and you are Bleeding Out. The Hospitalized
Flesh wound is so severe that any Medical Aid test to stabilize suffers for 2d6 days
a -1 die penalty. If you survive, the arm is useless.
9 Blasted Roll 1d6 to determine how many fingers are lost – a roll of Hospitalized
Hand 6 and the hand is severed at the wrist. You are reduced to 0 for 1d3 days
Endurance Points and drop any held items. Your war may be x the number
over (at the GM’s discretion). of fingers lost
10 Severed The arm has been sliced clean off. You are reduced to 0 Endur- Dead, or out
Arm ance Points and will die in 1d6 Rounds unless Stabilized with a of the war
-2 dice penalty to the Medical Aid test. If you survive you are
out of the war.

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DAMAGE AND HEALING

INFECTIONS (ADVANCED OPTIONAL RULE)


A GM may wish to add a touch of realism by including the chance of wounds becoming Infected. Here’s
how you can do that:
Whenever a result implies an open wound, you will need to pass a Stamina test. This test should be made
as determined and modified by the GM, but as a general guideline, whenever the wound is exposed to
an unclean environment, especially for any extended period.
Importantly, if Medical Aid is attempted with Gear that includes sulfanilamide (an antibacterial drug in
powder form), then whether the Medical Aid was successful or not, it is assumed the ‘sulfa’ worked to
prevent infection, and no roll is needed if treated in time. If this sort of treatment is not administered
quickly, however, and you fail the Stamina test, your wound becomes Infected. Sulfa was normally
included in all First Aid kits.
Refer to the Infected Effect below for further detail.

PERMANENT INJURIES (ADVANCED OPTIONAL RULE)


Your group may wish to have their War Stories depict truly lethal circumstances that possess a higher
degree of realism with regards to Critical Injuries. If this is agreeable to the players, some Critical
Injuries may leave a character with a permanent impairment. While every injury allows the players
the narrative license to create physical and mental scars for their characters, without this rule, these
are largely cosmetic with little to no game effect. This optional rule provides the potential for Critical
Injuries to have a lasting and detrimental impact. You have been warned!
If a character who suffers a Critical Injury still possesses a FUBAR, the GM may spend it to create the
chance for a Permanent Injury. After successfully healing, the player must successfully test an appro-
priate Skill in order to avoid suffering a permanent -1 die penalty to tests using a specific Skill. The Skill
tested and the Skill affected are determined by the nature of the injury and the judgment of the GM.
This is purposefully left open to interpretation as the possibilities are many and varied. The Permanent
Injury itself should be defined by the GM and the player who controls the PC. While it may be detrimen-
tal, it should not be wholly debilitating so that the PC remains fun to play.
Example: Fred’s character, Stevens, suffers a serious head wound from the shrapnel of a nearby explosion. Though
fully healed, the GM spent a FUBAR so that Fred had to succeed in a Nimble test (in an effort to avoid the shrap-
nel) to prevent permanent damage to his left eye. Fred failed the test and so acquired what the players chose to
call: Left Eye - Blurred Vision. This would penalize Ranged Attacks by -1 from now on.

OTHER TYPES OF DAMAGE


There are other ways your character might suffer Once your character is damaged by Cold Exposure,
some discomfort throughout the war as well. These they are suffering from the Effect: Frostbite. Each
are explained below: Damage Point reduces an END and inflicts a Weari-
ness Condition. While there is no Critical Injury
Cold Exposure: If you are exposed to cold
caused by Cold, if you are Incapacitated by Cold,
temperatures without the proper gear, the GM may
your unfortunate character suffers from a special
roll an attack against you after several hours of
Effect: Frostbitten.
exposure as determined by the GM (or each hour
in severe weather conditions) as long as this is the Drowning/Suffocating: Any kind of difficulty in
case. The number of dice is determined by the inten- breathing, as judged by the GM, can result in Auto-
sity of the cold as decided by the GM, though 4 dice Hits directed against your character. In the case
is a good base for a typical winter night. This attack of drowning threats, characters who know how
test may increase by +1d6 for every 5 degrees below to swim may roll an opposed Calisthenics test
freezing as the climate, clothing, and shelter dictate. (otherwise, no opposed test is made). A character
Armor does not help prevent this damage. may hold their breath a number of rounds equal

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to double their Strength + Calisthenics scores Stamina test where each success cancels a success
combined ((STR+CAL)x2). After this, they must made by the attack.
pass a Stamina test or receive 1 Damage point from If you are Damaged, you lose an END and suffer
an Auto-Hit every Round. Some circumstances may a Weariness Condition and will continue to suffer
be judged differently by the GM. For example, if attack rolls according to the GM-determined dura-
your character cannot breathe in a smoking tank tion of the poison. If you should avoid damage, the
a GM might impose an Auto-Hit every 2 rounds GM may award you with an immunity to the poison.
until you are able to breathe again. When you take If you should become Incapacitated by a deadly
Damage, you lose END and suffer a Weariness poison (there is no Critical Injury caused by poison),
Condition. While there is no Critical Injury caused you suffer from the Effect: Poisoned.
by Drowning or Suffocation, if you are Incapaci-
tated, your unfortunate character suffers from the Sleep Deprivation: While suffering from lack of
Effect: Drowned/Suffocated. sleep, the GM may call for regular Fatigue (Stamina)
tests as often as they deem necessary depending on
Falling: Any fall over 10 feet will trigger a direct the circumstances. Failing these reduces END by
Damage Die roll (by the GM) with a +1 adjustment one and inflicts a Weariness Condition. As a guide-
for every two feet above 10’. Example: A 20’ fall line, a GM might require a test every hour after
will suffer a +5 to the Damage Die roll. Armor can you’ve gone 24 hours without sleep.
protect against any Damage inflicted. Damage
incurred reduces END and inflicts Conditions as Thirst: Without sufficient water, your character
normal. Critical Injuries can be caused by this and will become dehydrated. You suffer one END of
should be interpreted by the GM as befits a fall from damage and one Weariness Condition every 12
a great height. hours. Water immediately stops this kind of damage.
If you become Incapacitated by Dehydration (there
Fire: If you are in close proximity to a fire within is no Critical Injury caused by Dehydration), you
your character’s Zone or have any potential to catch suffer from the Effect: Dehydrated.
fire, the GM may roll an Attack against you each
Round at the beginning of your turn for as long as Torture: If your character is captured by the enemy,
this is the case. The number of dice is determined they may be subjected to torture. There is a good
by the Intensity of the fire as decided by the GM. chance they will not be able to prevent the nefar-
This may range from 1 to 10 dice. This number may ious villains from inflicting very painful wounds.
increase or decrease each Round at the discre- The GM may inflict 1-3 Automatic Hits during a
tion of the GM. Armor does not help in prevent- torture session. You can resist this with either a
ing this damage. Each success translates to a point Guts test (for torture meant to affect the psyche of
of Damage to Endurance and imposes a Wound or the victim) or a Stamina test (for the more physi-
Weariness Condition (as determined by the GM). cal torture methods). The type of torture should be
decided by the GM.
Once a character is damaged, they will suffer the
Effect: Ablaze, and continue to be attacked in this Torture calls for an Opposed Test. Should the
fashion until Incapacitated or the Effect is removed torturer have more successes, the victim will take
(see below, page 108). If they are Incapacitated by a number of Damage Points equal to the difference.
Fire, they suffer the Effect: Immolated. You will also suffer the same number of Conditions
applied to either Mental or Physical Attributes as
Hunger: Without sufficient food, your character will chosen by the GM. If the character takes a Critical
starve. You suffer one END point of damage plus a Hit in this fashion (3 Damage), you break and tell
Weariness Condition every 48 hours. Food imme- your captors something they want to know. If you
diately stops this type of damage. If you become are Incapacitated because your END is reduced to
Incapacitated by Hunger (there is no Critical Injury 0, you tell them everything they want to know. You
caused by Hunger), you suffer from the Effect: may possibly also suffer from Combat Fatigue and
Starved. Trauma as described below.
Poisoning: A character may be exposed to differ-
ent kinds of poisons in their adventures. Some are
deadly, others are debilitating. If your character is
poisoned, the GM will roll a number of attack dice
depending on the lethality of the poison (this may
range from 1 to 10). You may oppose this roll with a

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DAMAGE AND HEALING

EFFECTS Stabilize. Recovery: 1 END/week or month (depend-


ing on the extent of the burn). Permanent scarring
and other damage may result in extreme cases, as
There are a few Effects your character may suffer determined by the GM.
from throughout their time in the war. These are
detailed below: Infected: Various Infections, including those poten-
tially suffered from Critical Injuries, may afflict a
Ablaze: You are on fire and you will continue to character during their adventures. A list of some of
suffer Attack rolls as described in the Fire section the major infectious diseases common to the period
above even if you leave the proximity of the flames. is included in the GM section. Minor infections can
Putting out the flames requires a successful Nimble affect characters by simply having the GM require
test (you or an ally in your Zone may roll). This Stamina tests and imposing minor penalties for fail-
Damage reduces your END and inflicts Wound or ure. Major, life-threatening Infections, like Septic
Weariness Conditions. While there is no Critical Shock incurred through Critical Injuries, are differ-
Injury caused by Fire, if you are Incapacitated by ent. These cause a Condition to be imposed at a rate
Fire, your unfortunate character suffers from the dependent on the type of Infection. This begins at
Effect: Immolated. the onset of the Infection as determined by the GM.
Bleeding Out: The PC loses 1 point of Endurance This will continue until either the character is given
at the start of each Round. Once they are reduced to Medical Aid (with appropriate modifiers depending
0 Endurance they will die after another 1d6 rounds on the virulence of the Infection) that heals at least
have elapsed. Bleeding can be stopped at any point one Condition, or is Incapacitated at which point
by a successful Medical Aid roll to Stabilize the they suffer from the Effect: Diseased.
patient. The GM should secretly roll this random- Knocked Down: The character drops Prone and
ized time frame so the players won’t know how long must spend a Fast Action to get up.
they’ve got.
Poisoned: The Character falls unconscious. You will
Blinded: The character’s vision is impaired and die in d6 days (if it was a lethal poison or venom).
suffers a -3 penalty to any sight-based tests. Recovery: 1 END/Day or Week depending on the
Dehydrated: The Character falls unconscious peri- nature of the Poison. A successful Medical Aid test
odically. You will die in d6+2 days. Water eliminates (or Stamina test if the GM permits) will Stabilize the
this Special Effect. Recovery: 1 END/Day. patient and permit normal healing to begin.
Diseased: You are Incapacitated. You will die in 1d6 Slowed: The character moves at half the distance
days/weeks/months (this varies depending on the permitted and loses either their Slow action or Fast
disease, pages 198-199) unless successfully treated action. This might not affect vehicles operated by
by a Medical Aid test (modified by the infection’s the character at the GM’s discretion.
virulence). Some Infections may also allow you to Starved: The Character falls unconscious periodi-
attempt a Stamina test to recover despite being Inca- cally. You will die in 2d6 days + 1 month. Food elim-
pacitated. inates this Special Effect. Recovery: 1 END/week.
Drowned/Suffocated: The Character falls uncon- Stunned: The character loses their ability to take
scious. You will die in 2d6 + 6 Rounds. GM may any Actions until they are no longer Stunned.
require a Medical Aid test to Stabilize. Recovery:
1 END/Day. Suppressed: Being Suppressed most often occurs
as a result of being targeted by successful Suppres-
Frostbite: Each Damage Point inflicted by expo- sion Fire and failing the required Guts test that
sure to cold temperatures reduces END and inflicts follows. It also occurs when failing a Guts test after
a Weariness Condition. While there is no Critical taking damage from a Ranged Attack. It requires you
Injury caused by cold, if you are Incapacitated by to lose your Slow Action and to only move to get to
cold, your unfortunate character suffers from the cover or attain better cover. This limitation affects
special Effect: Frostbitten. the next time you get to act, even if it’s during the
Frostbitten: The Character must test Stamina to following Round. It can be removed with a success-
avoid falling unconscious. You will die in d6 Hours. ful Rally action from an ally in the same Zone or with
Medical Aid to Stabilize. Recovery: 1 END/week. the use of a Lucky Strike. You automatically remove
this Effect after you have suffered its penalty.
Immolated: The Character falls unconscious. You
Suppressed characters may choose instead to flee,
will die in d6 Rounds, -1 die to Medical Aid tests to
using both actions to run away from the enemy.

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MULTIPLE EFFECTS FIRST AID: HEALING ENDURANCE
Because Critical Hits may cause a character to also
be Suppressed (if they fail their Guts test as required
AND CONDITIONS
after taking Damage by a Ranged Attack), there may First Aid with Medical Aid will remove either
be situations where multiple Effects are affecting a a Condition or restore an Endurance Point per
character simultaneously. For example, if a charac- success. The Medical Aid practitioner must choose
ter is Stunned and Suppressed for one Round, losing to target either END or a specific Condition prior to
one Round will satisfy both requirements simultane- rolling the dice. The first success is applied to this
ously. Also, being Suppressed multiple times during choice. Any additional successes may heal Endur-
the same Round has no additional effect. These situ- ance or remove Conditions as decided by the heal-
ations do not add to the number of rounds you suffer ing player. Unlike Rallying, there is no negative
these Effects. modifier for removing Conditions more severe than
-1 when using First Aid.
An Unskilled Medical Aid test can only restore one
END or remove one Condition regardless of any

HEALING UP additional successes and may not Stabilize a char-


acter suffering from a Critical Injury.

HEALING ENDURANCE AND When removing Conditions, simply erase the tick
mark from the higher level and tick the lower level

CONDITIONS Condition for each success applied. If the Condition


ticked is already the lowest level, then simply remove
Restoring lost Endurance and removing Conditions the ticked Condition. Restoring Endurance is simply
can be done with help or on your own. done by removing any ticks on the Endurance track.
Health can be restored at a rate of one (1) Endur- Only one First Aid action may be attempted between
ance Point per hour of real rest. One (1) Condition is Damaging events. Once a test is made, a new First
simultaneously removed with one hour of rest. This Aid action can only be attempted after the next time
is permitted only after combat and with appropriate that character receives Damage, including Condi-
downtime, as allowed by the GM. tions imposed without Endurance loss (by the use
There are two other ways to recover health: of a GM FUBAR, for example). For this purpose,
the ‘Treated’ space should be ticked on the char-
» First Aid: a successful Medical Aid test may acter sheet when they are the target of a First Aid
restore Endurance Points and/or remove Condi- test (whether successful or not) to help remind the
tions. player of this restriction. This mark may be removed
» Rallying: a successful Empathy-based skill test once a character suffers new Damage (to the END
may remove Conditions. and/or Condition Tracks).
These skill tests are performed by friendly charac- Using First Aid to treat non-Critical Damage requires 1
ters in the same Zone or right beside your character Slow Action AND 1 Fast Action per END or Condition
(in the case of Medical Aid) and can help you heal healed. While these do not have to be spent during
more rapidly (within the same scene, for example). the same Round, they must be consecutive and unin-
Rallying with Guts is done on your own, so long as terrupted Actions. The Medical Aid test should be
you are not Incapacitated. This is further described rolled to determine how many successes (and there-
in the Skills section and below. fore Rounds) must be spent helping the patient. The
patient must remain inactive for the duration of the
treatment. If this is interrupted (by choice or by
circumstances), the time spent prior to the interrup-
tion may result in partial healing. Interruption to the
process may result in lost Successes that would not be
applied to the target. The ‘Treated’ space must still be
marked despite the incomplete effort. If no successes
are generated, the medic must nevertheless spend 1
Round treating the patient in vain.

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DAMAGE AND HEALING

HEALING CRITICAL INJURIES Some Critical Injuries come with effects that either
take extended time to heal or require the charac-
If a character receives a Critical Injury, they likely ter to be hospitalized or otherwise given proper
require medical attention as soon as possible. Each medical care. Where Recovery is listed as ‘Normal’
Critical Result describes the severity of the injury the PC may restore Endurance and remove Condi-
and whether surgery or some other treatment is tions as usual, although there may be a critical effect
needed. This is described under the Impact portion that will continue to apply as it takes longer to heal
of the Critical Injury tables. (specified in the critical description).

If the character is lucky enough to have suffered a Once Stabilized (if required), Endurance can be
mild Critical that does not require medical attention, recovered or Conditions removed, often by rest and
they may simply recover Endurance and remove continued medical attention. Indeed, unless Hospi-
talization is required, a second Medical Aid test can
Conditions at the rates described above. Some Criti-
be performed immediately after Stabilization in
cals, however, still impose a penalty or Effect (such
order to restore Endurance and/or remove Condi-
as Blinded or Stunned). These require an initial
tions as described above under treating non-Criti-
Medical Aid test to remove. After such a test, regu-
cal Damage.
lar healing may be attempted.
Where Recovery is listed as ‘Hospitalized’ the PC
Some of the more serious Injuries on the Critical
needs to spend the specified duration in medical
Tables will require Medical Aid (from an individ-
care before Normal healing can resume. Only then
ual with points in the Skill!) to first Stabilize the
can they return to play (always a minimum of 1 day/
character. Command, Persuasion, and Guts skills
week/month, as determined by the result’s descrip-
cannot Stabilize Critical Injuries. Where Stabiliza-
tion). If proper facilities are not available the Recov-
tion is required, successfully testing Medical Aid will
ery time should be doubled. Note that rehabilitation
first Stabilize the Injury. This will not restore Endur-
of a severely injured PC may knock them out of a
ance Points or remove Conditions. This test may be
campaign for some time or indeed for good.
modified by the severity of the injury as listed in the
Critical Injury tables. The use of Plasma provides a First Aid in Play Example:
+2 dice bonus, representing the effort to diminish Private Conners, Mike’s character, had taken the bullet
shock often caused by blood loss. in the back of his thigh and was fairly rattled at the
point the medic reached him. Mike had deducted 3 points
Stabilization requires 1d3 full Rounds (both Actions) from his Endurance after rolling a ‘2’ on the Leg Criti-
to complete, whether the test succeeds or not. A GM cal Injury Table: Battered. He decided to divide his three
points of Damage as follows: he suffered one Wound (STR)
should require the medic to remain at work for the
Condition: Nicked, and 2 Fear (INT) Conditions bringing
full duration even though they may know it is time Conners up to Panicked. The medic had his work cut out
spent in vain. The time required may be reduced for him.
with extra healing successes. Each extra success Corporal Del Toro, Eric’s medic character, ducked and
may reduce the Rounds required by one per extra weaved his way to the private. Kneeling beside his
success (to a minimum of one). patient, he retrieved his Medical Pouch and began to
administer First Aid. Eric declared his first success was
If Stabilization is NOT achieved, only one further aimed at the lost points of Endurance. He pooled his dice
attempt may be made by Pushing the roll. If this too together. Composed of 4 (EMP 4) + 2 (Medical Aid 2) + 1
fails, the character is in bad shape. If they are suffer- (Field Surgeon I Specialization) + 2 (Medical Pouch Gear
ing a penalty, then they will remain with the penalty Bonus) + 2 (Lucky Strike spent) for a total of 11 dice. He
rolled and scored 2 successes. Additionally, he noticed he
until the time listed passes. If they are suffering from rolled no Duds! Thinking it over for just a second, Eric
a deadly wound (as described under the Impact decided to Push His Luck! Picking up the 9 unsuccess-
column), they are deemed beyond saving and will ful dice, he rolled again, scoring 2 more successes, but
die when the allotted period of time ends. Time to generating 1 Dud. Since he Pushed, this meant the Dud
was activated and generated a FUBAR.
upgrade one of the background PCs!
The GM immediately cashed in Eric’s FUBAR to impose
Some of the results on the Critical Charts can have the Tired condition on the gutsy medic. Eric took his four
Effects applied to the character such as: Bleeding successes, though, and opted to heal up 2 points of Endur-
Out, Blinded, Slowed, Stunned, etc. Refer to the ance, remove the Nicked Condition, and remove one of the
description of each Effect earlier in this chapter. Fear conditions Conners was suffering.

The GM declared if all this was to be accomplished, they


had to spend 4 Rounds: four Slow and four Fast Actions.
During those Rounds, Eric and Mike hoped their charac-

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ters were not interrupted as the corporal administered level severity of the Condition he hopes to remove. This
First Aid to the private. brings him to a -3 total! Should Sergeant Franks attempt
to Rally Wilks (perhaps using Command), his roll would
After three uninterrupted Rounds, Mike gratefully
only suffer the -1 for the severity penalty.
restored 2 of his 3 lost Endurance points and removed
the Nicked tick mark. In the fourth Round, however, the Any extra successes can be spent removing other
characters came under fire and had to move into better
Conditions, but not those of greater severity than
cover, interrupting the First Aid effort! The last success
the original, targeted Condition. Endurance cannot
was therefore lost, and Conner would remain Panicked.
At least he had some of his END back! be restored by Rally actions.
Rallying requires a number of Slow Actions equal
RALLYING: HEALING CONDITIONS to the number of Conditions removed. Should the
Rally attempt be interrupted, the Rounds spent prior
Rallying is the attempted removal of Conditions
to the interruption still count as having removed
by use of Empathy-based skills. Guts is used when
the Conditions that were treated. The patient must
your character attempts to rally themselves and
remain inactive for the duration of the treatment. If
heal their own Conditions. Persuasion, Command,
the test is failed, the character attempting the Rally
and Medical Aid are skills one character can use on
must spend 1 Slow Action on their effort despite
another. They must be in the same Zone to do this
the failure.
and capable of communication.
Rallying your own character (through the use of
Multiple successes by the Rallying character may
Guts) has some special restrictions. You may only
be applied to multiple targets, so long as the player
attempt to Rally yourself if you have reached a safe
states they are attempting to target these other indi-
haven where you are not being immediately threat-
viduals prior to rolling, and they are all together in
ened in the judgment of the GM. If your character
the same Zone.
was Incapacitated, they cannot Rally themselves as
Only one Rally action may be attempted between they have no available Actions.
Damage-causing events. Once a test is made, a new
Rally action can only be attempted after the next Modifiers for Rally Tests
time that character takes Damage, including Condi- +1 if Rallying a Buddy
tions imposed without Endurance loss (by the use -1 for a mid-severity Condition
of a GM FUBAR, for example). For this purpose, the
-2 for the most severe Condition
‘Rallied’ space should be ticked on the character
sheet when they are Rallied (whether successful

FATIGUE
or not) to help remind the player of this restriction.
This mark may be removed once a character suffers
new Damage (to their Endurance Points or Condi-
tion Track). Fatigue is derived from strenuous effort, long hours,
Before the roll, one Condition Track must be and the strain of combat. The GM may require a
targeted. The highest (worst) Condition must be player to take a Fatigue test at appropriate times.
targeted and is the first to be removed on a success- This will mean you must make a Stamina test to
ful Rally. Unlike First Aid (which is carried out by a save against a number of Auto-Hits as declared by
trained practitioner), a Rally test is Modified based the GM. The number of Auto-Hits is largely deter-
on the severity of the Condition targeted - there is no mined by the severity of the action causing Fatigue.
Modifier for the lowest severity of Condition, -1 for This may increase over time. This general guideline
the second level, and -2 for the most severe Condi- is purposefully vague, permitting the GM to evaluate
tion. These modifiers are separate from the Condi- the many varied circumstances when a Fatigue test
tion modifiers themselves (which will not affect the may be called for.
character performing the Rally action so long as it Each success on your test will cancel one Auto-Hit.
is not the same character being Rallied!) Should a For each Auto-Hit you fail to cancel, you will gain
character attempt to Rally themselves with a Guts- one Damage Point. This will both diminish your
based Rally test, then any Morale Condition modi- Endurance by one, and impose a Physical Condi-
fiers will also apply. tion. As when suffering multiple points of combat
For example: Private Wilks is presently Disheartened Damage, a player may allocate extra Conditions
(suffering two Conditions under his Morale (Empathy) after the first to tracks of their choice. Suffering 3
track). He tries to Rally himself, but his Guts test is modi-
points of Damage from Fatigue will NOT incur a
fied by the -2 for the Condition AND the -1 for the second
Critical Injury.

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DAMAGE AND HEALING

This may ultimately result in your character becom-


ing Incapacitated.
Alternatively, a GM may rule that the circumstances
STRESS
A battlefield is a stressful place to be sure. To reflect
are not dire enough to warrant the loss of Endurance. this, your Endurance will also gauge your ability to
In these instances, simply imposing a Condition handle the stresses imposed by the experience of
should the Stamina test fail may be a sufficient penalty. war. It is also a measure of your resilience in the heat
Succeeding at the Fatigue test means you were able of battle. Stress is derived from perceived setbacks,
to suck it up and bear the strenuous circumstances. extreme obstacles, or simply being shot at in combat.
Some examples of Fatigue-inducing circum- During key moments you will need to pass a Guts test
stances and their required number of successes are to save against a number of Auto-Hits as decided by
presented as guidelines for your GM: the GM. The number of Auto-Hits is largely determined
by the severity of the circumstances causing Stress.
CAUSES FOR FATIGUE Each success on your test will cancel one Auto-Hit.
For each Auto-Hit you fail to cancel, you will gain one
(STAMINA TESTS) Damage Point. This will both diminish your Endur-
ance by one, and impose a Mental Condition. As when
» Sprinting, climbing, or swimming while carry-
ing over half of your Encumbrance capacity for suffering multiple points of combat Damage, a player
a number of rounds greater than the sum of your may allocate extra Conditions after the first to tracks
Strength and Stamina: test every round thereafter of their choice.
(1 Auto-Hit initially, plus one each Turn thereafter). This may ultimately result in your character becoming
» Lifting or carrying over your Encumbrance limit: Incapacitated.
test every Round (1 Auto-Hit initially, plus one each
Alternatively, a GM may rule that the circumstances
Round thereafter or as required by the GM depend-
ing on narrative factors). are not dire enough to warrant the loss of Endur-
ance. In these instances, simply imposing a mental
» Exposure to Heat or Cold: 1 to 3 Auto-Hits as
Condition should the Guts test fail may be a sufficient
dictated by the climate, suffered as often or seldom
as the GM deems appropriate. penalty.

» Hunger and Thirst have their own rules above. Succeeding at the Guts test allows you to navigate the
emotional turmoil of the situation.
» Any lengthy strenuous activity as determined by
the GM. While many unique events dictated by the GM will
specify when these Guts tests must be taken (and
how many Auto-Hits they inflict), there are particu-
lar moments when taking a Guts test should always
be required.

CAUSES FOR STRESS (GUTS TESTS)


» If an ally is killed in LOS (1 Auto-Hit, 3 if a Buddy).
» If an enemy tank enters your zone or an adjacent
zone (1 Auto-Hit).
» If attacked by an artillery barrage or an aerial
attack (1 or 2 Auto-Hit).
» If a truly horrific event is witnessed (varies).

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NPC MOOKS
Enemy infantry (or similar low-level NPCs) should not have to test for Stress if there are too many for the GM to roll for.
This is best handled as a narrative decision by the GM. This way, combat might be expedited, and dice rolling may be
reduced.

That said, a GM may decide that impartiality is best served with the roll of the dice (especially when being attacked
with Suppression Fire, for example). One way to resolve this is to make group rolls with Help dice for a group of 4 or
fewer NPCs. This way, they are affected by Stress as a group, helping gameplay run more efficiently.

Here’s a shortcut to expedite dealing with many NPCs during a firefight and Guts tests are needed to check for Sup-
pression after taking Damage: roll Guts tests for NPCs only when hits inflict one point of Damage. Have any hits that
inflict two points of Damage automatically count as failing the Guts test and imposing the Suppression Effect. This is
consistent with the Easy Track Rule on page 102.

Modifiers can affect the dice used to make the Stress (and Suppression) Modifiers
Stress Test. These are the same as those applied to Light Cover +1 die
Suppression (Guts) tests on page 89. Your GM will Heavy Cover +2 dice
let you know what the overall modifier may be. The Obscured +1 or +2 dice
following are some suggestions for guidance: Out of Sight +3 dice
Ally in he same Zone +1 Die (max 3)

INCAPACITATION FROM STRESS


STRESS AND TRAUMA COMBAT FATIGUE
If you lose your last Endurance Point by taking The Combat Fatigue Table describes the long-term
Stress Damage, you become Incapacitated and must effect suffered by a character who has become Inca-
roll on the Combat Fatigue Table. This requires a d6 pacitated by Stress. It will list the specific Trauma
roll with varying effects of ever-worsening severity. suffered, its effect, and a Treatment Window within
Every time you roll on this table your PC suffers which you must receive treatment. If treatment is not
a cumulative +1 Adjustment to any future roll on administered within that time, the condition becomes
this table. This represents the mentally debilitating permanent. The last column is the Treatment Time -
effect of continued exposure to the horrors of war. how long the treatment takes to complete. If a charac-
Each time you roll on the chart, you gain a Trauma ter suffers a Trauma they already possess, they must
point which should be tracked on your character suffer the next higher result on the table instead.
sheet. While often permanent for the duration of While receiving treatment, the character might be
the war, these may be reduced by prolonged rest removed from the front lines or, alternatively, receive
and treatment at the discretion of the GM. counseling from a nearby ally. This is often at the
Stress-induced Incapacitation, it should be noted, may discretion of the GM and available aid. At the end of
even force you to retire your character as they become the listed time, the caregiver must succeed on a Medi-
too mentally unstable to remain playable. For NPCs, cal Aid test to “soothe” the character’s mind. If this
like all Incapacitations, it is up to the GM to determine roll fails, it may be Pushed, but if this too fails, you
what precisely happens to the character. may either continue playing the mentally damaged
character or choose to begin fresh with a new char-
Until you recover at least one END, you must role-
play your character out of the scene. This might mean acter from the background platoon characters.
they cower and hide, flee the battlefield, collapse in
panic, or anything else that makes narrative sense.
Of course, the GM may offer suggestions as well.
Essentially, your PC should be out of the scene until
treated with Medical Aid or recovered through rest.

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DAMAGE AND HEALING

COMBAT FATIGUE TABLE


Symptom Impact Window Time

The character becomes exceptionally Empathetic to


1 Sensitive None None
others’ suffering. +1 die to Empathy based tests.

Hyper-vigilant to a fault. -1 die to Insight tests. +1


2 Paranoid 2d6 months 1d3 weeks
die to Perception tests.

3 Saddened Mourning the loss of life. -1 die to Persuasion tests. 2d6 months 1d3 weeks

Scared of shadows and loud noises. -1 die to Guts


4 Fearful 2d6 months 1d3 weeks
tests.

Fury dominates this character’s persona. A FUBAR


5 Anger Issues may force the character to fly into a rage. -2 dice to 1d6 months 1d6 weeks
Persuasion tests.

Overly preoccupied with feelings of vulnerability. -2


6 Traumatized 1d6 weeks 1d6 weeks
dice to all Guts tests.

Self-loathing fills the thoughts of this character. A


FUBAR may force the character to obsessively apol-
7 Ashamed 1d6 weeks 1d6 months
ogize and attempt to make things ‘right’. -2 dice to
Persuasion and Command tests.

Unreasonable attention to detail plagues this char-


acter. A FUBAR may force the character to become
8 Obsessive 1d6 weeks 1d6 months
obsessed with a specific object, person, or activity.
-2 dice to any sight-based tests.

Bouts of sadness predominate the character’s


9 Depressed 1d6 weeks 1d6 months
personality. -2 dice to any INT/EMP-based tests.

Schizophrenic/ Hallucinations and imaginary interactions make


10 1d6 days 1d6 years
Catatonic this character presently unplayable.

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DAMAGE TO STRUCTURES
A building, bridge, wall, or other structure may
suffer structural damage when subject to explo- STRUCTURAL STRENGTH
sions or targeted by destructive weaponry. When Structures have a number of Hit Points (HP), an
this happens you and your group can resolve the Armor Rating equal to the Protection value they
damage narratively or by using the following rules. provide characters using the structure as Cover,
In the simplest way, there’s nothing stopping a GM and may suffer critical damage when hit with 3 or
from ruling that structures collapse as a result of more points of Damage. The following examples,
story-driving events or that there are “enough explo- while not exhaustive, provide the GM with some of
sives” to destroy the targeted bridge regardless of the most common structural elements found in the
die rolls. This section is included to provide a more War Stories setting:
defined method of calculating structural damage
if desired.
HP (in 10’ sq. sect.) Armor Rating

Light Wooden Fence / Bushes 1 Light 1

Light Wooden Wall, Door, or Support 3 Light 2

Dense Hedgerows or Bushes 2 Light 3

Aluminum Siding or Wall 4 Light 4

Sandbag 1 Heavy 1

Rail Line 3 Heavy 3

Heavy Wooden Wall, Door, or Support 5 Heavy 3

Stucco and Cement Wall 6 Heavy 2

Sandbag Wall 2-5 Heavy 2-4

Solid Tree Trunk 6 Heavy 4

Brick and Mortar Wall 8 Heavy 5

Heavy Stone Wall or Structure 7 Heavy 6

Concrete Wall 8 Heavy 8

Steel Structures / Bridge 8-10 Heavy 10

Defensive Casemate 8-10 Heavy 10 -12

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DAMAGE AND HEALING

THE EFFECT OF STRUCTURAL DAMAGE


Note that while the HP column indicates values for portion of the wall, after the smoke clears. Moreover, a
each 10’ sq. area, structural damage that destroys roll on the Structural Critical Damage table (provided
below) is in order as well!
any portion of a building will often compromise the
rest of the building as well, particularly if the rest In other situations, a GM may also declare a partic-
of the structure stands above the damaged section! ular weapon has no chance to destroy a structure
Also, a GM should adjudicate whether damage that even if the HP total is reduced to 0.
does not fully destroy a structure instead damages As an example: a GI fires his pistol at a Light Wooden
it enough to blast a hole in a wall, for example. A Fence. While the player may indeed roll enough damage
GM should use some logic to determine if damage to ‘destroy’ the fence (or even cause a critical!), the GM
may rule otherwise to maintain a sense of realism. The
to one section of a structure may inflict collateral
fence may be peppered with bullet holes, but the GM may
damage on other sections as well. rule that it remains standing.
As an example: a GI fires a bazooka at the wall of a brick
and mortar building. He scores a hit and rolls the Damage
While smaller structures may be destroyed outright,
die, determining the hit inflicts 5 points of damage. While a larger structure (4 or more HP) that suffers 3
this is less than the 8 HP listed above, the GM would be Damage in one hit, has been critically damaged.
in the right to describe a gaping hole appearing in a large Roll a d6 and consult the table below:

STRUCTURAL CRITICAL DAMAGE TABLE:


Structural Damage: A cloud of debris reveals the now weakened structure still intact. +1 to
1
the next Damage roll.

Small Collapse: A minor component of the structure collapses and breaks free. If there is
2 a character on or near the structure, they may be adversely affected. Make an Opposed
Nimble test versus a 4 dice Debris Attack.

Substantial Collapse: Beams, struts, or other components collapse, threatening the stability
3 of the structure. All Characters near, within, or atop the structure must make an Opposed
Nimble test versus a 6 dice Debris Attack. +2 Damage to future rolls.

Large Collapse: A large section of the structure has fallen or broken free. Depending on
4 where this may be, characters may fall or be subject to an immediate 8 dice Debris Attack.
This may be a good use of a FUBAR!

It’s Going to Come Down!: The structure is collapsing! Roll again on each subsequent turn
5 until the building suffers Complete Structural Failure! Treat any further 5s rolled for this
structure as 6s instead.

Complete Structural Failure!: The entire structure comes crashing down or is fully
destroyed in a catastrophic collapse. Characters within or on the structure will suffer
appropriate damage depending on the structure’s size and their position when the collapse
6
occurred. As a guideline, a 10 dice Debris Attack is appropriate for an average brick and
mortar building. Characters may also receive Falling Damage if this causes them to fall
from an elevated position on the structure.

If the GM feels it is appropriate, they may require


occupants to take a Guts test to remain in or on a DEBRIS ATTACKS
building hit by a weapon with an AP value. Failing A Debris Attack requires the GM to roll a number
this test requires the occupants to exit the building of attack dice equal to the severity of the amount of
as soon as possible. Debris involved in the circumstances (as directed
by the result of the roll on the Structural Critical
Damage Table). This is treated like an enemy attack
with a +0 to the Damage roll. Extra successes can
be expended to add bonuses to the Damage roll or
to knock characters prone.

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CHAPTER 7:

VEHICLES
Reeves was relieved as all hell that Sonny was OK. They let loose with a hail of fire. Their M1s and the
It had been a close thing. The bullet could’ve easily lone BAR fired lead that zipped and whined toward the
been a bit more to the left and he’d have cashed in his Germans. A 1919 .30 cal opened up from the build-
chips. He had to be more attentive. It had been less ings opposite the square and bright red tracers tore
than 6 hours into this mess, and his sister’s fiancé streaks toward the enemy. The Germans were pinned
had almost died while under his watch. between the advancing force and the flanking squad
alongside them. Blood mists erupted from collapsing
He took a hard breath. It felt heavy and insufficient,
men, cut down by the angry buzz of munitions. In
like a loaded jerry can was strapped to his chest.
short order, the rest turned and ran.
Reeves wondered if he should tell Sonny. He consid-
ered it for a moment before concluding, just as he had Shouted commands rushed the company of OD-clad
a few months back, that it would be foolish to let him soldiers into the square. Rapid sprints to the cover of
in on who he was. It would only make things weirder, park benches and concrete ruins were accompanied by
and it would likely mean Sonny would be as watchful a palpable, breathless elation. But their victory was
over him as he was over Sonny. And that might get premature.
him killed doing things he shouldn’t. It was a risk
Reeves could never explain the sour feeling in his gut
Reeves would rather not take.
he’d had that night. He had glanced over at his squad-
“Let’s move out,” declared Hank, nursing a bandaged mates. Slim was popping the snap open on his pistol
arm. Doc wasn’t too happy about his efforts at closing holster, then snapping it closed again. He seemed
up the flesh wound. But Sarge never seemed to let unsettled. He’d never seen that look on the doc before.
the little things bug him, thought Reeves. Even if it The Sarge was acting himself, only his bandaged arm
involved a cut that left the bandage soaked through. hung limp and barely moved. Sonny was the only one
He was grateful for that. He trusted Hank’s ability to who looked to have recovered well enough. His eyes
lead them through this. were eager. It scared the hell out of Reeves.

They quietly slipped through the woods and once again Slim spotted it first. He pointed down a dark avenue
approached the burning village. As they neared the on the far end of the cobbled courtyard, just behind
outer wood-framed structures alongside the main road the stony, Catholic church that dominated the village.
into town, they heard the percussive snaps of gunfire. The shadowy silhouette of a German tank coalesced
Spent shells clattered the streets, spent lives dropped from the gloom. Like a woken beast, its engine growled
amidst them. The smoke made it hard to see down the as it tracked its way inevitably into a firing position.
short alley they were moving through. Reeves squint- The twin exhaust-flame signature of a Tiger tank lit
ed irritably, though he allowed himself a smile as he the shadows. It might as well have been embers from
witnessed a welcome sight. a dragon, thought Reeves.

German soldiers were retreating across a municipal They were in trouble.


square, giving ground to what looked like an advanc-
ing company of American paratroopers. At long last,
they’d found the rest of their compatriots!

“Open up on ‘em,” said Sergeant Baines. “Lay down


some crossfire boys, we’ve got them where we want
‘em.”

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There are many military and civilian vehicles avail- Armor: The armor value of the vehicle. This will
able for your heroes during the Second World War. vary across the front, rear, sides, top, and underside,
Of course, there are just as many available to the and it makes all the difference for an attacker to
enemy as well. Whenever vehicles are involved in target the weakest armor when taking on a tank.
the scope of your stories, the following rules apply. The Armor save used by the defender is the Armor
facing the direction of the attack. All vehicle Armor
Driving any vehicle under normal circumstances
is Heavy unless otherwise stated.
is routine and does not require an Operate test, al-
though some military vehicles (e.g. tanks) require Size: This value represents how big the vehicle is.
a Specialization to operate. Entering and starting a It is applied to an attacker’s dice pool if they are not
vehicle each count as Fast Actions. targeting a specific vehicle location (a Called Shot),
and is also applied as a bonus to the Damage roll if
the vehicle is used to ram or run over a target.
Reliability: The vehicle’s mechanical dependabili-

VEHICLE ty, and how prone it is to breaking down. Whenever


a Tech test is required to repair or maintain the tank,

DESCRIPTORS this modifier is applied.


Main Gun: Tanks have a main turret gun or howit-
zer, operated by the Ammo Loader and the Gunner.
Crew: The number of characters needed to fully
operate the vehicle. A vehicle’s crew might include In the basic rules, a tank’s Main Gun can fire only
a Commander, Driver, Assistant Driver, Gunner, once every other round, with the intervening round
Ammo Loader, Radio-Operator, and Machine Gun- required for loading. The Advanced Vehicle Combat
ner (in many tanks the Assistant Driver and Machine Rules presented below alter this.
Gunner jobs would be combined into one position). Main Guns are classified into 4 categories based
A minimum crew of 4 would consist of the Com- on destructive power. These are described below.
mander, Driver, Gunner, and Ammo Loader, and the
Loading: In the basic rules, a tank’s Main Gun can
other tasks would be shared among them.
fire once every other round, with the intervening
Handling: How easy the vehicle is to drive and round required for loading. In the Advanced Vehi-
maneuver, this modifier is applied to the Driver’s cle Combat Rules, a tank’s Ammo Loader will need
Operate test. to make a successful Heavy Weapons test before
Speed: The maximum distance in meters the vehi- the Gunner can fire the Main Gun, and must apply
cle can move in one Action (either Slow or Fast), the tank’s Loading modifier to do that successfully.
listed by On Road and Off Road speeds. Using both Refer to the Advanced Vehicle Combat rules below.
actions allows a vehicle to move double the listed Secondary Gun: Most tanks have a secondary gun,
Speed. Maximum Speed across very rough or ruined often a coaxial (mounted within the structure of
ground may be slower or require Operate tests, at the vehicle) machine gun operated by the Machine
the GM’s discretion. Gunner on the crew.
Chassis: The structural integrity of the vehicle. Other Weapons: Some vehicles will have other
Damage suffered is deducted from the vehicle’s to- weapons, such as Smoke Grenades and machine
tal Chassis value. When it reaches zero the vehicle guns on mounts attached to the hull.
is Wrecked.
Qualities: These include any special modifiers,
Armor Deflection: Many tanks and half-tracks had extra abilities, and the maximum number of pas-
angled armor, largely at the front of the vehicle, to sengers that would normally be able to ride along
deflect incoming anti-tank fire and reduce the dam- in the vehicle in addition to the crew (although in
age. This modifier is deducted from the attacker’s At- some circumstances other characters might be able
tack dice, but only when attacking the vehicle’s front. to ride along too, such as a soldier getting a ride on
the outside of a tank).

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VEHICLES

ALLIED TANKS
Churchill Cromwell M3 M4 M4A4 M5 M10 Tank M18 M26
Mk VI IV Grant Sherman Sherman Stuart Destroyer Hellcat Pershing
(Crocodile) Firefly
NATION UK UK US US UK US US US US
CREW 5 (6) 5 6 5 4 4 5 5 5
HANDLING +1 (-1) +1 +1 0 0 +1 +1 +2 -1
SPEED 30/20
40/25 30/20 30/20 30/20 40/25 30/45 50/30 30/20
On / Off Road (20/10)
CHASSIS 8 7 7 7 7 6 7 6 8
ARMOR
0 0 -1 -1 -1 -1 -1 -1 -1
Deflection
ARMOR
8 6 5 8 7 5 5 4 8
Forward
ARMOR
7 5 5 6 6 4 4 3 6
Sides
ARMOR
5 4 5 4 4 3 4 3 5
Rear & Top
ARMOR
4 2 2 3 3 2 1 2 3
Underside
SIZE 3 3 2 2 2 1 2 1 3
MAIN GUN CLASS II CLASS II CLASS CLASS II CLASS II CLASS CLASS II CLASS CLASS I
II IV II
LOADING -2 -2 -1 +1 +1 -1 - - 0
SECONDARY - BESA MG CLASS .50 BMG - - .50 BMG - -
GUN III
(Flame
Projector)
OTHER BESA MG, BESA MG, M1919, M1919, M1919, M1919, M2 MG, M1919,
Smoke
WEAPONS Smoke Smoke Smoke Smoke Smoke Smoke Smoke Smoke
RELIABILITY 0 0 0 +2 +2 +1 +1 +1 0
NOTES Fuel Trail- - - Gyro-sta- Extra - The turret - -
er (SIZE 1, bilization Ammo, on the
CHASSIS 4, gives +1 M10 is
ARMOR 3) when +1
open-
firing Bonus
topped
the Main to Main
Gun Gun’s AP
Rating

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AXIS TANKS
Jagdpanzer 38 Panther Panzer Panzer IV Sd.Kfz. Stug III Tiger I Tiger II
III 251
Halftrack
NATION German German German German German German German German
CREW 4 5 5 5 2 4 5 5
HANDLING -1 0 0 +1 +2 0 -1 -1
SPEED 30/45 40/15 40/25 30/20 50/25 30/20 30/15 30/15
On / Off Road
CHASSIS 5 8 6 7 5 6 10 10
ARMOR -1 -1 0 0 -1 -1 0 0
Deflection
ARMOR 5 8 5 7 4 7 9 12
Forward
ARMOR 3 6 5 6 4 6 8 10
Sides
ARMOR 2 4 5 4 3 5 6 6
Rear & Top
ARMOR 2 2 2 2 1 2 3 3
Underside
SIZE 1 3 1 2 1 2 3 3
MAIN GUN CLASS II CLASS II CLASS II CLASS II NONE CLASS II CLASS I CLASS I
or
CLASS III
LOADING -2 -2 -2 -1 - 0 -2 -2
SECONDARY Coax MG34 - - - Coax Coax - -
GUN MG34 MG34
OTHER Smoke MG34, MG34, MG34, MG34 MG34, MG34, MG34,
WEAPONS Smoke Smoke Smoke Smoke Smoke Smoke
RELIABILITY 0 -1 0 0 0 0 -2 -2
NOTES +1 to Operate - - +1 AP to Can carry - - -
when hiding the Main 10 passen-
Gun gers

OTHER VEHICLES
Truck Jeep Motor Bike Motor Bike & Sidecar
NATION All All All All
CREW 1 1 1 1
HANDLING +1 +1 +2 0
SPEED On / Off Road 60/20 70/30 80/40 60/20
CHASSIS 5 3 1 1
ARMOR Deflection +1 0 0 0
ARMOR Forward 4 Light 2 Light 0 0
ARMOR Sides 1 Light 1 Light 0 0
ARMOR Rear & Top 1 Light 1 Light 0 0
ARMOR Underside 1 Light 1 Light 0 0
SIZE 1 1 0 0
MAIN GUN - - - -
LOADING - - - -
SECONDARY GUN - - - -
OTHER WEAPONS - GPMG - -
RELIABILITY 0 0 0 0
NOTES Carry 20 Passengers Carry 5 Passengers Carry 1 Passenger Carry 2 Passengers

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VEHICLES

MAIN GUNS
The Main Guns of WW2 tanks are varied and numerous. As such, handling each in an individual fashion is
beyond the scope of these rules. Instead, War Stories uses a classification system that groups similar Main
Guns into categories based on range and destructive power. These are provided below as Class I-IV catego-
ries. Note that each Class encompasses a wide range of possible specific munitions.

Bonus Range Blast Radius Damage Qualities


CLASS I 0 300m 25m +5 AP10, Blast
(8.8cm Howitzers)
CLASS II 0 200m 25m +4 AP8, Blast
(75mm & 76mm Guns, 17
Pound Howitzers)
CLASS III 0 200m 10m +3 AP6, Blast
(50mm Guns)
CLASS IV 0 150m 10m +2 AP4, Blast
(37mm & 38mm Guns)
Flame Projector +1 25m 10m +3 Limited Range, Blazing
and Terrifying 2, Blast

HEAVY ANTI-TANK GUNS


Large Ordinance weapons are grouped below as Anti-Tank Guns featuring some specifically selected weap-
ons that were common throughout the war.

Bonus ROF Range Blast Radius Damage Qualities


8.8cm PAK43 (German) 0 ½ 500m 10m +6 AP12, Blast,
Crew (6)
M5 3-Inch AT Gun (US) -1 ½ 500m 10m +5 AP10, Blast,
Crew (9)
Ordnance QF-6 Pounder (US, UK) 0 1 200m 10m +4 AP8, Blast,
Crew (6)
Ordnance QF-17 Pounder (UK) 0 ½ 500m 10m +5 AP Blast,
Crew (3)

LIGHT ANTI-TANK WEAPONS


Bonus ROF Weight Range Blast Damage Qualities
Radius
M9A1 Rocket Launcher (US) AP6, Blast,
-1 1 2 25m 5m +4
Crew (2)
PIAT (UK) -2 1 2 20m 5m +4 AP8, Blast,
Panzerschreck (German) AP7, Blast,
-1 1 2 25m 5m +4
Crew (2)
Panzerfaust 30 (German) AP10, Blast,
-1 1 1 15m 5m +5
Limited Range
Panzerfaust 60 (German) AP12, Blast,
-1 1 1 20m 5m +5
Limited Range

Tank destruction gold badge.

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ALLIED TANKS AND ANTI-TANK M3 GRANT:
The M3 was rushed into service as a means of
GUNS OF WORLD WAR II mounting a more powerful 75mm main gun before
a suitable turret had been designed. As such, the
CHURCHILL MK VI: M3 carried a main 75mm gun mounted beneath the
turret, largely limiting its field of fire to forward only.
Weighing almost 45 tons the Mark VI Churchill, a
The turret itself carried a 37mm gun. The M3 Grant
British tank introduced in 1943, was a significant
needed a crew of 6 to be operated at full capacity,
upgrade to its predecessors, with a 75mm main gun
and, having served with distinction in North Africa,
and improved armor. It was renowned for its ability
it was ultimately superseded by the M4 Sherman.
to climb and cross steep terrain unlike any other
tank in the war.
M4 SHERMAN:
CROCODILE:
The Crocodile was one of a breed of tanks called
“the Funnies,” which included bridge-layers,
mine-flayers, and the bunker-busting ‘petard’ mor-
tar tank. The Crocodile, however, was a modified
Churchill Mk VI fitted with a flame projector instead
of its coaxial machine gun that pulled an armored
fuel trailer behind it. Capable of blasting flame to
over 100m, the Crocodile was a terrifying weapon,
and often just its appearance on the battlefield was
The M4 Medium tank, the Sherman, was mass pro-
enough for the enemy to surrender. The Germans
duced by the US and saw action in many theaters
hated the Crocodile so much that Crocodile crews
of war. Weighing in at a little over 33 tons, the Sher-
were often shot on the spot if they were captured.
man’s decent armor and 75mm gun, allied with its
reliability, brought a mobile and powerful punch
CROMWELL MK IV: to the battlefield. Advances in fire control, such as
Weighing in at 30 tons, and with a low profile and gyro-stabilization, gave the M4 an added advantage.
excellent speed across rough terrain, the British
Cromwell Mk IV was favored as a reconnaissance
vehicle. However, with its 75mm gun and lighter
armor, the Cromwell was no match for the heavier
German tanks.

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VEHICLES

M4 SHERMAN FIREFLY: M18 HELLCAT:


A variant of the M4 Sherman developed for and used The light Hellcat, at only 20 tons, was designed as a
by British forces, the Firefly deployed the more fast anti-tank vehicle. In the US doctrine, the Hellcat
powerful 17-Pounder gun instead of the American would operate in coordination with infantry, and
75mm. It sacrificed a little of the armor normally sprint forward to quickly destroy enemy tanks when
associated with the M4, and lost one crew member they were identified. The M18 would use its speed
in favor of carrying extra ammo for its main gun. and mobility as its primary defense, as it was very
The 17-Pounder had a long and distinctive barrel, lightly armored, although its 76mm main gun packed
making it easy to spot and target by the Germans a wicked punch.
This led to crews camouflaging the end to make it
look shorter, hoping to fool a German spotter. M26 PERSHING:
The M26 Pershing was a heavy tank, weighing 46
M5 3-INCH AT GUN: tons. It was long in development, and only a few
The primary US anti-tank gun during the mid-war saw combat by the end of the war. It used the same
years, the M5 packed a punch at the expense of be- engine as the lighter Sherman, and as such had a
ing difficult to move and hard to keep supplied with reputation for being slow and underpowered. How-
ammunition. The M5’s use was in decline by 1945. ever, its powerful 90mm M3 main gun was capable
of taking on the German Panther and Tiger tanks.
M5 STUART:
The M5 was an American light tank weighing just 17 ORDNANCE QF-6 POUNDER:
tons. It first came into service in 1942 as an upgraded The QF-6 was a “Quick-Firing” 57mm anti-tank
version of the M3 Stuart, with improved protection gun deployed by both the British and US military
and a good top speed. However, its 37mm main gun in WWII. It had a relatively short range compared
was seriously under-powered against the Axis tanks to many other AT guns of the time but made up for
of the time. As such, the M5s were often used in it by its excellent rate of fire. It was not mobile and
scouting, screening, and reconnaissance roles. required a vehicle and a tow to be moved.

M10 TANK DESTROYER: ORDNANCE QF-17 POUNDER:


Known by the Americans as the M10 ‘TD’ (Tank The QF-17 saw service from 1943 onwards and was
Destroyer) or ‘GMC’ (Gun Motor Carriage), and later an upgrade on the QF-6. While it had a more power-
the Wolverine, the M10 was lightly armored and fast, ful 76mm gun the QF-17 was not so “quick-firing” as
weighing in at 29 tons. Production was stopped in the QF-6, and a skilled crew of 5 men could expect
1943 as these vehicles were no match for the later to fire up to 10 rounds per minute.
German armor, but they served until the end of the
war. The M10’s turret was open-topped, and under-
side armor was light, making it vulnerable to high
explosive attacks and mines. The British upgraded
the 76mm main gun, to a 17 Pounder, and fielded a
variant of the M10, called the Achilles.

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GERMAN TANKS AND ANTI-TANK GUNS OF WORLD WAR II
8.8CM PAK43: PANZER IV:
The infamous German ‘88’, these artillery and an-
ti-tank guns were notorious “tank killers” that saw
service between 1943 and 1945. Capable of firing up
to 10 rounds a minute in the hands of a skilled crew,
the ‘88s’ were feared by those who faced them. They
were large guns that needed motorized support to
move them. These 28-ton tanks replaced the Panzer III from
1942-43 onwards. With a powerful 7.5cm main gun
JAGDPANZER 38: and coaxial MG34, the Panzer IV became Germany’s
primary anti-tank vehicle and the most common
Named the ‘Hetzer’ (“baiter” or “chaser”) by the Ger-
German tank in the war. It was not as fast as the Pan-
man troops who crewed it, the Jagdpanzer 38 was
zer III but had much improved armor and brought
a small and lightly armored self-propelled anti-tank
quite a punch to the battlefield.
gun, best used in concealed defensive positions.
While the technical design was more reliable than
the Panzers and Tigers, the interior design was poor SD.KFZ.251 HALFTRACK:
and made the Hetzer a hard vehicle to operate. The halftrack was designed as an armored person-
nel carrier for the Panzergrenadiers and could carry
PANTHER: 10 soldiers. It weighed a little under 9 tons and was
fast and maneuverable. It had no main armament
but would often have an MG34 or 42 either mounted
on a gun platform or co-axially. Its armor afforded
some protection but the vehicle was open-topped
and thus vulnerable from that angle.

The German Panther was designed as a counter to STUG III:


the Russian T34, and first saw service in the battle The Sturmgeschütz III (StuG III) was classed as
of Kursk in 1943. It weighed 51 tons, with excellent “mobile artillery” and had a close support role to
frontal armor, and was fast and maneuverable with infantry units. It had a low profile, decent armor,
a powerful 7.5cm KwK 42 main gun. However, it was and carried a 7.5cm StuK 40 main gun alongside a
an unreliable design, was difficult to maintain, and co-axial MG34. Being easy and cheap to produce,
prone to breaking down. over 11,000 were built during the war.

PANZER III: TIGER:


The Panzerkampfwagen III (Panzer III) was brought
into service in 1937 and saw action through much
of the war, including the battles in North Africa and
the Soviet Union. Many Panzer IIIs carried 50mm
guns, although later in the war this was replaced
by an upgraded 75mm main gun. It weighed 25 tons
and had reasonable armor. As the war progressed
the Panzer III became increasingly obsolete, and by The Tiger was an enormous and formidable heavy
1942-43 was slowly being replaced by the Panzer IV. tank. It weighed 60 tons, had very strong armor, and
mounted a deadly 8.8cm KwK 36 main gun. Coming
into service in 1942, it brought more of a psycho-
logical impact than military. Design complexity and
production costs hindered the Tiger’s effectiveness.
Fewer than 1400 were ever made, and, in battle, they
were hamstrung by technical breakdown and were
exceptionally challenging to repair in the field.

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VEHICLES

TIGER II:
The Tiger II (‘King Tiger’) was another product of
RAMMING VEHICLES
Vehicles can be used to ram into a target, including
Nazi Germany’s constant search for “the weapon
characters. This is similar to a Close Combat attack
to win the war.” Even more awe-inspiring than the
but you use the Operate skill rather than Close Com-
Tiger, the Tiger II weighed a whopping 70 tons and
bat. The Handling Bonus of the vehicle is added to
had armor so strong that, from the front, no Allied
the attack roll. If the target is hit, roll for Damage as
anti-tank gun of the day could penetrate it. Coupled
normal, adding the Vehicle’s Size as a bonus to the
with the 8.8cm KwK 43 main gun the Tiger II was
Damage roll. Any extra Successes may also be used
unbeatable on paper. However, it suffered from all
to add to the Damage roll.
the problems that had plagued the Tiger, and after it
was introduced in 1944, fewer than 500 were made.
Terrible as it was to behold, the King Tiger had no DAMAGE TO VEHICLES
strategic influence on the outcome of the war. Attacks against vehicles work in much the same
way as attacks in normal combat. This includes the
need to only roll a Hit Location if a Critical is rolled

VEHICLES IN on the Damage Die. The attacker also has the option
to make a Called Shot to target a specific location

COMBAT (with a -5 modifier to Ranged Attack). Some special


cases might allow the GM to select a Hit Location
without rolling on the table. For example, if a tank
In most ways, vehicle combat works much like combat
detonates a mine, and the Damage roll triggers a
on foot. However, there are some key additional rules.
Critical, the GM might declare the Locomotion is
Vehicles with more than one crew can take actions the location affected.
up to the number of crew, in each round. For ex-
When a Hit Location is required, roll on this table:
ample, a tank can move (with the Driver taking a
move action), shoot its main gun (with the Gunner’s
action), and use its machinegun (with the Machine VEHICLE HIT LOCATIONS
Gunner taking their action). Usually the GM will
D10 Location
draw one initiative card for an NPC tank, and it will
carry out all its actions on that initiative. However, 1-2 Armament
the GM can, if they wish, draw initiatives for each
3-5 Main Body
of the NPC crew in one tank.
6-8 Locomotion
MAIN GUN RATE OF FIRE 9-10 Engine/Fuel Tank
Tanks can shoot their main gun every other Round,
with the intervening Rounds required to reload (see
the optional Advanced rules below).

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HULL DOWN at the listed Range (for a Class I gun, that’s 300m).
For each range increment above that (to Medium,
Vehicles behind substantial Heavy Cover (Light Cov- Long, and Extreme) the AP Rating of the attack
er doesn’t provide this advantage) are considered drops by 1. Hence, a Class I weapon firing at Ex-
to be “Hull Down”. Hull Down vehicles hide behind treme Range would have an AP Rating of 10 – 3 =
a ridge, wall, or other Heavy Cover, and will only 7 (still enough for a Tiger II to take out most Allied
have their armaments and main body exposed. Con- tanks, and good motivation for the Allies to get in
sequently, if an attack causes a critical hit against close and personal).
either the target’s Locomotion or Engine/Fuel Tank
the cover provided by being “hull down” will offer
Protection to the tank in addition to the tank’s ar-
A CHOICE OF AMMUNITION
Tank Main Guns and Heavy Anti-Tank Guns can
mor. As with normal Ranged Attacks, non-Critical
make use of different types of ammunition depend-
hits against vehicles do not require Hit Location
ing on what they want to achieve. The basic stats
rolls, and the target of the attack benefits from both
listed for these weapons assume that standard Ar-
its Armor and Cover Protection added together, in
mor Piercing (AP) shells are being used. If other
addition to any Obstruction penalty suffered by the
ammunition is used certain modifiers are applied to
shooter on their Attack roll. If an attacker wants
the base stats of the gun firing the ammo. Note that
to target only the visible parts of the vehicle, they
this does not apply to man-portable light anti-tank
suffer a Called Shot penalty as appropriate.
weapons.

HEAVY ARMOR The other types of tank and anti-tank gun ammuni-
tion include:
To penetrate the heavy armor of a tank (or other
High Explosive: With significantly less capability
installation such as a casemate) the weapon making
to penetrate armor, the HE round causes a huge ex-
the attack must have an AP rating equal to or greater
plosion that is effective against unarmored targets,
than the Armor Rating of the target. If it is less the
infantry, and normal buildings.
weapon simply cannot penetrate the target’s armor.
Armor Piercing Sabot: The APS round was used
Otherwise, the target makes an Armor save using a
in the early war by the British and consists of a shell
dice pool equal to the Armor Rating of the location
in a coat or Sabot. When fired the shell would have
that has been hit. However, if the AP Rating of the
a significantly higher muzzle velocity but this would
attacking weapon is greater than the Armor Rating
fall off quickly. The upshot of using this round is
of the target this Armor pool is reduced by 1 die for
that its armor penetration is improved, but range is
every point that the weapon’s AP Rating exceeds the
significantly reduced.
target Armor. Importantly, if the hit is a non-Critical
and, thus, does not require a Hit Location, the Armor
Value used is the side against which the direction
of the attack originated. The GM has the final say.
Example: a Pak 88 Anti-Tank gun (AP12, ouch it’s
deadly!) hits a British Crocodile head on. The front
Armor is 8. The 88 can penetrate, as its AP12 rating
is higher than the Crocodile’s Armor. The Crocodile
still gets an Armor Save, but AP12 - Armor 8 = 4
penetration, Armor 8 - 4 penetration leaves only 4
Armor dice.

RANGE AND ANTI-TANK AP RATINGS


The ability of a tank’s main gun (or a static AT Gun
like the 88s or light anti-tank weapons) to penetrate
the armor of its target falls off at increased ranges
– naturally, the farther away the target the harder
it is to penetrate its armor. Each Class of Anti-Tank
Gun (including Tank Main Guns themselves) has an
AP Rating (example: a Class I Tank gun has an AP
Rating of 10) which applies when attacking targets

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VEHICLES

White Phosphorous: Often called “Willie Pete” by Panzergranate 40: A German anti-tank grenade
US soldiers, a WP round is used to create smoke on that offered greater armor penetration at the cost
the battlefield, by burning the active ingredient. This of limited range.
gives an Incendiary effect if the shell is fired into a Variations in Main Gun Ammunition types provide
building or dense areas of flammable material. This tactical choices for vehicle crews. Each variation
gives the ammunition the Ablaze Weapon Quality. has its own advantages and disadvantages listed as
well as which nationality used a particular munition.
The vehicle commander generally called for any
ammo switch-outs when necessary. The loader is
then responsible for carrying out these orders.

Availability Bonus Negatives


High Explosive (HE) All Blast Radius 15m Damage +1 AP Value halved
Armor Piercing Sabot (APS) UK AP Value +1 Ranges Halved
White Phosphorous (WP) All Smoke / Incendiary (Quality: Blazing) No Blast
Panzergranate 40 German AP Value +1 Limited Range

VEHICLE DAMAGE
Damage points suffered reduce the vehicle’s Chas- If the attack inflicted more than 3 points of Damage
sis Points. If this is diminished to 0, the vehicle is you may re-roll the Severity of the Critical again (not
Wrecked. It is inoperable and out of action. the location), for every point of Damage over 3, and
Vehicles also suffer Critical Hits in the same way as choose your preferred outcome (there is still only
normal combat. If 3 or more damage is inflicted in any one Critical effect).
single attack, the vehicle has suffered a critical hit. Roll on the critical hit table for the location affected:
Armament Critical Hits
1 Cascading Criticals!: The attack goes on to do even more damage to the vehicle, the blast or
explosions causing multiple hits! Roll again on this Location and roll another new critical hit,
including the Location of that critical.
2 Ammo Feed Disrupted: The ammo feed to a secondary weapon on the vehicle is blasted and the
weapon must be cleared (a Slow Action) and reloaded (another Slow Action) before it can be
used again.
3 Secondary Gun Down: A secondary weapon on the vehicle, if it has one, is put completely out of
action. If there is no secondary weapon on the vehicle, the target suffers critical #4 instead.
4 Main Weapon Bearings Hit: The main gun takes a hit, and its bearings are off. The Gunner suf-
fers a -2 dice modifier to shoot it until it is repaired.
5 Main Gun Hit: The main gun takes a beating and is harder to reload than usual. The Ammo
Loader suffers -2 dice to their Heavy Weapons test to load the gun.
6 Turret Damaged: The turret (if the vehicle has one) cannot swivel. The gun can still fire but
only in the direction it is facing, and that direction can only be changed by moving the vehicle
itself. The Driver must make a successful Operate test to align the tank otherwise the main gun
cannot bear on its target.
7 Gun Jammed: The main gun has jammed. It will take 1d6 Rounds minus successes on a Tech
test to clear the jam before the Ammo Loader can try to reload the gun.

8 Gunner Hit!: A secondary weapon on the vehicle (if it has one) is destroyed and the gunner
takes shrapnel from the blow. They suffer a 10 Dice attack, +3 Damage Roll Adjustment. If
there is no secondary weapon on the vehicle it instead suffers critical #9.

9 Main Gun Destroyed!: The main gun on the vehicle is destroyed beyond repair. The blowback
inflicts a 10 Dice attack, +3 Damage Roll Adjustment, on the Gunner and Ammo Loader.

10 Ammo Detonates in Fiery Death!: The ammunition store is hit, and the vehicle explodes in a
ball of fire. It is Wrecked. There is no hope for the crew or passengers. Everyone aboard the
vehicle is killed. Even more than that – the Blast showers parts and fuel across a 15m radius,
and all within that range suffer a hit at +3 Damage Roll Adjustment.

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Main Body Critical Hits
1 Cascading Criticals!: The attack goes on to do even more damage to the vehicle, the blast or
explosions causing multiple hits! Roll again on this Location and roll another new critical hit,
including the Location of that critical.
2 Armor Stripped: The attack rocks the vehicle. The Armor value of the vehicle hit by the attack
is reduced by 1d6 as steel plates are stripped away by the blast, and the vehicle takes 1d3
extra Chassis damage.
3 Shuddering Blast: The vehicle shudders. Any roll relating to its operation is at -1 die for the
duration of the scene.
4 Rattling Explosion: The blow rattles the whole vehicle. If the vehicle is moving the Driver must
make an Operate roll at -3 dice or the vehicle will roll or crash, at the GM’s discretion.
5 Violent Explosion: The blow shakes the vehicle and it takes 1d6 extra Chassis damage. All
crew and passengers must make an immediate Guts test to avoid bailing out.
6 Fire!: There’s a smoldering fire somewhere, and the vehicle starts to fill with smoke. All actions
suffer a -1 die penalty and all exposed to it must take Suffocation Auto-Hits as determined by
the GM, until the smoldering fire is put out (with a Slow Action and a Tech test) or the hatch-
es are opened and smoke is cleared. The penalty increases by 1 each Round that no action is
taken to deal with the smoke.
7 Crew Hit!: The attack penetrates and strikes one random crew or passenger. The poor victim
takes a 10 Dice attack, +4 Damage Roll Adjustment.
8 Concussive Hit!: The attack rocks the vehicle with a terrible concussion. All crew and passen-
gers are Stunned by the blast for 1d6 Rounds minus successes on a Stamina test.

9 Debilitating Blast!: The attack penetrates into the crew compartment – the vehicle’s controls
are destroyed and it is immobilized. All characters in that compartment are hit by the blast.
Everyone aboard the vehicle takes a 10 Dice attack with +4 Damage Roll Adjustment.
10 Explosive Destruction!: The hit is terrible and the vehicle “brews up” in a welter of flame - it
is Wrecked. There is no hope for the crew or passengers. Everyone aboard the vehicle is killed.
Even more than that – the Blast showers parts and fuel across a radius of 15m, and all within
that range suffer a hit at +3 Damage Roll Adjustment.

Locomotion Critical Hits


1 Cascading Criticals!: The attack goes on to do even more damage to the vehicle, the blast or
explosions causing multiple hits! Roll again on this Location and roll another new critical hit,
including the Location of that critical.
2 Battered: The vehicle is battered and making some funny noises, but otherwise can soldier on.
However, future critical rolls on this table get a +2 adjustment to the d10.
3 Alignment Damage: Tracks are twisted or tires have burst. The vehicle’s Handling Rating is
reduced by 1.
4 Transmission Hit: The vehicle’s Speed is halved. If this critical is received again the vehicle is
completely immobilized.
5 Alignment Wrecked: Tracks are twisted or tires have burst. The vehicle’s Handling Rating is
reduced by 2.
6 Out of Control: The vehicle loses a wheel or has its tracks blown out of alignment. If the vehicle
is moving the Driver must make an Operate test or the vehicle will roll or crash, at the GM’s
discretion. All Operate tests are at -2 dice.
7 Stuck!: The attack has twisted something, or some debris has jammed the wheels or tracks.
The vehicle is immobilized until this can be cleared, which requires the mechanic to be outside
the vehicle to get to the problem, takes a Turn of work and a successful Tech test.
8 Unresponsive!: The vehicle is badly savaged by the attack. Gears grind and the machinery
doesn’t respond to the driver. The vehicle is immobilized. If the vehicle suffers another Locomo-
tion critical it is automatically critical #9.
9 Out of the Fight!: The axles are destroyed or the tank has completely thrown a track. The vehi-
cle is completely immobilized and cannot be repaired in the field – you need help.
10 Violent Wreck!: The attack has blasted the vehicle off its tracks or wheels or has caused the
vehicle to hit an obstruction. Either way, the vehicle has rolled or been tipped on its side – it is
Wrecked. All crew and passengers suffer an 8 Dice attack.

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VEHICLES

Engine / Fuel Tank Critical Hits


1 Cascading Criticals!: The attack goes on to do even more damage to the vehicle, the blast or
explosions causing multiple hits! Roll again on this Location and roll another new critical hit,
including the Location of that critical.
2 Stall: The engine sputters and stalls. The driver must use a Slow Action to make an Operate
test and restart the vehicle.
3 Fuel Line Leak: A fuel line is split and fuel is splattered all over the vehicle. All characters on
board must take a Guts test. Another Critical hit on this table is automatically an #8.
4 Engine Hit: The engine sputters and stutters. The vehicle’s Speed is halved as the engine keeps
misfiring. If the vehicle suffers this Critical again it is immobilized.

5 Gear Stuck: The engine races and the vehicle accelerates in a straight line. While active, all Op-
erate tests are at -1. A Slow Action and a successful Tech test will fix this, otherwise, the engine
must be put in neutral or turned off to stop the vehicle from driving forwards.
6 Scalding Oil: Engine oil sprays all over and the vehicle is on fire. All occupants take a 6 dice
attack from the scalding oil. The fire starts at Intensity of 6 but increases by +1 per Round
unless the occupants can douse it with a Calisthenics test at -3 dice Modifier.
7 Engine Wrecked: The engine is smashed: it sputters and stops. The vehicle shudders to an im-
mediate halt and is immobilized.
8 Fuel Tank Hit: The fuel tank is penetrated, and fuel is pouring out of the vehicle. It will run
out of fuel in 1d6 Rounds. This can be stopped with a successful Tech test and Slow Action to
staunch the flow. Another Critical hit on this table is automatically a #9.
9 Fuel on Fire!: The fuel tank is ruptured, the vehicle is immobilized, and is on fire, with Inten-
sity 10. Everyone aboard takes an 8 Dice attack from the blast as well as an attack from the
Intensity 10 fire. This Critical becomes Critical #10 in 2d6 rounds.
10 Fuel Tank Explodes!: The fuel tank ignites and explodes. The vehicle is Wrecked. There is no
hope for the crew or passengers. Everyone aboard the vehicle is killed. Even more than that –
the Blast showers parts and fuel across a 15m radius, and all within that range suffer a hit at
+3 Damage Roll Adjustment.

PASSENGERS
Any passengers exposed (because they are riding
outside the vehicle or firing a pintle-mounted turret
weapon) may be subjected to Ranged Attacks nor-
mally, using the normal Cover or Called Shots rules.
Passengers within a fully enclosed vehicle are only
injured if they suffer a hit from the Vehicle Damage
Tables or if the Vehicle loses all its Chassis Points
and is Wrecked, in which case they suffer the same
amount of Damage the vehicle did. Note, characters
in jeeps or tarp-covered flatbed trucks do not benefit
BAILING OUT from this protection as enemies may target them
with appropriate modifiers. Common sense should
After a Wreck or Vehicle Critical Hit, the GM may prevail here when considering the many varied sit-
decide that any survivors on board must succeed uations the narrative may dictate.
at a Guts test to not bail out of the tank. If this test
is failed, they must perform the Exit action at their
next opportunity.

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VEHICLE REPAIRS » Critical damage results of 6 or less can be fixed
with an hour’s work and a successful Tech test for
Repairing a vehicle requires access to spare parts each critical.
and tools. Most vehicles will carry the tools needed » Critical damage results of 7 or higher are more se-
and a selection of key spare parts to repair minor rious and require either special facilities to fix, key
critical damage, Armor, and Chassis. Some damage, spares not carried by the vehicle, expert mechanics,
however, will require proper repair facilities and or all three. The vehicle cannot be repaired in the
will force the vehicle to fall back behind the lines field and may likely require assistance to even move.
to get help. It takes a full day and a successful Tech test to repair
Repair work takes time: each critical of 7 or higher.

» Damage to Armor or Chassis points can be re- » If the critical has Wrecked the vehicle it cannot
paired at a rate of one point per hour, reduced by be repaired. Get a new one.
an hour (to a minimum of one) per success on a Ultimately, it is up to the GM to decide what is possi-
Tech test. ble in the field while considering how the campaign
narrative may best be served.

ADVANCED DRIVER
VEHICLE To maneuver the vehicle, the Driver must succeed at
an Operate test. A failed roll means the attempt has

COMBAT RULES
failed for some reason, and the vehicle is out of po-
sition or left vulnerable. Other actions by the crew
(such as firing the guns) are at -1 die, and all attacks

(OPTIONAL) against the vehicle are at +1 die, until the vehicle


moves again or circumstances otherwise change.
If the Driver gets 1 success the vehicle moves as
These rules are intended to support a player cam-
paign as the crew of a tank or other vehicle. Each desired. Any extra successes can be given to the
PC takes on a crew role within the vehicle. gunner(s) on a one to one basis, as the Driver brings
the vehicle into an optimal position to attack.
COMMANDER ASSISTANT DRIVER / MACHINE
The Commander can use his Command skill to sup-
port the other members of his crew. As with any
Command attempt, for each success, the Command-
GUNNER
er can give a die of help to other crew members who They can offer a die of Assistance to the Driver in
can hear his commands. This pool must be used supporting their efforts to maneuver the tank, or
within the Round they are earned or they are lost. can operate the mounted machine gun, should the
tank have one.
If the Commander is sealed inside the tank (i.e., has
closed his turret hatch due to the danger of enemy
fire) he can’t see the battlefield as clearly as he can AMMO LOADER
if the hatch is open and he is looking out. The effec- In combat a tank’s Ammo Loader will need to load
tiveness of the tank crew as a whole is impacted, the correct ammo before the Gunner can fire the
as the Commander’s ability to direct their action Main Gun. Some tanks were easier to load than oth-
is reduced by his restricted visibility. As such, the ers while some would take longer to prepare. The
Commander suffers a -2 dice modifier to his Com- Ammo Loader’s Heavy Weapons test is modified by
mand tests when the hatch is closed. If the Com- the tank’s Loading modifier: a failed test doesn’t in-
mander chooses to keep his hatch open so he has dicate that the loading has failed (although FUBARs
good visibility this negative does not apply, but his may be spent if a Dud is activated on a Pushed roll
head, torso, and arms are exposed to enemy fire. to trigger a Mishap), it’s just taking longer to load
due to the setup of the tank. The loader gets to roll
again the following Round, and as soon as the test
is successful the Main Gun is ready to fire.

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VEHICLES

GUNNER For example: the crew of the M4 Sherman Firefly tank “Betty” sees a Ger-
man Panther trying to retreat. They decide to chase it down and end the
war for the enemy crew, one way or the other. They draw initiatives (keep-
If their weapons are bearing on ing them hidden as they’ve elected to use the Dynamic Initiative rule):
a target and are loaded, the Gun- Jones, the Commander gets 4
ner can make a Tech test to at- Brown, the Driver, gets 5
tack the target, in the usual way. Miller, the Gunner, gets 1
Henderson, the Machine Gunner, gets 3

COMBINED ACTIONS Titus, the Ammo Loader, sits tight on 7

Miller, on 1, looks up to his Commander for orders and delays his action
If the tank crew wishes to work while he waits to hear what his commander will say - Miller decides to
together to accomplish a task, take his action on 8s. Henderson, on 3s, goes into Overwatch, declaring
they can coordinate their ac- that he will open up with the machine gun on any German infantry when
he sees them. Jones, the Commander, acts on 4 and gives the order to get
tions and tests. For example,
the Panther. He rolls his Command test and gets 2 successes. He decides
this would apply if they wanted to give both bonus dice to his Gunner. Brown, on 5, guns the engine, and
to chase down and attack an en- the Firefly leaps into the open after the German, attempting but failing
emy tank. The sequence of com- to attain bonus dice for the Gunner by maneuvering into a better firing
bined actions can be managed position. On Initiative 7, Titus declares he will Delay until after the Gunner
has fired in order to then immediately attempt to reload. The target is now
using the Delay and Overwatch
in view and Miller unleashes the Betty’s 75mm Howitzer at the Panther
rules (as well as the Advanced on his new initiative of 8, benefitting from the bonus dice offered by
rules: Making a Plan and Orders), Jones. During the same Initiative, Titus successfully tests Heavy Weapons
allowing the crew to coordinate to reload the main Gun. On 9s the German infantry covering the retreat
their actions. reveal themselves, and Henderson’s Overwatch kicks in and he sprays the
enemy with suppressing fire.

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CHAPTER 8:

WEAPONS AND GEAR


“You can hear the company commander call out for damage on the drop, several implements were broken,
his squads to fall back and bring up the Bazookas so you only get a +1.”
to bear on the enemy armor,” described Frank. He’d
Hector rolled, reducing his dice pool by his -1 die for
required a Guts test from the squad upon seeing the
his Unsure Condition and lamenting his lowered Gear
tank. They’d all passed, though it was a close thing for
bonus due to the FUBAR-damaged medical pouch.
Slim, who remained affected by the Unsure Condition.
Somehow, he still achieved a success, stabilizing the
“Are there enough?” asked Hank. infantryman. But they all remained exposed to the
tank across the square.
“Well, it’s not so much how many there are as what
positions they’re firing from,” explained Frank. “The “Jeez, Doc, you’re in the line of fire!” says Al. “We got-
tank, a Tiger I, has positioned itself such that it’s ta do something quick! Who’s next in Initiative order?”
flanked by the church on its right and offering its
“I’m next I think,” said Carlos showing a Five card.
front armor against the company’s heavy weapons.”
“How far is the tank from our position?”
“Crap”, said Will, “they’ll never penetrate that front
“It’s actually passing pretty close alongside you, about
armor.”
25 meters away. You can reach it if you use both your
“The tank opens fire,” narrated Frank. He went Actions. What do you plan to do?”
on to describe the demolition of a nearby cottage
“I want to get close enough to drop a grenade into any
where American paratroopers had been hiding. “The
opening I can,” said Carlos.
hull-mounted MG34 fires as well, indiscriminately
killing and suppressing the company. You see one “You can roll a Calisthenics test to climb onto the hull
bazooka-wielding soldier go rigid as he’s hit by several and reach a hatch,” said Frank.
bullets. He crumples to the ground and stops moving
Carlos rolled but failed. For the moment, his character
altogether.”
Sonny remained clinging to the side of the German
“Damn, we gotta do something,” said Carlos. tank, seeking a handhold along its sloped, camouflage
hull.
“Yup, draw Initiative cards,” said Frank.
“I’ll lay suppressing fire on the fleeing Germans so
Moments later, he announced the Germans held the
they don’t get any ideas to fire on Sonny,” said Hank.
Ace card and narrated how the tank continued firing
“How many dice do I get with Burst Fire?”
the MG34 as it reloaded the main gun and reversed
alongside the path the German infantry had retreated “Two more than your usual,” said Frank. “Except
on their way out of town. remember to take away a die for that Condition you’re
still carrying.”
“I’ve gotta Two, so I go next,” said Hector. “Slim’s
unsure of himself with that Condition, but he’s going Al rolled the dice but failed miserably, even after
to go for it anyway. I want to run over to the closest pushing! The FUBAR he rolled was immediately used
wounded GI from the company to offer aid, who’s the by Frank to declare Al’s gun was now jammed!
nearest casualty?”
“Your Thompson rounds hit the ground inconsequen-
“There are two soldiers attending to a wounded para- tially, and you hear the clicking sound of your SMG
trooper in the direct line of fire from the MG34. You’ll jamming,” reported Frank.
have to take a Nimble test to avoid
“Damn, it’s on you Will, what’s Reeves gonna do?”
the bullets. The Germans scored two
successes on their Suppression rolls, so Will thought about it for just a moment and an-
you’ll need two successes!” nounced, “I fire my M1 and empty the clip. I’m firing
in Suppression Mode against any Germans who might
“I spend a Lucky Strike to roll two extra dice and add
be reconsidering their retreat.”
them to my Nimble pool of 5 dice.” Hector rolled seven
dice but failed! “Roll away!”

“Do you wanna Push your roll?” asked Frank. Will rolled his dice and scored three successes!

“Yes!” Hector did and managed two successes, opting “Your M1 fires indiscriminately down the dark road,
to recover a Lucky Strike! He also rolled a Dud, but your marksmanship skill pays off! The Germans
though, so the GM handed him a FUBAR. remaining at the edge of the square keep their heads
down, either suppressed or retreating further on their
“You get there. Barely!” said Frank. “You begin admin-
Initiative card,” said Frank.
istering First Aid to the wounded soldier. Make your
Medical Aid test with your gear bonus. Only hand me “You’re clear! It’s all you on the next round, Carlos,”
back that FUBAR, looks like your medical pouch took said Will happily. “We better win the Initiative!”

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War Stories characters will require quite a bit of and tens of thousands of heavy guns, tanks, mortars,
gear to help them accomplish their dangerous and and armored vehicles. And those are just the weap-
often challenging tasks. Equipping their soldiers ons of war! Your characters will need their share of
(and more often than not, their allies!) is of para- this arsenal if they hope to remain operational and
mount importance to the United States government. combat ready. What follows are a series of weapons
Thousands of ships braved the North Atlantic to and gear charts with some useful features they share
deliver billions of rounds, millions of small arms, in common.

GENERAL GEAR BONUS


FEATURES This value is the number of extra Gear Dice your char-
acter can roll on a skill test where this item is useful.
This number may degrade if the GM decides to use a
FUBAR to cause a Mishap. Note that, for some fire-
arms, this number varies depending on the Mode of
Fire being used by your character (see pages 87-88).

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WEAPONS AND GEAR

AVAILABILITY will determine any modifiers based on your PC’s


wealth as well as the assumed, generalized price of
While playing the campaign, Rendezvous with the item (this is most often based on its scarcity).
Destiny, or any other series of missions where the Importantly, your GM may decide certain items are
primary characters are part of a functioning national simply unattainable with the resources assumed to
military, the gear assigned is determined by a va- be available to the PCs.
riety of factors including: their branch of service, Of course, your group may be more interested in
the mission assigned, and the historical availability counting their money and playing out a more con-
in a given theater of operation. Ultimately, this is crete transaction. Feel free to research the historical
generally determined by the GM and follows the cost of items of interest, and play out your Persua-
dictates of the story as the dramatic elements sug- sion skill to haggle that price down!
gest themselves.
For non-military groups (Resistance fighters, espio-
nage campaigns), the Availability value determines
WEIGHT
This determines how easy or difficult an item is to
how frequently a character may find the item should
carry. The values of all carried Gear should be tallied
they make a concerted effort to search for it at a
and compared to the character’s Encumbrance limit
GM-approved location. The number is the required
(see Chapter 2 page 22). A GM may impose penalties
number of successes needed in a Perception, Surviv-
if a character is overburdened. Tiny items do not
al, or Insight test as suggested by the circumstances
count toward Encumbrance limits, but a GM may
or determined by the GM to locate the item. In the
decide a character is carrying too many Tiny items
Campaign rules discussed later, another method
and should keep gear carried within logical limits.
of acquiring items called Scavenging is further de-
tailed. Refer to those rules when playing a Campaign
that encourages this activity. QUALITIES
As War Stories does not wish to preoccupy you This will list any Qualities associated with the item’s
with bookkeeping money, in order to determine use. Qualities are special rules that may be used for
if you can afford to purchase the located item, a a variety of items, and so are collected below for
second test must be performed to acquire the item. convenience.
An opposed Persuasion or Insight test will simu-
late the ability to narratively strike a deal. Your GM

WEAPON NATIONALITY
SPECIFIC Given the extensive diversity of firearms develop-
ment, many nations manufactured unique weapons

FEATURES
for their militaries. Sometimes, however, nations
would license their firearms to be made in the
factories of other countries. Country codes list a

ROF (RATE OF FIRE) weapon’s nation of origin. Some, which were ubiq-
uitous for several nations, will be marked ‘Com’,
This is the number of rounds a weapon expends for ‘Common.’
when fired. The number represents the historic max-
imum fire capacity in an approximate 6-second time United States: US
span . For Automatic weapons, if fired on Full Auto United Kingdom: UK
(as detailed above), it will expend this many rounds Germany: Ger
in one game Round. If fired in a Burst Fire mode, it Spain: Spn
will use up 1/10th of the rounds listed. Belgium: Bel
Italy: Ity
French: Frh

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AMMO Blazing: A weapon with this characteristic uses fire
to burn its target. The target must be flammable to be
This is the ammunition capacity of the weapon. This damaged by this weapon. Also, the target will contin-
may be in the form of a clip (C), cylinder (Cy), box ue to burn depending on just how flammable it may
(B), drum (D), magazine (M), or pan (P). Certain be. While on fire, the target suffers the Effect: Ablaze.
machine guns are Belt fed as well. Most firearms can Concussive: +2 to Damage rolls against targeted
have one round chambered in addition to their listed character(s) within a small, enclosed Zone. This
ammo capacity. Once all the rounds are expended, is rather than the regular +1 to Damage rolls most
the weapon will need to be reloaded. Blast weapons receive in such Zones. In the case
of vehicle crews, the +2 only affects crew who are
RANGE subject to Damage rolls as a result of the Vehicle
being hit.
The range of a weapon describes the distance at
which it is effective. If it is a numerical value, this is Dangerous: While all weapons are inherently
the Short Range. Medium Range is determined by dangerous, this weapon has a problematic aspect
doubling the Short Range. Long Range is determined or component often associated with the potential
by doubling the Medium Range. Extreme Range for injury when in close proximity. Examples vary
is determined by doubling the Long Range. If the (bazooka’s back blast, Bangalore’s high explosive
Range is ‘E’, this means the weapon is effective only blast, mines that were particularly difficult to dis-
at Engaged Range of 1m. arm safely, etc.). GMs must consider the potential
for Weapon Mishaps to produce injury to its user
DAMAGE or those nearby.
Dispersal: This weapon’s Bonus and Damage are
This is the adjustment added or subtracted to the d10
reduced by one (-1) at Medium range or farther.
Damage roll to determine the severity of the Injury.
Extended Range: This weapon’s Extreme Range is
QUALITIES doubled. This is quadruple the Long Range.

AP (Armor Penetrating): This weapon is de- Field Artillery: Mortars are fired in enormous arcs,
signed to penetrate heavy armor. As such, its value high above the battlefield disregarding intervening
determines what kind of armor it can affect. Any cover, and falling directly onto the targeted enemy.
Armor or Cover greater than the AP value is impen- As such, they do not require line of sight and often
etrable to this weapon. If the weapon’s AP value disregard cover entirely. Bunkers and foxholes are,
is equal to or greater, however, it may affect the of course, exceptions to this. When a mortar (or any
target. The target’s save is negatively modified by other of the variety of field artillery) is fired, any ally
the extent the AP exceeds the Armor/Cover value. on the field with the ability to communicate with
See the Protection Saves section starting on page the weapon crew and in line of sight of the enemy
95 for further details. may help by directing fire. They must first make a
Perception test using a Slow Action. Any successes
Automatic: This weapon has the capacity to fire a are passed along as positive modifiers to the weapon
large number of rounds at a continuous rate. It can team. If they fail, they offer no help.
use the Burst Fire or Full Auto Fire modes described
in Chapter 5. If the weapon team fails in their targeting effort, the
round will deviate (as described in the Explosive Blast
Blast: This weapon explodes or detonates, poten- rules on page 92) and detonate elsewhere. If the firing
tially damaging more than one character. A Blast team has line of sight (on their own or through the help
radius is printed beside the Damage Adjustment. All of a spotter), subsequent attempts to target the same
characters present from the point of impact to this location will benefit from a cumulative +1 die modifier
distance are affected by the full brunt of the Damage to a maximum of +3 dice as the team begins to acquire
rolled. Make a Damage roll for every character with- the target. This bonus goes away should the firing team
in the range listed. For all characters between the move or choose to target a different location.
listed range and twice that number, make a Damage
roll at -3. Beyond double the listed range the weap-
on’s explosion is ineffective.

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WEAPONS AND GEAR

Field Artillery may also generate Suppression tests. Smoke: This weapon creates enough smoke to fill
A GM may require characters subject to nearby ar- a Zone (as defined by the GM). Smoke will obscure
tillery strikes (even if not hit) to a Guts test to avoid vision. For 1d3 rounds, a -3 dice visibility penalty
suffering the Suppression Effect. is imposed for Ranged Attacks originating from or
targeting the Zone. Then, for 1d3 rounds, the penalty
Jab: This weapon may target the Head without a
reduces to -2 dice. Finally, for 1d3 rounds more, the
Called Shot modifier.
penalty diminishes to -1 die. After this, the smoke
Limited Range: This weapon does not have an Ex- dissipates. The GM may reduce these rounds if
treme Range. windy conditions are present.
Mine: These weapons are often hidden, requiring Spray: Weapons like flamethrowers have the option
Perception tests to spot them. They are detonated of spending more fuel to increase the Damage roll.
in a variety of ways: tripwire or via pressure, and Each additional second of fuel provides a +1 to the
sometimes, more rarely, remotely by wire. Often Damage die of one target chosen by the attacker.
a GM will spend a FUBAR to create a possibility The attacker must decide how many seconds to
of triggering a mine should characters traverse a use prior to rolling (up to 6 seconds). More than 3
minefield. Disarming these requires a successful seconds requires the use of both Actions. Moreover,
Tech test and a Slow Action. Some mines may be this weapon will affect all characters in the 10m
harder to detect than others with certain Gear (for diameter area this weapon targets as well as the
example, Schu-Mine 42s made of wood). narrow line of fire extending to this Zone. One At-
Noise-Suppressed: This weapon’s muzzle can be tack roll is made to hit all such targets. Each success
suppressed so that firing it will be somewhat quieter hits a different target, while extra successes beyond
than other weapons. NPCs must test Perception to available targets may be used as normal. Finally, this
detect when this weapon is fired. weapon may not fire beyond Long Range.

Platform: Platform weapons require a stable firing Team or Crew: This weapon requires the number
position. This is most often a bipod, tripod, or a ded- of additional crew listed in order to operate properly.
icated weapon mount. Each weapon will specify the Often these individuals assist in loading the weapon.
kind of platform needed for ideal operation. A weapon If the shooter acts first in Initiative order, they may
requiring a bipod will suffer a -2 penalty without it. One wish to Delay their Initiative to act after the loader has
requiring a tripod will suffer a -5 penalty without it. loaded the weapon. Should these crew members be
Those requiring more substantial stability cannot be absent, it is up to the GM to impose penalties on the
used without their dedicated platform. weapon’s operation or declare it to be unusable. A rec-
ommended -1 die penalty per absent crewman is sug-
Reliable: The GM requires 2 FUBAR to have this
gested. Moreover, loading is slowed as well. The Rate
weapon suffer a simple Mishap.
of Fire is halved if up to half the crew is unavailable
Semi-Automatic: This weapon may be fired without and halved again if even more crew are out of action.
needing to reload manually. As such, it may be used to
Tech: This weapon is fired or deployed using the
fire repeatedly as described in Chapter 5 Combat.
Tech skill of the operator.
Single Shot: This weapon fires one round which
Terrifying: The use of this weapon immediately
must be replaced by some manual action. It may
imposes a Stress test when it is first fired into your
represent Bolt Action rifles, rocket launchers, or
Zone or an adjacent Zone, regardless of successes.
some shotguns. The Bolt Action, for example, has a
The number of Auto-Hits imposed equals the value
lever action mechanism for reloading between each
of X in the Quality.
shot fired, requiring a Free Action to complete. A
Fast Action will reload the entire magazine. Thrown: This weapon is hurled at the target. These
will require the use of the Calisthenics Skill rather than
the Ranged Combat Skill. The character may benefit
from certain Specializations when they are used.

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WEAPONS
PISTOLS (RANGED COMBAT)
Pistols with detachable magazines (Colt, Browning, Revolvers: Reloaded either using single bullets, half-
P38, Luger, etc.) can add one round to the chamber. moon clips (3 rounds), or full moon clips (6 rounds).
Half-Moon clips were typically the most common.
C96 Pistol: This pistol’s ammunition is fed via a
stripper clip into an internal box magazine. Welrod Mk I: This bolt-action pistol is reloaded
using a knurled knob that is turned 90 degrees and
pulled back to expel spent shells.

Bonus ROF Availability Nationality Weight Ammo Range Damage Qualities


SS +0 1
Browning Reliable,
High Power
RF +1 3 1 Com 1/2 13 M 10m +1
Semi-Auto
S +2 All
SS +0 1
C96 Pistol RF +1 3 2 Com 1/2 10 M 10m +1 Semi-Auto
S +2 All
SS +0 1
Enfield Reliable,
No. 2 Mk I
RF +1 3 2 UK 1/2 6 Cy 10m +1
Semi-Auto
S +2 All
SS +0 1
Luger P08 RF +1 3 2 Ger 1/2 8M 10m +1 Semi-Auto
S +2 All
SS +0 1
M1892 Lebel Reliable,
Revolver
RF +1 3 1 Frh 1/2 6 Cy 10m +1
Semi-Auto
S +2 All
SS +0 1
M1911A1, Reliable,
Colt.45, US
RF +1 3 3 US 1/2 7M 10m +1
Semi-Auto
S +2 All
SS +0 1
Reliable,
Walther P38 RF +1 3 2 Ger 1/2 8M 10m +1
Semi-Auto
S +2 All
SS +0 1
Webley Mk. Reliable,
IV - VI
RF +1 3 2 UK 1/2 6 Cy 10m +1
Semi-Auto
S +2 All
SS +0 1
Webley
Self-Loading RF +1 3 2 UK 1/2 7M 10m +1 Semi-Auto
Pistol
S +2 All
SS +0 1
Welrod Bolt Noise-Suppressed,
Action, RF - - 2 UK 1/2 6M 10m +1
silenced Single Shot
S - -
Bonus & ROF Abbreviations: Rapid Fire (RF), Single Shot (SS), Suppressive (S)
Ammo Abbreviations: Cylinder (Cy), Magazine (M)

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WEAPONS AND GEAR

1 6

2
7

9
4

1. Browning High Power


2. C96 Pistol
3. Enfield No. 2 Mk I
4. Luger P08
5. Welrod Bolt Action, silenced
5 6. M1892 Lebel Revolver
7. M1911A1, Colt.45, US
8. Walther P38
9. Webley Mk. IV - VI

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RIFLES (RANGED COMBAT) Shotguns: While not technically rifles, shotguns
have been placed here nevertheless. Unless spec-
Rifles were ubiquitous during WW2. Every nation ified, all shotguns are reloaded one shell at a time.
had a broad selection of firearms for its soldiers. They can fit their ammo count plus one after ‘rack-
What follows is a small list grouping the most pop- ing’ the shotgun pump.
ular rifles of the Western Front. Brief comments on Boys Anti-Tank Rifle: Utilizes a 10-round box mag-
some notable weapons precede the table. azine loaded on the top of the rifle.
Bolt Actions: Unless specified, Bolt Actions can M1 Garand: Using 8 round ‘en-blocs’ loaded into an
be fed using 5-round stripper clips, or single bullets, internal magazine, the metal en-bloc is expelled with
one at a time. Bolt actions with 10-round magazines the last shot, creating the infamous ‘ping’ sound
are still reloaded using the 5-round stripper clips. betraying a soldier’s empty weapon. When alone,
Lebel 1886: This Bolt Action rifle can only be re- this ping is rather audible. When quite a few rifles
loaded one bullet at a time. are all going off around you, it can scarcely be heard.

Bonus ROF Availability Nationality Weight Ammo Range Damage Qualities


Berthier Reliable,
1907/15 SS +0 1 1 Frh 1 5B 50m +2
or m1916 Single Shot

Boys Anti-Tank Single Shot,


Rifle
SS -1 1 4 Com 2 5B 50m +2
AP4
Enfield M1917 Reliable,
“The American”
SS +0 1 2 US 1 5C 50m +2
Single Shot
SS +0 1 10
Gewehr 43 RF +1 3 3 Ger 1 B or 50m +2 Semi-Auto
S +2 All 5C
Karabiner Reliable,
98K Mauser
SS +0 1 2 Ger 1 5C 50m +2
Single Shot
8(+2)
Lebel 1886 SS +0 1 1 Frh 1 50m +2 Single Shot
M
Lee-Enfield Mk Reliable,
III
SS +0 1 2 UK 1 10 B 50m +2
Single Shot
SS +0 1
Reliable,
M1 .30 Garand RF +1 3 3 US 1 8C 50m +2
Semi-Auto
S +2 All
SS +0 1
M1 Carbine RF +1 3 2 US 1 15 B 40m +1 Semi-Auto
S +2 All
Single Shot,
M97 Shotgun
“Trench Gun”
SS +0 1 2 US 1 5M 10m +3 Dispersal,
Limited Range
M1903A4, Reliable,
Springfield .30 SS +0 1 3 US 1 5M 50m +2
Rifle Single Shot

m.1916 Reliable,
Spanish Mauser
SS +0 1 2 Spn 1 5B 50m +2
Single Shot
Reliable,
MAS-36 SS +0 1 2 Frh 1 5C 50m +2
Single Shot
No. 4 Enfield Reliable,
Mk I
SS +0 1 3 UK 1 10 B 50m +2
Single Shot
Single Shot,
Winchester Dispersal,
M1912
SS +1 1 1 Com 1 6M 10m +3
Limited
Range
Bonus Abbreviations: Rapid Fire (RF), Single Shot (SS), Suppressive (S)
Ammo Abbreviations: Box (B), Clip (C), Magazine (M)

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WEAPONS AND GEAR

9
1. M1903A4, Springfield .30 Rifle 4. M1 Carbine 7. Karabiner 98K Mauser
2. Enfield M1917 “The American” 5. M1A1 Carbine 8. Gewehr 43
3. M1 .30 Garand 6. Lee-Enfield Mk III 9. M97 Shotgun “Trench Gun”

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SUBMACHINE GUNS AND ASSAULT RIFLES (RANGED COMBAT)
Submachine Gun: Utilizes stick magazines. British M1/M1928 Thompson: Depending on which vari-
troops with stens typically carried bandoliers that ant of the Thompson is used, its bolt handle (the
held up to 6 magazines as well. lever that is racked back to chamber a new round)
is either on its side (M1) or at the top (M1928). Ad-
Assault Rifles: May be equipped with a bipod to brace
ditionally, an M1928 can utilize a drum magazine
the weapon. When used, a +1 bonus may be awarded.
capable of holding 60 rounds, but these were typi-
1918A2 BAR: Typically, an assistant gunner cally only deployed in the first years of the war and
would carry a bandolier that carried an additional were steadily replaced by stick magazines which
six box magazines. were much simpler to replace.

Bonus ROF AVAL Natl. Wt. Ammo Range Damage Qualities


SS +1 1
10-40 Semi-Auto,
Beretta M1938 B[D,S] [+3,+4] 6 2 Ity 1 60m +2
B Automatic
FA [D,S] [+4,+5] 60
SS +1 1
Semi-Auto,
FG 42 B[D,S] [+3,+4] 4 4 Ger 1 20 B 70m +3
Automatic
FA [D,S] [+4,+5] 40
SS +0 1 36- Reliable,
Labora
B[D,S] [+2,+3] 6 3 Spn 1 20m +2 Semi-Auto,
Fontbernat m1938
FA [D,S] [+3,+4] 60 260 B Automatic
SS +0 1
32-50 Semi-Auto,
Lanchester Mk1 B[D,S] [+2,+3] 6 3 UK 1 20m +1
B Automatic
FA [D,S] [+3,+4] 60
M1918A2 Browning SS +1 1 Reliable,
Automatic Rifle B[D,S] [+3,+4] 4 3 US 2 20 B 60m +2 Semi-Auto,
(BAR) FA [D,S] [+4,+5] 40 Automatic
SS +0 1
M1- M1928A1 20/30 Semi-Auto,
B[D,S] [+2,+3] 6 3 US 1 20m +2
Thompson B Automatic
FA [D,S] [+3,+4] 60
M3A1 SS +0 1
Semi-Auto,
Submachine Gun B[D,S] [+2,+3] 4 3 US 1 30 B 20m +2
Automatic
“Grease Gun” FA [D,S] [+3,+4] 40
SS +0 1
Semi-Auto,
MAS 38 B[D,S] [+2,+3] 6 3 Frh 1 32 B 20m +1
Automatic
FA [D,S] [+3,+4] 60
SS +0 1 Reliable,
MP 28/38/40 B[D,S] [+2,+3] 4 2 Ger 1 32 B 20m +1 Semi-Auto,
FA [D,S] [+3,+4] 40 Automatic
SS +0 1
12 or Semi-Auto,
Reising M50 B[D,S] [+2,+3] 6 4 US 1 20m +2
20 B Automatic
FA [D,S] [+3,+4] 60

SS +0 1 Noise-Suppressed
(Mk II S version),
Sten Mk II/VI B[D,S] [+2,+3] 6 2 UK 1 32 B 20m +2
Semi-Auto,
FA [D,S] [+3,+4] 60 Automatic
SS +0 1
Semi-Auto,
Sten Mk V B[D,S] [+2,+3] 6 4 UK 1 32 B 20m +2
Automatic
FA [D,S] [+3,+4] 60
SS +1 1
Semi-Auto,
Sturmgewehr 44 B[D,S] [+3,+4] 4 4 Ger 1 30 B 60m +2
Automatic
FA [D,S] [+4,+5] 40
Abbreviations: Availability (AVAL), Nationality (Natl.), Weight (Wt.)
Bonus Abbreviations: Burst (B), Full Auto (FA), Direct (D), Single Shot (SS), Suppressive (S)
Ammo Abbreviations: Box (B), Clip (C), Magazine (M)

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WEAPONS AND GEAR

7
2

4
9

1. FG 42 6. M1- M1928A1 Thompson


2. Lanchester Mk1 7. MP 40
3. M1918A2 BAR 8. M3A1 Submachine Gun
“Grease Gun”
4. Sten Mk V
9. Sturmgewehr 44
5. Sten Mk II

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MACHINE GUNS (HEAVY WEAPONS)
Unless specified, all machine guns utilize a belt-fed Bren Light Machine Guns: Utilized top-loading
system of either cloth strips holding lengths of 250 box magazines.
rounds of ammunition, or metal-links connecting Lewis Machine Guns: Utilized 97-round, top-load-
bullets. Be careful: despite the number of rounds ed drum magazines that rotated with each shot.
available on these belts, ammo will be quickly de-
pleted on Full Auto mode. M1914 Hotchkiss: While obsolete by WWII, these were
commonly found in armories of many nations through-
Bipods and tripods provide a support mechanism out the war. The most common method of reloading this
for firing. Generally, LMGs used bipods while HMGs machine gun is the use of the 30-round strips.
used tripods. Without these, a GM will impose pen-
alties for firing as follows: MG 34: With its crescent-shaped trigger, this common
German machine gun could be fired in semi-automatic
Light Machine Gun without support: -2 Dice
mode by using only the upper portion of the crescent.
Heavy Machine Gun without support: -5 Dice

Bonus ROF AVAL Natl. Wt. Ammo Range Damage Qualities


SS +1 1 Automatic,
Bren Light 30 Platform,
B[D,S] [+3,+4] 5 3 UK 2 70m +2
Machine Gun Box Extended Range,
FA [D,S] [+4,+5] 50 Semi-Automatic
Browning B[D,S] [+4,+5] 6 250 Automatic,
M2HB Heavy 4 US 4 100m +4 Crew (2-3), Platform,
Machine Gun FA [D,S] [+5,+6] 60 Belt Extended Range
Browning B[D,S] [+4,+5] 6 250 Automatic,
M1917A1 Heavy 4 US 4 80m +4 Crew (2-3), Platform,
Machine Gun FA [D,S] [+5,+6] 60 Belt Extended Range
Browning B[D,S] [+3,+4] 5 250 Automatic,
M1919A4 Medium 4 US 2 90m +3 Crew (2-3), Platform,
Machine Gun FA [D,S] [+4,+5] 50 Belt Extended Range
SS +1 1 Automatic,
Lewis 97 Platform,
B[D,S] [+3,+4] 5 3 Com 1 80m +3
Machine Gun Pan Extended Range,
FA [D,S] [+4,+5] 50 Semi-Automatic
M1914 B[D,S] [+3,+4] 5 250 Automatic,
Hotchkiss Heavy 3 Com 3 90m +3 Crew (4), Platform,
Machine Gun FA [D,S] [+4,+5] 50 Belt Extended Range

B[D,S] [+3,+4] 5 250 Automatic,


M1919A4
Browning .30 MG
4 US 2 70m +3 Crew (2-3), Platform,
FA [D,S] [+4,+5] 50 Belt Extended Range

B[D,S] [+4,+5] 5 250 Automatic,


M2 .50 Heavy MG 4 US 4 80m +4 Crew (2-3), Platform,
FA [D,S] [+5,+6] 50 Belt Extended Range

B[D,S] [+3,+4] 6 250 Automatic,


Maxim
Machine Gun
3 Com 4 80m +3 Crew (3), Platform,
FA [D,S] [+4,+5] 60 Belt Extended Range
SS +1 1 Automatic,
250 Crew (3), Platform,
MG34 B[D,S] [+3,+4] 9 3 Ger 2 80m +3
Belt Extended Range,
FA [D,S] [+4,+5] 90 Semi-Automatic
Automatic,
B[D,S] [+5,+6] 15 250 Platform, Crew (3),
MG42 3 Ger 5 100m +4 Terrifying 1,
FA [D,S] [+6,+7] 150 Belt
Extended Range

B[D,S] [+3,+4] 5 250 Automatic,


Vickers
Machine Gun
3 UK 2 80m +3 Crew (3), Platform,
FA [D,S] [+4,+5] 50 Belt Extended Range

B[D,S] [+3,+4] 10 100 Automatic,


Vickers K
Machine Gun
3 UK 2 80m +3 Crew (3), Platform,
FA [D,S] [+4,+5] 100 Pan Extended Range
Abbreviations: Availability (AVAL), Nationality (Natl.), Weight (Wt.)
Bonus Abbreviations: Single Shot (SS), Burst (B), Full Auto (FA), Direct (D), Suppressive (S)

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WEAPONS AND GEAR

1 4

2
5

3 7

1. Browning M1919A4
2. M1914 Hotchkiss
3. Vickers Machine Gun
4. Bren Light Machine Gun

8 5. MG34
6. MG42
7. Lewis Machine Gun
8. Maxim Machine Gun

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MORTARS (TECH)
The portable infantry mortar, developed during the phosphorus rounds to drive an enemy out of cover.
First World War to provide infantry units with the No infantry company is complete without at least
capability of indirect fire onto enemy positions, a small complement of mortarmen to help them in
had improved in accuracy and range since its early their busy work.
days. Aside from the sound of the initial launching A mortar crew (generally 3 to 4 crewmen) carried
of a mortar round, its shell’s whistle is significantly
an average of 8 rounds per crewman (using a special
quieter than its larger cousins in the artillery, and m2 mortar vest) during mobile assaults.
as such can catch an unwitting enemy by surprise
during a firefight. Capable of launching illumination While Illuminating rounds do not cause damage,
rounds for night assaults or catching an enemy infil- White Phosphorus rounds add ‘Ablaze’ as a Weapon
tration team in the open, or high explosive or white Special rule.

Bonus ROF AVAL Natl. Wt. Ammo Range Blast/Dm Qualities


2 in. Blast, Tech, Crew (4),
-2 1 3 UK 3 varied 300m 15m/+2
Mortar Field Artillery
3 in. Blast, Tech, Crew (4),
-2 1 3 UK 3 varied 300m 20m/+3
Mortar Field Artillery
50mm Blast, Tech, Crew (4),
-2 1 3 Ger 3 varied 300 15m/+2
GW 36 Field Artillery
80mm Blast, Tech, Crew (4),
-2 1 3 Ger 5 varied 300m 20m/+3
GW 34 Field Artillery
M1 Blast, Tech, Crew (4),
81mm -2 1 4 US 5 varied 300m 20m/+3 Field Artillery
Mortar
M2 varied Blast, Tech, Crew (4),
60mm -2 1 4 US 3 (10 rounds 300m 15m/+2 Field Artillery
Mortar per crate)

Abbreviations: Availability (AVAL), Nationality (Natl.), Weight (Wt.)

GRENADES (CALISTHENICS)
Unless otherwise specified, most grenades are of the M-37 Satchel Charge: 8 sticks of TNT, bound to-
fragmentation variety. Once thrown, it will detonate gether and armed with a friction primer, could be
and send shrapnel fragments over a small area with ignited and thrown into a particularly troublesome
a high explosive charge. Remember, once the pin bunker only from extremely close range. When
is pulled, the grenade is live and potentially quite thrown into an enclosed space, such as a bunker or
dangerous if accidentally dropped! tank, the weapon’s AP is Adjusted by +3. Engineers
often carried more than one.
Gammon Bomb: An improvement on the No. 74,
its explosive charge was adjustable depending on Molotov Cocktails: Filled with a mixture of either
whether it was being used against personnel or petroleum or high-grade alcohol (or, in desperation,
against tanks. As a bag, its explosive capability was any flammable liquid), a glass bottle stuffed with a
determined based on how many sticks of C2 explo- rag doused in kerosene, this flammable ‘grenade’
sives were used. The AP value of this weapon equals was ready to use in a desperate pinch. Not recom-
the number of C2 sticks +1. The bomb could hold mended for dinner parties.
six sticks at a time. Therefore AP varies from 2-7. No.74 ‘Stick’ Bomb: A bit temperamental, this gre-
Every two sticks beyond 2 provide a cumulative nade was designed to stick onto tanks once you re-
+1 to Damage. moved the protective shell. However, it had a nasty
Hafthohlladung: A German anti-tank-shaped tendency to fail to adhere to overly muddy or dusty
charge that was attached magnetically to weak tanks, and a propensity to stick to the user’s clothes
points on tanks. It was highly effective at penetrat- instead if they were not careful about opening the
ing armor. shell. Use with extreme caution.

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WEAPONS AND GEAR

No. 76 SIP (Self-Igniting Phosphorus) Gre- SHG 24: The German stick grenade, designed to
nade: Thermite-style glass grenades, intended to deliver a concussive blast to incapacitate enemy
ignite once shattered on top of or inside of a tank. troops. It could be modified to have a fragmentation
sleeve for additional damage.
Rifle Grenade Adapter: This device was affixed
to a rifle to achieve greater range for standard gre- Smoke Grenades: Useful for concealing move-
nades. The following list of rifles was adaptable to ment, the typical smoke grenade lasted for about 60
such a device: M1 Garand, M1903A4 Springfield, seconds (10 Rounds). Of course, wind could easily
Lee-Enfield Mk III, No.4 Enfield Mk I, Enfield m1917, affect the duration and location of the smoke.
Mas-36, Berthier m1907/15, Berthier m1916. The TH Thermite Grenades: Incendiary grenades that,
range for a grenade fired in this method increases once the pin was pulled, would send white hot phos-
to 20m (Short).
phorus in every direction. Particularly useful at ren-
dering artillery pieces inert by irreparably damaging
the barrel or breach of the weapon.

Bonus ROF AVAL Natl. Wt. Ammo Range Blast/Dm Qualities


5-10m, Blast, Thrown, AP2-7,
Gammon Bomb +1 1 3 UK 1/2 - 5m
varied/0 Limited Range
Hafthohlladung
0 1 3 Ger 1 - E 5m/+4 Blast, AP9, Tech
(Panzerknacker)
Blast, Thrown, Limited
M2A1 Grenade +1 1 3 US 1/4 - 10m 5m/+1
Range
Blast, Thrown, Concus-
M3 Grenade +1 1 3 US 1/4 - 10m 2m/+1
sive,Limited Range
M37 Satchel Blast, AP6*,Concussive,
0 1 4 US 1 - E/2m 15m/+2
Demolition Charge Thrown, Limited Range
Blast, Thrown, Limited
M39 “Egg” Grenade 0 1 2 Ger 1/4 - 5m 5m/+2
Range
Molotov Cocktail 0 1 1 Com 1/4 - 10m 5m/+1 Blast, Thrown, Blazing
Blast, Thrown, Limited
No. 36 Mills Bomb 0 1 2 UK 1/4 - 5m 5m/0
Range
Blast, AP4, Tech, Dan-
No. 74 Mk Sticky Bomb 0 1 3 UK 1 - E 5m/+4
gerous
No. 76 SIP
(self-igniting white +1 1 3 UK 1/4 - 10m 5m/+1 Blast, Thrown, Blazing
phosphorous grenade)
Blast, Thrown, Limited
SHG 24 +1 1 2 Ger 1/2 - 10m 5m/+1
Range
Blast, Thrown, Smoke,
Smoke 0 1 3 Com 1/4 - 10m -/0
Limited Range
Thermite +1 1 2 Com 1/4 - 5m +1 Blast, Thrown, Blazing
Abbreviations: Availability (AVAL), Nationality (Natl.), Weight (Wt.)

1 2 3 4

1. Mk II A1 Grenade 3. No. 74 Mk Sticky Bomb


2. No. 36 Mills Bomb 4. Stielhandgranate (SHG 24)

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ROCKET LAUNCHERS (HEAVY WEAPONS)
M9A1 Rocket Launcher and Panzerschreck: Panzerfaust: A simple, fire and forget weapon,
Both of these anti-tank rocket launchers utilized a these tubes have their rocket system unlocked when
team system in which the assistant gunner loaded a pin is pulled, the aiming sight is flipped up, and a
the shell shaped rocket charge in the breach, con- trigger depressed. It also has a dangerous back-blast
nected it by wire to the ignition system, and cleared that could potentially kill someone behind them.
the way. Watch out for back-blast when you fire The use of a FUBAR when firing these weapons
either of these systems; it could kill a man stand- can result in a +2 Damage roll against the loader or
ing too close behind! The use of a FUBAR when anyone immediately behind the gunner.
firing these weapons can result in a +2 Damage roll PIAT: Utilized a system similar to a mortar, the
against the loader or anyone immediately behind projectile is launched from the tube via its own
the gunner. propulsion. There is no dangerous back-blast with
this weapon.

Bonus ROF AVAL Natl. Wt. Ammo Range Blast/Dm Qualities

M9A1 Rocket Blast, Single Shot, AP6,


-1 1 4 US 2 - 25m 5m/+4
Launcher Crew (2), Dangerous
Panzerfaust 30 Blast, Reliable, Single
-1 1 4 Ger 1 - 15m 5m/+5
Shot, AP10, Dangerous
Panzerfaust 60 Blast, Reliable, Single
-1 1 4 Ger 1 - 20m 5m/+5
Shot, AP12, Dangerous
Panzerschreck Blast, Single Shot, AP7,
-1 1 4 Ger 2 - 25m 5m/+4
Crew (2), Dangerous
PIAT -2 1 4 UK 2 - 20m 5m/+4 Blast, Single Shot, AP7
Abbreviations: Availability (AVAL), Nationality (Natl.), Weight (Wt.)

1. Bazooka 3. Panzerschreck
2. Panzerfaust 4. PIAT

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WEAPONS AND GEAR

MINES (TECH)
Hawkins Mine: More of an anti-tank grenade than a Schu-Mine 42: Anti-Personnel mine, made of a wood-
‘mine’, it can be either thrown at a tank or placed on en box that is extremely difficult to detect with an-
the road as a mine to be driven over. Once the plate ti-mine detection equipment. Often required sniffer
was struck, the fuse would detonate. Most effective dogs to locate. This imposes a -2 Tech or Perception
on thinner armor and treads/tires. test to detect with normal detection equipment.
Riegel-Mine 43: Anti-tank mine, in bar shape, in- Tellermine 43: Anti-Tank mine, plate shaped, addi-
credibly dangerous to disarm due to rapid corrosion tionally made difficult to disarm due to anti-handling
and anti-handling devices. This imposes a -2 to Tech devices. This imposes a -1 to Tech tests to disarm.
tests to disarm.
S-Mine: Known as “Bouncing Betties” for a reason,
these mines, when detonated, would fly out of the
ground and detonate at a meter in height, sending
shrapnel in every direction.
Bonus AVAL Natl. Wt. ROF Ammo Range Blast Qualities
Blast, Mine, AP4,
Hawkins Mine 0 3 UK 1 - - E or 2m 10m/+4
Thrown, Limited Range
Blast, Mine, AP7,
Riegel Mine 43 0 3 Ger 1 - - E 10m/+5
Dangerous
S-Mine (Bouncing Betty) 0 3 Ger 1 - - E 5m/+4 Blast, Mine
Schu Mine 42 0 3 Ger 1 - - E 5m/+3 Blast, Mine, (Wooden*)
Blast, Mine, AP6,
Tellermine 43 0 3 Ger 1 - - E 10m/+5
Dangerous
Abbreviations: Availability (AVAL), Nationality (Natl.), Weight (Wt.)

SPECIAL WEAPONS (HEAVY WEAPONS)


Bangalore Torpedoes: A pole charge, with each ger is depressed, the chemical streams out of the gun
section being roughly 1.5 meters in length. Multiple nozzle and across the igniter, transforming into a jet
connected sections up to about 15 meters could be of fire. Soldiers who do not have a steady footing will
attached to clear areas of barbed wire and potential find themselves thrown back by recoil. Flamethrowers
mines. It was detonated using either friction primers or have the Spray weapon quality which increases the
blasting caps attached to a detonating plunger. damage by +1 for each second of continuous firing.
However, if one holds the trigger down with the valve
Flamethrowers: All flamethrowers are heavy as they
are equipped with cylinders filled with a flammable open for too long, the fire may find its way back into
chemical compound and propellant. When the trig- the tank, causing it to explode.

Bonus ROF AVAL Natl. Wt. Ammo Range Damage Qualities


Blazing, Terrifying 2,
Fuel for
Flammenwerfer 35 +1 1 4 Ger 2 10m +1 p/ sec. Spray, Limited Range,
10 sec.
Dangerous
Blazing, Terrifying 2,
Fuel for
Flammenwerfer 41 +1 1 4 Ger 2 10m +1 p/ sec. Spray, Limited Range,
10 sec.
Dangerous
Flamethrower, Blazing, Terrifying 2,
Fuel for
Portable, No 2 +1 1 4 UK 2 10m +1 p/ sec. Spray, Limited Range,
10 sec.
“Lifebuoy” Dangerous
Blazing, Crew, Spray,
M1A1 Fuel for
+1 1 4 US 3 10m +1 p/ sec. Terrifying 2, Limited
Flamethrower 10 sec.
Range, Dangerous
Blazing, Terrifying 2,
Fuel for
M2 Flamethrower +1 1 4 US 2 10m +1 p/ sec. Spray, Limited Range,
8 sec.
Dangerous

1 per US
M1A1 Bangalore 5-10 Tech, Dangerous,
+1 1.5m 4 3 Special 5m/+4
Torpedo UK Sections Concussive
tube

Abbreviations: Availability (AVAL), Nationality (Natl.), Weight (Wt.)

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MELEE WEAPONS (CLOSE COMBAT)
Fighting at Engaged Range (1m) uses the Close Combat skill. While this can be done unarmed, if you want
to pack a bigger wallop, use one of these weapons.

Bonus Availability Weight Range Damage Qualities


Bayonet +0 1 1/2 E +1 -
Commando Knife +1 1 1/2 E +1 -
Fist -2 1 - E -2 Jab
Improvised Weapon (Entrenching Tool, etc.) 0 - varies E varies -
Knuckledusters 0 1 Tiny E -1 Jab
Paratrooper Knife +1 1 1/2 E +0 -
Rifle Butt 0 1 1 E 0 Jab

HEAVY TANK GUNS AND LARGER As previously mentioned, War Stories uses a clas-
sification system that groups similar Main Guns

MUNITIONS (TECH) from various nations into categories based on range


and destructive power. These are provided below as
Class I-IV categories. Note that Availability values
of these munitions are omitted as these military
grade weapons are unavailable without the proper
authority.

Bonus Range Blast / Damage Qualities


Blast, Tech, AP6,
CLASS I (90mm, 88mm Howitzers) 0 200m 25m/+5
Extended Range
Blast, Tech, AP5,
CLASS II (75mm, 17 Pound Howitzers) 0 200m 25m/+4
Extended Range
Blast, Tech, AP4,
CLASS III (50mm Guns) 0 100m 10m/+3
Extended Range
Blast, Tech, AP 4,
CLASS IV (37mm & 38mm Guns) 0 150m 10m/+2
Extended Range

ANTI-ARMOR MUNITIONS Main Gun Ammunition types provide tactical choic-


es for vehicle crews. Each variation will have its
own advantages and disadvantages listed as well as
which nationality used a particular munition. The
tank commander will generally call for any ammo
switch-outs when necessary. The loader is respon-
sible for carrying out these orders. The following
table also omits the Availability value as these shells
were unavailable without authority.

Nation Benefits Drawbacks


Armor Piercing Sabot (APS) UK AP Value +1 Ranges Halved

High Explosive (HE) All Blast Radius 15m, Damage +1 AP Value Halved

Panzergranate 40 German AP Value +1 Limited Range

White Phosphorous (WP) All Smoke, Incendiary (Quality: Blazing) No Blast

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WEAPONS AND GEAR

GEAR LISTS
Gear Item Encumbrance Capacity Availability Notes
Backpack 1 4 1
(as per weapon Carries primary weapon during a
Griswold Bag 2 3
carried) jump.
Leg Bag 1 3 2 Often lost during jumps.
M1936 Suspenders with Carries K-Rations x 8 and/or extra
1 2 2
Musette Bag ammo.
Mae West Life Jacket 1/2 2 Flotation device.
Gas Mask 1/2 3 Wearer is immune to poison gas.
Hawkins Mine 1 3
Ammo Bandolier 1/2 1 Holds 6 M1 (or M1 carbine) clips
M1923 Cartridge Belt 1/2 2 Carries 10 M1 Clips
M1936 Pistol Belt with Rig- Holds either: 4 M1 Clips or 5 M1
1/2 2
ger Pouches Carbine Clips or 5 SMG Clips.
M1942 BAR Cartridge Belt 1 3 Carries 12 20-round BAR magazines
m1918 BAR Bandolier 1/2 3 Carries 6 20-round BAR magazine
M1 Ammunition Bag 1/2 2 1 See Gear Entry
Entrenching Tool 1 1 May be used as a melee weapon.
M1916 Pistol Holster Tiny 1
M7 Shoulder Holster Tiny 3
Rations 1/4 2 Sufficient for one nutritious meal.
First Aid Kit Tiny 2 +1 to Medical Aid test. 1 use.
Medical Pouch 1/2 2 +2 to Medical Aid tests. 10 uses.
+2 to Medical Aid tests for Stabili-
Blood Plasma 1 3
zation.
Flashlight Tiny 1 Diminishes Darkness penalty by 2.
Wirecutters Tiny 1
Hygiene Kit Tiny 1
Rifle Cleaning Kit Tiny 1
Mess Kit Tiny 1
Helmet 1 2 Armor 3 for Head
Compass Tiny 1
Map Case Tiny 1
Removes or reduces distance penal-
Binoculars Tiny 2
ties for Perception tests.
Escape and Evasion Kit Tiny 3 See description below.
Scope Tiny 2 See description below.
M7 Grenade Launcher (adap-
Tiny 3 See description below.
tation for US Rifles)
For Assault Rifles, provides +1 Bo-
nus. LMGs and HMGs require these
Bipods and Tripods Tiny 3
to avoid -2 and -5 penalties (respec-
tively)
Booze 1/4 1 See description below.
Cigarettes Tiny 2 See description below.
Flak Vest 2 4 Armor 4 for Torso
Special (AP) Ammo varies 3 AP4.
SCR300 Main Radio Set 3 4 Rng 5km, terrain dep. 1 p/platoon
SCR536 Handy-Talkie 1 3 Rng 1.5km, terrain dep. 1 p/squad

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GEAR DETAILS
101ST PARATROOPER GEAR (VARIABLE, DEPENDING ON JOB)
The value in parenthesis after the item name indi-
cates its Weight value.
AMMO BANDOLIER (½)
Carries 6 M1 clips or 6 M1 Carbine Magazines each
GRISWOLD BAG (up to two (2) bandoliers on a person, 3-4 may be
in a musette bag. Adjust weight accordingly). Ban-
(AS PER WEAPON STORED) doliers were the most common way to distribute
This bag carries your primary rifle or carbine during extra ammunition. Often kept in your musette bag
the jump into combat. It was most often ditched during the jump, once you land it’s common to have
upon landing. When combined with your rifle, it it across your torso to make reloading faster.
does not add to your overall weight, but it keeps
your rifle strapped to you to keep it from falling M1923 CARTRIDGE BELT (½)
during the shock of the parachute opening.
Carries 10 M1 clips.

LEG BAG (1) M1936 PISTOL BELT


This British designed bag was devised at the last
minute as a carryall that would strap to a paratroop-
WITH RIGGER POUCHES (½)
er’s leg. The shock from the jump would often cause Capable of attaching 2-4 pouches, each carrying 4
the bag to fly off unintentionally. While yours may M1 clips or 5 Carbine Mags each, or 5 SMG clips).
survive the jump, there may be one or two wayward
bags discovered upon landing.

M1936 SUSPENDERS AND MU-


SETTE BAG WITH RATIONS (1)
A versatile system, the m36 suspenders attach to
your cartridge or pistol belt and distributed the
weight of your gear. The Musette bag connects to
two D-rings in the front of your suspenders and
rests over your knees during the jump. Once on the
ground, it can quickly be thrown over your back
and stabilized by attaching two clips from your m36
suspenders to the D-rings at the base of the musette
bags. The bag can be quickly ditched for the sake of
speed during an assault on an enemy position, and
picked up later, at the risk of losing your rations
should you be forced to retreat.

‘MAE WEST’ LIFE JACKET (½)


As the paratroopers often flew over water, the life
vest was necessary. It consisted of rubber bladders
covered in cotton fabric. Their shape gave them
their nickname after the buxom film star.

GAS MASK (½)


Meant to protect the wearer from airborne pollut-
ants or toxins.

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WEAPONS AND GEAR
WEAPONS AND GEAR

M1 AMMUNITION BAG (½) creativity. Provides +2 bonus dice to Medical Aid


tests during Stabilization efforts.
This ubiquitous bag could be used to carry just
about anything totaling a value of 2 Encumbrance FLASHLIGHT (TINY)
Weight. Various historical uses of this bag includ-
ed: full demolition kits (detonator, blasting caps, Typically attached to m36 suspenders once on the
wire, and roughly 9 half-pound blocks of TNT), extra ground. Diminishes Darkness penalty by 2.
magazines for your weapons, two belts of machine
gun ammunition (100 rounds each), 9 30-round .45 WIRECUTTERS (TINY)
submachine gun magazines (for either Thompson Typically attached to a pistol belt or a cartridge belt.
or m3 “Grease” gun), or 9 20-round BAR magazines.

ENTRENCHING TOOL (1)


The most common entrenching tool issued to the
101st during the war was the m1943 folding en-
trenching tool, which had a long wooden handle
and a folding shovel blade. It would be attached to
your cartridge or pistol belt, with the handle hanging
to roughly one’s knee.

M1916 PISTOL HOLSTER (OR)


M7 SHOULDER HOLSTER.
(TINY)
Carries a Colt 1911 into battle. Shoulder Holsters
were usually reserved for heavy machine gunners.

FIRST AID KIT (TINY)


One Carlile bandage tin and morphine syrette per
pouch. Included a small medical scissor and sulfa
powder as well. Attached to your pistol belt. An
additional first aid kit could be strapped to your M36
suspenders or Helmet. Provides a +1 bonus die to
Medical Aid tests. 1 use.

MEDICAL POUCH (½)


Medics were issued more complete kits consist-
ing of a satchel carrying dozens of bandages, sulfa
powder, morphine syringes, gauze, field tourniquets,
safety pins, iodine swabs, eye dressing set, boric
acid for burn injuries, and additional first aid kits.
Provides +2 bonus dice to Medical Aid tests. 10 uses.

BLOOD PLASMA (1)


A kit consisting of a container of dehydrated plasma,
a separate container of distilled water, antiseptic,
rubber tubes to mix the two, and needles to inject
the reconstituted plasma. While plasma was often
kept at the battalion medical aid stations, medics
might have access to these, especially if transport-
ed near the front via jeep or truck. Suspending the
bottle of plasma during transfusion needed a bit of

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MI BAYONET OR M3 FIGHTING ESCAPE AND EVASION KIT
KNIFE (1/2) (TINY)
If issued an M1 Garand, you would be issued with an A small compass and a tiny hacksaw were accompa-
M1 Bayonet. If issued any other rifle, you would be nied by five gold coins and a set of rings of various
issued an M3 Fighting Knife, to be attached to your legal tender values. These could be used to bribe
pistol or cartridge belt. Additionally, all may choose locals to assist you in returning to Allied lines. Be
to tie an M3 Fighting knife to one’s boot. careful who you trust!

HYGIENE KIT AND ZIPPO (TINY)


Make sure you keep your lucky strikes dry!

RIFLE CLEANING KIT (TINY)


Often kept inside the butt of an m1 rifle or carbine.
If you’re issued any other weapon, they go in your
musette bag.

MESS KIT (TINY)


This went in your musette bag.

HELMET (1) HEAD ARMOR 3


Keep it on your head or you’ll find yourself dead.

COMPASS X2 AND MAP (TINY)


A large compass strapped to the wrist was com-
mon. A much smaller compass (sometimes called
an a**hole compass), was often kept in the Escape
and Evade Kit. Officers and NCOs were issued maps
detailing landing zones and objectives. Some were
on paper and carried in a map case. Others, espe-
cially those of NCOs, were often made of silk and
worn as scarves.

MAP CASE AND BINOCULARS


(TINY)
Often carried by NCOs and Officers, these carried vi-
tal information necessary to organize and advance.

DOG TAGS (TINY)


A small pair of identification plates. If a soldier died,
one was taken to record their sacrifice, the other
remained with the deceased. The information on the
metal tag included: Name, Service Number, Date of
Tetanus Inoculation, Blood Type, Person to Notify,
and Religion.

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WEAPONS AND GEAR

ADDITIONAL GEAR
BINOCULARS (TINY)
Removes or reduces distance penalties for Percep-
tion tests (as determined by the GM).

SCOPE (TINY)
Reduces one range penalty for Ranged Attacks. Us-
ing a Slow Aim, permits Called Shots at Long Range
and beyond. Removes or reduces distance penalties
for Perception tests (as determined by the GM). Not
usable at the weapon’s Short Range or closer.

GRENADE RIFLE ADAPTER


(TINY)
This is a small, three-inch barrel extension added
to the end of the rifle. It allows for a grenade to be
affixed and launched with the use of a “blank” rifle
round.

BIPODS AND TRIPODS (TINY)


These bracing devices are used to provide greater
stability when firing assault rifles, light machine
guns (LMG), and heavy machine guns (HMG). Typ-
ically, LMGs used bipods (though some, like the
MG34, could use both), and HMGs used tripods. For
assault rifles, this support provides a +1 bonus die
to the ranged attack. For machine guns, their use
avoids imposing negative penalties.

TOOLS, GENERIC (VARIED)


+1-+3 Gear bonus for relevant skill tests.

BOOZE AND CIGARETTES (TINY)


These provided many with a means to take their
mind off the war. GMs may grant characters who
consume these a +1 to +2 bonus to Guts tests. Ex-
cessive use of Booze may penalize a character with
a Weariness Condition (or two!).

FLAK VEST (2) TORSO ARMOR 4


Traditionally only worn by US Army Air Corp crew-
men and British Airborne after 1944. Torso Armor 4.

SPECIAL AMMO (AS AMMO)


Black-tipped AP rounds- these special armor pierc-
ing rounds can be loaded in many semi-automatic
rifles as well as most machine guns and are especial-
ly useful against targets benefitting from cover. AP4.

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CHAPTER 9:

THE
CAMPAIGN
Shortly after 0630, the members of the 502nd PIR
cleared what turned out to be the burned yet largely
intact village of Saint-Martin-de-Varreville. It was a
strategic objective as it sat alongside Departmental
Road 423, or ‘Exit 4,’ off Utah Beach.

The undermanned German garrison, composed of the


first battery of the Heeres-Küsten-Artillerie-Regiment
1261, seemed more than willing to retreat, offering
little resistance save as a rearguard action. The de-
struction of the Tiger I was the clear turning point in
the battle.

Simultaneously, the landings at Utah commenced a few


miles away.

In time, the infantrymen of the 1st and 2nd battalions


of the 22nd Infantry Regiment, 4th Infantry Division
would push through the beaches and into the captured,
ash-covered town. It would be among the first of many
such liberated locations that would suffer the burns
of war.

But the fighting was far from over. All over the Coten-
tin Peninsula, airborne troops found their way from
wayward drop sites to rejoin their units. Their forces
depleted from the harrowing struggles of the night,
they resolutely moved on to their next objectives.

Sergeant Henry Baines’s diminished squad was recon-


stituted with stragglers from incomplete platoons. His
was not the only group to have lost men. They all had.

Slim came up alongside him, wiping the new glasses


he’d replaced after his original pair had been lost in
the jump. His actions had saved more than one life
already. Hank read his face. Resolve replaced uncer-
tainty.

“Ready?” asked the medic, slipping on his round-


rimmed glasses and adjusting his red-crossed helmet.

Baines nodded, “You?”

“Sir, yes, sir.”

The day was still young. The men of the 502nd


moved out.

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CAMPAIGN Command Advantage: Each army gains dice that
represent how well they are commanded and the

BATTLES
overall fighting capability of the troops:
» 0 – no bonus, command comes from local COs
and/or poor quality or green troops.
War Stories focuses on the player experience,
and as such combat action is ‘zoomed-in’ on the » +1 – there’s a plan, and the commanders are effec-
characters and their squad. These Battle rules are tive, and/or the troops are well-drilled.
not intended to run complete combat engagements » +2 – inspired leadership, and strategic command,
in detail, but instead re-create the feel of that wid- and/or the troops are veterans or elite.
er combat for the players. The rules help immerse
Morale Advantage: The morale of the troops is a
players in the bigger engagement developing around
key element in the battle:
them, and that can have a big impact on them. The
battle rules give the GM tools to see how the sweep » 0 – morale is poor.
of the battle is going, narrate the evolution as it pro- » +1 – the troops are combat ready.
gresses, and provide options for enhancing the play-
er experience as we follow them through the fight. » +2 – the troops are ready for the fight and can’t
wait to see the enemy off!

ARMY DICE POOLS Defensive Positions: Good defenses can make


all the difference in the conduct and outcome of
Each army in a battle has a Battle Pool of dice, indi-
the battle:
cating how effective that army is. This dice pool is
made up of several variables, from numerical odds, » 0 – no organized defensive positions or the army
equipment and other tactical advantages (such as is attacking.
artillery and air support), the overall strength of the » +1 – foxholes and trenches form a basic defensive
army’s commanders (from the Commanding Officer line.
to the NCOs), Morale, and Defensive positions. The
» +2 – defenses make use of town buildings or nat-
weather, and the influence of the Player Characters,
ural advantages.
can affect the total too.
» +3 – heavily fortified specifically-built defensive
Follow these steps to build an Army’s Battle Pool:
position.
Determine Army Ratio: Each army gains dice
Weather: Naturally the weather may adversely
equal to their proportion (e.g., if the ratio is 3 to 1 the
impact the conduct of a battle, but often the dis-
larger force gains 3 dice, the smaller force gains 1).
advantage would fall upon the attacking side more
Equipment Advantage: Each army gains dice to than the defenders. If the weather is bad the GM can
represent their level of equipment and access to the choose to give a modifier to either the attacking or
supplies and support needed to fight a battle: defending army, or both, at their discretion.
» 0 – no bonus, the army is struggling with a severe Player or Other Influence: If, during the battle,
lack of what they need. the PCs do something outstanding to advance the
» +1 – decent equipment, a reasonable supply of battle (such as learn of enemy dispositions, take out
ammo, and medical supplies. a tank, destroy an enemy spotter position, destroy
artillery, etc.) the GM can grant the players’ army a
» +2 – good equipment, or some armor, mortar, ar-
+1 bonus die to their Battle Pool. Alternatively, if
tillery, or air support (bear in mind that bad weather
they do something that hinders their army (like hide
may prevent air support).
away from the fight) the GM can either take a die
» +3 – excellent equipment and good armor, mor- from the army total or give a die to the enemy. This
tar, artillery, or air support (bear in mind that bad applies to actions NPCs may take too.
weather may prevent air support).

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THE CAMPAIGN

Campaign Battle Example:

Attacker: Allies Defender: Germans


Well-equipped, high morale, attacking force, Poor equipment and morale, low ammo
out-number the enemy by 3 to 1 reserves but well dug-in, solid fortified
defenses
Ratio +3 +1
Equipment +3 +1
Command +1 +1
Morale +2 0
Defensive 0 +3
Weather 0 0
TOTAL DICE POOL 9 6

SIMULATING THE BATTLE number of their Battle Pool Dice for the next roll.
c. If neither side rolls any successes one of two
1. Calculate the Army Battle Dice pool for each Army. things can happen: the battle has bogged down
2. Divide the opposing forces into at most ten equal- and both sides have taken the opportunity to have
ly-sized units, but five or six should be the usual max- a breather during which the players have some
imum (usually divided by squad, platoon, company, time to draw breath or take other actions or the
or battalion, depending on the scale of the battle be- GM can re-roll the Battle Rolls if there is a narra-
ing fought). Write down in one line what each unit’s tive reason to push the battle along more quickly.
objectives are in the battle, i.e. what is that unit’s role 5. The Casualty Phase: Next, each army rolls
or which objective are they attacking? to see how many casualties they have inflicted on
3. The Player Phase: The action starts and we the enemy force. This does not directly affect the
zoom in on the players. The PCs will have their number of Battle Dice the army has, but shows how
own specific orders or objectives, and they role- badly the armies are being ravaged, and how many
play their actions for the opening phase of the bat- of the players’ friends are falling around them.
tle. After a sufficient amount of time has passed 6. The Narrative Phase: The GM should describe
the GM will pause the action to see how the wid- what the players witness as a result of the Battle and
er battle is progressing. There is no set time lim- Casualty Rolls. This should include how each of the
it on how long these phases should last - the GM other units in the battle is faring, relative to their
may wish to end the Player Phase when the ac- objectives, and give the players the chance to decide
tion reaches a suitable pause (for example, if the what those units will be doing during the next Player
players win a specific encounter), or after 5 or 6 Phase (e.g., they might be pressing their attack or
Combat Rounds in a battle with only a few soldiers making a new attack against another target, holding
on either side. In a battle involving hundreds or position and digging in, or making a valiant charge).
thousands of soldiers, the period should be longer. However, the Battle Outcomes may instead suggest
At the end of the Player Phase, the GM should roll to what these troops are doing, and in that case, the
see the impact of the battle on the PC’s Background GM will decide (the troops may be falling back un-
Characters, using the rules on page 163, before mov- der fire, or even routing and fleeing the battle). This
ing to the Battle Phase. will all play out as the battle continues.
4. The Battle Phase: after each Player Phase of 7. The next Player Phase starts: the Action
the battle has reached a suitable point to pause, the zooms in on the players again. They decide what
armies make their Battle Roll: they want to do at this point, possibly influenced by
a. Each Army rolls its Battle Dice Pool. This how the wider battle is playing out as a result of the
can be done by any of the players for the Allied Battle Rolls, and then roleplay their actions. After
armies, while the GM rolls for the Axis forces. another suitable period of time has passed, and the
action has moved on, the GM will pause the Player
b. For every success, the Army rolls on the Out-
Phase and roll the Army Battle Rolls again.
come Table below to see what damage or impact
they have had on the enemy army - this might 8. This continues until one of the following condi-
see an enemy unit fall back or rout, or an enemy tions are met:
commander killed, and might result in losing a

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a. One army is reduced to Zero Battle dice – in this regain one or more dice to their Battle Pool), one
case, they have lost the battle and the remaining side might choose to pull out in good order and
troops fall back, rout, or surrender (or a combi- leave the objective to their enemy, or one side
nation of all three, as the GM sees fit). may choose to mount a surprise counter-attack
b. Five Battle Rolls have been made – if there is no (in which case the fight resumes and both armies
get a bonus die to their Battle Pool).
victor at this point the battle falls into a stalemate
as both sides catch their breath. What happens c. Or the GM decides the battle should develop in
after this is up to the GM: the battle might resume another direction, to best fit their game and the
a few hours later (in which case both Armies may unfolding situation at the table.

BATTLE ROLLS & BATTLE POOLS


Three important points to keep in mind when running a Battle:

First, there are no hard and fast rules about when to move into the Battle Phase and make Battle Rolls. This should
happen when either: a sufficient amount of time has passed (this will depend on the scale of the battle. The more
troops involved, the longer this time should be); or when the players have succeeded at taking an immediate objec-
tive (maybe capturing a couple of 88s or taking a particular location), or they tried and failed. The key tip for the
GM is to make the Battle Roll when it feels right to you!

Second, Battle Dice Pools are intended to manage the flow of the Battle, but the GM should feel free to add bonus
dice or take dice away, depending on the circumstances of the battle. For example:

- The GM may take Battle Dice away from a force if their troops (NPC or players) have run through a minefield and
are likely to have taken a lot of casualties.

- The GM may add a die to a Battle Pool if an artillery or mortar barrage has had an impact in the preceding rounds.

- Or if the players do something great or something cowardly and unhelpful.

Third, you should not routinely take Battle Dice away based on the results of the Casualty Table alone, as any
impact on the Battle Dice pools will already have been decided by the Battle Outcome Rolls (sometimes you may be
winning the battle easily, but at a terrible cost in men, other times you may be losing the battle even though you’ve
suffered very few casualties). However, the GM can add or remove a Battle Die if they feel the situation warrants it
or if the casualties have been very high and the Battle Outcome rolls didn’t reflect that to the GM’s satisfaction.

BATTLE OUTCOMES (ROLL ONCE PER SUCCESS ON THE BATTLE ROLL):


D66 OUTCOME
11-13 The enemy is under pressure but is coping with it. There’s no advantage for this force.
The enemy is under pressure. This force’s next roll on this table can be re-rolled but the second result
14-16
must be kept.
21-23 A unit in this force spearheads an attack. It breaks through an enemy line or overruns an enemy position.
The enemy is under enormous pressure. The next time this force rolls on this table they roll twice and
24-26
take the highest result.
31-33 The enemy is becoming disorganized. The enemy force loses 1 Battle Die.
This force rallies, reinforcements arrive, or an artillery barrage is perfectly targeted. This force gains
34-36
+1 Battle Die.
41-43 The enemy force loses 1 Battle Die, and 1 unit Falls Back if able.
One enemy unit Falls Back under pressure – if they can’t Fall Back they Rout. The enemy Army loses 1
44-46
Battle Die.
51-52 The enemy force is under pressure all over the battlefield. It loses 2 Battle Dice.
53-54 All units in this force that are Routing or Falling Back gain heart and recover. This Army gains 1 Battle Die.
55-56 The enemy force loses heart and 1 Battle Die. One unit immediately Surrenders.
61-62 The enemy force loses 2 Battle Dice and 2 units Fall Back.
63 The enemy force is under pressure all over the battlefield. It loses 2 Battle Dice, and 1 unit Falls Back.
64 The enemy force loses 2 Battle Dice, and 1 unit Routs.
This force rallies, reinforcements arrive, or an artillery barrage is perfectly targeted. This force gains
65
+2 Battle Dice and 2 Routing or Falling Back units recover.
66 A key commander of the enemy force is killed. The enemy force loses 3 Battle Dice and 2 units Rout.

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THE CAMPAIGN

Notes on terms used above: Surrender: The unit throws down its weapons and
tries to surrender.
Fall Back: When a unit Falls Back it will make
an organized withdrawal in the face of the enemy. When a unit either Routs or Surrenders there may
The GM decides which unit and where it Falls Back be individual soldiers who will continue to hold out
to. If it cannot Fall Back (the unit is surrounded or and fight on, and they may cause the PCs difficulties
backed into a corner) the unit will Rout. if they enter this part of the battlefield.
Rout: The unit flees in disarray. The GM chooses
which unit and where it tries to flee to. If it cannot CASUALTY TABLE
flee the unit either falls apart as a fighting unit, sur- Each army rolls 1d6 and adds the number of their
renders en masse or, with its back to the wall, turns Battle Roll successes to the total, to determine how
and fights a desperate last stand, again at the GM’s many casualties they inflicted on the enemy army.
discretion. Note this does not include any casualties, friendly
or otherwise, that occurred during the Player Phase.
D6 CASUALTIES

1-3 None of any significance – a few scratches, bruises, and nicks.

4 A few nasty or serious wounds, but nothing significant.

5 A smattering of casualties, with some serious wounds and one or two dead.

6 The army suffers some light casualties, a few serious, and some KIA.

5% casualties, with 1 in 5 of those dead (if this is against the players’ force it will include some people the
7
PCs have heard of, e.g. casualties elsewhere in their company or battalion).

10% casualties, ¼ dead (if this is against the players’ force it will include someone the PCs know, e.g. casu-
8
alties include men in their company or platoon).

15% casualties, 1/3 are dead (if this is against the players’ force it will include some NPCs close to the
9
players, e.g., someone in their platoon or even their squad).

20% casualties, 1/3 are dead (if against the players’ force this will include one or more NPCs close to the
10+
players, e.g., someone they know well and are close to is a casualty).

CASUALTIES
As the battles are simulated the GM does not need to count exact individual troop casualties. The casualty narra-
tives are intended to give a feel for how many men are going down and add color to the experience of the battles.
It will also matter to the players if one of their NPC buddies is wounded or killed. Otherwise, the casualty numbers
have no direct bearing on the outcome of the battle, as this is dictated by the Battle Pools.

BACKGROUND CHARACTERS IN BATTLE


Background Characters are integral to the players’ stuff. The player group should be able to make use
Squad and Platoon and will have been rolled up us- of their Background Characters to support the ac-
ing the Background Character Creation rules with tions of their squad or unit.
the minimum of stats and skills. Background Char-
The Background Characters can be used to offer ‘As-
acters do not take individual actions (except on rare sistance’ to the players in a number of ways. Some
occasions and when allowed by the GM), but are examples are noted in the table below, but the players
instead managed narratively by the GM. and GM should feel free to agree on other options as
During a Battle, the Background Characters are the situation dictates. Anything they do, however,
subject to orders from players that outrank them, will expose the Background Characters to a level
but the GM should not allow the players to force of threat, depending on the actions they undertake.
the Background Characters to do all the dangerous

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Example Background Character Actions Support for the Players
Provide support to an attack made by the play- Provide Suppressing Fire successes equal to the
ers’ Squad. number of soldiers providing that support, until
either ordered to cease fire or the position they
are suppressing is overrun. This is a Low Threat
Action for the Background Characters.
Distract the enemy by making an attack against Supports the players’ attack and gives +1 die
another nearby location or moving into a flank- bonus to one roll per player during that action.
ing position. This is a Medium Threat Action for the Back-
ground Characters.
Make a charge or attack against an enemy posi- The Background Characters make the attack.
tion while being supported by the players. This is a High Threat Action for them. The GM
should narrate the outcome based on how badly
the BCs are mauled during the attack.

Once per Round, or every few Rounds at the GM’s Low Threat no adjustment
discretion, the impact of the fight on the Back- Medium Threat +3 to the roll
ground Characters should be determined. Roll 1d10, High Threat +6 to the roll
add the adjustments noted below for the level of the
An additional adjustment can be applied by the GM,
Threat they are facing, and consult the table:
either up or down, based on the actions and perfor-
mance of the participating PCs.

BACKGROUND CHARACTER COMBAT IMPACT TABLE


d10 + Threat Result
mod.
1-7 Unharmed
HANDLING
BACKGROUND
8 1 random BC is hit but only suffers 2 CHARACTERS
damage. It’s very important for the focus of War Stories to
9 1d3 random BC are hit but only suffer remain on the player characters, and as such it’s vital
2 damage each. that Background Characters must remain just that.

10-11 One random BC is hit. Roll a Hit Loca- In certain circumstances, the GM may allow the
tion and Critical Injury. players to make an individual and specific Skill
test for a Background Character, but only if that
12 One random BC is hit and killed.
action is critical to the success of the players’
plans. For example, if a Background Character is a
13-14 The BC Squad is cut down. Roll a Hit crack sharpshooter and an enemy sniper needs to
Location and Critical Injury for every be silenced to allow the players to charge, or the
one of them. Background Character is a skilled Engineer and
15 Half the BC Squad is killed, the others they need him to lay the charges to blow a bridge
critical to the players’ story, then the GM may allow
all suffer a Critical Injury.
that roll to take place.
16 All the BCs involved in the action are
Otherwise, Background Character actions should
killed.
be influenced by both the instructions given to
them by the players and the outcome of the
Combat Impact roll on the Background Characters
and narrated by the GM. BCs are still NPCs so the
GM has the final say on what happens to them and
what they will or will not do.

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THE CAMPAIGN

An Example of a Battle in Action:

MAKING THE BATTLEFIELD It’s first light on June 6th, 1944. An Allied platoon
from the 101st Airborne is taking advantage of good
COME ALIVE weather to attack a German defensive position with
It’s important the overall battlefield feels like a four 105mm Howitzers pounding Utah Beach. The
real place to your players, and not just their small Allies have three squads (about 30 men) to make the
part of it. Use these rules to see what is happening attack against five squads of German Infantry (about
in other areas of the battlefield and make sure to 50 men) defending the position, with two MG42s
let the players have a sense of what’s going on by covering the advance (see the Battle Summary below).
describing what they see and hear. But remember: The players and their Background Characters are in
the fog of war means the players may hear and see 1st Squad, commanded by Lieutenant Naismith, with
things, but won’t necessarily know what that means orders to take out the first MG42 and then press the
for the progress of the battle overall. Examples of attack to destroy the artillery.
this could include: The players decide which targets the other two squads
- Planes roar overhead and bomb a distant part of will assault and make a note of each squad and their
the battlefield, plumes of flame leaping into the objective. They decide that 2nd Squad will attack the
sky – maybe that landed really close to where other MG42 position, while 3rd Squad flanks the Ger-
they know allied troops are. man battery to attack from the rear.

- Persistent gunfire and explosions coming from The battle starts with the first Player Phase. The play-
a spot the PCs can’t see tell of a terrible firefight er characters make their assault on one MG42, with
– it’s impossible to know how the battle is going. the rest of their squad (their Background Characters)
providing covering fire. Lt Naismith is nicked and
- A friendly tank rolls by into another part of the Private Scott takes a nasty hit but is okay. After five
battle. However, the PCs soon see it go up in rounds the PCs take the MG42 and take a moment to
flames or come across its blown-out shell a few recover from their new position in the MG42 foxhole.
minutes later. The GM decides that the first Player Phase of the bat-
- The PCs can hear the Snap! Snap! of a sniper in tle is coming to a close.
the distance. The first thing the GM needs to determine is how the
- The PCs can see tracers zipping through the air battle so far has affected the Background Characters.
and have no idea if they are friendly or enemy As their role in this Phase was to provide covering fire
rounds. the GM decides the threat for them was Low, bringing
no modifier to the 1d10 roll. But the d10 comes up
- Wounded men fall back through the PCs’ po- with a 10 – oh no! One of the Background Characters
sitions, battered and beaten, they cry out that is hit for a Critical. The critical hit is rolled - Sergeant
there’s no chance and the enemy is on them! Lyons takes a stray bullet to the head and goes down!
- The sound of artillery can be heard, but it’s im- What terrible luck! The other Background Characters
possible to tell whether it’s friendly or enemy fire. are unhurt, but the GM rules that, for now, they are
The players just listen out for the tell-tale whistle scrambling to save their Sergeant’s life.
that says a round is coming their way! Now it’s time for Battle Rolls.

The Allies have 7 dice in their Battle Pool, but the GM


awards them an extra die for this Battle Roll to reflect
the PCs’ successful attack against the MG42 team
(this bonus only applies to this roll). The 8 dice (7 +1
bonus) are rolled and the Allies get 2 successes. The
GM rolls 6 dice for the Germans and gets 1 success.

OUTCOMES

With two successes the Allies roll twice on the Out-


come table:

- 43: One enemy unit Falls Back – the GM rules that


it’s the 1st Squad of the Fallschirmjäger Regiment
that falls back, in the face of the PC’s attack on their
MG42. The Germans lose 1 die from their Battle Pool
too as a result of this Outcome.

- 51: The Germans are under pressure as the US 3rd


Squad mounts their attack from the rear, and the Ger-
mans lose 2 more dice from their Battle Pool, leaving
them with just 3.

With one success the Germans roll one Outcome:

30 cal AC Normandy July 44 4th AD

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CAMPAIGN
- 32: The Allied troops are struggling and lose 1 die from
their Battle Pool leaving them with 6 dice – the GM rules
that despite the initial success of the Allied assault the
advance of the 2nd and 3rd Squads have stalled as the
Germans stiffen their resistance. The GM tells the play- TRAVEL AND
ENCOUNTERS
ers that, despite their incisive attack, the Germans are
just holding their line against the other Squads. The PCs
are alone inside the artillery battery.

THE APPROACH
CASUALTIES

The Allies now roll on the Casualties table to see how


badly they have mauled the German troops. As they
While GM’s can use pre-scripted plots and published
had 2 successes on the Battle Pool roll they gain +2
to the d6 Casualty Table roll, and get a total of 7: the adventures that focus on specific missions and points
Germans have taken about 10% casualties in the open- of action, there will be occasions where the players are
ing period (about 5 men hit with one or two killed, traveling across the battlefield, or the Area of Opera-
over and above any casualties the PCs may have tions, either as part of those campaigns or as a scenar-
inflicted during the Player Phase).
io in itself. There is a lot of fun to be had in allowing the
The Germans roll too, with +1 to the 1d6 Casualty players to head off into the unknown and find action
Table roll as they had 1 Battle Roll success. They roll
and adventures as they travel toward their objective.
a 5 so have a total of 6! The Allies have taken 5% ca-
sualties (1 or 2 men hit, in addition to poor Sergeant This section explains how a GM can guide their players
Lyons and any other Allied casualties taken during on their travels across an entire Area of Operations
the Player Phase), but worst of all for the players,
(AO). The PCs will be able to move out, explore, and
someone else they know is down. It’s up to the GM to
narrate who and how they are hit, and how badly – approach their objective points using the following
are they dead, or lying in the open crying for a medic? guidelines and tables. While the outcomes can be ran-
The PCs may not even know yet that their sergeant is domized for a truly unexpected experience, results
down. may also be hand-selected by the GM for a more tai-
The battle is raging around the players, as the action lored approach.
returns to the next Player Phase. What will the PCs
do? The players decide their squad will continue the As they travel across the AO the PCs will be able to
attack and destroy the first 105 as ordered. They also take several actions that are further detailed below:
decide that 2nd Squad will continue their attack on the
» Recon: to scout the hex ahead of them and recon-
second MG42, at least keeping the remaining German
machine gun occupied, and that 3rd Squad will try noiter any potential threats.
to resume their attack to the rear of the battery. » Keep Watch: stand guard while other PCs take
Presently, the battle is going in the Allies’ favor, as the
Battle Pools are now 6 for the Allies and only 3 for
actions, to prevent an ambush.
the Germans. But the fight is not over yet... » Scavenge: search for spoils of war!
BATTLE SUMMARY » Dig In: either prepare a defensive position or simply
ALLIES AXIS
find a nice place to bed down for the night.
FORCE RATIO 1 2
EQUIPMENT 3 1 The Area of Operations of any part of a campaign is de-
COMMAND 1 1 fined by a hex map, usually 25km x 25km in size, with
MORALE 2 0 each hex representing 1 km of distance. To maintain as
DEFENSE 0 2 much historical accuracy as possible each AO should
BATTLE POOL 7 6 include Key Features, locations that are critical to the
UNITS (Squads) missions being played out. Key Features may include
1st
1st Squad Fallschirmjager bunkers, gun batteries, towns, villages, roads, bridges,
1 Regiment, manning Gun 1 rivers, and other important aspects of the local geog-
Squad
& MG42
raphy. These should be populated by enemy troops,
2nd Squad Fallschirmjager
2
2nd
Regiment, manning Gun 2
civilians and refugees, friendly forces, and any other
Squad elements critical to the story.
& MG42
3rd 3rd Squad Fallschirmjager
3 The PCs and their unit must move through the map
Squad Regiment, manning Gun 3
4th Squad Fallschirmjager
to reach their objectives, choosing the route they will
4 - take to reach their goals. As they do so they will travel
Regiment, manning Gun 4
5th Squad Fallschirmjager through each hex. These hexes will contain Random
5 - Regiment, at the CP Features that will need to be managed or avoided as
guarding Allied prisoners the players see fit.

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THE CAMPAIGN

TRAVEL THROUGH THE AO Double-Time: When covering ground fast is the


priority, Double-Time it! You are easier to spot when
Pace while Traveling: The speed of travel depends double-timing, and it’s harder to spot an ambush
on how hard the PCs are pushing themselves, the that’s just waiting for you. This pace was compar-
mode of transport, and the kind of terrain they are atively rare, but sometimes you’ve got to get to the
covering. However, if they are moving toward or action as fast as possible.
through enemy-held territory, the faster they move
the greater the chance they have of drawing enemy
attention. The following list provides four choices
TERRAIN AND TRAVEL
The terrain being traversed also has an effect on the
for a squad’s (or platoon’s) movement pace. More
PCs, both in how fast they can cover the ground as
detailed descriptions of precisely what these involve
well as how easy or hard it is to spot encounters or
are provided in Chapter 12: The Combatants, on
for others to spot them!
page 207.
Dense Terrain: This includes thickets, hedgerows,
Sneaking: The PCs are moving but remaining hid-
dense woods, and undergrowth. Sometimes, play-
den is their top priority. This mode of movement is
ers may need to cut their way through to make any
necessarily slow but maximizes the PCs chances of
progress.
seeing what’s ahead of them, and not being seen. This
is similar to the historical Traveling Overwatch pace. Medium Terrain: Light woods, muddy fields, low
hedges, and fences. This might also include built-up
Patrol Pace: The PCs are expecting to make con-
areas if they are badly damaged and ruined.
tact with the enemy and are moving with caution,
but still need to make progress. At this pace, they Easy Terrain: Wide open fields, plains and mead-
are balancing stealth against observation and prog- ows, beaches, roads, paths, and built-up areas (un-
ress. This is similar to the historical Bounding Over- less they are badly ruined).
watch pace. The tables below list average distances that can be
Steady: The PCs are moving at a good pace, not covered under certain circumstances and across
needing to Double-Time but not expecting action as the different types of terrain. They also show the
they travel. This is similar to the historical Traveling Skill modifiers the GM should apply when PCs are
Column pace. operating in these locations and any bonuses or
penalties they receive depending upon their Pace.

On Foot Dense Terrain Medium Terrain Easy Terrain Player Skill Modifiers
Terrain Skill -2 Perception -1 Perception
+2 Perception
Modifiers +2 Infiltrate +1 Infiltrate
+3 Infiltrate
Sneaking 1 km every 4 hours 1 km every 2 hours 1 km every hour
+3 Perception
+1 Infiltrate
Patrol Pace 1 km per hour 2 km per hour 3 km per hour
+1 Perception
Steady 3 km per hour 4 km per hour 5 km per hour None
-2 Infiltrate
Double-Time 5 km per hour 6 km per hour 8 km per hour
-2 Perception

By Vehicle Dense Terrain** Medium Terrain Easy Terrain Player Skill Modifiers
Terrain Skill -2 Perception -1 Perception
+2 Perception
Modifiers +2 Infiltrate +1 Infiltrate
+1 Infiltrate
Sneaking 1 km every 2 hours 1 km every hour 2 km per hour
+3 Perception
Patrol Pace 1 km per hour 4 km per hour 8 km per hour +1 Perception
Steady*** 3 km per hour 12 km per hour 20 km per hour None
Double-Time*** 5 km per hour 25 km per hour 40 km per hour -2 Perception
*: These speeds are estimates– the actual speed will be influenced by the type of vehicle and its top speed.
**: Only possible with tanks and halftracks.
***: A vehicle moving at a Steady Pace or faster will automatically be revealed to an enemy or other NPCs when it
comes within their visible or hearing range.

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For example: the PCs are working their way through for each success they scored. However, if there is an
thick woods and hedgerows, Dense Terrain. They are unresolved Encounter in the hex where they are Scav-
moving at Patrol Pace – keeping moving while expect-
enging then this may well play out during this action.
ing contact with the enemy. As a group moving at
Patrol Pace they get +1 die to Infiltrate to avoid being » Dig In: This action covers digging foxholes and
spotted, and +1 die to Perception to spot the enemy
building good cover to spend the night in, as well
if they are there. At the same time, they also receive
the benefits and drawbacks of that terrain: -2 dice to
as finding comfortable and safe places to camp
the Perception test for the undergrowth, but +2 dice to for the night when foxholes aren’t necessary. It
Infiltrate for the very same reason. The enemy is lying can be either an individual test or a Group test,
in wait, and suffers a -2 dice penalty to Perception for at the GM’s discretion. For every success the PCs
the terrain, but gains a +2 dice bonus to their Infil-
can add a +1 die bonus to any necessary Surviv-
trate too. These modifiers are applied to the opposed
(and likely Blind!) Infiltrate vs Perception tests to see
al test, as well as -1 to an enemy’s Perception to
if either side notices the other! find them, should they be out looking for them.

ACTIONS WHILE TRAVELING


While traveling across the Area of Operations the THE AREA OF
PCs can choose to do several things:
» Recon: If the players are unsure of what lies be- OPERATIONS
fore them, or want to Recon for threats or opportu- When the PCs approach a new hex, the GM needs
nities, they should make a Group Perception test. to understand what their players may be facing as
This would usually happen when the PCs enter a they travel through it:
hex for the first time. It will take 1 hour to survey
1. The Terrain.
the (1 km) hex from a distance. If this is successful
they will identify three things: 2. The Feature (either a Key Feature or a Random
Feature for that hex).
› The types of Terrain they are facing.
3. The Encounter they are about to face (this may be
› The Feature associated with this hex.
set if the hex contains a Key Feature for the scenario,
› The existence of any possible Encounter that or can be rolled randomly).
might take place there including threats, although
The details of the hexes can be rolled at the table, as
not necessarily the type or extent of the threat (for
the PCs travel across the map, or the GM can pre-roll
example, the PCs get just one success and cor-
hexes where the players may want to go.
rectly see that the ground before them is wooded
with some fields and hedgerows and that there
is a farm complex that could present a threat. A GENERAL TERRAIN
second success might have told them that there
are signs of German occupation at the farm, and a
AND ENVIRONMENT
third might have given them a sense of how many In a historical setting the terrain within the AO will
enemies there are, or spot an MG42 position. The largely be known. It will be varied and may include
PCs can now choose what to do about it!). agricultural fields and hedgerows, forests, rivers
» Keep Watch: If the PCs are taking other actions and lakes, hills and mountains. Some of these will
be critical to the campaign and will be marked as
in the hex (Recon, Scavenge, or Dig In) then it may
Key Features (see below). The GM also needs to
make sense for others to Keep Watch, in case an en-
understand the “environment” the PCs are facing –
emy patrol should approach or try to ambush them
by that we mean the military environment: are the
(some of the Encounters include hidden threats
PCs “on the front line” or “the axis of advance?”;
that might appear later, even if an original Recon
are they in occupied or unoccupied territory?; are
attempt was successful). This requires a Perception
they “behind enemy lines?” This is important to help
roll which may or may not be opposed, depending
the GM set the tone and atmosphere of the gaming
on the Encounter. The Keep Watch action takes as
session. When the PCs enter a hex, the GM should
long as the action which it is covering.
describe the terrain they find in the context of this
» Scavenge: Soldiers love to forage for extra food as military environment.
well as loot. This action takes two hours and requires
either a Perception, Survival, or Insight test. If success-
ful they may roll once on the “Scavenging Finds Table”

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THE CAMPAIGN

KEY FEATURES RANDOM FEATURES ENCOUNTERS


Each map must contain a number The GM can choose or roll on the Encounters may happen in every
of Key Features, which may in- Random Features Table whenev- hex players travel through. If the
clude: the targets of the mission ob- er the forthcoming hex doesn’t hex does not include a Key Fea-
jectives; important towns and vil- already have a Feature associat- ture that has its own Encounters
lages; rivers and the bridges which ed with it. The Random Features associated with it, the GM should
cross them; specific historically are a guide to the GM, who should roll on the Random Encounters
accurate geographical landmarks feel free to embellish or build on Table. As with Random Features,
(such as highpoints, lakes, and for- the result to add to the flavor of the GM should embellish upon
ests). These are marked on the map the location. the Random Encounter as much
from the start and detailed in the as they want, to add to the flavor
scenario text, as these are likely to of their game.
be key tactical and strategic loca-
tions in the campaign.

RANDOM ENCOUNTERS
The frequency of random encounters is entirely down to the GM and how it adds to the flavor of the campaign. You
can roll on the Random Encounter table for every hex if you want a story that is full of additional threats, problems,
and conundrums to solve: this will extend the duration of your campaign! Alternatively, the GM can choose the fre-
quency of a Random Encounter, pre-plan them based on the tables, or roll a d6 to determine. We recommend that
on a 1d6 result of 5+ there is an Encounter, 4 or less and there is not.

CREATING YOUR OWN AREAS OF


OPERATIONS
It’s very easy for a GM to play out any aspect of any conflict which interests them and their players. All you
need is a hex map of the Area of Operations in question, decide which hexes are key to the mission you
want to play out, and create Key Features and Encounters for those locations. You simply use the random
tables to fill in the rest!

RANDOM FEATURE TABLE


D66 TERRAIN D66 TERRAIN
Marshy open ground, with hedgerows
11 24 A small and deserted village
and muddy paths
Rolling agricultural fields with a few Industrial buildings with pock-marked
12 25
trees and tall hedgerows walls and caved in roofs
Farmhouse complex with a large yard
13 Light woodlands with rolling hills 26
and many out-buildings
Rolling meadows or dusty scrub with
14 Dense and dark woodlands 31
long grass and animal sheds

15 Steep hills and rocky gullies Open fields, plains, or desert as far as
32
the eye can see
Flooded fields or plains, pock-marked A large country house, obviously dilapi-
16 33
with artillery craters dated and unoccupied
Shallow river valley with many fordable
21 34 Light woodland and gently rolling hills
creeks and small lakes
Church or other religious building, with a Two enemy tanks, apparently undam-
22 35
walled yard and a few small out-buildings aged, stationary in a field
A field of huge artillery craters filled Signs of a recent camp of soldiers, but
23 36
with mucky water or sand they are now nowhere to be seen

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D66 TERRAIN

41 Small village that looks completely untouched by the war

42 Open fields with a couple of lonely buildings

43 A ravaged village or settlement, burned with many ruined buildings

44 Ruined town with several trails of smoke rising into the sky

45 The site of a crash, with a few vehicles, now abandoned

46 Fences are down and animals or livestock are running amok

51 A burned out tank, still smoldering

52 Train depot with train cars but no engines

53 The wreckage of a downed Allied aircraft

54 A small, wooded copse has been flattened by explosions


A small river or stream, possibly dried out, with the remains of a sunken boat blocking the
55
way
56 Area of severe air bombardment damage, with craters and ruins

61 Wooded with secluded streams and uneven ground

62 High hills with little cover and wet, marshy valleys

63 An old and fine residence, with once ornate gardens now run to seed

64 An old house that looks clean and inhabited

65 A small town that is obviously inhabited and swollen with refugees

66 A settlement that’s been completely abandoned

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THE CAMPAIGN

RANDOM ENCOUNTERS TABLE


D66 ENCOUNTERS
The place seems deserted. If anyone is here they are keeping their heads down. GM ONLY: at
11 an inopportune moment a dog will see the PCs and bark like mad, breaking the creepy silence
at the worst moment, or the PCs will hear a lone dog barking frantically somewhere nearby.
A deer, pig, or chicken suddenly bursts out near the players, and runs off. It causes a lot of
12
noise and possibly looks tasty to tired and hungry soldiers.
13 A horse (or horses) runs free in this hex. Maybe it is saddled but there’s no sign of its rider.
There is a terrible scene with the dead bodies of many civilians. How they died is up to the
14
GM. There might be survivors.
There are signs of a fight in this hex. There are damaged vehicles as well as a burned-out
15
tank.
16 There are blazing fires in this hex, burning whatever Features may be here.
This place looks calm and quiet unless the PCs make their Perception test. There is an enemy
bunker here. 1-2: it’s abandoned; 3-4: there’s a skeleton crew as other troops have been
21
redeployed; 5-6: it’s at full complement and is just waiting for the PCs or soldiers like them to
come into their sights!
Locals are hunkered down in their homes, sneaking a look out at the PCs. Are the PCs sure
22 these are harmless locals or are there enemy soldiers among them just waiting for the right
moment to open up?
The PCs come across a squad of friendly soldiers who have captured 1d6 enemy combatants.
The friendly soldiers are led by a low-ranking officer and are debating how they are going to
23
kill them, while a Private tries to talk them out of it. It’s starting to get heated. How will the
PCs cope with this situation?
There are smoldering fires and in the distance sobbing and desperate cries can be heard. A
person has been severely wounded. They are: 1-2: a young enemy soldier who is helped by his
24
local girlfriend who loves him despite everything; 3-4: a terribly wounded old man who begs
them to put him out of his misery; 5-6: a wounded local in desperate need of help.
They see a fine car or vehicle moving through this hex. It has the enemy flag flying or other
25 enemy insignia. Could it be an important enemy officer, is it his staff officer or orderly using it
to escape, or maybe a local has stolen the car in an act of defiance? What will the PCs do?
A local woman rushes up to them. She claims to be part of the resistance and wants to help
them in any way she can. She asks where they are going and what their plan is, so she can
26 muster more help for them. 1-3: she is what she says she is and can help them if they trust
her; 4-6: in fact, she’s a collaborator who knows she is doomed, so is trying to gather intelli-
gence for the enemy.
Local inhabitants are taking the chance to track down collaborators. A group is chasing or has
31
captured one and intends to lynch them. The victim cries for help in their native language.
The PCs hear a noise either in a building or in the undergrowth. Then terrified refugees come
32
rushing towards them screaming for help and begging for food and water.
There are many dead civilians. On close inspection it can be seen that they have been killed
by: 1-3: small arms fire (in which case the survivors rush out and beg for help, telling the
33 PCs of the executions by the enemy); 4-6: aerial bombardment (in which case the survivors
scream and shout obscenities at the PCs, may even try to slap one, as Allied bombing has
killed their friends and family).
There are several dead enemy soldiers. On closer inspection, it turns out that one of them is
still alive and desperately tries to tell them something in his native language. If they have an
interpreter: 1-2: it’s ranting gibberish – the man has lost his mind; 3-4: he’s spitting invective
34
at them, making as much noise as possible to draw the attention of other enemies nearby,
should there be any; 5-6: he’s terrified and ready to spill the beans for a guarantee they won’t
kill him.
A local family is cowering. The father begs the PCs to take his seven year old daughter and
35
five year old son somewhere safe and away from the fighting.

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A local teacher / vicar / police officer has gathered as many of the local people together and
is hiding them in a crypt / basement / strong room, or is trying to lead them to safety away
36
from the fighting. GM ONLY: there may be some enemy soldiers nearby who try to interfere.
They may be trying to help the children but will the PCs realize this?
They see some locals running. If the locals see the PCs they wave and shout at them from a
distance before disappearing into the undergrowth / trees / buildings. They are: 1-2: waving
41
them away as they don’t want fighting here; 3-4: waving them away as there are enemies in
the vicinity; 5-6: waving them to come and help.
Incoming fire! While the PCs are in this hex it comes under 1-2: friendly dive bomber attack;
3-4: friendly artillery bombardment; 5-6: enemy artillery bombardment. It’s up to the GM how
42
close this gets to the PCs and their unit, or whether this is a screwed up fire mission or an
attack against a military target.
An aircraft flies overhead, its engines sputtering and smoke billowing. It crash lands in the
43
hex. 1-3: it’s friendly; 4-6: it’s an enemy plane. The GM decides if the pilot survives the crash.
44 Aircraft thunder overhead. They are: 1-3: friendly fighters; 4-6: enemy planes.
There is a huge explosion on the far side of the hex. The PCs can’t see what caused it but
45
when they investigate they find a huge crater.
There is a lone enemy tank in the hex somewhere. It is: 1-2: broken down but its crew is still
46 with it trying a repair; 3-4: abandoned (GM’s discretion whether it’s still operational or has
any loot or useful intelligence left behind); 5-6: fully operational but waiting for orders.
A local person finds them and flags them down. They say (in their own language but maybe
51 broken English too) that enemy soldiers are about to execute some people they claim are Re-
sistance in a nearby village, but they are murdering anyone. Will the PCs help?
The sounds of combat can be heard in the distance but within the hex. If the PCs try to track
52
it down the fight will have ended and combatants moved on by the time they reach it.
A large force of enemy (1-3: infantry; 4-5: combined infantry and armor; 6: armor) is moving
53 through the hex on their way to a counter-attack against a local target. If the PCs are spotted
they will pause and a platoon will be sent to investigate the enemy sighting.
The area is battered and has been ravaged by artillery or aerial bombardment. It may have
been an excellent military strike, or a messed up fire mission. GM ONLY: Either way there is
54
unexploded ordinance within this hex that will detonate if explosions or shooting affect it (at
the GM’s discretion).
They find the dead bodies of several soldiers from their side. 1-3: the dead are from a differ-
55 ent regiment or battalion; 4-5: the dead are from their regiment but they didn’t know them; 6:
they knew at least one of the dead by name.
A squad of the enemy has found itself in this hex and has taken up defensive positions in
whatever Feature the hex may have. They are: 1-2: spoiling for a fight and will try to ambush
56
the PCs; 3-4: willing to fight on but not prepared to fight to the death; 5-6: ready to surrender
at the first opportunity.
There is an enemy emplacement here: 1-2: a checkpoint; 3-4: a radio or radar outpost; 5-6: an
61 anti-aircraft or artillery battery. The GM decides upon the troop strength of these emplace-
ments, or they may be abandoned.
An enemy tank and / or halftrack can be seen rumbling along in the distance. It’s up to the
62 GM which direction it is heading. The PCs have no idea if it is alone, or the spearhead of a
mobile division (up to the GM).
Enemy patrol, up to the GM how many and how far away. They are an advance party for a
63
larger force some distance away, looking to counter-attack an important nearby target.
There are a number of people looking bewildered and trying to stay in cover. They are locals.
64 GM ONLY: there is a sniper here and he will take shots at the PCs at an opportune moment. If
anyone can speak the local language and they ask, they will be told of the sniper.
The roads and fields have been mined with anti-tank and anti-personnel mines. This place is
65
deadly to ride or walk across.
The thunder of artillery shakes the air. Somewhere nearby an enemy emplacement is pound-
66 ing allied troops with enormous shells. It’s an unknown number of guns and men (GM to
decide). What will the players do?

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THE CAMPAIGN

SCAVENGED FINDS TABLE


D666 Loot D666 Loot
111 Hairbrushes and combs 211 Bouncing ball

112 Coloring book and crayons 212 Children’s comic (GM decides language)

113 Old iron cooking pot 213 Dusty top hat

114 Empty picture frame 214 Folding chair

115 High-fashion ladies’ hat 215 A working oil lantern, full of oil

116 Broken flashlight 216 A football

121 An easel and paints 221 A jigsaw puzzle

122 Makeup bag and makeup 222 Ceramic money box with a few coins

123 Deflated football 223 1d6 bottles of beer

124 Child’s cuddly bear 224 Car jack

125 Colorful scarf 225 Ornate walking stick

126 Sleeping bag 226 Bag of potatoes

131 Wooden yo-yo 231 Tire iron

132 Ornate ashtray 232 Can of spam

133 Packet of stockings 233 Warm woolen hat

134 Blonde long-haired wig 234 A black toupee

135 Toy wooden sword 235 An umbrella

136 A small case of socks and underwear 236 Ornate carriage clock

141 Gas-proof baby buggy 241 A homemade white flag, blood-stained

142 A broken sewing machine 242 Continental typewriter

243 Marionette puppets


143 A battered sports trophy
244 Love letter from soldier to his love
144 Metal box full of marbles
245 Toy plane
145 A cobbler’s box of tools
246 A ‘Rupert’ or ‘Oscar’ doll
146 Silk dressing gown
A hastily dug grave with a wooden cross
151 Dirty but beautiful wedding dress 251
with dog tags draped on the marker
152 A tin of stale biscuits 252 A sturdy pair of leather boots
153 Hair clippers 253 Box with reels of film (GM discretion)
154 Deck of cards 254 Box of candles
155 Dirty pink eiderdown 255 Jar of ground coffee
156 Sheepskin or wool rug 256 Baby’s rattle
161 A wooden box full of fruit 261 Pots and pans

162 An unexploded bomb 262 Old ceramic teapot

163 An outdoor mobile grill 263 A sack of coal

164 A studded leather dog collar and leash 264 Large wooden barrel, empty

165 Yoke and wooden buckets 265 Enemy pamphlets

166 Ball of string 266 Roll of barbed wire

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D666 Loot D666 Loot
311 Bible (language decided by the GM) 411 Alarm clock, wind-up, working

312 Child’s doll 412 Bicycle chain

313 Can opener 413 Bar of chocolate (inedible)

314 Silver candelabra 414 Bar of chocolate

315 Classic novel (GM decides language) 415 Champagne glass

316 Silver cigarette case, dented 416 Flute

321 A malnourished dog 421 Live chickens

322 Small hand mirror 422 A pig

323 Violin case 423 A sheep or lambs

324 An ornate smoking pipe and tobacco 424 Magnifying glass

325 1d6 bottles of hard liquor 425 A bar of soap


326 Rusted toolbox and basic tools 426 A golf club and 1d6 balls
331 Phonograph and records 431 Photo album of a wealthy family
332 A beautiful vase 432 Can of powdered eggs
333 Heavy woolen blanket 433 Toothbrush and paste
334 Fishing rod and tackle 434 Fishing net
335 A loaf of fresh (enough) bread 435 20’ length of rope
336 2d6 fresh eggs 436 Old saddle and bridle
341 A hand bell 441 A wheel of cheese
342 A dog hair sweater 442 A Zippo lighter, engraved
343 A gaggle of ducks 443 A horse whip
344 A wide stretch of tarpaulin 444 Wet weather leather poncho
345 Old telescope 445 Pair of tailor’s scissors
346 Pickaxe 446 Knitting needles and ball of wool
351 Jar of sugar 451 1d6 jars of very strong cider
352 Pots of paint (GM chooses the color) 452 Chains and padlocks, with keys
353 1d6 jars of jam or honey
453 Iron kettle
354 Switchblade
454 Bicycle, bent and twisted
355 An ivory statuette
455 Bicycle, in working order
1d6 skinned animal carcasses (rabbits
356 456 Grimy pair of binoculars
or the like)
361 Large backpack 461 Saxophone

362 Box of porridge oats 462 Golden objet d’art

363 Folding pocketknife 463 Whistle

364 Antique or old sword 464 Bandages

365 A spring-loaded bear trap 465 1d6 doses of morphine

366 Roll twice on this table 466 Roll twice on this table

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THE CAMPAIGN

D666 Loot D666 Loot


511 Cut-throat razor 611 A stash of cash (GM decides currency)

512 1d6 pairs of woolen socks 612 A wood ax

513 Carving knife 613 Boxing gloves

514 Bugle, bent and broken 614 Wristwatch

515 Bugle, dirty but working 615 Half pack of cigarettes

516 Pocket watch 616 String of firecrackers

521 Box of matches 621 Box of cigars

522 Heavy woolen coat 622 A weather-beaten but working violin

523 Silver cutlery set 623 Silver hip flask

524 Old frying pan 624 A crate of fine wine

625 An ammo box with 1d6 enemy grenades


525 An iron pipe
626 Very expensive lighter
526 Exotic oriental rug
631 Leather wallet
531 A milk crate with 1d6 Molotov cocktails
632 Trench pickaxe
532 Churn of fresh milk
633 A jury-rigged radio
533 A cage with three pigeons
634 A battered but waterproof canoe
534 Exquisite set of fountain pens
635 A working car or truck, with some fuel
535 A wheeled petrol generator
636 A wrecked car or truck
536 A doctor’s bag
641 A solid silver tea set and tray
541 Maps marked with enemy positions
642 A broken submachine gun (GM decides)
542 1d6 flares
A working submachine gun (GM de-
643
543 Box of iron caltrops cides)

544 Ammo box with variety of ammo 644 Stunning painting or antique book

545 A broken machine gun (GM decides) 645 The journal of an enemy officer

546 A working machinegun (GM decides) 646 A working motorcycle, with some fuel

551 An enemy helmet, excellent condition 651 A broken up motorcycle

552 An enemy helmet, battered 652 Set of old knuckle-dusters

553 Rubber hot-water bottle 653 An enemy propaganda poster

654 Broken pistol (GM decides which)


554 An old shotgun with 1d6 cartridges
655 Working pistol (GM decides which)
555 A broken shotgun
656 Enemy jacket with scraps of info
556 A hunting knife
661 Expensive jewelry
561 A small, one-handed, wood ax
662 Flag (GM decides nationality)
562 An old medal (GM decides nationality)
663 Enemy flag
563 Broken rifle (GM decides which)
Enemy signature weapon (eg, a German
564 Working rifle (GM decides which) 664
Luger) in a terrible condition
Document folder with enemy intelli- Enemy signature weapon (eg, a German
565 665
gence Luger) in pristine condition +1 mag
566 Roll three times on this table 666 Roll four times on this table

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CHAPTER 10:

TELLING
THE WAR
STORY
YOUR JOB AS
THE GM
So you’ve decided to run a game or even a campaign
of War Stories as your group’s GM. You might be
wondering just what you’ve gotten yourself into.
Rest easy, we’ve got some help for you, and this is
the chapter to find it.
First, you should know what to expect and what
your friends will expect of you. It is your job to di-
rect (and sometimes create) the story your group
will partake in. If it is a published adventure, you
should read it thoroughly and try to anticipate how
your group will react to each challenge. Many times,
you’ll want to make up your own stories. While this
might prove a bit more challenging, it is especially
rewarding to put your friends through an exciting
adventure of your own design. You can even custom-
ize much of the plot and action to precisely the sorts
of themes your group would appreciate most. Either
way, be as familiar with the story as you can be.
It is common knowledge that players’ actions
are rarely, if ever, anticipated. One of the biggest
skills you will likely gain as a GM is the ability to
improvise! Making up dramatic moments on the
fly is something you will improve upon with time
and practice. While this may be a bit daunting at
first, it is what makes most stories memorable for
everyone involved! One important tip for making
improvisation work is knowing the motivations of

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the NPCs in the adventure. Jot down some notes quite a bit of freedom not just for their character’s
beside each key NPC so you can know, at a glance, actions, but for the external results of those actions
precisely what they want to accomplish. This is the too. Allow them to describe their actions as well as
key to making them believable as it allows you a the consequences of those actions. As the GM you
reasonable understanding of how they will react to might be inclined to feel somewhat possessive of
whatever actions the players take. the story you’re directing, but this control should be
Another small, but powerful, piece of advice if you exercised in moderation. Remember, it is as much
find yourself facing a mental block in session is to their story as it is yours. Knowing when to steer the
plot toward what you’ve pre-planned and when to
fall back on a tried and true GM tactic: provide a de-
allow a certain amount of freedom for the players
scription of the situation and ask your players what
to ‘go off the rails’ is the key to providing a good
they are doing and to describe what that looks like.
balance of both.
Put the ball back in their court as often as necessary.
As your friends provide their dramatic descriptions, Also remember that, although you play the part
this will often help trigger your own creative juices of the antagonists of the story, it is not your job to
and give you time to develop an appropriate story oppose the players in an effort to ‘beat them’ and
direction. An underlying added bonus is that the achieve a dreaded “Total Party Kill” (TPK). While
players become even more invested in the story they some GMs play like this and justify it by stating they
are helping to create. This shared experience helps want to give their players the best challenge possi-
make the narrative develop naturally and is what ble, this should not be the goal in War Stories. Ideal-
RPG gaming is all about. In fact, it is so much fun to ly, the GM should provide a powerful challenge, but
allow a story to evolve organically and collectively, it should be a challenge meant to help make victory
it would be poor practice to keep this exercise to that much more rewarding, not one where the goal
yourself! is to kill the PCs. You should be cheering them on as
Allow your players ownership of the story. Players they achieve their objectives, not cursing their luck.
Do not be tempted to be that mean-spirited GM that
should be intrinsically involved in their own adven-
revels in player frustrations and disappointments
tures. This means it is your job to allow them to have
-- it is contrary to the purpose of the game.

1. Let’s give him enough and on time by Norman Rockwell. American soldier firing heavy machine gun.

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TELLING THE WAR STORY

Helping your players achieve story immersion is


very important. This concept is the idea that the RUNNING THE STORY
player sees the story from the perspective of their So it’s game night and your friends have gathered
character. They are so involved in the plot and around the table, eager and expectant. Eventually,
events of the tale, that the real world sort of falls all eyes turn your way as the curtain rises, and you
out of focus entirely. This sort of immersion is the begin the session. Certainly a heady moment for
best way to experience an RPG, and, yet, is not al- you as the GM — you are the person who brings the
ways easy to achieve. As the GM, you should help, action to life! You direct the drama, move the plot,
but how? Here are a few ideas: populate the scene. It is important for the experi-
When you are addressing the players, use their char- ence of one and all (you included!) that you get the
acter names rather than their real ones. This keeps hang of this if this is your first rodeo. For those of
the attention on the game and its story rather than you who are experienced, read on as there may be
real life and its surroundings. Along the very same a little bit of advice in the lines that follow that may
lines, try to avoid too many rules references. While be of some use despite your long-toothed history
this is often most difficult when you are starting out with RPGs.
with a new set of rules, as time passes, these rules Among the more important things you can do to
should ideally become second nature. Once they do, keep everyone engaged with your storyline is to
describe the actions rather than the rules needed to maintain the proper pace as the story unfolds.
referee those actions. Poor are the sessions that bog down as players
If you’re striving to achieve story immersion, you worry about minutiae. What you hoped would be
should try and create realistic NPCs. Make them an exciting combat scene may begin to drag. As
believable. Their actions should make sense. They GM, you must read your audience. Are the players
should have a personality that makes some sort of getting listless? Did one or more of them pull out
impression on the players. This does not mean you their phones as they sit idly waiting for their turn
need to write a complete biography or character in the Initiative? Are they changing the subject and
study on your NPCs. Even if your description of an discussing stuff outside the game’s story? These
NPC consists of a few words (‘The tall German with are all indications your players are unengaged and
kind eyes addressed the prisoners’), your players perhaps losing interest! You must jump in and shake
must be left with an impression of the people their things up!
characters are surrounded by. This way, their men- There are a variety of ways to do this: you can intro-
tal image can be made more clear, and immersion duce something unexpected, cut the scene short, or
is increased. Name every person -- even if it’s just move the story to the next exciting element. Each
in your notebook. Indeed, keep a list of German, of these solutions has something in common -- they
French, and English (if the Western Front is your effectively help you control the pace of the story.
setting) names at the ready just in case! Ultimately a properly paced story does wonders in
Immersion is important, but above all, it is your job keeping the attention and interest of your players.
to be sure your players are having fun. It must be In War Stories, action is expected. For the right feel,
said that, first and foremost, War Stories, like any the pace should be quick, mirroring the action as
other RPG, is a game. While historical in nature, it is bullets whizz past and characters hug cover that
not a history lesson. Even if it tries to demonstrate explodes under fire.
how soldiers struggled to survive during the war, While combat might be among the most complex
it is not a simulation. And while it might depict the things in the game, you should not let the rules bog
evils of warfare and the dangers of political and down the pace! To that end, know the game me-
ideological ambitions, it is not a platform for social chanics before you play. Do a practice run if they
commentary. War Stories is meant as a purely escap- feel challenging, and you’re uncertain. You’ll be
ist role-playing game where a group of friends can surprised at how enthusiastic players might be to
have fun collaboratively creating heroic tales in an run a combat before the campaign begins. This not
amazing, historical setting. As the GM, if you’re able only helps everyone become familiar with the rules,
to keep that foremost in mind, you won’t go wrong. but it also helps them figure out the strengths and
weaknesses of certain character builds before they
make their campaign PC. Plus, it’s fun to try daring
things with characters you’re not invested in!

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While these rules have tried to cover most situations It is just as important that players divided in this
that may occur during your stories, there are sure fashion do not make use of information their char-
to be circumstances when you find the guidelines acters aren’t actually privy to. As most veteran play-
fall short of adequately portraying events as you feel ers know, this is called meta-gaming, and this often
they should be represented. As much as we’ve tried, ruins the immersion level of the game. Players and
there are simply too many unpredictable variables GMs should refrain from doing this as best as they
and historical details to create a rule for every sit- can. Of course, if you have the space, physically
uation. When this happens, you should feel free to separating the players whose characters are apart
adapt your own interpretation of events and create may also help to diminish meta-gaming.
house rules so that the action does not slow and
your players remain engaged and pleased with your Remember that War Stories should not be ALL
decisions. Once the session is over, discuss your combat either! Characters develop by interacting
choice with your group to ensure everyone is OK with each other and others through dialogue and
with the house rule so that if the situation comes up shared problems. These scenes will serve to bridge
again, you may confidently rule in a similar fashion. the drama of the combat so that the battle scenes
are that much more exciting. This is not to say that
Here’s a tip specifically for combat: find shortcuts! non-combat scenes should be any less dramatic:
There’s no reason why you should feel intimidated stealth runs and shouting matches are among the
by running a dozen or more NPC combatants. Just most dramatic scenes in many war films. You should
treat them as a group. Roll once on behalf of four at- try and fit one or two of these in so that there is
tacking enemy troopers, using the Help rules to add variety to your War Story. The pacing during these
dice to one individual’s rolls. While this diminishes scenes is necessarily slower, often full of drawn out
the dice pool and makes the enemy less deadly, the
players will often have quite a few difficulties to
overcome; their challenge will not be shortchanged.
This works well for Guts tests too: make one roll
with Help to represent the group’s ability to over-
come Stress. In fact, on more than one occasion,
decide whether they achieve some things (like Guts
tests) without even rolling the dice! As the GM, you
control the narrative. So long as you are making the
story play out dramatically without expressly trying
to kill your PCs, you’re not doing anything wrong
when you make these seemingly arbitrary decisions.
One wrinkle worth discussing in running a War Sto-
ries adventure is the very real possibility that char-
acters get separated in the narrative. While this is
true of practically any RPG, this is particularly likely
in the chaos of a battlefield. Explosions, suppres-
sive fire, and even planned tactical decisions will
have characters out of sight from one another. This
creates a challenge for the GM running the story as
they must split time between the divided members
of the squad. For this to work well, you should try
and split the action like a director directs the scenes
of a film, cutting from one scene to another at points
that make the most sense. This might be at a lull in
the action of one group, or perhaps at a dramatic
cliffhanger! Whatever your timing, you should try
and split the attention as evenly as you can among
the players involved.

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TELLING THE WAR STORY

tension (especially while the PCs are infiltrating an be encountered by the players. PCs will face difficult
enemy position!). During these times, any charac- challenges, often making life and death decisions for
ter interaction or commentary will often be quite their allies, or for other NPCs, enemy and friend alike.
memorable and serve to create moments that help These should be seriously considered if War Stories
develop a PC’s personality. is used to play out the drama of a historical reality.
Finally, if things go wrong, just move on. Ultimately All this being said, there is nothing stopping you and
you’re all there to have fun. Your friends should not your group from playing War Stories with a rather
hold any of your mistakes against you if everyone different approach. Some groups may elect to play a
had a good time in the process. pulpier, ‘Indiana Jones’ style, game where the heroes
are larger than life and can overcome most challenges.
CREATING YOUR OWN STORIES If this is the case, be sure to award extra skill points
and Attribute points upon character creation. Hero-
(THEMES AND STYLES) ic-level Endurance is recommended for this style of
play. NPC troopers might go down after 2 wounds
The Second World War was a difficult, challenging
instead of three. The action should center on over
period in human history. It is full of tragic events and
the top adventure and snappy dialogue should be en-
horrifying realities. As such, it presents a theme that
couraged.
is generally serious and a style that is gray and hard
around the edges. Some may call this “gritty”, and we There might even be a bit of humor injected into the
would not be too far from the mark to use this term for grim themes of WW2. Inglourious Basterds depicts
the theme and style War Stories is trying to achieve. a war where the heroes are pulpy while simultane-
ously pulling off outlandish exploits that can only be
There are moral questions and ethical issues that may
laughed at for their outrageousness. Alternatively, a
more suspenseful style might center around a partisan
group or an intelligence cell. While the action may be
more subdued here, the drama of potentially being
discovered more than makes up for that.
Ultimately, the theme and style should NOT be your
job to determine alone. While it is the job of the GM
to execute those elements, it is the entire group who
must decide what best suits their desire for the cam-
paign. Open communication with your friends is key
to making sure everyone is happy with the chosen
theme and style. This might be a good thing to discuss
when running that practice combat session. Whenever
you do it, be sure everyone knows what type of game
you’re running, so that everyone is on the same page.
This way, there is less chance of both a disrupting
player who thought it was supposed to be a funny
game or a player who is bored because they thought
there’d be more over the top combat scenes!

4th Armored Division, U.S. Third Army Map.


by Christopher Williams.

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1940’s LINGO
In order to become more immersed in the period of play, the language used during the WW2 era might be
useful. To that end, here is a list of some of the lingo used during the 1940s. Feel free to intersperse these
words every now and then to bring the War Stories experience to life.

Armed to the Teeth: Fully prepared and/or well-


Chatterbox: Machine gun.
armed. Alert to danger.

Armored Cow: Canned milk. Check Out: To die.

Army Banjo: Shovel. Cit: A civilian.

AWOL: Absent without official leave. Civvies: Civilian clothing.


Awkward Squad: Soldiers who require extra Cooking With Gas: Having become wise to some-
instruction or attention. thing.
Bellyache: To complain.
Cool as a Cucumber: Alert and calm.
Bail Out: Parachute jump from plane; by exten-
sion, to get out of any situation. Cool Hand: Someone who is cool as a cucumber.
Baptized by Fire: Being under enemy fire for the
first time; to be wounded for the first time. Corner Turner: A deserter.
Battle Watch: To do your best under trying
circumstances. Dad: The oldest member of a squad.

Beachhead: A beach where invading forces land. Dead Battery: An irritable person; also a pessi-
mist.
Beat Your Gums: To talk a lot about something:
Devil’s Piano: A machine gun.
Bedpan Commando: Medical corpsman.
Do a Hitch: To serve an enlistment term.
Behavior Report: Letter to a girl back home.
Do One’s Bit: To serve in the military in time of
war.
Bite the Dust: To die.
Dogface: Infantryman.
Blanket Drill: A nap.
Dog Tags: Two metal id tags worn around the
neck; one is collected and one is left with the
Blister Foot: Infantryman.
body.

Blister Mechanic: Medical corpsman. Downhill: The second half of an army enlist-
ment term.
Blow It Out Your Barracks Bag! Shut up! Eager Beaver: A soldier who is anxious to im-
press his superiors or displays great diligence in
Borrowed Brass: False courage ascribed to his duties.
drugs or drink. Eight Ball: A troublesome soldier who is a liabil-
BTO: Big Time Operator — someone who thinks ity to his unit.
he’s important.
Flak: Anti-aircraft fire. Abbreviated form of
Buck Private: The lowest rank in the Army. German word Fliegerabwehrkanone.
FUBAR: Fouled up beyond all recognition (or
Bunk Lizard: A lazy soldier who prefers to stay more colorful alternatives).
in bed.
Garbage Catcher: The mess tray for served food.
Canned Morale: A movie.
Gasoline Cowboy: Member of the armored divi-
Cash in One’s Chips: To die. sion or, more specifically, a tank driver.
G.I: US Government Issue; an American enlisted
Chair-Borne Infantry: Desk-bound administra-
soldier.
tor.

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TELLING THE WAR STORY

G.I. Joe: An American soldier. Put That in Your Mess Kit! Think about it!

Good-Time Charley: A carouser or a generous Ratzy: A German; a combination of “rat” and


person. “Nazi.”

Grandma Gear: Low gear. Reg’lar: Regular; first-rate; excellent.

Retread: A World War I veteran fighting in World


Gravel Agitator: Infantryman.
War II.
Ribbon Happy: Impressed by your own acco-
Hashburner: Cook.
lades.
Haywire: When equipment is faulty, or when
Roger! OK! Got it!
events evolve poorly or unexpectedly.
Rootin’, Tootin’ Son of a Gun: An energetic per-
Jawbreakers: US Army biscuits.
son.
Jeep: A ‘general purpose’ vehicle or G.P. for use
Rookie: A new recruit.
in the US Army.
Short Circuit Between the Ear Phones: Lapse in
Jeepable: Impassable except by a jeep.
judgment.

Jerry: A German or anything German. Shutters: Sleeping pills.

Joe: Coffee. SNAFU: Situation normal, all ‘fouled’ up.

Juice: Electricity. Snore Sack: Sleeping Bag.

Juice Jerker: Electrician. S.O.L: “Sure out of luck” or “soldier out of luck”
(or more colorful alternatives).
Knucklebuster: Crescent wrench. Soup: Cloudy, rainy, or foggy conditions.

Kraut: A German or anything German. Spud Duty: Kitchen police (K.P.) assignment.
Latrine Rumors: Unfounded news or informa-
tion. Stinkeroo: Poor or low-grade quality.

Maggie’s Drawers: Red flag used on the rifle


Stripe-Happy: A soldier too eager for promotion.
range to indicate a miss.
Mickey Mouse Rules: Bureaucratic rules and
Sugar Report: A letter from a girl back home.
regulations.
Million Dollar Wound: A wound that takes a sol- Suicide Squad: A machine gun crew, especially
dier out of combat, and back home, but did not while under fire.
permanently cripple or maim him. Sweat Something Out: To wait for something for
an extended period.
Misery Pipe: Bugle.
That’s All She Wrote: That’s all; a customary
exclamation at the end of the mail call.
Mud Eater: Infantryman.
That’s for the Birds: Nonsense or irrelevant.
Ninety-Day Wonder: An officer who holds his
commission after attending a three-month Thousand-Yard-Stare: The look of a man affect-
course. ed by combat exhaustion.
Nut Buster: Mechanic. T.N.T: Today, not tomorrow: Immediately.

Paragraph Trooper: Desk-bound administrator. Valley Forge: A tent city in cold weather.

Pineapple: A Mk2 grenade. Walkie-Talkie: Portable radio for receiving and


sending.
P.S. Man: Someone with previous military expe-
rience. Wilco: Will comply.

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ALTERNATIVE paign to life:
» The New SS Officer in Town

CAMPAIGN » Those Rail Lines Need to Go


» Take the Money and Run

IDEAS » The Intel Needs to Get There


» Pick Up the Supplies at the Drop
Campaigns in War Stories might vary considerably.
The many themes and theaters of war available pro- » Who’s the Collaborator?
vide a variety of unique settings in which to estab-
» Recruit More Help
lish a long-term story. While expansions will cover
many of these, this core book provides guidance for » Rescue the Condemned
two additional themes– the Resistance campaign
and the Tank Crew campaign. THE TANK CREW
THE RESISTANCE Fighting the war in tanks or armored vehicles of
any description was deadly, both for the brave souls
The civilians who were made to suffer the indigni- who crewed the tanks, but also for the targets of
ties of occupation did not always do so meekly and the tank’s immense firepower. War is hot, cramped,
without retaliation. Indeed, resistance efforts were claustrophobic, and full of noise and smoke. Unseen
organized quite rapidly throughout France as well as and unexpected death lurks around every corner
the Low Countries. These clandestine groups would and behind every hedgerow. Your life is literally in
lead efforts to spy on, sabotage, ambush, steal from, the hands of the three or four men you crew with,
and kill the enemy at any given opportunity. and their lives are in yours.

Your PC group may play the part of a cell or partisan There are as many types of campaigns as there are
fighters operating within an occupied city or a rural vehicles to ride to war in. Main battle tanks, like the
community in Western Europe. You might answer Sherman and Churchill, and Panzer or the Tiger,
to a higher echelon of authority within the network would lead the advance. In the agricultural fields
of resistance fighters, receiving orders for your next and villages or the built-up cities of Europe, they
strike against the Axis forces. Your motivations may work hand-in-glove with infantry. Tanks take out
range from the patriotic defense of your homelands strongpoints and bunkers beyond the capability
to retributive justice for the evils you’ve witnessed of the infantry, while the soldiers take down an-
or lived through. This is as much a personal battle ti-tank guns to protect their armor. On the deserts
for members of the resistance as it is a tactical one. and plains of North Africa, the tanks would operate
Every step could be your last; subtlety and stealth very differently, with fast-moving and sweeping tank
are your greatest ally, while boldness and foolhardy battles over long distances, where the threat from
courage are required in equal measure. enemy infantry was minimal, but the long reach of
an enemy tank was terrible.
GMing such a group requires a series of adventures
that emphasize the underground nature of the re- Other vehicles bring different options: fast-mov-
sistance movement. Duplicity and secret identities ing reconnaissance vehicles scout out the enemy
should play a large part in the narrative as agents positions and retreat with their vital intelligence,
for the resistance must strive to remain undercover their speed rather than their armor, their primary
while simultaneously working to discover important defense. Others provide mobile artillery, supporting
intel and reveal collaborators among those in the the advance but not intended to challenge a battle
community. Dangerous opportunities might present tank head on. Then there are the “Funnies”, the in-
themselves in the form of high-ranking officers ripe novative tanks designed to overcome the problems
for assassination or supply trains in need of derail- of the battlefield. These include the Crocodile, a
ment. These adventures will surely raise the level of Churchill tank fitted with a dreadful flamethrower,
tension in the campaign as the German forces zero the AVRE, fitted with a bunker-busting mortar, and
in on the characters making their discovery more the Crab, a modified Sherman with a giant flail to
likely with each brazen exploit they execute. lash the ground and destroy enemy mines.

The following is a short list of scenario or campaign Most tank regiments would operate in squadrons of
ideas you might use to bring your Resistance Cam- three (sometimes four) tanks. A tanker campaign

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TELLING THE WAR STORY

would probably best be based within one such the battle breaks out, impeding their efforts to com-
Squadron, with the players taking control of one plete the objective. Refer to the Campaign Battle
tank and its crew, and the others being Background rules for help in presenting this sort of adventure.
Characters. Fighting in a tank was very dangerous,
and the GM - and the players - will need to be aware
of the risk of a full team kill, should their tank suf-
PATROL
fer a terrible attack from a deadly enemy. But such Secured areas must remain so. To that end, patrols
are used to maintain vigilance and area awareness.
was the life and bravery of the so-called Gasoline
A patrolling PC squad can encounter all sorts of
Cowboys of World War II.
troubles. From scouting enemy units to unexpected
The following is a short list of some scenario or ambushes and full-out attacks, the challenges can be
campaign ideas you might use to bring your Tanker many. As a patrol, their squad can theoretically work
Campaign to life: in isolation from the rest of the company, though
» Dueling Main Battle Tanks Engage historically, they would never really be completely
alone, likely accompanied by the rest of the platoon
» Battlefield Problems for a Squadron of ‘Funnies’
or, at the very least, one or two other squads. This
» Recon Squadron Cat and Mouse kind of isolation will undoubtedly add to the tension.
» Wreck the Rails Delivering the Tiger
» Chase Across North Africa
RECONNAISSANCE
While Patrols often take place in what should be
» Escort New Tanks to the Frontline
a secured area, scouting missions more often oc-
» Repair and Maintain Armor for the Front cur in unknown territory. Indeed, in the fields of
» Capture a Tiger and Bring it Back Western Europe, unknown territory often equated
to enemy-controlled lands. The Axis powers were
spread throughout much of France, and, as such,

ADVENTURE
any Reconnaissance mission will likely run afoul
of enemy troops --perhaps themselves scouting out

IDEAS
the vicinity. The chief purpose of most scouting
missions is reconnoitering an area to ascertain its
present status and pinpoint enemy positions and
There are an endless number of story threads and strengths. Often, these missions rely on stealth and
plot lines for you to create and discover. Your imag- smaller numbers -- ideal for adventuring groups. For
ination is the key to unlocking these. While that example, the players’ squad can be asked to scout a
might be trite to say, the truth is providing advice French village to determine if there is any German
centered on Adventure Ideas is rather difficult as the presence remaining after the air bombardments.
variety available is endless and ever-changing, even There inevitably is, of course.
among the same group of gamers! Nevertheless, a
brief consideration may be helpful for the novice
GM, or even the experienced GM who hasn’t con-
RESCUE
A Resistance leader, a high-ranking officer, the air
fronted a historical RPG.
crew of a downed bomber. These and many others

BATTLES might be the objective of a Rescue operation spear-


headed by the players’ elite squad. These types of
Battles, in the context of the Second World War, are adventures likely involve a fair amount of Infiltra-
rather different from historical battles of yore, when tion skills and an ability to know how and where
confrontations were limited to small areas and over to get into whatever kind of facility is holding the
in a few days. Industrialization, mechanization, and target, as well as how to get out. To deal with the
the vast sizes of the armies involved have changed guards, distractions may be used or perhaps an un-
all of that, ensuring battles could last from days to usual means of access might be discovered. Indeed,
weeks, to in some cases months on end. Your play- the planning itself might often make up a large part
ers may be involved in quite a few of these, and their of the adventure as the PCs gather intel in order to
particular efforts within the grander scope of the determine their best chance of success. Of course,
conflict may sway the battle in one direction or the time is of the essence. Rail cars moving prisoners
other. It’s easy to have a commanding officer order deep within Germany to unknown fates always keep
the characters’ squad on a specific mission just as the clock ticking!

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SUPPLY RUN enemy and take on the responsibility of caring for
those displaced by the destruction. The squad may
Supplies were the fuel that pushed the war machine be tasked with bringing medical aid, food, or other
forward. Without it, the Allied forces would lumber supplies to a beleaguered and bombed-out city or
to a slow grind across the vast stretches of land to be town. Refugees may need to be escorted to a safe
liberated. Ammunition, weapons, even food, winter haven. The injured may require transport across
gear, and boots were essentials. The squad could be difficult terrain. These jobs may be unusual for the
sent on a supply run to provide critical victuals for average soldier, but they are necessary work re-
the platoon or even the entire company. While re- gardless, especially when Allied bombing is often
ceiving these from a liberated supply depot near the the cause. While this work may seem mundane and
coast might seem like a chance at a well-earned rest, relatively safe, if the enemy is nearby or discovers
the bureaucracy involved in the effort may be more the efforts of the squad, things will not remain that
than the party expected. If the supply run, however, way for long.
requires moving into potentially contested territory,
things may become considerably more challenging. DEFENSE
ASSASSINATION When an army advances as the Allies did after Nor-
mandy and the liberation of France, they may find
Word gets out that a high-ranking German officer themselves stretched out, flanks unprotected. They
is in the vicinity. A perfect opportunity presents may be vulnerable to counter attacks by the enemy.
itself to hamper the military plans of the enemy This indeed happened from time to time as the German
by taking out this vaunted foe. The squad may be forces occasionally mounted offensives even amidst
called upon due to their proximity to the targeted their general retreat. It is during these occasions that
officer. The PCs’ reputation may have signaled them the squad may be tasked with holding a particular
as the best option for the top brass decision makers. ground against the assault of determined enemy forc-
Whatever the case, the execution of this operation es. Perhaps a small hamlet must be held in order to
is a delicate one involving speed, stealth, courage, permit Allied reinforcements to arrive and drive the
and precision. Planning the assassination alone is attacking German units away. At other times, bridges
likely a challenge. When the time comes, however, and causeways must be defended against forces that
moving in, taking the shot, and getting out will prove hope to slow the Allied advance. Often outnumbered
death-defying. and awaiting help, a Defense mission is harrowing
but rewarding, provided you aren’t forced to fall back.

ESPIONAGE COMMUNICATIONS
Information wins wars. SHAEF’s top generals need
all the intel possible to make informed decisions Coordinating large forces and relaying information
that will affect thousands of lives. While soldiers of all kinds is as critical for a successful army as
aren’t secret agents, their position in the field might the gallantry, training, and gear characterizing the
require them to serve in this role to an extent. Often, soldiers that compose its ranks. Without good lines
soldiers in the front lines are the first contact with of communications, any advantages possessed will
Resistance forces in possession of important doc- be hard to bring to bear against the enemy. To that
uments or even enemy plans. It is up to the squad end, increasing the Allied lines of communication
to retrieve this intel and deliver it to those who can while severing those of the enemy proved a useful
decipher or make use of them. There might even be and important goal during the war. Your squad may
a need to blend into the populace of an occupied be tasked with cutting telephone wires or retrieving
town to gain access to a wealth of information that transmitters. Decoding and encryption may be in
would otherwise be impossible to attain. The pos- the hands of the experts, but someone in the field
sibilities are many, as is the danger. needs to secure the hard data. Alternatively, as com-
munication breakdowns were all too frequent, your

HUMANITARIAN squad may be tasked with relaying information in


person, risking moving through enemy occupied
War is hell. And certainly so for the millions of suf- territory to get the all-important message across.
fering civilians trying to survive on both sides. Of-
ten, the horrors and atrocities of the conflict require
the military to pause in their efforts at destroying the

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TELLING THE WAR STORY

SEEK AND DESTROY and the enemy leaves behind briefs, maps, tactical
positions, and even strategic plans for the coming
Missions involving the destruction of enemy assets weeks. Alternatively, similar to Seek and Destroy
were quite abundant. In the early days of the D-Day missions, there may be a more deliberate attempt to
landings, gun battery emplacements and enemy bun- push into enemy occupied zones to acquire the intel
kers were highly sought targets. These needed to be necessary for further action in the area. There could
destroyed to secure the Allied landings. While some even be partisans or defectors willing to provide the
bridges were secured, others may have been blown to information sought after, so long as the squad can
ensure German reinforcements would be kept at bay. provide the needed escort to the CP.
Later in the war, a squad can just as easily be ordered
to seek out and destroy key defensive positions, sup-
ply depots, or even V-2 launch sites. These will likely be
AMBUSH
Similar in many ways to a Raid, this action sees what
heavily guarded and will require the bravery of the best
is often a platoon or company level force awaiting
trained, most experienced units to effectively execute
an enemy force of similar size in order to waylay
the mission and sabotage the enemy’s capabilities.
them in a surprise attack. Often the purpose may

KIDNAP simply be to harass and harry the enemy in an ef-


fort to ascertain their strength and numbers. Other
A high-profile target may present itself as a means times, an ambush is meant to destroy the fighting
of acquiring valuable information. Your squad may capability of the enemy by attacking from an unex-
be called upon to kidnap a high-ranking German pected avenue or at an unanticipated time. Secrecy
officer, a wealthy financier, or even a well-respect- is of great importance. Any enemy recon units must
ed scientist. The operation will require subtlety be captured and dealt with accordingly. A squad may
and daring. Infiltrating what is quite likely to be a be ordered to make certain no unexpected snafu
heavily-guarded location, often deep behind enemy spoils the surprise.
lines, will be enough of a challenge. Getting out of
such a predicament will probably be even harder.
While this seems far-fetched, the incredible story
of the work of Lightning A in Operation Big’s effort USING
to track and capture Nazi scientists are testament
to the historical nature of such undertakings. Of
course, after successful missions, interrogation ef-
MINIATURES
Most RPGs are intended to be theater of the mind
forts must follow.
experiences. This refers to the idea that the majority

BEHIND ENEMY LINES of the action is depicted within the imaginations of


the players involved. It is the job of everyone around
Perhaps due to an overextended attack or break- the table to describe the action that is taking place in
through, the squad may find itself behind enemy such a way that everyone else can picture it in their
lines, and in need of traversing ground back to safety. minds. For some creative and expressive players,
They must travel covertly if they are understrength, this is easy. For others, it may be challenging to a
using the cover of night or the natural terrain to degree. Still others prefer additional tools in order
avoid a direct confrontation. Conversely, they may to more clearly see and define the action.
stand their ground, operating a defensive position Additional tools that can assist in visualizing an RPG
while awaiting Allied reinforcements. This might include graph paper, dry erase boards, maps, and
mean being subjected to continuous bombardment miniatures. Each of these are quite useful for your
or periodic assaults on their positions while they War Stories games, particularly during combat
hunker down against the onslaught. Either way, a scenes. Before offering suggestions on the use of
tense and dangerous mission is sure to unfold. these tools, it should be said: these are optional and
by no means are they required to have an enjoyable
SEEK AND RETRIEVE experience with War Stories.

The squad may be tasked with gathering this in- Graph paper, maps, and dry erase boards are great
telligence because of its position near the front resources to show players precisely where their char-
lines. It may be simply a matter of convenience as acters, as well as their enemies, are. It is quick and easy
the platoon moves into a previously held location to determine distances, cover, and relative locations

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of combatants and the general environment they’re
fighting over. Maps can be used at both the strategic For those looking to make measurements to a
level and the tactical level. While strategic level maps more precise scale, centimeters may better serve
can display a more general area, encompassing a large, as a measuring unit. If you wish to use the metric
contested zone, kilometers wide, tactical maps nar- system, one meter in the narrative equals 1cm
on the tabletop. This means, a regular move is
row the focus to the immediate battle or skirmish.
10cm (about 4 inches) instead, while a run is 30cm
Both have their uses, and a GM may be inclined to (about 12 inches). Whatever system you use, be
draw some of these up on graph paper beforehand in sure your terrain is set up the proper distances
anticipation of the conflicts that may likely be fought apart and that they match up with the GM map of
across them. Dry erase boards are great to sketch an the story.

area up quickly to clarify where the action is taking


place in a more visual way. The advantage to these is
reusability. You can erase and redraw a different scene DETERMINING LINE OF SIGHT AND
whenever needed.
Miniatures are the go-to RPG tool for many groups,
COVER WITH MINIATURES
and with so many WW2 miniatures in the market, One way using miniatures really helps move combat
we would be remiss to not provide some advice for along is when considering Line of Sight and Cover.
their use! That said, War Stories is not intended as Looking at things from a model’s point of view is
a miniatures rule set. Instead, you should consider helpful and quickly allows everyone involved to de-
using miniatures simply to augment your theater of termine whether a shot can be taken or not. Seeing
the mind play. Break out your models whenever a the enemy hiding behind concrete rubble allows a
firefight erupts. The GM can set up the scene using player to mentally figure out most modifiers without
something as simple as a dry erase board depicting having to slow the game by asking the GM. On top of
a tactical level map of the immediate area, or they that, angles that negate cover are made clear in the
can create complex scenery using terrain built up three dimensional world of miniatures. Often these
from their wargaming collection. Either method will may take time to express verbally, and so the use of
do. The key here is allowing the players to see their miniatures certainly helps. Plus, they just look cool!
character represented by a model that resembles
their character in a more concrete way. MASS BATTLES AND MINIATURES
MINIATURES AND SCALE A special mention should be made here regarding
the use of miniatures during Mass Battles or even
While using miniatures, you must keep some things a large firefight. The many NPCs (both friendly and
in mind. The scale of your map or scenery must be enemy) who come into play are likely too numerous
carefully considered. Be sure the area depicted is to properly control during such a confrontation.
at a tactical, not strategic, level. To that end, while While it may be tempting to use all the normal rules
using 20mm to 25mm scale models, an inch is of- that apply to PCs on every miniature taking part in
ten considered approximately 6’ or 2 meters. This such a large engagement, this should NOT be your
means regular movement (10m) allows a model to goal. War Stories is not a miniatures ruleset, and
move 5”, while using your Fast and Slow Actions as such is not suitable in this capacity. Instead, a GM
to run allows 15” to be covered under ideal terrain
conditions. Sprinting extends the move by an inch
per Calisthenics test success. While this may seem
a long way to go for some traditional miniatures
games players, you must recall War Stories is not
a tabletop miniatures game, and its time scale may
be rather different than other tabletop minis games.
Also, if your models are larger (say 32mm heroic
scale or more), this will not truly make much of
a difference as this is less a simulation than it is a
visualization tool!

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TELLING THE WAR STORY

should simply narrate a significant portion of the ac- involved?


tion when it comes to the parts of the storyline that The answer to this important question will vary
fall outside the PC-centric scenes. Whenever you from group to group. It is up to each GM to ask the
do this, feel free to simply move miniatures around, players how they feel about Arbitrary Death before
and remove casualties as your story unfolds. There beginning play. Treat this question as you would any
is no need to roll dice for everyone and every action! question that seeks to determine the kind of game
This advice should even apply to BCs as well. While your group is interested in playing. If they wish for
this might seem counterintuitive when playing with a realistic experience, full of the heartbreak that
miniatures, it is far better than the alternative which war involves, then by all means include the pos-
would bog down a mass combat and more than like- sibility of Arbitrary Death. This is best handled by
ly drive players to their cellphones. using FUBARs to create the possibility of such an
Ultimately, the use of miniatures should make the occurrence. Especially hazardous circumstances
game more fun and easier to visualize. They should may even warrant the use of 2 or even 3 FUBARs as
not impede the game by presenting opportunities judged by the GM.
for disagreements and misunderstandings. The GM As an example, a GM who is playing with a group that
should make every effort to prevent this by antic- is OK with Arbitrary Death, can spend two FUBARs
ipating movement and range issues before setting to allow for a die roll to determine if a mine goes off
up any session likely to involve miniatures. Be sure near a random player while the squad is traversing a
minefield.
to take notes or at least mentally address what
constitutes a Zone, where cover is Heavy or Light, Importantly, a FUBAR should never automatically
where Line of Sight is impeded, and what distances injure or kill a PC; it should create the chance that
represent in terms of listed weapon ranges. This this might happen. The odds of this chance occur-
sort of preparation will go a long way in helping you ring should be fairly determined by the GM as the
adjudicate your sessions while using miniatures. narrative suggests. These odds should inform the
Above all, make sure your group is enjoying the GM of how many FUBAR(s) should be spent to roll
game and not getting bogged down with tape mea- for this possibility. The higher the odds, the more
sures, inches, and laser pointers! This is an RPG first FUBARs must be spent. Determining whether a PC
and foremost after all. has been hit should be something the GM puts in
the hands of a player to an extent. For example,
being the victim of an incoming artillery barrage or

ARBITRARY stepping on a hidden mine might be avoided with


successful Nimble or Perception tests, respectively.

DEATH
Whenever possible, the chance to avoid such a di-
saster should be in the hands of the player involved.

There will inevitably come a moment when things If, however, the players do not wish to play such
go very poorly for the players’ squad. Perhaps a harrowing experience and prefer to lose their
they’ve inadvertently entered a minefield or find characters due to more direct actions of their own
themselves square in the middle of an artillery bar- choosing, then the GM should NOT use this meth-
rage. Maybe Allied bombers zero in on the enemy od. Instead, when the players’ find themselves in a
only to find the PCs are stuck in enemy territory situation that would otherwise suggest the chance
when the bombs drop. Friendly fire was quite com- of an Arbitrary Death, there should be close calls
mon and haphazard. narrated by the GM that permit the players a chance
to find safety. This should NOT be abused by the
The idea of an Arbitrary Death is the notion that a players to avoid the chance of harm coming to their
PC may be injured or even die through no fault of beloved characters! Indeed, should they choose to
their own, and seemingly only due to poor luck. remain in an obviously life-threatening situation
While this is sadly a part of every war experience, after a fair warning, this choice should be followed
it is a difficult concept to portray in an RPG. After by an even clearer message by the GM that they may
all, these characters may have been lovingly de- soon face the chance of an Arbitrary Death if they
veloped by the players for an extended period of don’t actively seek safety. Be sure you’re clear about
gaming. To have them taken out so arbitrarily seems that before spending that FUBAR. For many players,
abusive and, likely, not very fun. So, what is a GM character death is something that should be a result
to do if they wish to portray war as it truly was, but of their own choices, and this should be respected.
doesn’t want to sour the experience for the players

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Licensed to Kaciano Ghelere, kacianoghelere@gmail.com
CHAPTER 11:

THE
LIBERATION
OF THE WEST
HISTORICAL
ROLE-PLAYING
War Stories works best when there is a measure of histori-
cal accuracy to the narrative the players create. While this
should not interfere with the fun of the game, the players
and the GM are encouraged to keep the story within the
boundaries of actual events as often as possible. That said,
there is nothing wrong with having the events that unfold
change the course of history! Indeed, it may be part of what
makes your War Story thrilling if you defeated the enemy
in a unique and unexpected way that was wholly different
from the actual events that transpired.
To get you started on some of your WWII background re-
search, we have provided a few key events in their chrono-
logical order, focusing primarily on Europe as this is where
the emphasis of the core rules lies.
The causes of events as cataclysmic and momentous as the
Second World War are always traced to a variety of trig-
gers occurring decades prior. Often, the end of the Great
War and the resulting Treaty of Versailles, are cited as a
motivating factor for the rise of Adolf Hitler and his fascist
regime. The economic hardships of the Great Depression,
felt globally, encouraged the desperation that permitted
similar governments in Mussolini-dominated Italy and
the military rule of Imperial Japan. Once underway, these
belligerent nations would unleash their aggression on an
unsuspecting world.

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TIMELINE: as Italy and Germany assist the Nationalist rebels,
while the Soviet Union and various international

SECOND WORLD
left-wing organizations support the Republic. Often
seen as the “opening act of WWII.”

WAR - EUROPEAN
July 7, 1937 - Japan invades mainland China,
starting the Second Sino-Japanese War. Previously

THEATER
warring Nationalist and Communist Chinese forces
declare a “truce” to face the Japanese army. Some
consider this the true start of the Second World War.
June 28, 1919 - The Treaty of Versailles is signed, March 13, 1938 - Germany annexes Austria in the
ending the “War to End All Wars.” Field Marshal Anschluss, after the Austrian people carry out a
Ferdinand Foch remarks: “This is not peace. It is swift vote. This violation of the Treaty of Versailles
an armistice for 20 years.” is also left unanswered by the Western Allies.
August 25, 1920 - Newly independent Polish forc- March 15, 1939 - Germany seizes the Sudetenland,
es, with help from international volunteers, repel a German-speaking region of Czechoslovakia, and
a major invasion by Bolshevik forces at Warsaw. shortly afterward seizes the rest of the western parts
October 29, 1922 - Mussolini usurps power in Italy of the country, turning Slovakia into a puppet state.
with his infamous “March on Rome,” establishing April 1, 1939 - The Spanish Civil War ends with a
the world’s first fascist regime. He is later formally Nationalist victory. France and North Africa are
recognized by Italy’s King Emanuel III. flooded with Spanish refugees. Germans of the
December 30, 1922 - After finally securing victory “Condor Legion” and Italian troops march alongside
in the Russian Civil War, the Bolsheviks declare the the victors through Madrid.
formation of the Union of Soviet Socialist Republics August 23, 1939 - Germany and the Soviet Union
(USSR). establish the Molotov-Ribbentrop Pact, a non-ag-
September 4, 1929 - The Great Depression begins, gression treaty that divides Eastern Europe into
ravaging not only the US economy but shattering the “spheres of influence,” and partitions Poland be-
decade of growth and recovery Europe had been tween the two powers.
experiencing following the First World War. As a September 1, 1939 - Germany invades Poland,
result, radical ideologies such as Fascism and Com- prompting France and Great Britain to declare war
munism gain larger mainstream appeal, amplifying on Germany. WWII begins. Two weeks later, on Sep-
political divisions. tember 17th, the Soviet Union invades Poland from
September 19, 1931 - Japan invades Manchuria the east, in accordance with the Molotov-Ribben-
and establishes the puppet region of Manchukuo trop Pact.
by installing the last living descendant of the Qing November 30, 1939 - The Soviet Union invades
dynasty as “Emperor.” Finland in what is dubbed “The Winter War.” Finland
January 30, 1933 - Adolf Hitler is elected chan- surrenders in March 1940, only to restart hostilities
cellor of Germany. Shortly afterward, following the after Germany invades the Soviet Union.
heavily debated Reichstag fire, the Nazi party takes April 9, 1940 - Germany invades Denmark and Nor-
full control of the German state. way. Both quickly fall, with a puppet government
October 3, 1935 - Italy attacks Ethiopia, defeating installed in Norway.
one of the few fully independent African nations. May 10, 1940 - Battle of France begins. The West-
March 7, 1936 - Germany remilitarizes the Rhine- ern Allies advance into Belgium, expecting a repeat
land, in violation of the Treaty of Versailles terms. of the “Schlieffen plan” of WWI. The Germans, in-
The Western Allies, not wishing to start a war and stead, surprise the Allies by invading through the
aware of public sentiment that the old treaty had heavily wooded, but lightly guarded, Ardennes for-
been too harsh, acquiesce. est. Striking the Allied rearguard and causing disar-
ray, the Blitzkrieg succeeds in cutting off the bulk of
July 18, 1936 - After five years of an unstable re-
the Allied army from the rest of France.
public, Spanish generals launch a rebellion against
the left-wing Popular Front government of Spain.
This war quickly garners international attention

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THE LIBERATION OF THE WEST

June 4, 1940 - Most of the British army, as well as August 23, 1942 - Battle of Stalingrad begins.
elements of the French army, are evacuated from November 8, 1942 - Allies invade the North African
Dunkirk. This action is largely credited with having coast initiating Operation Torch. First fighting Vichy
preserved the fighting ability of the Allied cause. Re- French forces, they soon begin to gain ground in
cently appointed Prime Minister Winston Churchill Morocco and Algeria. Meanwhile, British, and Free
gives his famous speech to Parliament. An excerpt: French forces begin to push westward from Egypt.
“We shall never surrender, and even if, which I do
not for a moment believe, this Island or a large part February 2, 1943 - Soviet Union wins the Battle of
of it were subjugated and starving, then our Empire Stalingrad. After the German 5th Army, alongside
beyond the seas, armed and guarded by the British Romanian and Italian forces, are defeated here, the
Fleet, would carry on the struggle, until, in God’s Soviet Army begins to permanently shift from the
good time, the New World, with all its power and defensive to the offensive.
might, steps forth to the rescue and the liberation July 9, 1943 - Allies invade Sicily, executing Oper-
of the old.” ation Husky. The US 82nd Airborne Division takes
June 22, 1940 - Italy formally enters the war on part in the very first division-wide combat jump.
the Axis side. France surrenders to Germany and is September 8, 1943 - Five days after Allied forc-
divided into the northern “Occupied” zone, and the es land on the main peninsula, Italy surrenders to
southern, collaborationist “Vichy” regime, which the Allies. German forces quickly occupy northern
still ostensibly controls much of France’s old co- and central Italy, turning what was supposed to be
lonial territory. Some, such as General Charles De the “Soft underbelly of Europe” into a vicious slog
Gualle, vow to fight on, forming the “Free French through the mountains.
Government” around colonial forces and French
December 1, 1943 - Tehran Conference formally
army units that had been evacuated to Great Britain.
establishes a timeline for the opening of a “Second
August 13, 1940 - The Battle of Britain, or the Blitz, Front” in Europe to alleviate pressure on the Soviet
begins. The German Luftwaffe launches major air Union.
assaults on British military positions. When the
June 5, 1944 - US forces liberate Rome under Gen-
British retaliate, the Germans switch to bombing
eral Mark Clark. While a great propaganda victory,
civilian targets.
the detour to take the city allows German forces to
August 16, 1940 - The US Army, after having read withdraw deeper into the peninsula.
reports of successes by the German Fallschirmjager
June 6, 1944 - After months of planning and train-
corps during the invasions of the Netherlands and
ing, Operation Overlord, the Invasion of Northern
Belgium, conducts a test jump with 48 volunteers.
France, begins. At midnight, the US 82nd and 101st
These 48 became the very first US Paratroopers.
Airborne Divisions, as well as the British 6th Air-
October 28, 1940 - Italy invades Greece. Germany borne Division, begin landing behind the five inva-
soon diverts its forces to assist in the invasion, driving sion beaches. After a morning of intense fighting, the
the combined Anglo-Greek army out of the peninsula. US forces take Omaha Beach, Utah Beach, and Point
April 18, 1941 - Germany invades Yugoslavia, di- Du-Hoc. Meanwhile, British, Canadian, and exiled
viding it into several puppet states, to secure the Allied forces take Gold, Juno, and Sword Beaches.
supply lines into the continued fighting in Greece. The liberation of Western Europe begins.

June 22, 1941 - Germany initiates Operation Bar- August 15, 1944 - Operation Dragoon, the com-
barossa, or the invasion of the Soviet Union. Within bined US, British, and Free French invasion of
the first few months, the Soviets suffer over 5 mil- southern France, begins.
lion killed, wounded, or captured. By the start of August 25, 1944 - Elements of the Free French 2nd
winter, the invasion stalls at the gates of Moscow. Armored Division, “LeClerc”, liberate Paris after
Dec 7, 1941 - Imperial Japanese naval forces launch receiving reports of a general uprising by the French
a surprise attack on Pearl Harbor, crippling the US Resistance. Against the orders of Hitler, General
Pacific fleet. Dietrich von Choltitz refuses to destroy the city,
allowing it to fall into Allied military hands.
Dec 8, 1941 - US declares war on Japan. Shortly
after, Germany declares war on the United States. September 17, 1944 - Operation Market Garden,
the largest airborne operation in history, begins.
February 1942 - British RAF begin bombing runs
The 1st Allied Airborne Army lands intent on cap-
against Germany.

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turing several bridges through the Netherlands and August 6-9, 1945 - On August 6th, the US drops an
securing a route across the Rhine River into Ger- atomic bomb on the Japanese city of Hiroshima. The
many. The operation fails after several weeks of Soviet Union declares war on Japan the day after
bitter fighting. and invades Manchuria. On August 9th, the second
atomic bomb is dropped on Nagasaki.
December 16, 1944 - The Battle of the Bulge, the
largest battle in US military history, begins. Germans August 14, 1945 - Japan formally surrenders to the
smash through the green divisions stationed in the US, ending WWII.
Ardennes, and advance towards Antwerp. Held up
by a small American redoubt in Bastogne, as well
as concentrated resistance by battle-hardened divi-
A HISTORY OF THE ALLIED
sions and a swift counterattack by the US 3rd Army,
Hitler’s last gasp ends in ignominious defeat.
STRUGGLE IN EUROPE
The Allied effort to defeat the Axis powers was co-
March 23, 1945 - After months of grinding advanc- ordinated among the three principal nations, the
es through the Rhineland, Western Allied forces United States, the United Kingdom, and the Soviet
cross the Rhine River. Union. While agreeing at a fundamental level on
April 1945 - Soviet forces begin the Battle of Berlin. the overall goals of the war, the leadership of these
The Allies unite on the Elbe River. three powers differed on many, more specific strat-
egies. The Soviet Union, for example, demanded the
April 28, 1945 - Mussolini is executed by Italian
other Allies open a second front by invading France
partisans.
across the English Channel as early as 1942, as they
April 30, 1945 - Surrounded by his sycophants in were bearing the brunt of the German forces fighting
his underground bunker, as the capital of his “thou- on the Eastern Front. Many in the US high command
sand year Reich” is pummeled by the guns of the agreed with the Soviets, wanting to take the fight
Red Army, Hitler commits suicide. to France as swiftly as possible, despite the fact
May 7, 1945 - Germany surrenders to the Allies. that the US military was still mostly untrained and
inexperienced. The British were hesitant, citing how
May 8, 1945 - V.E. Day. Germany is divided into four even Germany, at the height of the blitzkrieg, did not
occupation zones. go through with Operation Sea Lion, the invasion

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THE LIBERATION OF THE WEST

of the British Isles. Additionally, understanding the The Western Allies, meanwhile, had begun an at-
logistical nightmare of a continental invasion, the tempt to open a second front on the continent by
British preferred a “peripheral” strategy, attacking pushing into Italy. After securing the island of Sicily
the Axis where they were weaker to chip away at in Operation Husky, where the first large-scale de-
the enemy while simultaneously allowing the great- ployment of Allied airborne troops took place, the
er resources of the British Empire and the United Allies landed in Southern Italy, prompting the Italian
States to build up until they had an overwhelming government to depose Mussolini and sue for peace.
material superiority. To prevent the collapse of their southern Axis part-
ner, Germany pushed troops into the peninsula, us-
The US would accept the British compromise and
ing its mountain ranges as natural defenses to hold
carry the war to North Africa in an effort to ap-
up the Allied advance. The Invasion of Italy suc-
proach a second front from the “soft underbelly” of
cessfully turned Italy against the Axis, but was still
the Italian peninsula while simultaneously liberating
considered insufficient to draw enough of the Ger-
much of French North Africa in order to secure a
man military away from the Eastern Front. A true
logistical base for the Free French forces. Opera- second front was finally decided upon when plans
tion Torch would see American and British forces were drawn for the invasion of northern France in
extend across North Africa, battling the famous the coastal region of Normandy. Delays and further
German Afrika Corps and their Axis allies of Vichy hesitation would stall Operation Overlord until the
France and Italy amid the dust and heat of 1942 summer of 1944.
and into ‘43. British and Free French forces would
push west primarily from their bases in Egypt and Throughout the war, the British and American lead-
ership developed a working collaboration. Presi-
Syria, while the Americans would lead a combined
dent Roosevelt and Prime Minister Churchill met in
Anglo-American force from Morocco and push east
person on several occasions to discuss the overall
towards Tunisia, securing the French colonies and
strategy of the war and how to implement the most
gaining valuable combat experience.
effective means of securing victory. Despite several
In an effort to affect Germany’s ability to supply significant disagreements, such as how to plan for
their armies in the Eastern Front, the British and a post-war world in which the Soviets would have
American air forces would begin a relentless air much more power, they agreed to place command
campaign over the skies of the enemy’s industrial of Operation Overlord in the hands of American
cities. The aerial bombardments would severely General Dwight Eisenhower. He established a co-
hamper the German military and civilian produc- operatively run HQ group known as SHAEF (Su-
tion for the duration of the war, though not without preme Headquarters Allied Expeditionary Force)
horrendous casualty rates among bomber crews that would lead in the planning and execution of
and catastrophic damage to civilian population and the Normandy landings.
cultural centers. For months, the Allied air forces prepared the inva-
Meanwhile, the Soviet Red Army was turning the sion areas with massive aerial bombardment oper-
tide. After the Wehrmacht stalled in the winter of ‘41 ations, though at a terrible cost. Intelligence opera-
due to severe weather and dogged Soviet resistance, tions, under the codename “Fortitude”, created an
the spring and summer saw attempts at new Axis entire ghost army, convincing the Germans that the
offensives. Pushing towards the Caucus Mountains primary continental invasion would happen at the
and their major oil reserves, the German 5th Army Pas-de-Calais. Finally, in the dark morning hours of
Group was instead rerouted by Hitler to take the June 6th, 1944, American and British airborne sol-
prestige target of Stalingrad. The monumental battle diers parachuted into the enemy occupied territory
turned into a personal vendetta between two brutal of northern France with very specific objectives to
dictators, Hitler and Stalin, and millions of men and destroy bridges, cut lines of communication, and
women would pay the ultimate price in the vicious secure strategically located villages and tactically
street fighting. After deep-striking counter-attacks important crossroads. The armada of Operation
isolated the Germans in Stalingrad, the Axis army Neptune, the amphibious portion of the massive
was forced to surrender. From this point onward, invasion, rapidly closed the distance to shore as
the Soviets would maintain the offensive momen- thousands of infantry and hundreds of vehicles pre-
tum for the rest of the war. pared to land in France.

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The beach assault was bloody and violent. In many Rhine river to push into Germany and avoid the
areas, across the five major beaches, success was fortified Siegfried line. Due to logistical difficulties,
far from assured for many long hours. German de- ground and armored assets struggled to support the
fenses were as stubborn as they were deadly. The landings. The operation failed to secure the last of
courage demonstrated by the valiant soldiers of Ei- the seven bridges. While much of the Netherlands
senhower’s “Great Crusade” would achieve a precar- was liberated, the bridgehead through the Rhine
ious yet successful beachhead by the end of the day. would not occur until early 1945.
Throughout that summer of 1944, the Allies would Following the failure of Market Garden, the west-
break out of their small beachhead in Normandy. ern Allies pursued a methodical, long line advance
Pushing through the northern bocage, the British approach toward Germany. Its progress was steady
inched their way towards the ancient city of Caen, and even, but slow. In late ‘44, the Germans attempt-
while the American forces swept up into Cherbourg, ed to break through the lines in a final offensive
securing its vital port as a logistical hub, and down the Allies would dub the “Battle of the Bulge.” The
towards St. Lo. As planned from the outset, the sec- largest battle in US Military history, in which green
ond front would tax the depleted German military as US Army units were nearly completely overrun,
they continued to fight a progressively losing battle dogged defense of several key points, and a coun-
against the Soviets in the east and the rest of the terattack conducted by the US 3rd Army from the
Allies in the south. south eventually shattered the German offensive.
By late January, every lost position had been recov-
By August, American and British forces landed in
ered. The Allies were bloodied, but victorious. The
southern France during Operation Dragoon. The
Germans, having expended most of their remaining
liberation of Paris, however, still remained an open
war materiel, would continue to fight a losing battle.
question, with most American and British com-
manders wishing to bypass the city entirely and After the Yalta Conference in February 1945, Europe
push deeper into Germany. The city rose in open was effectively divided into two distinct spheres,
rebellion against the German occupation forces, and with the Soviets laying claim to Europe east of the
after a Free French division raced to the city, Allied Elbe river. The political future of Berlin, situated
command reluctantly agreed to send several Amer- deep within the Soviet sphere, was also resolved.
ican units to assist in the seizure of the city. Re- On the ground, however, the situation was different.
markably, and mercifully, the German commander After pushing past the Rhine during Operation Var-
disobeyed the Fuhrer’s order to destroy the City of sity, several Allied commanders continued toward
Lights, and by the end of the summer, Allied troops Berlin, as the German military collapsed en masse.
were marching down the Champs-Élysées for the The British deployed into Greece, to prevent the
first time since 1940. communist guerrillas from overpowering the na-
The summer of 1944 was the beginning of the end, tionalist ones that were loyal to the King of Greece,
a critical ally of the British. Patton and his 3rd Army
thanks to the concerted effort of all three Allied
pushed into Czechoslovakia, an area deemed firm-
nations, but victory was not yet inevitable, and there
ly in the Soviet zone. Stalin had given orders for
was still plenty of fight left in the Axis war machine.
Soviet fighter planes to strafe any Allied column
Additionally, internal frictions between the Allies,
that pushed past the Elbe towards Berlin. General
and the machinations of Stalin and the Soviet Union,
Eisenhower restrained the majority of the American
were already beginning to sharpen, threatening the
and British commanders. The seeds of the Cold War
future peace that was still over a year away.
were sprouting already.
In the months to come, Allied commanders searched
Finally, on the 8th of May, 1945, Nazi Germany uncon-
for ways to end the war as quickly as possible. After
ditionally surrendered. In Europe, the war was over.
some debate, SHAEF agreed to shift resources from
the campaign in central and southern France to sup-
port an operation concocted by British General Ber-
nard Montgomery. Operation Market Garden began
with the largest airborne operation in history, com-
posed of two US Airborne Divisions, a British Air-
borne Division, and a Polish Airborne Brigade. The
objective was to secure seven key bridges through
the Netherlands and gain a bridgehead across the

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THE LIBERATION OF THE WEST

HISTORIC LOCATIONS NORMANDY


This northern French territory, named for its for-
MOVING OUT mer Viking conquerors, is a primarily rural region
in which medieval villages, with their weathered
Divisional and Regimental movement was by ne-
stones and gothic churches, are scattered through-
cessity slow and ponderous. Movement inched for-
out the countryside. Small family farms are divided
ward a few miles a day at its fastest. At the battalion
by the ancient bocage, property boundaries consist-
level, movement was carried out at a more regular
ing of gnarled trees and hedges that at times form
rate of several miles an hour, depending on enemy
near impenetrable walls. Famous for apple produc-
presence. Companies, platoons, and squads moved
tion, one would be wise to ensure your troops do not
about more independently and managed varied pac-
raid the Calvados cellars! Once Operation Overlord
es, again dependent on enemy efforts at slowing
began in earnest, the Wehrmacht would send many
them down.
of its best formations here, from some of its famed
Road travel on vehicles was the preferred and fast- Fallschirmjager regiments to several of its elite Pan-
est means of transportation. Conversely, traversing zer and Panzergrenadier divisions.
the rural landscape on foot was difficult and time
consuming. Very often, the reliance on vehicular BRITTANY
transport in the form of two and a half ton trucks
A mostly coastal region, home of the ancient con-
was wholly dependent on the proximity to the front.
tinental Celtic language of Bretagne, its temperate
The closer to the fighting, the more likely soldiers
climate can be punctuated with sharp cold. Most
were tasked with moving out on foot to engage the
people in the region live on the coasts, as it is home
enemy directly.
to many natural harbors, perfect for smuggling
Rail lines were largely destroyed by Allied bombing, weapons to local resistance forces. Outside of a
and as such, impossible to rely upon. Consequent- few German submarine bases and garrison forces,
ly, all remaining infrastructure was highly valued German occupation here was negligible.
for Allied planning. Indeed, bridges and causeways
were key to the rapid liberation of Europe, and con-
sequently, they featured as primary objectives once
the Allies were on the move.

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PARIS western allies. They brought with them the brutal
style of fighting they had experienced on the Eastern
The famed City of Lights sits comfortably on the Front. Some small teams of Axis spies in American
Seine river, surrounded by arable farmland. Despite uniforms infiltrated US positions and intentionally
being a modern capital, it retained much of its late- sowed disinformation. This brutal warfare, com-
19th/early-20th century charm. Unlike the urban bined with one of the coldest winters on record,
centers of America, 1940s Paris hadn’t developed turned the Ardennes into an icy tomb in late ‘44.
the massive skyscrapers so indicative of modernity.
Its sprawling, manicured boulevards were truly a THE RHINE AND
sight to behold. The soldiers marching in German
Feldgrau uniforms thought so too. Its wide-ranging THE RUHR VALLEYS
subway system allowed many to hide in plain sight, The Rhine and Ruhr valleys are the industrial heart-
and many homes had hidden passageways connect- land of Germany and were strongly defended. While
ed to ancient tunnels that snaked throughout the the Siegfried line had initially been constructed as
city. The resistance here was one of mostly passive a counterweight to the French Maginot line, it had
action. However, as the Allies advanced through since been significantly strengthened. American
France, it quickly grew restless. The uprising in late and British airpower had reduced many of the cities
August of 1944 nearly sparked a major German re- here to broken rubble, but that only gave the Ger-
taliation against the entire city. man defenders ample positions to hold and stall an
American advance.
HOLLAND
The Netherlands, has for centuries been at or nearly THE BLACK FOREST
below sea level, outside of its cities, is an incredibly One of the few great primordial forests left in Eu-
wet, muddy landscape filled with canals and streams rope, with a smattering of small alpine villages
that make traversing with armored vehicles diffi- throughout, this cold, foreboding woodland more
cult. During the war, it was common for the dykes than earns its namesake, especially in the dark of
holding back the sea water to be opened, flooding night. Though by the time the Allies entered this
large amounts of farmland, in order to dramatically region, much of the German resistance was rapidly
slow down any invading force. Throughout most of crumbling, this did not stop retreating German forc-
the conflict, a light occupation force was kept here. es from setting up an extensive network of booby
During Operation Market Garden, however, the Al- traps throughout the forests. Wooden ‘bouncing bet-
lied airborne divisions discovered that instead of the ties’ could even avoid detection by minesweepers.
“old men and boys” intel believed were garrisoned Only a fool wandered the woods without keeping
there, veteran formations were instead present. Air- their eyes and ears open.
borne forces clashed with both Heer regular army
and Waffen SS from the Eastern Front who were THE EAGLE’S NEST
undergoing rest and refit in what was considered
This mountaintop chateau in Berchtesgaden, in the
a “quiet” sector.
very southern tip of the Bavarian Alps near the bor-
der with Austria, was a birthday gift to the Fuhrer
BELGIUM & THE ARDENNES from his Nazi cronies. By the end of the war, how-
The muddy fields of Flanders may not have pro- ever, it was the target of a three way race, between
duced the kind of slug fest they hosted in the First the US 4th Infantry Division, the US 101st Airborne
World War, but they remained the site of major Division, and the French 2nd Armored “Leclerc” Di-
combat operations. The well-manicured forests of vision. Surrounded by other estates of the Nazi par-
the Ardennes possessed regions where, due to in- ty elite, this region turned out to be among the finest
tensive commercial logging, trees lined in perfect places to spend the days after the war. Of course,
rows stretched as far as the eye could see. There it could, instead, have been a mountain stronghold
were also, however, areas of steep ravines and for the alleged “Werewolf” guerrillas being trained
deep creeks that severely limited movement and by fanatical stalwarts of the SS!
operations, especially for armored vehicles. During
the Battle of the Bulge, what few elite units of the
German Wehrmacht remained were scraped togeth-
er and thrown into a desperate push to divide the

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THE LIBERATION OF THE WEST

TROUBLES BEYOND THE ENEMY


INFECTIOUS DISEASES INFECTIONS - ADVANCED
“Flies spread disease, so keep yours closed!” While OPTIONAL RULE
this clever quip might seem a bit childish, the reality If the GM determines a character has been exposed
of infectious disease spreading through the ranks to an infectious agent, they may require a player
proved to be devastating. In fact, prior to WWI, an to make a Stamina test. If passed, the character’s
overwhelming majority of soldiers in wars died not natural resistance or immunity prevents infection,
of bullet wounds or sword thrusts, but of diseas- this time. If the test is failed, a character is Infected
es that sprung from unsanitary conditions and the and will begin to feel the Symptoms of the Infection
spread of germs generated by large bodies of men soon thereafter (as suggested in the table below or
suddenly forced to live in close proximity. The en- otherwise determined by the GM).
vironment itself, from exposure to extreme heat
or cold, to coastlines filled with mosquito-carrying After the onset, the Symptoms listed will contin-
diseases, often required preventative medicines to ue until they either receive successful Medical Aid
combat malaria, influenza, and pneumonia. A man (with the Virulence modifier listed) or they incur a
with an open wound, left untreated, could quickly Condition beyond their capacity or are reduced to
fall ill as well. Additionally, some diseases, such as 0 END, Incapacitating them. As stated in the Effects
those transmitted via more ‘salacious’ means, could section (see page 108), these diseases may then be-
still prove so debilitating that men might have to be come fatal. Until such a time arrives, the patient may
taken off the line to receive proper treatment. While be bed-ridden at the GM’s discretion.
soldiers were vaccinated against some diseases, A random duration listed under the Prognosis col-
such as Typhoid, others might require anti-malarial umn (secretly rolled by the GM) suggests how long
pills or penicillin to keep at bay. a character has to live if their body fails to fight off
The following is a small list of Infectious Diseases the infection or if left untreated. The requirement
and the effects they may have on characters in War for recuperating from this Infection is listed under
Stories. The details provided are by no means meant Prognosis as well. One or more successful Stamina
to be a medically accurate account of these diseas- test(s) (without treatment) or Medical Aid test(s)
es. Instead, they simply provide an approximation may prevent the character’s death. The Stamina
for game purposes. test is taken just before the character would oth-
erwise die. The Medical Aid test can be taken after
treatment is completed (the GM may determine the
duration of this treatment). The Stamina test can be
taken even if the Medical Aid test is failed. One suc-
cess is often enough to begin their road to recovery,
the duration of which is up to the GM.
If two successes are required (as listed in the table
below), however, then they must be administered
successfully, back to back, using the time segments
listed as intervals between tests (days, weeks, or
months). If either test fails, the process must begin
anew. Of course, the patient may perish beforehand,
representing the disease having progressed too far
for the physician to prevent the inevitable.

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Virulence
Sample
Symptoms (Medical Prognosis
Infectious Transmission
(Effects) Aid Modi- (Once Incapacitated)
Diseases
fier)

Deadly: 1d3 weeks.


1 END and 1 Weari-
Recover: 1 Success,
Influenza Person to person. ness Condition every 0
Stamina -1 or Medical
2 Days.
Aid.

Deadly: 1d3 weeks.


1 END and 1 Weari-
Pneumo- Recover: 1 Success,
Person to person. ness Condition every 0
nia Stamina -2 or Medical
2 Days.
Aid.

Deadly (mainly Syphilis):


Venereal
1d6 years.
Diseases 1 Weariness Condi-
Person to person. +1 Recover: 1 Success,
(Clap, tion every 2 Weeks.
Stamina +2 or Medical
Syphilis)
Aid +1.
1 END and 1 Weari-
Deadly: 1d6 days.
ness Condition every
Recover: 2 Successes,
Typhus Body lice. 2 Days, beginning -1
Stamina -2 or Medical
1d6 Days after expo-
Aid -1.
sure.
Not transmittable.
Deadly: 1d6 months.
Acquired through 1 END and 1 Wound
Trench Recover: 1 Success,
prolonged exposure to Condition every 0
Foot Stamina +2 or Medical
cold, unsanitary condi- Week
Aid.
tions.

Deadly: 1d6 Days.


1 END and 1 Weari-
Contaminated food or Recover: 2 Successes,
Cholera ness Condition per -1
water. Stamina -2 or Medical
Day
Aid -1.

Deadly: 1d6 Days.


1 END and 1 Weari-
Contaminated food Recover: 1 Success,
Dysentery ness Condition per 2 -1
or water. Stamina -2 or Medical
Days.
Aid -1.

1 END and 1 Weari- Deadly: 1d6 Weeks.


Person to person or con-
Hepatitis ness Condition per 0 Recover: 2 Successes,
taminated food or water.
Month. Stamina or Medical Aid.

1 END and 1 Weari-


Deadly: 1d3 Days.
ness Condition per 0, -1* after
Recover: 1 Success,
Malaria Mosquito bite. Hour, beginning 1d6 symptom-
Stamina (-1*) or Medical
weeks after expo- atic
Aid (-1*).
sure.

0 (* -1 pre- Deadly: 1d3 Days.


1 END and 1 Weari-
1942 due Recover: 1 Success,
Sepsis Infected Wound. ness Condition per
to lack of Stamina -2 or Medical
Day.
penicillin) Aid (-1 pre 1942).

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THE LIBERATION OF THE WEST

HYGIENE FRIENDLY FIRE


The fields of battle are hardly known for their clean- Misnomer aside, friendly fire is, unfortunately, a
liness. Nonetheless, hygiene is a critical matter for common enough hazard that it merits attention.
all those involved! Feet submerged in mud for days, From jittery sentries opening fire on a shadow
if not weeks, are subject to the dreaded “trench without asking for the pass phrase, to the wrong
foot.” Unwashed clothes not only smell but could coordinates being given in an artillery or air strike,
quickly grow “louse-y” with lice and other biting, to even something as mundane as improperly made
disease-spreading bugs. Hygiene treatments may artillery shells falling short, there is simply no short-
seem unpleasant at times, such as shaving one’s face age of ways for a man to accidentally die in the field.
in freezing water or changing one’s sweat-drenched Consider these horrible moments of chance well, as
socks in the shivering cold, but they’re absolutely they were most certainly on the minds of everyone
necessary to maintain not only your morale but to in uniform.
be able to inspect your physical condition. Better
make sure to keep your extra pair of socks dry! EXTREME WEATHER
From the bitter cold of winter blizzards to the
LACK OF SUPPLIES blazing heat and dehydration brought upon by the
summer months, the seasons your operations take
Bullets can’t fly without supply, and men do not
place during bring their own very particular sets of
march on empty stomachs. By and large, the US was
challenges. Be sure to understand these hazards,
the best supplied army in the war. That said, there
and ensure your unit has the right gear. Remember,
were moments when lack of particular supplies,
frostbite can end a man’s soldiering just as easily as
from food, to ammunition, to special overshoes for
any bullet or landmine!
boots to deal with the winter cold, might be held up
in quartermaster depots far behind the lines. A good
GM might add a considerable level of stress and A TRIBUTE TO THE US 101ST
drama, for example, by saying a supply convoy was
hit by enemy artillery, meaning the players’ much
AIRBORNE DIVISION
needed resupplies might be delayed. “Lives of great men all remind us
We can make our lives sublime,
BLACK MARKET And, departing, leave behind us
In times of trouble, rationing, and scarcity, the value
Footprints in the sands of time.”
of goods is almost always a matter of negotiation.
Enterprising, and often unscrupulous, individuals -Henry Longfellow, A Psalm of Life
with connections and means sold all matter of goods The combat chronicles, memoirs, and books writ-
and services for prices that fluctuated wildly de- ten about the 101st Airborne Division, the famed
pending on the situation. And of course, a bad deal “Screaming Eagles,” are legion. Their story has been
could turn deadly. But sometimes the black market the subject of dozens of movies, novels, award-win-
might be the only way one could acquire a needed ning TV shows, and video games. No doubt you, dear
or desired good, such as difficult to obtain medicine reader, likely picked up this game due to some famil-
or a particular brand of alcohol. Add to domestic iarity with the exploits of these legendary soldiers.
black markets the existence of massive military What follows is not, by any means, a comprehensive
supply depots, in which light-fingered soldiers of history of the division that inspired War Stories. It
mercenary mindsets might misplace a crate of rifles, is simply a short, concise narrative of events from
food, etc., and you’ve a recipe for all manner of mis- the formation of the second American Airborne Di-
chief. Officially, good soldier, YOU should have no vision to be formed in 1942 until the Allied victory
interaction with this villainous, and quite honestly in Europe in May of 1945.
exploitative, system. If you do manage to run into
The division mobilized on August 16th, 1942, from
them, however, I’ve heard rumors of pilfered Nazi
elements of the 82nd Airborne Division under the
Cognac that I wouldn’t mind a bottle of...
command of General William C. Lee, who prophet-
ically foretold that this new division would in a very
short time have a rendezvous with destiny, “like the
early American pioneers whose invincible courage

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was the foundation stone of this Nation.” An all-vol- blow that would end the war by Christmas. In what
unteer force, those who signed up would go through is still the largest single combat airborne operation
a rigorous 13-week individual training course. Those in history, a British Airborne Corps, two American
who could not meet the physical and mental strain Airborne Divisions, and a Polish Airborne brigade,
were cycled into non-airborne units. Then followed all landed on the beautiful sunny day of Septem-
a 13-week unit training course. For many, this would ber 17th, 1944. Operation Market Garden had com-
take place at Camp Toccoa, Georgia, home of the menced.
famous ‘Mount Currahee’, a saddle mountain whose
The landing had been neat and orderly, and over
trail was roughly six miles long. Reaching the peak
the next week of fighting, both American divisions
was rigorous, requiring first going over a smaller
managed to secure six of the seven bridges in Hol-
point, running down, then running back up again.
land, required to push past the Rhine and enter
Finally, soldiers would undergo 11-week combined
Germany. Unfortunately, due to stubborn German
operations training at Fort Bragg, which included
resistance and logistical difficulty of transporting a
combat testing, field maneuvers, and finally, five
British armored column down a single road in the
airborne jumps. Only then could they earn their
muddy and flooded Dutch countryside, the British
‘jump’ wings, sport the multi-pocketed baggy m42
‘jump’ uniform, and don their coveted, spit-shined and Polish paratroopers around Arnhem quickly
paratrooper boots. suffered supply shortages, and despite fighting like
lions, were surrounded, and cut off. It would take
After a year’s preparation in England, the division several daring night operations to assist the escape
would play a crucial role as one of three allied air- of as many “Red Devils” as possible back into friend-
borne divisions during Operation Overlord. Tasked ly Allied lines.
with securing critical crossroad towns such as Caren-
tan and Ste. Mere-Egliese with the US 82nd Airborne, After holding the gains made during Market Gar-
most of the division, save for the glider infantry regi- den in Holland, the 101st was pulled back off the
ments and a few engineer companies that landed on line for rest and refit in France. All were looking
Utah beach, leapt into the night in the early hours of forward to coveted weekend passes to Paris, fresh
June 6th, 1944. Heavy winds and the high speeds of the uniforms, and some good chow while replacements
C-47 carrier planes ensured the men were scattered were brought in. Destiny, however, had other plans.
across the countryside. Worse still, vicious anti-air As winter set in, the Germans launched an all-out
fire, exploding in angry orange and black clouds of assault on the American lines in Belgium, smash-
smoke, sent many planes, filled with their 16 to 20 ing through the inexperienced divisions in the Ar-
man sticks, flaming out of the skies. dennes. Despite dogged resistance, the Germans
In the dead of night and hunted by German patrols, penetrated deep, and had they captured the criti-
small teams of men began to form in haphazard cal crossroads town of Bastogne, they would have
bands from various units, and together, they began complete control of the internal lines of supply
to work their way towards their objectives. While necessary to drive north towards the supply port of
they managed to secure most of their objectives, Antwerp, paralyzing Allied logistics.
from key bridges to the destruction of several ar-
Trucked in with a haphazard collection of whatever
tillery batteries aimed at the landing beaches by
winter gear they could scrape together, the 101st
the end of June 6th, what was supposed to be three
quickly formed a defensive perimeter around Bas-
days of fierce fighting turned into a weeks long slog
togne with remnants of an armored battalion and
through the dense and fiercely defended bocage.
whichever troops happened to be coalescing around
After fighting off several fierce German counter at-
the rapidly freezing crossroads town. Quickly cut
tacks which intended to send the beachheads back
off and surrounded, the 101st was in dire straits. A
into the sea, the division was relieved by mid-July,
German field commander sent a communique to
and sent back to England for rest and refit, after
the beleaguered headquarters of General Anthony
having suffered a grand total of 3,836 casualties.
McAuliffe, acting commander of the division, that
Sporting a brand-new set of top-of-the-line m43 uni- their position was helpless and they were surround-
forms and new replacements, the division was eager ed. The Germans received a single word in reply.
to see action yet again. After several aborted jumps,
“To the German Commander. NUTS!”
due primarily to the Allied advance being able to
overrun the drop zones, the 101st was called again to
take part in what was supposed to be the knockout

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THE LIBERATION OF THE WEST

What followed was a white Christmas. While the Shortly afterwards, the Nazi regime surrendered,
ground and trees were blanketed in heavy, icy snow, and a three-way race, more light-hearted than the
the skies lit up with explosions from tree burst ar- war before, ensued between the 4th Infantry Divi-
tillery barrages, designed to rain shrapnel onto the sion, the 101st Airborne Division, and the French
heads of those huddled in their foxholes. As the 2nd Armored Division, as to who could capture the
weather remained too harsh for air supply drops, retreat of Nazi leadership in Berchtesgaden. In the
the division had to ration everything from food and end, the Eagles toasted the end of the war in Europe,
water to bandages and bullets. The Germans were while sipping some of the finest spirits from the
close to taking the town, but help was on the way. cellars of the most powerful criminals of the Nazi
Three days later, after bitter fighting and repelling regime, on the terrace of the chateau known as the
several determined attacks from every direction, Eagle’s Nest.
the siege was broken when the 4th Armored Divi- And so ends the chronicle of the 101st Airborne Di-
sion managed to drive through a weak point in the vision.
southern flank of the German advance and link up
with the ‘battling bastards of Bastogne’. In all, over 10,500 men are thought to have been
killed, wounded, or injured, as the Eagles rushed
Bloodied, but victorious, the 101st would then take
headlong into their Rendezvous with Destiny. They
part in the counterattack to push back the ‘bulge’,
were but one division, a part of the herculean strug-
taking several of the outlying villages and remaining gle to defeat European fascism and rescue western
on the frigid frontlines until January 17th, 1945. democracy, but their record serves as a reminder of
The final combat chronicle of the 101st would take the sacrifices made by millions of Americans. But no
place near the end of the war. With the German words can better describe how these men felt about
Wehrmacht collapsing as Allied troops squeezed their sacrifices than the words of David J. Philips, of
Germany from East and West, the Eagles were sent the 506th Parachute Infantry Regiment.
into the Rhineland towards Bavaria, in order to take “We have only died in vain if you believe so;
control of Southern Germany and prevent fanatical
elements of the SS from waging a guerrilla campaign You must decide the wisdom of our choice
in the Alps. There, while facing sporadic resistance, By the world which you shall build
they discovered one of the outlying complexes of upon our headstones
the Dachau concentration camp, witnessing first-
And the everlasting truths which have your voice.
hand the barbarism of the Nazi regime against ci-
vilian populations. Though dead, we are not heroes yet, nor can be,
Till the living by their lives which are the tools,
Carve us the epitaphs of wise men
And give us not the epitaphs of fools.”

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CHAPTER 12:

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THE ALLIES THE ALLIED MILITARY
STRUCTURE
THE ARMED FORCES OF Generally, the American and British armed forces
were structured similarly enough that an overview
THE WESTERN ALLIES of both can be described simultaneously. Impor-
tantly, the following hierarchy of units is how they
SHAEF appeared on paper, prior to the ravages of the bat-
tlefield which left many units undermanned and
The Supreme Headquarters, Allied Expeditionary forced into a temporarily combined amalgamation
Force. From late 1943 until the end of the war, this of other depleted groups. As such, you should treat
represented the command HQ during the efforts to these as guidelines.
liberate Europe from the Axis occupiers. General
Section: 2-5 men. This was the smallest fighting unit
Dwight D. Eisenhower, a general with little combat
of the war. It was often used for scouting missions
experience but an expert in consensus building and
or clandestine operations that required stealth, and
logistical operations, served as the commander of
thus smaller numbers. It was often composed of
SHAEF for the duration of the conflict. Top brass
an NCO as well as a special weapons contingency
within SHAEF were responsible for Operation
alongside regular infantry as the mission required.
Overlord and the subsequent breakout throughout
As such, this is an ideal unit for the PC party to work
France and beyond. General Bernard Montgomery
within. Often, two men acted as scouts and would
served as the commander of the land forces for the
be forward of the main squad. The second team of
initial part of the invasion.
three, including the primary squad leader (often a
While situated in London and using an alternate sergeant), would advance when the scout section
location in Portsmouth during the execution of was hit and lay down suppressing fire.
main operations, SHAEF would eventually move
Squad: 10 men. This is the basic unit for most mili-
closer to the front as the Allies pushed farther into
taries of the war. Also led by an NCO, it is composed
the mainland. By December 1944, the HQ moved to
of riflemen with semi-automatic or bolt action ri-
Versailles, France. In February 1945, it moved to
fles and one light machine gun (such as a Browning
Reims, France, and, in May, it relocated to Frank-
Automatic Rifle) or Bren gun for suppressing fire.
furt, Germany.
The additional men of a full squad could add to the
SHAEF was responsible for the control of various tactics described under a Section by having a third
army groups, both European and American. All told, team of four or five (led by a corporal) act as a mo-
eight field armies, including all Allied airborne di- bile force to attack the enemy position from one
visions were a part of the vast forces disposable of its flanks. Squads can serve as the basis for a PC
to Eisenhower and his generals. Significant naval party with additional characters forming the pool
forces used in the amphibious phase of the invasion of secondary Background Characters.
and two tactical air forces used in support were also
Platoon: 35-45 men. This is composed of three to
part of the enormous host commanded by SHAEF
five squads led by a Lieutenant and his command
during the liberation of Europe.
unit. Typically, a platoon consisted of three rifle
squads, a weapons squad, and a command squad
which would often contain 1-2 medics, a radioman,
the LT, and a platoon sergeant, as well as a few run-
ners to relay orders. Each Airborne platoon addi-
tionally would have a weapon’s squad with a mortar
and heavy machine gun or two.
Company: 150-200 men. Three to five platoons
combine to make a Company. Usually led by a Cap-
tain, they possess similar resources as the platoons
with the addition of radio operators, spotters, heavy
support weapons, and additional medical staff. Air-
borne companies were organized with three rifle
platoons and a smaller command platoon.

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the COMBATANTS

Battalion: 500-700 men. Composed of three to five Division,” each contained artillery and engineer bat-
Companies and led by a Lieutenant Colonel, the talions, as well as signals, medical, quartermaster,
Battalion commander rarely engaged the enemy and military police companies to support combat
directly. Instead, they led from the rear, directing operations more effectively.
the forces at his command. US Airborne Battalions Corps: Sizes varied. Corps were usually larger op-
had three rifle companies and a command company. erational units composed of several divisions led
As an example: Second Battalion, 506th Parachute by, typically, a Lieutenant General. Corps level op-
Infantry Regiment, consisted of “Dog, Easy, and erations usually covered a broader geographic area,
Fox” companies, as well as a command company. and were arrayed against larger strategic objectives
Regiment: Roughly 1500 men. Led by a Colonel, US such as cities, mountain ranges, etc.
Airborne regiments were divided into three battal- Army: These military structures were typically
ions and a headquarters company. The HQ company formed around a larger strategic area that would
typically would have a reconnaissance platoon, and integrate several corps to overtake sectors of en-
regiments would also often have more advanced emy resistance. They were led by a full Four-Star
medical and communication sections. General.
Brigade: 3000-4000 men. Composed of a flexible Theater: Being a world-wide conflict, the US also
number of regiments, armored units, and artillery operationally structured the globe into various
support, and commanded by a Brigadier General. “theaters” of battle. For example, the “MTO” was
Brigades were more common among regular “leg” the “Mediterranean Theater of Operation”, which
infantry and armored forces. The Airborne rarely was then merged into the wider “ETO,” or “Euro-
used this organization, as their combat operations pean Theater of Operations,” with the invasion of
were primarily battalion and regimental level, and
Normandy. Some, like the ETO, would see several
their divisions were, by and large, smaller than stan- armies fall under its command, while others, such
dard army divisions. as the “China-Burma-India” Theater (CBI), would
Division: 9000-15000 men. Commanded by a Ma- barely manage a Corps. Among the Allied ranks, a
jor General and composed of several regiments Lieutenant General or higher might command this
or brigades, this unit size was considered entirely level of operations. Often, however, the Heads of
self-contained. Aside from Infantry regiments that State had significant say regarding these grander,
typically made up the backbones of an “Infantry strategic plans.

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ALLIED BATTLEFIELD TACTICS Traveling Column: This is characterized by rapid
movement with little regard for enemy opposition.
It is therefore utilized when the enemy is not consid-
SQUAD LEVEL ered a threat in the immediate area. If your squad is
Formations: Squad movement was carried out pri- moving at this rate, they move at a faster pace, but
marily using both Column and Wedge formations. are less combat ready. Should the squad engage in an
Echelon and Line formations were also used to a unexpected encounter, the GM should use the table
lesser degree. Columns were the standard formation provided in page 168-171 of Chapter 9: The Campaign.
when advancing on a road, with two men forward as Traveling Overwatch: Sometimes called Moving
scouts, four men in the center with the squad leader at the Ready, the squad is more cautious in this ap-
and automatic gunner, and four in the rear to work proach. Weapons are readied and the squad moves
as an assault force. Wedges were commonly used at half pace, scouting for expected enemies in the
when advancing through forests and woods, with area traversed. This requires the squad to move at
the squad leader in the back center, able to direct a diminished speed, but the GM should offer the
the wedge to move in one direction or another. Once bonuses to Perception or Infiltration tests on page
under fire, it was common to bring the squad into 166 should an encounter occur. This is explained
line, to pour fire into a single direction, then have a thoroughly in the same table described above.
section break off and launch a flanking maneuver.
Bounding Overwatch: This specialized kind of
Typically, however, squads rarely fought on their
squad and platoon movement requires the unit to
own, and coordination with other squads was the
divide into two groups. One group, the bounding
key to victory. Communication makes strong teams,
group, moves out to seek cover about 25 meters
and strong teams win wars!
ahead, while the overwatch group covers their ad-
Firepower: Directing a squad’s firepower was also vance. Once in cover, the bounding group now acts
critical to its success. A good squad leader knew if as the overwatch group as the new bounding group
he was shooting, he wasn’t leading. That’s why it moves past them and advances to cover 25 meters
was critical for a squad leader to keep a cool head or so farther afield. In this fashion, Bounding Over-
and direct his men to fire upon the most important watch has half the unit constantly watching over the
positions. That way, the firepower and skill of his other half as they advance across what is perceived
squad could be put to the greatest effect, such as to be hostile territory. In game terms, this should
keeping an enemy suppressed to ensure freedom encourage actual Overwatch from the characters in
of movement for his own troops. the overwatch half. The Bounding Group is in more
Overland Movement: Squads on the move varied danger of course. Indeed, if combat breaks out, they
their rates of travel and combat readiness depend- may be caught in the open! Refer to the table men-
ing on the expectation of enemy presence and re- tioned above for further information.
sistance in the vicinity of travel. This is covered in Recon by Fire: This tactic, favored by vehi-
some detail in the Campaign Travel section of Chap- cle-borne combat units driving through areas not
ter 12: The Combatants on pages 165-167. While un- fully secured, is as simple as it is inelegant. Alter-
usual circumstances might require marching at Dou- nating machine guns lay down fire on positions that
ble-Time, the following three modes of squad level are likely to be hiding German anti-tank teams, in
movement and readiness were far more common: efforts to drive them out of hiding and allow for ad-
vancing columns to move further. Most effective on
roadways and narrow city streets, where a flushed
out foe has fewer options to retreat or is forced to
run into the open, but less effective if you’re moving
through the woods.
Armor Support Infantry: While tanks may be im-
pressive to look at and can certainly send quite a bit
of fire down range, they are much more vulnerable
than they initially seem. A hidden mine can evis-
cerate tank treads, leaving the vehicle motionless
and vulnerable. In dense woods or villages, cover
and concealment can allow a German tank hunter

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the COMBATANTS

team to get in close and destroy tanks by targeting


their flanks. As a result, as counterintuitive as it may ASSETS OF THE ALLIED FORCES
seem, tanks needed the infantry to keep the area
around the armored vehicle clear. This permitted DEMOLITION DUTIES
the vehicle to move forward and take out harder Explosives were among the most important assets
contact points such as stubborn machine gun nests in the invading Allied force’s arsenal. While the US
or entrenched infantry. tended to not blow up bridges, as they would be nec-
essary to cross later during their offensive assaults,
INFANTRY PLATOON AND it was sometimes a necessity. One platoon of engi-
COMPANY LEVEL TACTICS neers, for example, blew up several key bridges in
the midst of the German counterattack through the
Much like squad level tactics, American platoon
Ardennes, and managed to hold up an entire Pan-
tactics worked on the assumption that they were
zer division for nearly two days! Airborne troops,
typically operating in conjunction with other pla-
dropping behind enemy lines, would often destroy
toons. Platoons would often send one squad scout-
telephone wires, communications hubs, and Ger-
ing forward, with the weapons and a rifle squad
man strongpoints. German concrete bunkers, rein-
in the center, and another rifle squad in the rear.
forced with heavy steel rebar, were often difficult to
Should the front squad make contact, the center
destroy from air bombardment alone. Sometimes,
squad was expected to reinforce and lay down sup-
it took a brave man with a satchel charge thrown
pressing fire, while the third would act as a reserve
through the gun ports to silence a machine gun em-
or flanking force. Companies operated in similar
placement once and for all!
fashion, though it wasn’t uncommon, when contact
was highly expected, that two platoons would be
placed in the front advancing in line (with the vari-
SUPPLY
ous platoons in wedge or line formation, depending Bullets don’t fly without supply! Pound for pound,
on the situation), with the third acting as a reserve the American army was the best supplied and fed
and flanking force. Naturally, all these tactics were army throughout the war, with the US lending its
subject to spatial constraints, and no neatly orga- economic might to produce a logistical marvel that
nized plan ever survived contact with the enemy. supplied nearly 10 million men and women in uni-
form. But don’t tell that to the hungry GI’s grumbling
DEFENSIVE TACTICS at the front! While advancing, the army would typi-
cally organize supplies into large depots near major
Whenever a column or formation was stopped for
ports and then transport them to frontline units via
any extended period of time, men were expected to
trucks. For Airborne units, every man was expected
dig in and establish defensive positions. Whenev-
to carry 72 hours worth of supplies on his person,
er practicable, defense in depth was the preferred
with gliders providing jeeps that carried battalion
plan, in which foxholes of two or three men each
and regimental supplies. Should desperate circum-
would be spread out over an area that was as deep
stances require it, such as the defense of Bastogne
as it was wide, with interlocking fields of fire, and
during the Battle of the Bulge, the Army Air Corps
properly concealed through the utilization of logs,
would be called in to air-drop supplies onto pre-se-
trees, foliage, camouflage netting, and whatever else
lected fields. Depending on comms, this method
was at hand. Each foxhole was expected to be deep
would be either a godsend, bringing in much-needed
enough so a grown man could stand comfortably in-
supplies, or a letdown, sometimes landing supplies
side with only his head above the ground. If defend-
in fields controlled by the German army.
ing a town or village, ideally, defensive positions
were set up outside of it, with successive fallback
positions within the town itself, selected based upon
lines of sight, ability to support other positions, and
tactical utility given the movements of the enemy.
Most importantly, soldiers had to ensure they had
proper cover, something to hide behind that can
absorb enemy fire, and that this cover is concealed
enough that Allied troops would be the ones firing
on advancing forces first!

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AIR SUPPORT For officers or soldiers issued an M1 carbine, an
m.1936 pistol belt would be used. If carrying an
m.1911 pistol, the belt would have an m.1918 mag-
azine pouch attached with space for two additional
7-round magazines.
For the Airborne soldier, ammunition for the pri-
mary rifle was carried in specially modified ‘rigger’
pouches. These were square pouches with a snap-re-
lease that could carry either 4 8-round enblocs or 5
15-round magazines.
By the end of the war, the Army Air Corps came Infantry armed with carbines would instead carry
to dominate the skies over Europe. But it was not their spare ammo in 2 or 3 M1 carbine pouches, that
an easy task. A majority of the Air Corps dedicat- could carry two 15-round magazines each. Soldiers
ed itself not to close air support, but to strategic very often also attached an M1 ammunition pouch
bombardment, in which heavy bombers escorted around their buttstock.
by fighters would target industrial centers in an If you were armed with a Thompson or M3 “Grease”
effort to hamper the war effort by destroying fac- gun, a 5-cell magazine pouch would be attached
tories and rail centers. Civilian population centers to the pistol belt, carrying 20-round magazines.
were also targeted to demoralize the population.
Close air support, while a secondary consideration Soldiers carrying a BAR, were issued an m1942 BAR
by Air command, could prove vital, from tactical cartridge belt, carrying 12 20-round magazines. Ad-
bombing of entrenched positions to strafing German ditional ammunition for the BAR was often carried
reinforcement columns. Each action was aimed at by another soldier, using an m1918 BAR Bandolier
slowing down and restricting enemy movement, to with 6 magazines.
give the troops on the ground time to advance or
dig in. Coordination with ground forces was, at the
time, rudimentary, with only battalion level commu- TERRITORIAL OFFENSIVES
nications capable of contacting Air command. They
may not have always arrived, but more often than URBAN COMBAT
not, when you heard an engine overhead, it was an The American army, by and large, was wholly un-
Allied angel ready to watch over you. prepared for urban combat. Much of its pre-war
doctrine and training focused on so-called “open
A SOLDIER’S AMMO warfare,” in which movement and accurate rifle fire,
There were a great variety of munitions, projectiles, combined with artillery and light armor support,
and armaments throughout the war. For person- would be fighting in the countryside. The heavily
al, light arms, a soldier was expected to carry and urbanized environment of Europe required a ma-
maintain their own gear and ammo. The many belts, jor shift. Often, before the army entered a city, Air
pouches, and bandoliers provided by the Allied mil- Corps bombers would strike at major hard points,
itary logistics varied almost as much as the types followed by a short, vicious artillery strike. Once in
of weapons themselves. What follows is a brief the city proper, room clearing was brutal and rudi-
summary of the most typical American carrying mentary. A fragmentation grenade through a door
solutions for personal ammo. or window was followed by a burst of submachine
gun fire into any room suspected to have German
Cartridge belts had room for ten 8-round en-bloc soldiers. Tanks would only advance with sufficient
clips, or 80 rounds of ammunition. These en-blocs infantry support, as the narrow streets and choke-
were devices that kept the individual rounds togeth- points made the armored vehicles vulnerable to at-
er for ease of loading. There were holes in between tack. Casualties, naturally, were always expected to
each cartridge pouch, so that they could be con- mount whenever troops began to advance towards
nected to m36 suspenders or a haversack, as well the narrow streets of any European town.
as attach other items such as a bayonet, canteen
carrier, first aid pouch, wire cutters, etc. These were
most commonly issued to riflemen.

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the COMBATANTS

RURAL COMBAT
This is where the American army preferred to fight safety of advance while marking the area so rear-
most of its battles. Yet even favored terrain could line units could complete clearing. On the defense,
prove deadly. On the offensive, Americans were or whenever a unit stopped while on the march,
keen on using overwhelming fire, armor support, troops were expected to take out their e-tools (ex-
and, when available, air strikes, against entrenched cavation tools such as shovels or pick-mattocks)
enemy positions. When those proved unavailable, and dig into the surrounding area. Foxholes were
infantry units were expected to utilize the terrain expected to be deep enough that two grown men
and make prodding advances, implementing local could sit comfortably, spaced at least several meters
fire superiority when available. This is especially apart to avoid loss by a direct artillery strike, and
true of clearing minefields, a specialized job for the placed in such a way that they could create mutual
engineers, who would clear a pathway to ensure the zones of supporting fire.

ALLIED RANKS (WESTERN EUROPEAN THEATER)


AMERICAN ARMY RANKS: BRITISH ARMY RANKS:
Private (PVT) Private, Rifleman, Trooper, Fusilier, Gunner,
Sapper, Signaler
Private First Class (PFC)
Lance Corporal
Corporal (CPL)
Corporal
Technician 5th Grade (T/5)
Sergeant
Sergeant (SGT)
Staff Sergeant
Technician 4th Grade (T/4)
Platoon Sergeant Major/Warrant Officer Class 3
Staff Sergeant (S/SGT)
Company Sergeant Major/Warrant Officer Class 2
Technician 3rd Grade (T/3)
Regimental Sergeant Major/Warrant Officer
Technical Sergeant (T/SGT) (Could Also be Class 1
named “First Sergeant”, at the Company level)
Second Lieutenant
Master Sergeant (M/SGT) (Typically, this was
the rank of a “First Sergeant,” a position First Lieutenant
designated by Company, Battalion, Regimental, Captain
and Divisional level)
Major
Second Lieutenant (2LT)
Lieutenant Colonel
First Lieutenant (1LT)
Colonel
Captain (Cpt)
Brigadier General
Major (Maj)
Major General
Lieutenant Colonel (LTC)
Lieutenant General
Colonel (Col)
General
Brigadier General
Field Marshal
Major General

Lieutenant General

General

General of the Army

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THE AXIS
THE AXIS WAR MACHINE
When discussing overall military strategy of the Axis
powers, there are countless myths and stereotypes
perpetuated by a mixture of self-aggrandizing post-
war memoirs, Allied and Axis propaganda, and US
military admiration of tactics utilized against the
Soviets. Before discussing the strategies and tactics
employed, several realities specifically about the
German war machine must be addressed.
The primary strength of the Wehrmacht was its pre-
war, individual training. Given the limitations im-
posed by the Treaty of Versailles on the size of the
German military, individual soldiers were often pro-
ficiently trained to perform jobs at least two levels
their senior in order to fill roles that would inevita-
bly open when combat occurred and losses began to
mount. This ensured a large cadre of highly capable
non-commissioned officers, who through personal
gallantry and professionalism, proved highly adept
at leading men into battle. While the war steadily
chipped away at this professional cadre, the gen-
eral spirit would remain prevalent throughout the
conflict. Additionally, the German general staff con- Gestapo Agent
cept of high-ranking officers proficient in processing
uncommon in some battles for Hitler to micro-man-
large amounts of battlefield information was a mod-
age the number of individual planes and regiments
el that many nations, including the United States
being sent to various fronts. Given the haphazard
and the United Kingdom, would proceed to expand
communication and distance from the front, this
upon themselves. Nonetheless, stresses within the
often meant precious supplies would be sent into
Wehrmacht, as well as countless contradictions in-
areas that had no need for them or would arrive far
herent in the Nazi state, combined with the might
too late to make a difference. Because of the Nazi
of three large and highly adaptable armies to bring
control of the military, oftentimes resources would
the Wehrmacht to its knees.
be directed to pet projects such as the creation
First, the difficulty of forming a coherent strategy of wunderwaffen, experimental super weapons,
is made much more difficult when your military which would prove an exorbitant waste of time and
and political apparatus is riddled with overlap- money. Worse still, the military found much of its
ping, and competing, chains of command. Given rail and truck transport diverted for more nefarious
that one of the resting principles of Nazi leadership ends, such as the creation of the vast network of
was the unquestioned obedience to the Führer, var- labor and extermination camps that would take the
ious combat assets were so tied up in bureaucracy lives of millions.
that field commanders were often uncertain as to
Second, the German army was hardly the armored,
whether they’d even have access to needed troops
mechanized master of blitzkrieg much of popular
and supplies. A famous example occurred when the
imagination pretends it to have been. An over-
Panzer divisions stationed near Normandy were
whelming majority of the army’s logistics, from
held back for several days at the start of Operation
hauling artillery to food and ammunition supplies,
Overlord because Hitler had sole authority as to
were delivered via horse drawn carts when trucks
when they could be released into battle and refused
were unavailable or reserved for SS and Panzer
to acknowledge reports by his commanders that the
units. Supply problems were often made worse by
Normandy invasion was indeed the main thrust of
continued shortages and the refusal to retool most
the Western Allied forces. Additionally, it was not
civilian factories for military production until 1943.

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the COMBATANTS

The constant redesigns and changes on equipment


meant resupplies were increasingly more difficult to
INFANTRY COMPANY AND
come by. This was a particular issue with the panzer BATTALION LEVEL TACTICS
divisions, as German attempts to constantly rede- While composed primarily of infantry squads, com-
sign tanks created almost countless variations with panies and battalions also had assets that would en-
few interchangeable parts. Coupled with constant hance the fire capabilities of their infantrymen. Flak
transmission breakdowns, armored assaults near and anti-tank guns, additional heavy machine guns,
the end of the war often suffered more losses from and mortar teams were capable of launching indi-
mechanical failure than combat action. rect fire. Like the squad, they were expected to seize
Even with these crippling supply and chain of com- the initiative whenever practical. Many times, they
mand issues, the Axis war machine was incredibly would set up more integrated attacks, and could
formidable, and would resist bitterly until the very often have small, armored assets such as light tanks
end. It managed to keep back armies numerically assigned to their groups for infantry suppression.
and materially superior to itself for over two years,
through a mixture of defensive planning, rigid train- THE ATTACK AND
ing, and a fatalistic conviction to hold back the en- COUNTERATTACK
emies of the Fatherland. Below is a brief outline of
When launching an assault, the German army’s first
how the Wehrmacht operated on the ground, so as
aim was to maintain a barrage of overwhelming
to achieve a better understanding of how the foe
fire where practical. If this was unavailable due to
conducted battle.
shortages, at the bare minimum, surprise and in-

AXIS BATTLEFIELD TACTICS filtration tactics, followed by a flurry of grenades


onto enemy positions, were commonly employed.
Almost always supported by armor, the objective
SQUAD LEVEL of the attack was not always to accomplish a full
The infantry squad was the backbone of the Ger- breakthrough, but to hold territory so that support-
man war machine. Organized into ten-man entities ing elements of artillery could be brought forward
with a crew served machine gun as its central focal to continue the attack. All assaults were conducted
point, on average the German squad was tough, dis- with the expectation that a counterattack was going
ciplined, and capable of laying down an incredible to swiftly occur, so once an objective was achieved,
volley of fire upon an enemy. If the squad was a part infantry would immediately dig in and prepare for
of a Panzergrenadier regiment, it would have rough- an assault in kind. Additionally, it should be noted
ly twelve men, with two machine guns, though it that all German manuals stated the absolute impor-
should be noted that these numbers were subject tance of staging counter attacks themselves should
to realities on the ground and were more often than they lose ground, in order to re-seize the initiative
not understrength. while an attacking Allied force was attempting to
reorganize. Initiative was the name of the game,
Squads had two main formations, ‘Row’ and ‘Chain’.
and many who faced a German force did not keep
Row, roughly equivalent to the American column,
it for long.
always had the squad leader in the front, followed
closely by the machine gun, then rifles, with the
assistant squad leader in the rear. This maintained ASSETS OF THE AXIS FORCES
squad cohesion and allowed for rapid deployment
of the machine gun to lay down fire while the rest ARMORED COLUMNS
of the squad could fan out into the ‘chain’, or line, Armored columns, unlike primarily infantry based
to each side of the machine gun. When contact with forces, were highly mobile. Intended to act as spear-
an enemy was made, soldiers were expected to fire heading forces that would punch gaps through an
first, and then take cover, in order to seize the ini- enemy line, their objective was to push into the rear
tiative and go onto the attack as quickly as possible. while avoiding major strongpoints, sowing confu-
Segments of the squad would creep forward. When sion. Meanwhile infantry units would arrive behind
given the order by the squad leader, they would lob and secure a logistical line and sweep up any areas
grenades to initiate a ‘dent’ in an enemy’s line, which that hadn’t fallen in the initial assault. Behind the
would give supporting squads the ability to push tanks were either armored halftracks or, as the war
on their ends, exploiting any weaknesses created. progressed and resources became scarcer, unar-
mored trucks, that would keep up with the tanks

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and provide panzergrenadier infantry support. On
the defensive, they would often be camouflaged and TERRITORIAL DEFENSES
used to set up ambushes as mobile gun platforms,
assisting defense-in-depth strategies the Germans RURAL COMBAT
increasingly had to adopt.
The bocage and flooded fields of western Europe
afforded the German army much in the way of
ARTILLERY natural defenses. Given enough time to prepare
Since the days of Prussian King Frederick the Great, a position, German soldiers were expected to dig
artillery has rightly earned its title as the ‘king of bat- foxholes large enough for four men, and steadily
tle’. Taking various shapes and sizes, German field expand and interconnect these foxholes into long,
artillery’s primary goal was the use of indirect fire zig-zagging trench lines with supporting fields of
to deny freedom of movement for enemy troops and fire for several squads and their machine guns. If
cripple fortification networks. From high explosive available, camouflage netting, scattered brush, and
shells designed to smash bunkers, to fragmentation logs would be utilized to conceal a position, and
‘air-burst’ shells designed to explode over foxholes sandbags filled to reinforce machine gun positions.
and send burning shrapnel onto enemy positions, Behind these frontline squads scattered support
German artillery would remain a force to be reck- elements, from mortars to additional heavy machine
oned with throughout the war. Most, however, would guns, would create a depth of defensive works. It
be in their own self-contained units, well behind an was common, if the unit was at full strength, to ad-
infantry line. A battery may be expected to support ditionally keep several ‘silent’ machine guns in the
several battalions at once. secondary defenses, who would open fire once the
Two pieces of German artillery are of particular note, enemy had advanced into predetermined kill zones.
if only because of their impact on the memories of Barbed wire and landmines would often be used
Allied troops that faced them. The first is the fabled to funnel attackers into clearly determined points,
88 Flak gun, which was first utilized as an anti-tank with mortars and artillery sending indirect fire to
cannon in North Africa, and whose direct fire ca- whittle away at attackers. In rural settings, it was
pabilities were impressive and terrifying to those not uncommon for troops to pull back to secondary
who witnessed their ability to shred a tank with a positions and launch a counterattack as soon as
single strike. The other was the Neblewerfer, a rocket they had reconstituted themselves and brought in
system originally designated as a ‘smoke mortar’ to armored reinforcements.
hide its true use from Treaty of Versailles observers.
Capable of firing six rockets in tubes, the sounds URBAN COMBAT
the rockets made would earn the horrid monikers In built up locations, much like rural defenses,
of ‘Screaming Mimi’ and ‘Moaning Minnies’. Their barbed wire and mine fields would also be used to
damage proved more psychological than physical. attempt to funnel enemy troops into very specific av-
enues of approach. Additionally, any structure, such
AIR POWER as a stone building or public square, would be trans-
Much of the German Luftwaffe was organized around formed into hard points, utilizing machine guns with
the role of ground support, serving as ‘flying artillery’ fields of fire to create kill zones. It was not uncom-
for armored columns and breaking up enemy rein- mon for tank destruction teams to sit in the wings
forcement columns with low altitude bombing. As the and alleyways, waiting for armor to advance ahead
war went on, however, while many an Allied soldier of any infantry that was pinned down by machine
remained fearful of the dreaded wailing siren of the gun fire, and attempt to knock out enemy armor to
‘Stuka’ dive bombers, the Luftwaffe would be con- block avenues deeper into the urban environment.
sistently wrapped up in attempting to contain Allied Any tall buildings, from church steeples to towers,
strategic bombing. More and more of the air forces were utilized by snipers and artillery spotters, who
were dedicated to the fighter command. By the time could coordinate indirect fire on attacking forces.
the war came to a close, the loss of trained pilots and The name of the game in urban environments was
insufficient resources for training new ones would to grind down an attacking force sufficiently, then
cost the German army dearly, though that did not mean pull back into the countryside and organize a coun-
the Luftwaffe was ever entirely out of the fight. Strafing terattack back into town as the Allied forces were
and dive bombing attacks still occurred whenever the still licking their wounds and attempting to clear out
opportunity arose. small pockets of German resistance.

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the COMBATANTS

TANK DESTRUCTION TEAMS


The German answer to Allied armor was a mixture
of anti-tank cannons, 88mm flak guns, and infan-
try-based teams. Anti-Tank guns and flak guns were
usually battalion level assets, that would be inter-
spersed with infantry companies at key locations.
Destruction teams, however, were much more com-
mon, especially as the war wore on. Using primarily
cover and surprise to get close to an enemy tank,
these teams of seven or so men would often wait
until tanks were very close, or in a position such as
an alleyway or narrow road in the woods, before
striking with smoke grenades, tank mines, sticky
bombs, molotov cocktails, or Panzerfausts. They
would then use rifle and machine-pistol fire against
oncoming infantry, as they pulled back toward their
lines. As the war progressed, these small infantry
teams would become ubiquitous and would employ
everyone from frontline soldiers to volkssturm mili-
tia to over eager Hitler Jugend still in grade school.

FORTIFICATIONS, MINEFIELDS,
AND BOOBY TRAPS
With enough planning and preparation, every defen-
sive position was expected to have minefields along German Soldier
any potential major road or traps along ravines that
advancing troops might use to take cover and thus
deny their use. Bunkers were commonly built on
or near major bridges, critical hills, and road junc-
tures, using concrete reinforced with steel rebar to
strengthen the structure. Usually built with support-
ing, interlocking fields of fire, they could be armed
with anything from heavy machine guns to anti-tank
guns to coastal artillery pieces. While usually unable
to survive direct fire from a naval ship battery, it was
not uncommon for some to survive almost direct
aerial bombardment. To hold off tanks, a variety of
tank traps were used, from heavy mines to steel bar-
riers to concrete ‘dragon’s teeth’ that could prevent
most tanks from traveling through an area.
If the army was in full retreat, it was not uncom-
mon to leave booby traps behind to slow an enemy
advance. These ranged from as sophisticated as
intricate minefields and barbed wire to as simple
as a piece of piano wire strung along a roadside at
the perfect height to decapitate a jeep passenger or
driver. Indeed, even booby-trapping the corpses of
Allied soldiers was not unusual.

German Officer

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AXIS ARMY RANKS (WESTERN EUROPEAN THEATER)
General equivalences in US Army WWII Ranks are provided for comparison.

GERMAN HEER (REGULAR ITALIAN ARMY RANKS


ARMY) AND WAFFEN SS RANKS (BOTH ROYAL ARMY AND
Schutze/Grenadier (Private) BLACKSHIRT FASCIST
SS-Schutze (Private) PARAMILITARIES)
OberSchütze/Obergrenadier (Private First Class) Soldato / Legionario (Private)

SS-OberSchutze (Private First Class) Caporale / Camicia Nera (Corporal)

Gefreiter (Corporal) Caporale Maggiore / Camicia Nera Scelta (Sergeant)

SS-Sturman (Corporal) (N/A) / Vice Capo Squadra (No direct equivalent)

OberGefreiter (Sergeant) Sargente / Capo Squadra (Staff Sergeant)


SS-Rottenführer (Sergeant) Sergente Maggiore / Primo Capo Squadra (Techni-
cal Sergeant)
Stabsgefreiter (Staff Sergeant, though this rank was
purely a clerical position) Maresciallo Ordinario / Aiutante (Master Sergeant)
Unteroffizier (Staff Sergeant) Maresciallo Capo / Aiutante Capo (First Sergeant)
SS-Unterscharführer (Staff Sergeant) Maresciallo Maggiore / Primo Aiutante (Master
Unterfeldwebel (Technical Sergeant) Sergeant)
Aiutante di Battaglia / (N/A) (Master Sergeant)
SS-Scharführer (Technical Sergeant)
Sottotenente / Sotto Capo Manipolo (2nd Lieu-
Feldwebel / SS-Oberscharführer (Master Sergeant)
tenant)
Oberfeldwebel / SS-Hauptscharführer (First Ser- Tenente / Capo Manipolo (First Lieutenant)
geant)
Primo Tenente / (N/A) (No direct equivalent)
Stabsfeldwebel / SS-Sturmscharführer (Sergeant
Major) Capitano / Centurione (Captain)
Leutnant / SS-Untersturmführer (2nd Lieutenant) Primo Capitano / (N/A) (No direct equivalent)
Oberleutnant / SS- Obersturmführer (1st Lieutenant) Maggiore / Seniore (Major)
Hauptmann / SS- Hauptsturmführer (Captain)
Tenente Colonnello / Primo Seniore
Major / SS- Sturmbannführer (Major) (Lieutenant Colonel)

Oberstleutnant / SS- Obersturmbannführer (Lieu- Colonello / Console (Colonel)


tenant Colonel) Colonnello Comandante / (N/A) (No direct equiv-
Oberst / SS- Standartenführer (Colonel) alent)
SS- Oberführer (No direct equivalence) Generale di Brigata / Console Generale (Brigadier
General)
Generalmajor / SS-Brigadeführer (Brigadier Gen-
Generale di Divisione / Luogotenente Generale
eral)
(Major General)
Gernalleutnant / SS-Gruppenführer (Major General)
Generale di Corpo d’Armata / Luogotenente Gen-
General / SS- Obergruppenführer (Lieutenant Gen- erale Capo di Stato Maggiore (Lieutenant General)
eral) Generale Designato d’Armata / (N/A) (No direct
Generaloberst / SS- Obergruppenführer (General) equivalence)
Generalfeldmarshall (highest Heer army rank) Generale d’Armata / Commandante Generale
(General of the Army) (General)
Reichführer-SS (reserved for Himmler) Maresciallo d’Italia / Caporale d’Onore (General of
the Army)

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the COMBATANTS

SAMPLE AXIS AND NPC STATS


NAME STR AGI INT EMP END Key Skills Gear
RANGED COMBAT 2
Karabiner 98K
GERMAN CLOSE COMBAT 2
3 3 3 3 4 Mauser, SHG M24
INFANTRYMAN CALISTHENICS 2
Grenades
GUTS 1
ELITE GERMAN RANGED COMBAT 3
Sturmgewehr 44 or
SOLDIER CLOSE COMBAT 3
5 4 3 3 5 MP40 SMG, SHG M24
CALISTHENICS 2
(ex: Panzer Lehr) Grenades
GUTS 2
RANGED COMBAT 2
Karabiner 98K
NIMBLE 2
GERMAN SNIPER 3 4 3 4 5 Mauser with Scope,
INFILTRATE 2
SHG M24 Grenades
PERCEPTION 2
RANGED COMBAT 1
Sturmgewehr 44 or
GERMAN HEAVY WEAPONS 2
4 3 3 3 5 MP40 SMG, MG34,
MACHINE GUNNER CALISTHENICS 2
SHG M24 Grenades
GUTS 2
RANGED COMBAT 1
GERMAN MORTAR HEAVY WEAPONS 2 MP40 SMG,
4 3 4 3 5
/ ARTILLERY MAN TECH 2 SHG M24 Grenades
GUTS 2
EASTERN CLOSE COMBAT 1 MP40 SMG or
EUROPEAN 3 3 4 3 4 RANGED COMBAT 1 Karabiner 43,
CONSCRIPT CALISTHENICS 1 SHG M24 Grenades
CLOSE COMBAT 1
RANGED COMBAT 2 MP40 SMG,
GERMAN OFFICER 4 4 3 4 5
CALISTHENICS 1 Luger P08
COMMAND 2
RANGED COMBAT 2
CLOSE COMBAT 2 Sturmgewehr 44,
SS SOLDIER 4 5 3 3 5
COMMAND 3 SHG M24 Grenades
PERSUASION 2
As per CONSCRIPT, plus
(depending on Crew
GERMAN TANK Position):
CREW 3 4 5 3 4 HEAVY WEAPONS 2 MP40 SMG
(Panzertruppen) OPERATE 2
TECH 2
COMMAND 2
RANGED COMBAT 2
CLOSE COMBAT 2 WALTHER P38,
German Abwehr 3 4 5 4 5
INFILTRATE 2 LUGER P08
PERCEPTION 2
RANGED COMBAT 1
PERSUASION 2 STEN MKII, LEBEL
Partisan 3 4 4 3 4
TECH 2 REVOLVER
GUTS 2
VARIED GEAR AS
4 VARIABLE SKILLS AS
Civilian 3 3 3 3 4 DETERMINED BY
DETERMINED BY GM.
GM.

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CHAPTER 13:

THE TANK:
INTRO
SCENARIO
So here’s the lowdown:

The Falaise Gap is closing in fast. Everybody’s got the


feeling the German army’s only got a matter of days
before it’s completely surrounded. The British and Ca-
nadians captured Caen and are pushing south. While
they come in from the north, we’re closing the noose
from the south. Who are we?

We’re the Blue Ridge Boys. Officially speaking, we’re


part of the 80th Infantry Division of Patton’s Third
Army. We’ve just spent the past week fighting house-to-
house to take the ruined town of Argentan. Though the
town’s secured, elements of the 9th Panzer and 2nd SS
Panzer moved north, looking to fight another day. They
say some headed west into our noose. If it was me, I’d be
planning a large breakout effort pretty soon. You can bet
we haven’t seen the last of them.

Earlier this week, we pushed into the smaller villages


beyond the hell of Argentan. Brass is telling us to slow
down, though I can’t fathom why. We’re near a place
called Moulin-sur-Orne. It’s a small hamlet, on the
banks of the L’Houay, a tributary of the Orne. Taking
this place is critical for securing the road between
Falaise and Argentan and sealing the Germans in Nor-
mandy. Air bombardment targeted the town a couple
of days ago. Scouts say most of the Germans retreated
to link up with the rest of the panzer division in the
west, but we captured a few stragglers—likely desert-
ers for all we know.

Word is the Krauts sang like the proverbial canary.

They spit out the location of a supposedly damaged


Panzer IV that remained in Moulin-sur-Orne. One
Panzer might not be a big deal normally, but armor
support is delayed and, right now, we have to move in
without that support if we’re going to take advantage
of what they say is a practically unprotected town.
It’s a burning mess of a town, but they say it needs
liberatin’ anyway.

We gotta check it out and see if Jerry is tellin’ the truth.


And the tank, if there really is one, has to be located
and, if possible, taken out. Our 90-day wonder, Lieu-
tenant Jeffries, gave the job to just one squad: us. TNT.

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The Tank Intro Scenario is an introductory level
scenario for War Stories. It can be played in one ENTERING
MOULINS-SUR-ORNE
session and serves as a way for players to become
accustomed to the rules and setting of the game.
While the story focuses on the actions of regular
The mission begins in a field east of Egliese
US Army infantry in a specific part of France, there
Saint-Martin, a damaged Catholic church on the
is no reason why the characters and location could
eastern side of the town. Its belltower is still intact,
not be altered to cater to any group or narrative with
and a perceptive sniper could use it to scope out the
some slight modifications.
nearby hamlet, should the squad choose to carefully

MISSION investigate the church without drawing fire. The


small village boasts a collection of buildings crowd-

BRIEFING
ed near the church. It is surrounded by dairy farms
and horse pastures. Truth is, not much is discernible
from the tower’s vantage.
The mission handed to a small reconnaissance
squad (preferably the PCs without any BCs) is to The waters of the nearby creek have thrown up
enter Moulins-sur-Orne under the cover of darkness some clinging fog, and across an open field charac-
in order to determine if the intel provided by the ters can see the streets are dark, electric power is
German prisoners is accurate. If the Panzer IV is out. PCs can occasionally see dim lights from a few
located, the squad must attempt to knock it out. Any lit stoves and the occasional kerosene lamps surrep-
further intelligence acquired from the field regard- titiously shining through the windows of the French
ing the defenses of Moulins-sur-Orne is a tertiary cottages. It is a damp and muggy summer night.
objective. The GM should describe how the cobbled streets
The squad will be equipped with an M9A1 Bazooka slope downward toward the L’Houay. They are emp-
(5 rounds) as well as an M37 Demolition kit. The PC ty of people. There are ruined structures as the very
squad is on foot and is assured most of the German recent bombing of the town has left several homes
garrison has fled the village. Nevertheless, stealth smoldering ruins. Shattered trees litter the banks
is advised. of the creek.

The interrogation team reports the repaired tank is Have the players make a few Infiltrate and Percep-
near the village center in a farmstead on the western tion tests as they move deeper into Moulin-sur-Orne.
bank of L’Houay creek. There is no danger initially, though they don’t know
that. Allow the tension to build. Describe furtive
movement in the shadows when Perception tests
are successful. If they fail Infiltration tests, allow
them to worry whether they’ve been spotted by a

OBJECTIVES sentry. If they do make noise purposefully, they will


alert the local citizenry and you may proceed to ‘The
1. Covertly enter Moulin-sur-Orne and ascertain Villagers’ section below.
if the prisoners are providing valid information by If they proceed quietly, allow them to come upon
locating the Panzer IV reported. what is clearly a larger, occupied building. Have
2. Destroy the Panzer IV if possible. them make some Perception tests to determine if
they hear French being spoken inside what appears
3. Reconnoiter the town for any additional intel-
to be an old inn called the l’ostel Guiot Petit.
ligence about the disposition of the enemy within
Moulin-sur-Orne.

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THE TANK: Intro scenario

THE VILLAGERS
The local population is not happy in the least. The
war has arrived yet again after years of German oc-
cupation and relative peace. The bombing has left
many French civilians homeless, injured, or dead.
There is a sense of desperation and anger simmer-
ing.
Inside the inn, a French family has opened their
generous domicile to the newly homeless. There is
a doctor caring for the injured. The home belongs to
the Toulverts and their daughter, Anna. The parents
are as wary of the Americans as their daughter is cu-
rious. Should the villagers notice PCs or if they are
approached by PCs, the villagers will be cautious
in the hopes of being left alone. Dr. Sauveterre is
upstairs attending to two wounded men. Madam
Toulvert’s brother, Victor Joubert, is in an upstairs
room by himself.
The PCs should interact with the French villagers
here in one way or another. Either the group passes
their Perception test and decides to ask the locals
for help locating the tank or any German patrols,
or the villagers themselves, perhaps overly curi-
ous young Anna, comes out to speak with the PCs.
Another option may involve a German halftrack
loaded with soldiers driving toward the PCs just as
the front door to the building opens and civilians
beckon them to seek shelter within.
Once interacting, the PCs may inquire about the
German presence in the village. Have them roll
Persuasion or Command tests depending on their
approach. If they succeed, they may be informed of
any or all of the following:
» There remain reconstituted elements, mostly
formerly mechanized infantry who have lost their
vehicles, of the 9th Panzer and 2nd SS Panzer within
Moulin-sur-Orne with pockets of German patrols
prowling about the farms of the hamlet.
» The Panzer IV was being repaired in a large shed
alongside a 17th-century farmhouse that has been
the central rendezvous point of scattered German
elements. The villagers are not sure if it has been
fully repaired. The old manor is on the west bank
of the creek.
» The American bombs have destroyed many lives
and homes. There is an uneasy despair about the
hamlet. People are fleeing in expectation of further
hardship and bloodshed. PCs know this is true.
They’ve witnessed lines of refugees streaming from
the direction of Moulin-sur-Orne and other villages

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of the region throughout the last two days.
» The local doctor, Dr. Sauveterre, is nursing the
wounded upstairs, but there is no comfort for the
AN EMPTY SHED
If the PCs follow the path provided by the locals,
dead or for their bereaved families. or if they simply move out on their own and cross
» The Toulverts lost their niece and sister-in-law the shallow creek (thigh-high at its deepest), they
(Victor’s wife and daughter) in the bombing attack. will eventually arrive at the west edge of Moulin-
They are mourning their loss. sur-Orne. The structures here remain intact. They
consist of a slightly-damaged old chateau, well over
» There is a narrow path between tightly spaced
300 years old, with a garden that has been left un-
buildings the Toulverts might indicate so the PCs
attended. There is also a large shed that may have
may surreptitiously approach the creek. Across the
once been a barn. There are quite a few open areas,
L’Houay lies the old farm and shed.
mostly small grassy fields that lead to the reeds
If the PCs wish to investigate upstairs, the doctor alongside the river. The cobbled street gives way
may intrude upon their walk up the stairs, asking to dirt and gravel pathways. There is an old, rusted
them to respect the convalescence of the wounded. truck alongside the shed. Tall hedgerows line some
The PCs will have to bully their way past if they of the pathways. The illumination of the moon pro-
insist. Should they do so, they will find a hallway vides a hazy backdrop to the foggy area.
that leads to 6 rooms. One belongs to the couple,
The PCs may use Infiltrate and Perception here to
one to their daughter, two are empty, while another
determine some basic facts while trying to remain
is occupied by two men, one elderly, the other in his
out of sight. If they succeed, they will discover tank
middle years. Their wounds are bandaged and the
tracks outside the shed, seemingly moving in and
older man sleeps. The younger one corroborates the
out numerous times. Though the shed has a padlock
information provided.
mechanism, there is no actual lock. There appear to
If the PCs enter the last room, they will find Victor, be no Germans in the vicinity, but the chateau itself
the brother of Madam Toulvert, asleep in his cot. seems like a potential place for a garrison to hole up.
He is faking it, listening and plotting. Should he be
If the PCs approach the shed, they will likely do so
roused, he will begrudgingly answer any questions
by use of Infiltrate. There is indeed a German patrol,
asked. He is a rather angry man, having lost his wife
numbering one officer and a number of infantry
and daughter a mere two days prior.
equal to the PCs plus one. They are in the chateau
across the abandoned garden from the shed. This
patrol has a German sentry post-
ed near the window of the second
floor. The GM should roll a secret,
opposed Perception test (after the
PC’s Infiltrate tests) to determine if
the PCs move undetected or if they
have been seen.
If they remain undetected, they
may enter the shed and explore. It
is empty. The Panzer IV is not pres-
ent. The tank was indeed repaired
here from the evidence left behind:
toolkits, a damaged gearbox, and
dented armor plating litter the
floor. There are wooden steps that
lead to an old hay loft that circles
the interior perimeter of the shed’s
upper walls. The front and back
have narrow windows that could
serve as a great vantage to the area
outside.

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THE TANK: Intro scenario

THE GERMAN SNIPER!


PATROL Victor Joubert is a former French soldier who lost
his wife and daughter to American bombs two days
ago. He is unhinged and has decided to kill those he
If the PCs are spotted, the German sentry will report
their presence to the officer in charge, Leutnant Karl blames for the death of his loved ones. As a skilled
Becker. Becker is eager to surrender. He has been sniper, he has gained the high ground. Emerging
badly affected by the American bombing and be- from the inn’s attic window onto the roof, he has
lieves the German defense of the village is doomed jumped from building to building, reaching the bank
to fail. He fears for his life and has convinced most of L’Houay atop one of the last structures bordering
of his patrol charges that this is the best course of the creek. He has positioned himself with a view of
action. Truth be told, morale was low to begin with the chateau where the PCs are situated. This proves
and the overwhelming forces arrayed against their a good vantage from which to rain death onto the
meager reconstituted force was enough to persuade soldiers from above. He is outside 50m, so he will
most, though, importantly, not all. Becker, with good benefit from his Sniper Specialization. He will target
reason, is wary of the Waffen SS men temporarily both sides, blaming the war and all those involved
within his ranks, and especially their NCO, SS-Un- for the destruction of his life and home.
terscharführer Tobias Hoffman. His first target was the German officer that triggered
Whether the Germans spotted the PCs, or the PCs the scene. At this point, Initiative cards should be
approached the Chateau of their own accord, the drawn for the Germans and each PC. Victor has used
encounter with the enemy patrol will go roughly his free Slow Action and the GM may now draw an
the same way. Becker will initiate a dialogue with Initiative card for him.
the PCs, interrupting any potential hostilities, to The Germans will have mixed reactions: half of the
communicate a desire to surrender. This will likely infantry (rounded up) will scatter and run, unsure
begin with a tattered white towel waving in the dark- of anything save the death of their leader. The re-
ness. An argument will ensue between the Leutnant maining infantry under Hoffman will believe the
and the SS-Unterscharführer, though in the end, if Americans have attacked them despite their sur-
either the players pass a Persuasion test and have render. These individuals never fully went along
sufficient German language skills or the men con- with Leutnant Becker’s decision to surrender after
vince their NCO that the fight is done, the desire to all. These soldiers will move back into the Chateau,
surrender should win the day. rearm themselves, and be ready to fight the Ameri-
Should the PCs disregard these efforts, the Germans cans from cover in the next round.
will fight from the cover of the Chateau’s interior, Victor Joubert is in very good Cover (Heavy 5) as he
shooting out the windows and door frames. Draw has situated himself behind a wide brick chimney.
Initiative Cards accordingly, and use the German PCs will have to fire into Obstruction (-2 penalty) or
stats for basic infantry and two “officers”. If the make a Called Shot (-5) in order to target whatever
PCs entertain the offer of surrender, they will find is exposed. GMs should remember other penalties
Becker to be quite sincere. The German patrol will like visibility in the darkness (-2). The angle the PCs
emerge from the building, arms stretched skyward, take may even preclude them from being able to
without weapons. They consist of a mix of Panzer- see him at all. Allow Perception test from the PCs
grenadiers of the Heer and SS (3 Heer grenadiers opposed by Victor’s Infiltrate test to determine if
for each SS man). they can even spot their attacker. Since there is a
In broken English, Becker will ask to be taken pris- test involved, attempting to spot the sniper is a Slow
oner and warns the PCs to do so quickly as a Ger- Action. If a PC spots him, they may take a free action
man counterattack has been planned for daybreak. to point out Victor’s location for allies who act later.
It is at this point that a bullet through the head kills Victor will pick off characters randomly, though
the German officer, requiring a Suppression (Guts) the GM may decide the order favors anyone firing
test for all nearby. Any who fail are immediately at him or in plain sight. Allow for some bushes or
Suppressed and must seek cover on their Initiative. perhaps the rusted truck to provide cover options
for the PCs. If a PC wishes, allow them to make
Calisthenics tests to attempt climbing the rooftops
using some drainage pipes to go after the sniper

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more directly. The Germans in the chateau will tar- the sniper had been prowling. Placing the demoli-
get the PCs as they are likely the most visible targets tion charges in the path of the tank while a PC hides
from that vantage. nearby to detonate the explosives might be the best
This combat will go one for two or three rounds, or plan, provided the German infantry doesn’t spot
the PC first!
until the GM feels it is suitable to interrupt or follow
it up with the rumbling sounds of a German tank! The tank will approach the vicinity of the manor
and the shed in short order. If the ambush was well
planned, allow the PCs Infiltration tests with bonus-

THE PANZER IV es in order to carry out their attack. Remember that


the tank itself will force a Guts test the moment the
PCs see the monstrosity!
The Panzer IV will be heard approaching the PC’s
area either during or shortly after the firefight de- If they succeed in surprising the enemy, they will
scribed above. While its main gun is still inoperable get a free Slow action. After that, Initiative cards
(it was damaged during the bombing two nights ago), are drawn as normal. The German infantry will fan
the rest of the vehicle has been repaired and is fully out and seek cover. They will lob grenades (each has
operational. It is manned by three German tankers, one) if the PCs are well hidden. The tank itself will
an officer among them, and flanked by a number of lay suppressive fire with its MG34. If it is damaged,
infantry equal to the PCs minus one. If the Germans it will retreat, and the officers will order the infantry
under Hoffman have not been dealt with by this time, to fall back and cover the tank’s departure.
add them to the assault as a flanking force. The PCs may be severely challenged here. Should
The Panzer patrol was tasked with rounding up any the GM wish, there may be a few French Resistance
remaining German patrols in anticipation of the fighters (roll these up like Background characters)
morning’s counterattack. They will not be antici- who join in the fight, outflanking the enemy or even
pating the American presence. approaching them from the rear. Indeed, it is even
conceivable to have a French-operated American
Allow the PCs Perception tests to determine the
tank enter the fray as elements of the 2nd Free
direction of the tank’s approach. Successes allow
French Armored were in the vicinity historically.
them to hear the distant noise of the engine and dogs
This might be suggested at the expenditure of a few
barking in the vicinity of the western portion of the
Lucky Strikes should the players run into a calamity.
town. Of course, as the tank nears, the engine noise
will be quite audible. By then, perhaps the PCs will Ultimately, the PCs should get one or two chances to
have acquired advantageous positions from which take out the Panzer IV. If they accomplish this, or fall
to carry out their mission. Allow them a moment or short, they should conclude the mission by getting
two to figure out how they might lay an ambush— back to Lieutenant Jeffries with new intel — the
perhaps the shed’s second floor, or the very rooftops Germans are counterattacking at dawn!

223

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THE TANK: Intro scenario

VICTOR JAUBERT (FORMER FRENCH ARMY SNIPER)


END 4
» Remember to also modify this by the darkness
(-1) and range (through the scope will reduce this
STR 3 Calisthenics 2, Stamina 2
penalty by one). If PCs take cover in time, Victor will
AGI 4 Infiltrate 2, Nimble 1, either make a Called Shot (-5) or Fire through the
Ranged Combat 2 Obstruction (variable modifier). Recall that a Called
INT 3 Perception 1 Shot negates a Cover protection save.
EMP 4 Guts 2 » Damage roll: (+2) Gear + (+1) Sharpshooter +
Sharpshooter I & II: +3 to Ranged Combat for (+1) optional Sniper bonus = +3 (or +4 with optional
firing rifles and shotguns. +1 to Damage with these Sniper bonus).
weapons. » Scope: Reduces one range penalty. Using a Slow
Sniper I: +1 to single shot Ranged Combat with Aim, permits a Called Shot at Medium Range or lon-
scoped rifles at Medium Range or greater OR +1 to ger. Not usable at Short Range.
Damage roll. At 50m range and beyond, the Sniper specialization
Stealth I: +1 to Infiltrate rolls while hiding. will work as described above. If PCs come clos-
er, this bonus is no longer available, dropping the
No.4 Enfield +2 Bolt
+0 ROF1 10B 50m Dam Action Specialization die and returning Range penalties
Mk I
to normal. If your players are doing very well, you
GM tips while running Jaubert:
may have them chase a baiting Victor as the sniper
» Ranged Attack roll: AGI 4 + RC Skill 2 + Sharp- expertly leads them across rooftops to more open
shooter Spec 3 + Sniper Spec 1 (only at Medium ground where he can fire at them from a greater
range and beyond) = 10 dice. This may be reduced distance.
to 9 dice if the GM prefers to confer the Sniper Spe-
The characters’ success or failure should largely
cialization +1 to Damage instead.
affect the preparedness and capability of Allied
» If Aiming as a Fast Action, 11 dice. forces to weather the German counterattack on
» If Aiming as a Slow Action for the following the following day. As such, characters should feel
round, 12 dice. a sense of responsibility, one way or the other, for
what transpires in the days to come.
» GM may decide to have Victor perform a Called
Shot to the target’s Head (-5 modifier).

224

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225

CHAPTER 14:

GLOSSARY
A Auto-Hits: Hits, often due to
Stress or Fatigue, determined by
a GM that a player must test to
Burst Fire: a Mode of Fire
where 1/10th of the ROF in
ammo is expended to attain a +2
Action Dice: the pool of dice avoid Damage. Modifier to the Gear Dice for the
generated for a test using a PC’s Ranged Attack test.
pertinent Attribute, Skill, and Availability: a measure of the
Specialization total. ability a character has to obtain

C
Gear on their own.
Action Test: a dice roll required
to determine success or failure

B
of an action. Chassis: The structural integrity
Adjustments: additions or of the vehicle representing the
subtractions to the value of a amount of Damage it can sustain
Background Characters
die roll. before being Wrecked.
(BCs): supporting characters
Aiming/Focused Strike: an representing some of the Combat Fatigue: the result
Action that adds bonus dice to members of a unit or group of being Incapacitated due to
an Attack pool. apart from the Player Stress, requiring a roll on the
Characters (PCs). These are Combat Fatigue Table.
Arbitrary Death: the death of a
played communally and may be Conditions: incrementally
character by means beyond the
upgraded to PCs. detrimental modifiers applied
player’s control.
Battle Rolls: tests rolled to to an Attribute as a result of
Archetype: a character model
represent the success of a Damage, Stress, or Fatigue.
used to make PCs quickly.
military force during a larger Divided into Mental and
Area of Knowledge (AoK): confrontation. Physical Conditions, and further
A field of study in which a classified as Wounds, Weariness,
Blind Roll: a test carried out
character may specialize. Fear, and Morale.
by a player without knowing
Area of Operations: the region its precise purpose or nature. Cover: Protection provided
in which a scenario or campaign Often done when the player by environmental barriers,
is set. should not be tipped off about obstacles, or impediments.
Armor: protective Gear that something their character would Critical Hit/Injury/Damage:
may allow for a character to be unaware of. any time 3 or more points
reduce Damage incurred. Bonus Dice: additional die or of Damage are taken on one
Army Dice Pool: the dice used for a test as a result of occasion, resulting in a roll on
accumulated dice awarded a a positive circumstance or item. the Critical Hit Tables.
side before a Battle Roll. Buddy: a character’s closest
friend within a unit, providing a
Bonus for Rallying and Help.

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Glossary

D Explosive Blast: the effect


of some specific weaponry
that creates a large explosion
Full Auto: a Mode of Fire
where the full ROF in ammo is
expended to attain a +3 Modifier
Damage: the result of a hit, potentially damaging all those to the Gear Dice for the Ranged
measured in points, from a within a certain radius. Attack test.
Ranged or Close Combat Attack
or any other environmental Extra Successes: achieving
more than one 6 in a test,

G
circumstances, including
Fatigue or Stress, that may harm allowing for additional benefits
a character. Each point suffered beyond the intended objective.
will diminish END and impose a Game Master (GM): the
Condition. person who runs a role-playing
Delay: acting on a later
Initiative number.
F game for the rest of the players.
Gear Dice: bonus dice added
Failure: failing to roll a Success to a dice pool for a test when
Dice Pool: the number of dice in a test. the Gear used can assist in its
used in an Action Test.
Fast Action: one of three types success.
Direct Fire: a Ranged Attack of Actions that can be carried Group Concept: the narrative
intending to inflict Damage on out when a character acts reason the characters of a group
a target. during a Round. are together.
Disengaging: leaving a Close Fatigue: the potential Damage Group Test: when more than
Combat engagement, requiring a and Physical Conditions caused one character attempts a test as
Nimble test. by overexertion or physical a collective effort.
Dynamic Initiative: the strain on a character.
Initiative method requiring new Field of Fire: an area that is
cards to be drawn each Round,
often keeping card values
secret.
active with Suppressive Fire for
a round, requiring any character
who wishes to act therein to
H
Help: when a character receives
Duds: rolling a ‘one’ on a test. pass a Nimble test in order to assistance from one or more
These are only active after avoid being hit. other characters, they receive
Pushing the Roll. First Aid: Medical Aid meant to one extra die per helping
restore Endurance Points and character to a maximum of
three.

E
remove Conditions.
Flaws: a negative trait a Hit Points: the amount of
character possesses. It can be Damage a 10’ sq. portion of a
Effects: a variety of detrimental used to gain Experience (XP) Structure can take before being
consequences tied to specific if the player roleplays their destroyed.
damaging circumstances. Flaw, or their character suffers Hull Down: when a vehicle is
Encumbrance: the measure of a Flaw-related penalty during using Cover.
weight and bulk a character may a test.
carry. Free Action: an Action that
Endurance: the amount of
Damage a character can sustain
before being Incapacitated.
does not count against the
two-Action limit available to a
character when they act during
I
Incapacitated: when a
a Round. character has been reduced to 0
Experience Points (XP):
the measure of accumulated FUBAR: (Fouled) Up Beyond Endurance. They are effectively
understanding and expertise All Recognition. In game terms, narrated out of the scene and
a character achieves in tokens a GM may spend to carry may no longer act.
order to advance in Skills, out specific impediments against
Specializations, and Talents. the PCs.

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Initiative: the order in which Modifiers: the addition or Protection: general term for
characters act during a combat subtraction of dice due to both Cover and Armor.
scene determined by drawing positive or negative factors. Push Your Luck: the ability

N
cards and acting in the card’s to re-roll a test, not including
ascending order. successes and Duds. This
Inspiring: the use of the will activate any Duds rolled,
Command skill to remove Non-Player Characters providing the GM with a single
another character’s Suppression (NPCs): characters who are not FUBAR.
Effect. controlled by the players, but
rather the GM.

K R
Key Attribute: the only
O Rallying: any Empathy-based
test used to remove a character’s
Attribute a player can allocate a Obstruction: Any barrier that Conditions.
score of 5 for. penalizes a Ranged Attack roll
due to an impeded shot. Rapid Fire: a Mode of Fire
Key Feature: a geographic where three rounds are fired in
location or zone within an Opposed Tests: a test that quick succession. Grants a +1 to
Area of Operation that is often attempts to directly cancel the the Ranged Attack test.
an objective or an otherwise successes of another character’s
test. Range: the effective distance
important point in the scenario. a weapon may be fired or a
Key Skills: Skills suggested for Overwatch: a Fast Action option Close Combat attack attempted.
a particular Archetype or Life that allows a character to act with Divided into Engaged, Short,
Path entry. their Slow Action as a response Medium, Long, and Extreme.
to another character’s action.
Ranged Attack: an attack

L
across any distance using

Life Path: a character creation


P Ranged Combat, Calisthenics,
Tech, or Heavy Weapons Skills.
Reactions: a set of four choices
method used to flesh out a Parent Skill: The prerequisite
Skill that allows you to acquire a character may select with an
character’s backstory. available Fast Action (or Lucky
a Specialization specific to that
Light Cover/Armor: Cover or Skill. Strike) when attacked. These
Armor that can be penetrated by include: Take Cover, Hit the Dirt,
all munitions. Passive Test: Passive tests Parry, and Dodge.
include rolls for situations that
Lucky Strike: a currency used are not specifically a result of a Restricted Area of
by players to manipulate fate PC’s action. Knowledge: A field of study
narratively in their favor. requiring a Specialization before
Permanent Injury: A lasting, attempting related tests.
-1 die penalty for a specific type

M
of test that is acquired when Rounds: an approximately
the GM spends a FUBAR after 6-second span of time when
a character suffers a Critical characters may act during a
Mishaps: a Gear malfunction or Injury, and the player fails a test combat.
accident prompted by the GM to avoid the resulting damage.
use of a FUBAR.
Player Characters (PCs): The
Modes of Fire: the various main protagonists of your RPG,
ways a character can fire a semi- the players’ avatars in the game.
automatic or automatic weapon.
Pre-War Experience: the
mid-portion of your Life Path
that covers your character’s life
before the war.

227

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Glossary

S Suppression Successes:
Suppression Fire successes
that force target(s) to take a
W
Service Branch: the section Suppression (Guts) test. Weight: a measure of how
within the military a character heavy and/or unwieldy an item
or group of characters belong to is to carry.

T
within a national force.

Z
Skills: broad areas of training
and expertise that help define a Talent: an inborn or developed
character’s general abilities. ability a character possesses.
Slow Action: one of three types Zone: a generalized area,
Test: a dice roll involving a determined by the GM, where
of Actions that can be carried pool of dice made in an effort to
out when a character acts an effect may be applied or may
achieve one or more Successes. influence the narrative.
during a Round.
The War Years: the final
Social Conflict: a contentious portion of your Life Path that
interaction that can be handled covers your character’s life
with opposed skill tests. during the war, just prior to your
Specializations: campaign start.
subcategories of more specific Trauma: a mental illness
implementations of the Parent attributed to Combat Fatigue
Skill, generally providing and its related table.
additional abilities and benefits.
Turn: a 5 to 10-minute period,
Stabilization: a preliminary often during a large battle scene.
requirement for some Critical
Injuries meant to keep the

U
patient alive and stable for later
treatment.
Static Initiative: Traditional Upbringing: the early portion of
Initiative method where player your Life Path that covers your
order remains the same for the character’s younger years.
duration of the scene.
Stress: the potential of
Damage and Mental Conditions
caused by any psychologically
debilitating circumstance or
V
Virtues: a positive trait a
encounter.
character possesses. It can be
Success: rolling a 6 (or reticle used to gain Experience (XP) if
symbol) on a die during a test. the player roleplays their Virtue,
Suppressed: an Effect or their character benefits from
resulting from failing a Guts a Virtue-related bonus during a
test after being Damaged by a test.
Ranged Attack, or affected by Visibility: any impediment to
Suppression Fire, forcing your sight, especially while making
character to give up their Slow a Ranged Attack. Generally
Action and seek Cover. includes illumination, fog, and
Suppression Fire: a Mode of smoke.
Fire that does not cause direct
hits, but instead, if successful,
forces Guts tests on the target to
avoid becoming Suppressed.

228

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229

CHAPTER 15:

APPENDIX 2:
HISTORICAL REFERENCES
AND INSPIRATION
There are few wars in history that have had as Gerald Linderman, The World Within War: Amer-
much ink spilled and pages printed on as much ica’s Combat Experience in World War II
as the Second World War has. Below is a short Peter Kinsvatter, American Soldiers: Ground
list of selected works to help players and GMs Combat in the World Wars, Korea, and Vietnam
understand a bit more about the world you’re
jumping into. Know that this is by no means a de- Alistair Horne, To Lose a Battle: France, 1940
finitive one, however, they were selected for their Michael D. Doubler, Closing with the Enemy:
availability as well as being broad and thorough How GIs Fought the War in Europe 1944-1945
enough to help you devise more interesting sto-
Danny S. Parker, Battle of the Bulge: Hitler’s
ries. Also note, this reference selection is focused
Ardennes Offensive, 1944-1945
primarily on the Western Front of WWII. In later
expansions, we will include further readings to James Holland, Normandy ‘44, D-Day and the
provide better historical groundings for those Battle for France
other theaters of the war. Be sure to look up mul- James Holland, Brothers In Arms, from D-Day
tiple works by some of the authors mentioned, as to VE Day
some have written prolifically on various theaters
and battles of the war! Max Hastings, Overlord, D-Day and the Battle for
Normandy 1944
Antony Beevor, The Second World War
Stuart Hills, By Tank Into Normandy
Richard Overy, Why the Allies Won
John Man, The D-Day Atlas: the Definitive Ac-
Ian Gardner, Airborne: the Combat Story of Ed count of the Allied Invasion of Normandy
Shames of Easy Company.
William B. Breuer, Unexplained Mysteries of
Leonard Rapport and Arthur Norwood Junior, World War II
Rendezvous with Destiny: History of the 101st
Mordecai Richler, Writers on World War II
Airborne Division
Julian Thompson, The Victory in Europe Expe-
Major Richard “Dick” Winters, Beyond Band of
rience
Brothers
Gordon L. Rottman, FUBAR: Soldier Slang of
Stephen E. Ambrose, Band of Brothers and Peg-
WWII
asus Bridge
Paul Dickson, War Slang: American Fighting
Mark Bando, Vanguard of the Crusade: The 101st
Words and Phrases Since the Civil War
Airborne in WWII

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230

CHAPTER 16:

APPENDIX 3:
TABLES AND LISTS
ACTIONS DAMAGE ROLL TABLE
d10 + Damage Adjustments
SLOW ACTIONS 13+*: (4+ points of damage, roll for the Hit
Close Combat Attack
Location and then roll on the matching Critical
Coup de Grace
table) * +1 additional Damage Point for each
Enter/Exit Vehicle
increment over 13!
First Aid
10-12: Critical Hit! (3 points of damage,
Make a Plan (Advanced rule)
roll for the Hit Location and then roll on the
Move 20m (and possibly Sprint)
matching Critical table).
Rally (1 slow action per success used)
7-9: Moderate Hit (2 points of damage).
Ranged Attack
Reload (Heavy Weapons) 2-6: Minor Hit (1 point of damage).
Retrieve a Stowed Item 1 or less: Inconsequential Hit (No Damage).
Slow Aim
Social Interaction
Use Item
HIT LOCATION TABLE
FAST ACTIONS CHARACTER
Aim
Dodge (out of turn)
HIT LOCATIONS
Draw Weapon ROLL d10 LOCATION
First Aid 10 Head
Focused Strike 6-9 Torso
Go on Overwatch 4-5 Arm
Go Prone/Stand Up
1-3 Leg
Hit the Dirt (out of turn)
Move 10m (and possibly Sprint)
Operate a Vehicle VEHICLE HIT LOCATIONS
Order (Advanced Rule)
Parry (out of turn) d10 Location
Reload (a magazine or clip) 1-2 Armament
Take Cover (out of turn) 3-5 Main Body
Use an Item
6-8 Locomotion
FREE ACTIONS 9-10 Engine/Fuel Tank

Drop Item
Reload (a single Bolt Action round)
Shout or speak briefly

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CHARACTER CRITICAL HIT TABLES
Roll Head Impact Recovery
Count your lucky stars! Other than a painful but superficial
1 Lucky Graze Normal
wound, you’re OK!
The nasty blow knocks you Prone, and you will have a grim
2 Battered Normal
facial scar for the rest of your life.
You are knocked Prone and Stunned for 1 Round. Suffer one
3 Rattled Skull Normal
additional Mental Condition.
You are knocked Prone and Stunned for 1 Round. Suffer one
4 Broken Nose Normal
additional Physical Condition.
The wound is not bad but there’s a lot of bleeding which gets in
your eyes. You are Blinded, suffering -2 dice to all tests for 1
5 Nasty Gash Normal
Turn or until the bleeding is stopped with a successful Medical
Aid test.
You are immediately reduced to 0 Endurance Points and
knocked out cold. You are unconscious for 1d6 Turns minus any
6 Out Cold Normal
Medical Aid successes you may receive before Normal Healing
can begin (minimum of 1).
Your neck is hit and you suffer the Bleeding Out effect. The
Lacerated Hospitalized
7 wound is so severe that any Medical Aid test to Stabilize you is
Neck for 1d6 days
at -1 die.
You suffer terrible head injuries and will die in 2d6 Rounds un-
Fractured Hospitalized
8 less Medical Aid (at -1 die) successfully Stabilizes you. One way
Skull for 3d6 weeks
or the other, your war is over for now.
You are Bleeding Out – the wound is so severe that any Medical
Hospitalized
9 Face Blasted Aid test to Stabilize you is at -1 die. Even if you live, your face is
for Months
ravaged and your war is over.
10 Head Burst There’s no coming back from this – you are killed instantly. Dead

Roll Body Impact Recovery


Count your lucky stars! Other than a painful but superficial
1 Flesh Wound Normal
wound, you’re OK!
2 Battered The nasty blow knocks you from your feet – you are Prone. Normal
3 Heavy Blow You are knocked Prone and Stunned for 1 Round. Normal
Your body throbs with pain with every move you make. You
Muscle must make a Stamina test at the start of each round or you lose
4 Normal
Damage your Fast Action. This lasts until the end of the scene unless a
successful Medical Aid test removes this effect.
You are Stunned for 1 Round. You are Slowed for 1d6 days
5 Cracked Ribs minus successes on a Stamina test (minimum of 1) as your ribs Normal
slowly heal.
Sharp The blow has knocked the wind from you. You suffer one addi-
6 Normal
Impact tional Physical Condition and one additional Mental Condition.
You are reduced to 0 Endurance Points and consumed by the
Excruciating
7 pain for 1d6 Turns minus any Medical Aid successes you may Normal
Pain
receive (minimum of 1) before Normal healing can begin.
You are Stunned for 1d3 Rounds and are Bleeding Out. The
Internal Hospitalized
8 wound is so severe that Medical Aid tests to Stabilize you suffer
Bleeding for 2d6 days
a -2 dice penalty.
You are reduced to 0 Endurance Points and will die in 1d6 Hospitalized
Rounds unless a Medical Aid test with a -2 dice penalty Stabiliz-
9 Spine Hit for many
es you. Your injuries are so severe that even if you live, the war
months
is over for you.
Shredded The attack has devastated a vital organ, and the character
10 Dead
Innards falls dead.

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APPENDIX 3: TABLES AND LISTS

Roll Leg Impact Recovery


Count your lucky stars! Other than a painful but superficial
1 Flesh Wound Normal
wound, you’re OK!
2 Battered You are knocked Prone. Normal
3 Deep Slash You are knocked Prone and Stunned for 1 Round. Normal
You are knocked Prone and suffer one additional Physical Con-
4 Heavy Blow Normal
dition.
A joint has been dislocated or badly twisted. You are Slowed and
you suffer -2 dice to any physical (STR or AGI) skill tests until
5 Dislocation Normal
you receive a successful Medical Aid test to remove the effect or
the scene ends.
The attack has torn muscles and tendons and left you with a
Torn Ten- painful limp. Your movement rate is halved (Slowed) and you
6 Normal
dons suffer -2 dice to any skill tests involving your legs for 1d6 days
minus Medical Aid successes (minimum of 1).
You are consumed by the pain and Stunned for 1d3+3 Rounds
Excruciating
7 minus any Medical Aid successes you may receive (a minimum Normal
Pain
of 1 Round) before Normal healing can begin.
Your leg has been ravaged and you are Bleeding Out – the wound Hospitalized
Ravaged
8 is so severe that any Medical Aid test to Stabilize you suffers a for 1d6 days
Flesh
-1 dice penalty. minus
The blow has all-but severed the leg and you are Bleeding Out. Hospitalized
Shattered
9 Even if this wound is Stabilized (at -1 die to the Medical Aid test) for many
Bones
and you survive, you are out of the war. months
The femoral artery has been cut, and there is no saving the poor
Severed
10 victim. Their Endurance Points immediately drop to 0 and they Dead
Artery
die in 2d6 Rounds.

Roll Arm Impact Recovery


Count your lucky stars! Other than a painful but superficial
1 Flesh Wound Normal
wound, you’re OK!
You take a painful glancing blow and drop any items you’re
2 Sliced Normal
carrying.
3 Deep Slash You are knocked Prone and Stunned for 1 Round. Normal
You drop any carried items and suffer one additional Physical
4 Heavy Blow Normal
Condition.
A joint has been badly sprained or twisted. You are Stunned for
Nasty 1 Round and suffer -2 dice to any skill tests involving the arm
5 Normal
Sprain until you receive a successful Medical Aid test to remove the
effect or the scene ends.
Your arm is useless and you cannot use two-handed items. This
Torn Ten-
6 lasts for 1d6 days minus successes on a Medical Aid test (mini- Normal
dons
mum of 1 day).
You are consumed by the pain and Stunned for 1d3+3 Rounds
Excruciating
7 minus any Medical Aid successes you may receive (a minimum Normal
Pain
of 1 Round) before Normal healing can begin.
Your arm has been ravaged and you are Bleeding Out. The
Ravaged Hospitalized
8 wound is so severe that any Medical Aid test to stabilize suffers
Flesh for 2d6 days
a -1 die penalty. If you survive, the arm is useless.
Roll 1d6 to determine how many fingers are lost – a roll of 6 and Hospitalized
Blasted the hand is severed at the wrist. You are reduced to 0 Endur- for 1d3 days
9
Hand ance Points and drop any held items. Your war may be over (at x the number
the GM’s discretion). of fingers lost
The arm has been sliced clean off. You are reduced to 0 Endur-
Severed ance Points and will die in 1d6 Rounds unless Stabilized with a Dead, or out
10
Arm -2 dice penalty to the Medical Aid test. If you survive you are of the war
out of the war.

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VEHICLE CRITICAL HITS TABLE
Armament Critical Hits Main Body Critical Hits
Cascading Criticals!: The attack goes on to Cascading Criticals!: The attack goes on to
do even more damage to the vehicle, the do even more damage to the vehicle, the
blast or explosions causing multiple hits! blast or explosions causing multiple hits!
1 1
Roll again on this Location and roll another Roll again on this Location and roll another
new critical hit, including the Location of new critical hit, including the Location of
that critical. that critical.
Ammo Feed Disrupted: The ammo feed to a Armor Stripped: The attack rocks the vehi-
secondary weapon on the vehicle is blasted cle. The Armor value of the vehicle hit by
2 and the weapon must be cleared (a Slow 2 the attack is reduced by 1d6 as steel plates
Action) and reloaded (another Slow Action) are stripped away by the blast, and the ve-
before it can be used again. hicle takes 1d3 extra Chassis damage.
Secondary Gun Down: A secondary weapon Shuddering Blast: The vehicle shudders.
on the vehicle, if it has one, is put complete- 3 Any roll relating to its operation is at -1 die
3 ly out of action. If there is no secondary for the duration of the scene.
weapon on the vehicle the vehicle suffers Rattling Explosion: The blow rattles the
critical #4 instead. whole vehicle. If the vehicle is moving the
Main Weapon Bearings Hit: The main gun 4 Driver must make a Operate roll at -3 dice
takes a hit, and its bearings are off. The or the vehicle will roll or crash, at the GM’s
4
Gunner suffers a -2 dice modifier to shoot it discretion.
until it is repaired. Violent Explosion: The blow shakes the
Main Gun Hit: The main gun takes a beating vehicle and it takes 1d6 extra Chassis dam-
5
and is harder to reload than usual. The age. All crew and passengers must make an
5
Ammo Loader suffers -2 dice to their Heavy immediate Guts test to avoid bailing out.
Weapons test to load the gun. Fire!: There’s a smoldering fire somewhere,
Turret Damaged: The turret (if the vehicle and the vehicle starts to fill with smoke. All
has one) cannot swivel. The gun can still actions suffer a -1 die penalty and all ex-
fire but only in the direction it is facing, posed to it must take Suffocation Auto-Hits
and that direction can only be changed by as determined by the GM, until the smolder-
6 6
moving the vehicle itself. The Driver must ing fire is put out (with a Slow Action and
make a successful Operate test to align the a Tech test) or the hatches are opened and
tank otherwise the main gun cannot bear smoke is cleared. The penalty increases by
on its target. 1 each Round that no action is taken to deal
Gun Jammed: The main gun has jammed. It with the smoke.
will take 1d6 Rounds minus successes on a Crew Hit!: The attack penetrates and
7
Tech test to clear the jam before the Ammo strikes one random crew or passenger. The
7
Loader can try to reload the gun. poor victim takes a 10 Dice attack, +4 Dam-
Gunner Hit!: A secondary weapon on the age Adjustment.
vehicle (if it has one) is destroyed and the Concussive Hit!: The attack rocks the vehi-
gunner takes shrapnel from the blow. They cle with a terrible concussion. All crew and
8
suffer a 10 Dice attack, +3 Damage Roll Ad- 8 passengers are Stunned by the blast, for
justment. If there is no secondary weapon 1d6 Rounds minus successes on a Stamina
on the vehicle it instead suffers critical #9. test.
Main Gun Destroyed!:The main gun on Debilitating Blast!: The attack penetrates
the vehicle is destroyed beyond repair. The into the crew compartment – the vehicle’s
9 blowback inflicts a 10 Dice attack, +3 Dam- controls are destroyed and it is immobi-
age Adjustment, on the Gunner and Ammo 9 lized. All characters in that compartment
Loader. are hit by the blast. Everyone aboard the
Ammo Detonates in Fiery Death!: The vehicle takes a 10 Dice attack with +4 Dam-
ammunition store is hit, and the vehicle age Adjustment.
explodes in a ball of fire. It is Wrecked. Explosive Destruction!: The hit is terrible
There is no hope for the crew or passen- and the vehicle “brews up” in a welter of
10 gers. Everyone aboard the vehicle is killed. flame - it is Wrecked. There is no hope for
Even more than that – the Blast showers the crew or passengers. Everyone aboard
10
parts and fuel across a 15m radius, and all the vehicle is killed. Even more than that
within that range suffer a hit at +3 Damage – the Blast showers parts and fuel across
Adjustment. a radius of 15m, and all within that range
suffer a hit at +3 Damage Adjustment.

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APPENDIX 3: TABLES AND LISTS

Locomotion Critical Hits Engine / Fuel Tank Critical Hits


Cascading Criticals!: The attack goes on to 1 Cascading Criticals!: The attack goes on to
do even more damage to the vehicle, the do even more damage to the vehicle, the
blast or explosions causing multiple hits! blast or explosions causing multiple hits!
1
Roll again on this Location and roll another Roll again on this Location and roll another
new critical hit, including the Location of new critical hit, including the Location of
that critical. that critical.
Battered: The vehicle is battered and mak- 2 Stall: The engine sputters and stalls. The
ing some funny noises, but otherwise can driver must use a Slow Action to make an
2
soldier on. However, future critical rolls on Operate test and restart the vehicle.
this table get a +2 adjustment to the d10. 3 Fuel Line Leak: A fuel line is split and
Alignment Damage: Tracks are twisted or fuel is splattered all over the vehicle. All
3 tires have burst. The vehicle’s Handling characters on board must take a Guts test.
Rating is reduced by 1. Another Critical hit on this table is auto-
Transmission Hit: The vehicle’s Speed is matically an #8.
4 halved. If this critical is received again the 4 Engine Hit: The engine sputters and stut-
vehicle is completely immobilized. ters. The vehicle’s Speed is halved as the
Alignment Wrecked: Tracks are twisted engine keeps misfiring. If the vehicle suffers
5 or tires have burst. The vehicle’s Handling this Critical again it is immobilized.
Rating is reduced by 2. 5 Gear Stuck: The engine races and the
Out of Control: The vehicle loses a wheel or vehicle accelerates in a straight line. While
has its tracks blown out of alignment. If the active, all Operate tests are at -1. A Slow
vehicle is moving the Driver must make an Action and a successful Tech test will fix
6 this, otherwise, the engine must be put in
Operate test or the vehicle will roll or crash,
at the GM’s discretion. All Operate tests are neutral or turned off to stop the vehicle
at -2 dice. driving forwards.
Stuck!: The attack has twisted something, 6 Scalding Oil: Engine oil sprays all over and
or some debris has jammed the wheels or the vehicle is on fire. All occupants take a
tracks. The vehicle is immobilized until this 6 dice attack from the scalding oil. The fire
7 can be cleared, which requires the mechanic starts at Intensity of 6 but increases by +1
to be outside the vehicle to get to the prob- per Round unless the occupants can douse
lem, takes a Turn of work and a successful it with a Calisthenics test at -3 dice Modifier.
Tech test. 7 Engine Wrecked: The engine is smashed: it
Unresponsive!: The vehicle is badly sav- sputters and stops. The vehicle shudders to
aged by the attack. Gears grind and the ma- an immediate halt and is immobilized.
chinery doesn’t respond to the driver. The 8 Fuel Tank Hit: The fuel tank is penetrated,
8
vehicle is immobilized. If the vehicle suffers and fuel is pouring out of the vehicle. It will
another Locomotion critical it is automati- run out of fuel in 1d6 Rounds. This can be
cally critical #9. stopped with a successful Tech test and Slow
Out of the Fight!: The axles are destroyed Action to staunch the flow. Another Critical
or the tank has completely thrown a track. hit on this table is automatically a #9.
9 The vehicle is completely immobilized and 9 Fuel on Fire!: The fuel tank is ruptured, the
cannot be repaired in the field – you need vehicle is immobilized and is on fire, with
help. Intensity 10. Everyone aboard takes an 8
Violent Wreck!: The attack has blasted Dice attack from the blast as well as an at-
the vehicle off its tracks or wheels or has tack from the Intensity 10 fire. This Critical
caused the vehicle to hit an obstruction. becomes Critical #10 in 2d6 rounds
10
Either way the vehicle has rolled or been 10 Fuel Tank Explodes!: The fuel tank ignites
tipped on its side – it is Wrecked. All crew and explodes. The vehicle is Wrecked.
and passengers suffer an 8 Dice attack. There is no hope for the crew or passen-
gers. Everyone aboard the vehicle is killed.
Even more than that – the Blast showers
parts and fuel across a 15m radius, and all
within that range suffer a hit at +3 Damage
Adjustment.

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STRUCTURAL CRITICAL CAUSES FOR FATIGUE
DAMAGE TABLE (STAMINA TESTS)
Sprinting, climbing, or swimming while carrying
Structural Damage: A cloud of debris
over half of your Encumbrance capacity for a
1 reveals the now weakened structure still
number of rounds greater than the sum of your
intact. +1 to the next Damage roll.
Strength and Stamina: test every round there-
after (1 Auto-Hit initially, plus one each Turn
thereafter).
Small Collapse: A minor component of
the structure collapses and breaks free.
Lifting or carrying over your Encumbrance
If there is a character on or near the
2 limit: test every Round (1 Auto-Hit initially, plus
structure, they may be adversely affected.
one each Round thereafter or as required by the
Make an Opposed Nimble test versus a 4
GM depending on narrative factors).
dice Debris attack.

Exposure to Heat or Cold: 1 to 3 Auto-Hits as


Substantial Collapse: Beams,struts, or dictated by the climate, suffered as often or sel-
other components collapse, threatening dom as the GM deems appropriate.
the stability of the structure. All Charac-
3 ters near, within, or atop the structure Hunger and Thirst have their own rules.
must make an Opposed Nimble test versus
a 6 dice Debris attack. +2 Damage to fu-
Any lengthy strenuous activity as determined
ture rolls.
by the GM.

Large Collapse: A large section of the


structure has fallen or broken free. De-
CAUSES FOR STRESS (GUTS TESTS)
pending on where this may be, characters
4 If an ally is killed in LOS
may fall or be subject to an immediate 8
(1 Auto-Hit, 3 if a Buddy)
dice Debris attack. This may be a good use
of a FUBAR!
If an enemy tank enters your zone or an
adjacent zone (1 Auto-Hit)
It’s Going to Come Down!:The structure is
collapsing! Roll again on each subsequent If attacked by an artillery barrage or an aerial
5 turn until the building suffers complete attack (1 or 2 Auto-Hit)
structural failure! Treat any further 5s
rolled for this structure as 6s instead. If a truly horrific event is witnessed (varies).

Complete Structural Failure!: The entire STRESS & SUPPRESSION


structure comes crashing down or is
fully destroyed in a catastrophic collapse. MODIFIERS
Characters within or on the structure
will suffer appropriate damage depending Allied characters in the same Zone add a +1
on the structure’s size and their position die modifier per character to a maximum of
6
when the collapse occurred. As a guideline, +3 dice. This does not count as Help.
10 dice Debris Attack is appropriate for an
average brick and mortar building. Char- Light Cover +1 die
acters may also receive Falling Damage if
this causes them to fall from an elevated Heavy Cover +2 dice
position on the structure.
Obscured +1 or +2 dice

Out of Sight +3 dice

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APPENDIX 3: TABLES AND LISTS

COMBAT FATIGUE TABLE


Symptom Impact Window Time

The character becomes exceptionally


1 Sensitive Empathetic to others’ suffering. +1 die to None None
Empathy based tests.

Hyper-vigilant to a fault. -1 die to Insight


2 Paranoid 2d6 months 1d3 weeks
tests. +1 die to Perception tests.

Mourning the loss of life. -1 die to


3 Saddened 2d6 months 1d3 weeks
Persuasion tests.

Scared of shadows and loud noises. -1 die


4 Fearful 2d6 months 1d3 weeks
to Guts tests.

Fury dominates this character’s persona.


5 Anger Issues A FUBAR may force the character to fly 1d6 months 1d6 weeks
into a rage. -2 dice to Persuasion tests.

Overly preoccupied with feelings of


6 Traumatized 1d6 weeks 1d6 weeks
vulnerability. -2 dice to all Guts tests.

Self-loathing fills the thoughts of this


character. A FUBAR may force the
7 Ashamed character to obsessively apologize and 1d6 weeks 1d6 months
attempt to make things ‘right’. -2 dice to
Persuasion and Command tests.

Unreasonable attention to detail plagues


this character. A FUBAR may force the
8 Obsessive character to become obsessive with a 1d6 weeks 1d6 months
specific object, person, or activity. -2 dice
to any sight-based tests.

Bouts of sadness predominate the


9 Depressed character’s personality. -2 dice to any 1d6 weeks 1d6 months
INT/EMP-based tests.

Hallucinations and imaginary


10 Schizophrenic / Catatonic interactions make this character 1d6 days 1d6 years
presently unplayable.

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COMBAT MODIFIERS
CLOSE COMBAT MODIFIERS RANGED COMBAT MODIFIERS
Elevated Attacker +1 Die Aim Bonus (as a Fast Action) +1 Die

Careful Aim (as a Slow Action +2 Dice


Prone Opponent +1 Die
the previous turn)

Focused Strike +1 Die Prone Opponent -1 Die

Each Additional Ally Helping in +1 Die Target wearing -1 Die


the attack (+3 max) terrain-appropriate Camouflage

Vulnerable Opponent +1 to +3 Dice


Unaware Opponent +3 Dice
Visibility Penalty -1 to -3 Dice
Called Shot -5 Dice (Darkness or other conditions)

If Encumbered -2 Dice Range Penalty -1 Medium,


-2 Long, -3
Extreme

Engaged -1 for Pistols,


-3 all others

MACHINE GUN FIRE Fast Moving Target


(Running speed or faster)
-1 to -3 Dice

Light and Heavy Machine Guns require bracing


for support while shooting to maintain accura- Obstructed Target -1 to -3 Dice +
cy. Bipods and tripods provide this support. A
GM should impose penalties for firing without Firing at Multiple Targets -1 Die
this support as follows: with Rapid Fire or Burst
Light Machine Gun without support: -2
Target Size -3 to +3 Dice
Heavy Machine Gun without support: -5
Called Shot -5 Dice

FIRE MODE TABLE


Mode Additional Bonus Dice Effect

Single-Shot - Direct 0 Causes Damage

Rapid Fire - Direct +1 Causes Damage. 3 rounds used.

Rapid Fire - Suppression +2 Suppression only. Use all ammo.

Burst - Direct +2 Causes Damage. 1/10 ROF

Burst - Suppression +3 Suppression only. 1/10 ROF

Full Auto - Direct +3 Causes Damage. ROF.

Full Auto - Suppression +4 Suppression only. ROF.

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APPENDIX 3: TABLES AND LISTS

PROTECTION AND STRUCTURE TABLES


COVER TABLE
Cover Protection Type Value HP
Prone vs. Blast Weapon Light 3 -
Light Fence/Bushes Light 1 1
Light Wooden Wall, Door, or Support Light 2 3
Dense Hedgerow Light 3 2
Aluminum Siding or Door Light 4 4
Individual Sandbag Heavy 1 1
Heavy Wooden Wall, Door, or Support Heavy 3 5
Stucco and Cement Wall Heavy 2 6
Sandbag Wall Heavy Up to 4 2-5
Solid Tree Trunk Heavy 4 6
Brick and Mortar Wall Heavy 5 8
Heavy Stone Wall or Structure Heavy 6 7
Concrete Wall Heavy 8 8
Steel Structures / Bridge Supports Heavy 10 8-10
Defensive Casemate Heavy 10-12 8-10

PERSONAL ARMOR TABLE


Armor Type Hit Location Protected Protection
Steel Helmet Head Light 3
Flak Vest Torso Light 4
Tanker Helmet Head Light 2

MISSED BLAST WEAPON TABLE DICE PROBABILITY TABLE


# of dice Chance of Success Pushed Roll
1 - FRIENDLY FIRE! If there are any friendly 1 17% 29%
characters nearby, the blast falls near enough to
2 31% 50%
them to potentially harm them. Make a Damage
roll with a -3 to the weapon’s normal Damage 3 42% 64%
modifier. If there are no friendly characters, con- 4 52% 74%
sider this Off Target instead.
5 60% 81%
2-5 - OFF TARGET! The explosion occurs but is
6 67% 87%
otherwise ineffective. The GM determines what
superficial effects happen as a result. 7 72% 90%
6 - ENEMY CAUGHT IN THE BLAST! If there
8 77% 93%
are enemy characters nearby (or the initial enemy 9 81% 95%
group was spread out sufficiently in the judgment 10 84% 96%
of the GM), they may take damage. Make a Dam-
age roll with a -3 to the weapon’s normal Damage
modifier. If there are no enemy characters nearby,
consider this Off Target instead.

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LUCKY STRIKES AND FUBARS
Each Lucky Strike or FUBAR may be used to do one of the following:

When you Push Your Luck, you may reroll GM only: Push an NPC roll.
ones from the original roll. Subsequent Duds
GM only: Weapon Mishap (a weapon malfunc-
do count though!
tions or jams). This requires 1-3 FUBAR(s)
Add two dice to your Dice Pool (not allowed if depending on the nature of the Mishap. A
your dice pool is at 0). simple jam might cost 1, while a calamitous
Re-rolling a Damage Roll. malfunction that causes potential damage
should cost 3.
Changing a minor Plot Point (ex: environ-
mental effect, innocent bystander, personal GM only: Impose a narratively appropriate
problem, lost possession) - GM permitted. Condition (without END loss) onto an At-
tribute. Only one Condition, per PC, may be
Gain a Fast Action for the sole purpose of re-
imposed at a time.
acting to a Close Combat Attack with a Parry
or Dodge action. GM only: Random Bad Luck Event: The cost
for this may vary from 1 to 3 FUBARs. The
Gain a Fast Action for the sole purpose of re-
higher the cost, the more unlucky the event.
acting to a Ranged Combat Attack with a Hit
These might include anything from an un-
the Dirt or Take Cover action.
expected enemy appearing to friendly fire
Remove the Suppression Effect. targeting the players or an artillery barrage
Roll one die when your dice pool drops to 0 or landing close enough to affect the PCs.
less due to negative modifiers - GM permission GM only: Combat Reactions for NPC (not
required. otherwise allowed): the GM may permit an en-
Player only: Re-rolling a Critical Result, ei- emy NPC to use a free Reaction (during Close
ther one rolled against you or one you rolled Combat or during Ranged Attacks).
against an enemy.

ATTRIBUTES AND SKILLS


Strength Agility Intelligence Empathy
Calisthenics Infiltrate Insight Command

Close Combat Nimble Perception Guts

Heavy Weapons Operate Survival Medical Aid

Stamina Ranged Combat Tech Persuasion

CONDITION TRACKER
Strength Agility Intelligence Empathy
Wounds Weariness Fear Morale
-3 Gashed Exhausted Terrified Hopeless
-2 Cut Winded Panicked Disheartened
-1 Nicked Tired Nervous Unsure

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APPENDIX 3: TABLES AND LISTS

RESOLVE ATTACK TEST


1. Declare a Close Combat or Ranged Attack option and valid Target(s).
2. Resolve Target Reactions.
3. Apply Modifiers and roll the Attack Test.
4. If reacting in Close Combat, Target may roll an Opposed Test.
5. Deduct Ammo expended.

YES NO
Did you Succeed?

SUCCESS
Suppressive Fire? Push Your Roll?
YES NO
YES NO
Target(s) must roll
YOU HIT YOUR
a Guts test to avoid Roll again,
TARGET(S)! FAIL
Suppression. generate You fail
1. Determine use of possible to Hit.
Also, possibly FUBARS.
Extra Successes.
generate a Field of
Fire for the rest of 2. If using Direct
the current Round. Burst or Full Auto,
designate each
target hit before the
Damage Roll.

ROLL FOR DAMAGE


1. Roll d10 for Damage.
2. After Adjustments, determine Damage Points.
3. Target rolls applicable Cover Saves (Cover + Armor if a Vehicle).
4. Each Save success reduces one Damage Point suffered.

Are there 3 or
more Damage
Points remaining?
YES NO

1. Roll for Hit Location


(Unless a Called Shot determined Location).
2. Target rolls any applicable Armor Saves (for APPLY NON-CRITICAL DAMAGE
Non-Vehicle targets).
1. Deduct remaining Damage Points from
3. Each Save success reduces one Damage Point suffered. Endurance (or Hull Points).
2. Apply Conditions for PCs and major NPCs.
3. Target rolls a Guts test to avoid Suppression if hit
by a Ranged Weapon.
Are there 3 or more
Damage Points remaining?
NO

YES

APPLY CRITICAL DAMAGE


1. Roll for the Critical Injury on the appropriate Hit Location Table.
2. Deduct Damage Points from Endurance (or Hull Points).
3. Apply Conditions (for non-Vehicles). NPCs are Incapacitated as determined by GM.
4. Target rolls a Guts test to avoid Suppression if hit by a Ranged Weapon.

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CHARACTER NAME:
RANK:
NATIONALITY:
SERVICE BRANCH/CAREER:
BUDDY: LUCKY STRIKES:

VIRTUES: FUBARs:

FLAWS: ENDURANCE:

AGE: { } Rallied { } Treated

LANGUAGES: WOUNDS OR TRAUMA:

ABILITIES & SKILLS


STRENGTH: _ AGILITY: _ INTELLIGENCE: _ EMPATHY: _
Calisthenics [ __ ] Infiltrate [ __ ] Insight [ __ ] Command [ __ ]
Close Combat [ __ ] Nimble [ __ ] Perception [ __ ] Guts [ __ ]
Heavy Weapons [ __ ] Operate [ __ ] Survival [ __ ] Medical Aid [ __ ]
Stamina [ __ ] Ranged Combat [ __ ] Tech [ __ ] Persuasion [ __ ]

WOUNDS WEARINESS FEAR MORALE


-3 { } Gashed -3 { } Exhausted -3 { } Terrified -3 { } Hopeless
-2 { } Cut -2 { } Winded -2 { } Panicked -2 { } Disheartened
-1 { } Nicked -1 { } Tired -1 { } Nervous -1 { } Unsure

WEAPONS
. BONUS ROF RANGE DAM AMMO QUALITIES WEIGHT

TALENTS SPECIALIZATIONS GEAR

NOTES

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SAMPLE NPC OR PLAYER CHARACTER NAME: Ted Roosevelt Jr.

RANK: Brigadier General NATIONALITY: USA


SERVICE BRANCH/CAREER: US Army / Leader
BUDDY: Captain Quentin Roosevelt II LUCKY STRIKES:
VIRTUES: Determined, Calm FUBARs:
FLAWS: Unorthodox, Reckless ENDURANCE: 6
AGE: 56 { } Rallied { } Treated
LANGUAGES: English WOUNDS OR TRAUMA:
Arthritis (-5m per Move Action.
Cannot Sprint)

At 56, Ted Roosevelt was the oldest Allied soldier to land on the Normandy beaches.
He requested to lead the assault from the front lines at Utah Beach to inspire the
soldiers and provide leadership for the ongoing invasion to succeed. His son, Quentin,
was also among the first wave of soldiers at Omaha Beach. The general would die
of a heart attack shortly thereafter on July 12.

ABILITIES & SKILLS


STRENGTH: 3 AGILITY: 3 INTELLIGENCE: 3 EMPATHY: 5
Calisthenics [ 1 ] Infiltrate [ 3 ] Insight [ 2 ] Command [ 5 ]
Close Combat [ 1 ] Nimble Perception [ 4 ] Guts [ 5 ]
Heavy Weapons Operate [ 2 ] Survival [ 3 ] Medical Aid
Stamina [ 2 ] Ranged Combat [ 2 ] Tech Persuasion [ 3 ]

WOUNDS WEARINESS FEAR MORALE


-3 { } Gashed -3 { } Exhausted -3 { } Terrified -3 { } Hopeless
-2 { } Cut -2 { } Winded -2 { } Panicked -2 { } Disheartened
-1 { } Nicked -1 { } Tired -1 { } Nervous -1 { } Unsure

WEAPONS
. BONUS ROF RANGE DAM AMMO QUALITIES WEIGHT
M1911A Colt Pistol +0SS / +1 RF 1SS / 3RF 10m +1 7M Reliable, Semi-Auto 1/2
M2A1 Grenade +2 1 5m 2m/+1 3 Blast, Thrown, Limited Range, Concussive 1/4

TALENTS SPECIALIZATIONS
Forward Observer I
GEAR
M1911 Pistol and holster [1/2]
Iron Will (Once per session, remove 1d3
Mental Conditions) Scout I Map Case and Compass

Frontline Leader II Binoculars


Intense Focus (+1 Die when Pushing EMP
test, ignore first Dud) Helmet (Heavy Armor 3) [1]
Inspiring II

Authority Figure II
Tough (+2 to END)
Stealth I

NOTES Tactician I

Pistol II

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SAMPLE NPC OR PLAYER CHARACTER NAME: Lawrence ‘Larry-Lee’ Beard

RANK: Staff Sergeant NATIONALITY: USA


SERVICE BRANCH/CAREER:
US Army, 761st Black Panthers / Weapon Specialist (Tanker)
BUDDY: - LUCKY STRIKES:
VIRTUES: Bold FUBARs:
FLAWS: Unforgiving ENDURANCE: 5
AGE: 22 { } Rallied { } Treated
LANGUAGES: English WOUNDS OR TRAUMA:

Born and raised outside Baton Rouge, LA, Lawrence joined the Army shortly after
high school. With hopes of getting out of the small town life and see the world, he
hoped to do his part to fight the Nazis. His natural knack for machinery led him to
the Black Panthers.

ABILITIES & SKILLS


STRENGTH: 4 AGILITY: 4 INTELLIGENCE: 4 EMPATHY: 3
Calisthenics [ 1 ] Infiltrate Insight Command [ 2 ]
Close Combat Nimble Perception [ 1 ] Guts [ 2 ]
Heavy Weapons [ 2 ] Operate [ 1 ] Survival Medical Aid
Stamina Ranged Combat [ 1 ] Tech [ 2 ] Persuasion

WOUNDS WEARINESS FEAR MORALE


-3 { } Gashed -3 { } Exhausted -3 { } Terrified -3 { } Hopeless
-2 { } Cut -2 { } Winded -2 { } Panicked -2 { } Disheartened
-1 { } Nicked -1 { } Tired -1 { } Nervous -1 { } Unsure

WEAPONS
. BONUS ROF RANGE DAM AMMO QUALITIES WEIGHT
M3A1 ‘Grease Gun’ 0 / +2 / +3 / +3 / +4 1 /4 / 4 / 40 / 40 20m +2 30B Automatic, Semi-Auto 1
m1911A1 Colt .45 pistol 0 / +1 / +2 1 / 3 / All 10m +1 7M Reliable, Semi-Auto 1/2

TALENTS SPECIALIZATIONS
Tanker I (can drive a tank)
GEAR
M3A1 Grease Gun [1]
Tinkerer (May Push Luck twice for a
non-attacking Tech test. Duds do count) Tactician I (+1 for tests to offer bonuses m1911A1 Pistol [1/2]
when using Command) Musette Bag: 2 30rd mags [1]
Inspiring I (+1 to Allies in Zone for Guts Compass
tests, as long as you’re not Stunned or
Maps and Case
Suppressed)
Binoculars
NOTES Canteen
First Aid kit
Toolkit (+1 to Tech tests) [1]

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SAMPLE NPC OR PLAYER CHARACTER NAME: Maurice ‘Mable’ Parker

RANK: Captain NATIONALITY: USA


SERVICE BRANCH/CAREER:
US Army, 79th Infantry Battalion / Scout
BUDDY: - LUCKY STRIKES:
VIRTUES: Determined FUBARs:
FLAWS: Talkative ENDURANCE: 5
AGE: 23 { } Rallied { } Treated
LANGUAGES: English WOUNDS OR TRAUMA:

An All Conference Forward for Colorado A&M, Parker would marry and start a
family before joining the Army in 1943. He shipped out to Europe in April of ‘44 in
preparation for the Normandy Invasion that summer.

ABILITIES & SKILLS


STRENGTH: 3 AGILITY: 4 INTELLIGENCE: 4 EMPATHY: 4
Calisthenics Infiltrate [ 2 ] Insight Command [ 2 ]
Close Combat Nimble [ 1 ] Perception [ 3 ] Guts [ 2 ]
Heavy Weapons Operate Survival Medical Aid
Stamina Ranged Combat [ 1 ] Tech [ 2 ] Persuasion

WOUNDS WEARINESS FEAR MORALE


-3 { } Gashed -3 { } Exhausted -3 { } Terrified -3 { } Hopeless
-2 { } Cut -2 { } Winded -2 { } Panicked -2 { } Disheartened
-1 { } Nicked -1 { } Tired -1 { } Nervous -1 { } Unsure

WEAPONS
. BONUS ROF RANGE DAM AMMO QUALITIES WEIGHT
m1 Carbine 0 / +1 / +2 1 / 3 / All 40m +1 15B Semi-Auto 1
m1911A1 Colt .45 pistol 0 / +1 / +2 1 / 3 / All 10m +1 7M Reliable, Semi-Auto 1/2
Smoke Grenades 0 1 10m - - Blast, Thrown, Smoke, Limited Range 1/4
m3 Fighting Knife +1 - - +0 - 1/2

TALENTS SPECIALIZATIONS
Forward Obersver I (+1 to Perception
GEAR
M1Carbine [1]
Hard to Find
(+2 to Infiltrate while hiding) when coordinating Field Artillery) M1911 Pistol [1/2]
Frontline Leader I (+1 to Rally ally when Smoke Grenades x3 [3/4]
using Command)
m3 Fighting Knife [1/2]
Communications II (+3 for Tech rolls
Suspenders with 3- 15rd mags
involving communication gear and +1 to
and 2- 7rd mags [1]
repair this equipment)
First Aid Kit (+1 to Med. Aid)

NOTES Canteen
Mess Kit
Binoculars

XP Hand Held Radio (SCR536) [1]

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CHARACTER NAME: Roger ‘Slip-Shod’ Kincaid
RANK: Sergeant NATIONALITY: USA
SERVICE BRANCH/CAREER:
101st Airborne / Leader
BUDDY: Carl ‘Jonesy’ Jones LUCKY STRIKES:
VIRTUES: Determined FUBARs:
FLAWS: Impulsive ENDURANCE: 5
AGE: 24 { } Rallied { } Treated
LANGUAGES: (English Tier II) WOUNDS OR TRAUMA:

A failed baseball player who disappointed his tough disciplinarian father. Joined
the military to prove himself once and for all.

ABILITIES & SKILLS


STRENGTH: 4 AGILITY: 5 INTELLIGENCE: 3 EMPATHY: 3
Calisthenics [ 1 ] Infiltrate [ 1 ] Insight Command [ 1 ]
Close Combat [ 1 ] Nimble Perception Guts [ 1 ]
Heavy Weapons Operate Survival Medical Aid
Stamina [ 1 ] Ranged Combat [ 3 ] Tech Persuasion [ 1 ]

WOUNDS WEARINESS FEAR MORALE


-3 { } Gashed -3 { } Exhausted -3 { } Terrified -3 { } Hopeless
-2 { } Cut -2 { } Winded -2 { } Panicked -2 { } Disheartened
-1 { } Nicked -1 { } Tired -1 { } Nervous -1 { } Unsure

WEAPONS
. BONUS ROF RANGE DAM AMMO QUALITIES WEIGHT
Thompson +0SS/+1RF/+2BD/+3BS 1SS / 3RF / Semi-Auto, Auto
20m +2 30B 1
M11928A1 /+3FAD/ +4FAS 6B / 60FA
M1911A Colt Pistol +0SS / +1 RF 1SS / 3RF 10m +1 7M Reliable, Semi-Auto 1/2
Grenade M2A1 +1 1 10m 5m/+1 3 Blast, Thrown, Limited Range 1/4
Fighting Knife +1 - E +0 - - 1/2
Rifle Butt +0 - E +0 - Jab -

TALENTS
Intimidating (+2 to Persuasion)
SPECIALIZATIONS
Grunt I
GEAR
Thompson (1)
(+2 Encumbrance, +1 to Stamina tests) Colt Pistol (1/2)
Submachine Gunner I Mag Pouch: 2 7-rd mag. (½)
(+1 Die to while using a submachine gun M1 Ammo Bag: 6 20-rd mag. (½)
in Ranged Combat)
Musette Bag: 3 20-rd mag (1)

NOTES Suspenders: 5 20-rd mag. (1/2)


Helmet (Light Armor 3) (1)
K-Rations (3 days) (1)
Entrenching Tool (1)
Grenades (x3) (3/4)
Binoculars,Flashlight
XP First Aid Kit (+1 to Med Aid tests)
Compass and Map in Case
Carton of Smokes and Lighter
Canteen (1/2)

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CHARACTER NAME: Carl ‘Jonesy’ Jones
RANK: Private NATIONALITY: USA
SERVICE BRANCH/CAREER:
101st Airborne / Rifleman
BUDDY: Jacob ‘Steak’ Corbin LUCKY STRIKES:
VIRTUES: Persuasive FUBARs:
FLAWS: Unlucky, Bloodthirsty ENDURANCE: 4
AGE: 26 { } Rallied { } Treated
LANGUAGES: (English Tier II) Wounds or Trauma:

Ran away from factory working parents to become a union rep with a persuasive
reputation. Later drawn into police work where bad luck got him involved in a
deadly shootout.

ABILITIES & SKILLS


STRENGTH: 3 AGILITY: 4 INTELLIGENCE: 4 EMPATHY: 3
Calisthenics [ 1 ] Infiltrate [ 1 ] Insight [ 1 ] Command [ 1 ]
Close Combat Nimble Perception [ 1 ] Guts [ 1 ]
Heavy Weapons [ 1 ] Operate Survival Medical Aid
Stamina [ 1 ] Ranged Combat [ 1 ] Tech [ 1 ] Persuasion [ 2 ]

WOUNDS WEARINESS FEAR MORALE


-3 { } Gashed -3 { } Exhausted -3 { } Terrified -3 { } Hopeless
-2 { } Cut -2 { } Winded -2 { } Panicked -2 { } Disheartened
-1 { } Nicked -1 { } Tired -1 { } Nervous -1 { } Unsure

WEAPONS
. BONUS ROF RANGE DAM AMMO QUALITIES WEIGHT
M1 Garand +0SS/+1RF/+2S 1SS/3RF/All 50m +2 8C Reliable, Semi-Auto 1
Grenade M2A1 +1 1 10m 5m/+1 3 Blast, Thrown, Limited Range 1/4
Bayonet +0 - E +1 - - 1/2
Rifle Butt +0 - E +0 - Jab -

TALENTS
Hardy
SPECIALIZATIONS
Sharpshooter I (+1 die to Ranged
GEAR
M1 Garand (1)
(+1 die to Med Aid tests to heal this PC) Combat with a rifle or shotgun) Musette Bag: K-rations x3 (1)
Scout I (+1 die for Perception tests for Musette Bag: 5 8rd clip (1)
spotting hidden NPCs) Helmet (Light Armor 3) (1)
Inspiring I: Allies in the same Zone as Grenades (x3) (3/4)
you receive +1 die to Guts tests if you’re
Flashlight

NOTES not Stunned or Suppressed.


First Aid Kit (+1 to Med Aid)
Hygiene Kit
Chocolate bars and candy
Canteen (1/2)

XP Mess Kit

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CHARACTER NAME: Jacob ‘Steak’ Corbin
RANK: Private NATIONALITY: USA
SERVICE BRANCH/CAREER:
101st Airborne / Scout
BUDDY: ‘Slim Jim’ Talbot LUCKY STRIKES:
VIRTUES: Hard-Working FUBARs:
FLAWS: Impatient ENDURANCE: 5
AGE: 23 { } Rallied { } Treated
LANGUAGES: (English Tier II) WOUNDS OR TRAUMA:

Grew up on the family ranch exploring the territory before pulling his weight
moving cattle across the range. He’s ready for something more.

ABILITIES & SKILLS


STRENGTH: 4 AGILITY: 4 INTELLIGENCE: 3 EMPATHY: 4
Calisthenics [ 1 ] Infiltrate [ 3 ] Insight Command
Close Combat Nimble Perception [ 1 ] Guts [ 1 ]
Heavy Weapons Operate Survival [ 1 ] Medical Aid
Stamina [ 1 ] Ranged Combat [ 2 ] Tech Persuasion

WOUNDS WEARINESS FEAR MORALE


-3 { } Gashed -3 { } Exhausted -3 { } Terrified -3 { } Hopeless
-2 { } Cut -2 { } Winded -2 { } Panicked -2 { } Disheartened
-1 { } Nicked -1 { } Tired -1 { } Nervous -1 { } Unsure

WEAPONS
. BONUS ROF RANGE DAM AMMO QUALITIES WEIGHT
M1 Carbine +0SS/+1RF/+2S 1SS/3RF/All 40m +1 15B Semi-Auto 1
Grenade M2A1 +1 1 10m 5m/+1 3 Blast, Thrown, Limited Range 1/4
Fighting Knife +1 - E +0 - - 1/2
Rifle Butt +0 - E +0 - Jab -

TALENTS
Fast Reflexes (Draw an Extra Initiative
SPECIALIZATIONS
Grunt I
GEAR
M1 Carbine (1)
card, choose one). (+2 Encumbrance, +1 to Stamina tests) Musette Bag: K-rations x3 (1)
Stealth I Suspenders: 5 15-rd mag. (1/2)
(+1 to Infiltrate when not moving) Helmet (Light Armor 3) (1)
Entrenching Tool (1)
Grenades (x3) (3/4)

NOTES Binoculars
Flashlight
First Aid Kit
Hygiene Kit

XP Wire-cutters
Carton of Smokes and Lighter
Canteen (1/2)

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CHARACTER NAME: James ‘Slim Jim’ Talbot
RANK: Private First Class NATIONALITY: USA
SERVICE BRANCH/CAREER:
101st Airborne / Medic

BUDDY: Roger ‘Slip-Shod’ Kincaid LUCKY STRIKES:


VIRTUES: Merciful FUBARs:
FLAWS: Naive ENDURANCE: 5
AGE: 23 { } Rallied { } Treated
LANGUAGES: Wounds or Trauma:
English Tier II, French, Spanish: Tier I.

The son of a college language professor, he grew up educated, though naive. He’s
eager to see the world.

ABILITIES & SKILLS


STRENGTH: 3 AGILITY: 4 INTELLIGENCE: 4 EMPATHY: 4
Calisthenics Infiltrate [ 1 ] Insight Command
Close Combat Nimble [ 1 ] Perception Guts [ 1 ]
Heavy Weapons Operate Survival Medical Aid [ 4 ]
Stamina [ 1 ] Ranged Combat [ 1 ] Tech [ 1 ] Persuasion

WOUNDS WEARINESS FEAR MORALE


-3 { } Gashed -3 { } Exhausted -3 { } Terrified -3 { } Hopeless
-2 { } Cut -2 { } Winded -2 { } Panicked -2 { } Disheartened
-1 { } Nicked -1 { } Tired -1 { } Nervous -1 { } Unsure

WEAPONS
. BONUS ROF RANGE DAM AMMO QUALITIES WEIGHT
M1911A Colt Pistol +0SS/+1RF/+2S 1SS/3RF/All 10m +1 7M Reliable, Semi-Auto 1/2
Fighting Knife +1 - E +0 - - 1/2

TALENTS
Intense Focus: Empathy (+1 die to
SPECIALIZATIONS
Combat Medic I (+1 die to Med Aid test
GEAR
Colt Pistol (1/2)
Pushed EMP test, disregard first Dud). for non-Critical Damage) Musette Bag: K-rations x3 (1)
Counselor I (+1 die to Rally tests for Mag Pouch:2 7-rd mag. (1/2)
Mental Conditions) Helmet (Light Armor 3) (1)
Entrenching Tool (1)
Flashlight

NOTES First Aid Kit (+1 to Med Aid)


Hygiene Kit
Medical Pouch (1/2) (+2 to Med Aid test)
Carton of Smokes and Lighter

XP Canteen (1/2)
Mess Kit

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CHARACTER NAME: Caroline Rousseau
RANK: Civilian NATIONALITY: FRENCH
SERVICE BRANCH/CAREER:
Criminal / Con-Artist
BUDDY: - LUCKY STRIKES:
VIRTUES: Bold FUBARs:
FLAWS: Selfish ENDURANCE: 5
AGE: 37 { } Rallied { } Treated
LANGUAGES: WOUNDS OR TRAUMA:
French Tier II, English Tier I

After stealing drugs from her pharmacist father, she was sent away to live on
her aunt’s farm. When war broke out, she ran away to take advantage of the
chaos. She’s helping the Americans out of a sense of patriotism and opportunity,
however ill-advised that might turn out to be!

ABILITIES & SKILLS


STRENGTH: 3 AGILITY: 3 INTELLIGENCE: 3 EMPATHY: 4
Calisthenics Infiltrate [ 2 ] Insight [ 1 ] Command [ 1 ]
Close Combat [ 1 ] Nimble Perception [ 2 ] Guts [ 1 ]
Heavy Weapons Operate [ 1 ] Survival Medical Aid [ 2]
Stamina Ranged Combat [ 1 ] Tech Persuasion [ 2 ]

WOUNDS WEARINESS FEAR MORALE


-3 { } Gashed -3 { } Exhausted -3 { } Terrified -3 { } Hopeless
-2 { } Cut -2 { } Winded -2 { } Panicked -2 { } Disheartened
-1 { } Nicked -1 { } Tired -1 { } Nervous -1 { } Unsure

WEAPONS
. BONUS ROF RANGE DAM AMMO QUALITIES WEIGHT
MP40 +0SS/+1RF/+2BD/+3BS 1SS/3RF/4B/40FA 20m +1 32B Reliable, Semi-Auto, Automatic 1
/+3FAD/ +4FAS
Small Knife +1 E +0 - - 1/2

TALENTS
Polyglot (Insight test to understand
SPECIALIZATIONS
Born to Lie II
GEAR
MP40 (1)
languages at Tier I level) (+3 dice to Persuasion test while lying) Fighting Knife (1/2)
Combat Medic I (+1 die to Med Aid test First Aid Kit (+1 die to Med Aid)
for non-Critical Damage) Shoulder Bag: Bottle of Wine, Make-Up Case,
Blend-In I (+1 die to Infiltrate while Flashlight, 1 20rd Mag (1/2)
hiding in plain view)

NOTES

XP

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251

CHAPTER 17:

EPILOGUE
Reeves would find out much later that Sonny had nev- The itch on his face woke him. He found he couldn’t
er managed to drop the grenade into the tank, though quite scratch it properly because of the gauze wrapped
for some time, that’s precisely what he believed had around his head and over his eye. His temples
occurred. throbbed enough to make him grimace. Propping onto
his elbow, atop a cot of thin, white linen, he saw an at-
Instead, a rocket from an Able Company launcher
tendant beside another man whose bandages outnum-
situated atop a nearby roof had impacted the tank
bered his. He asked where he was. It was a makeshift
topside. The shell hit the side compartment, just below
infirmary near Utah Beach.
the turret, setting off the munitions reserve in a mas-
sive explosion that effectively took out the Tiger and Most of the morning passed. He did not know any-
blinded Reeves with burning debris. one in this place. He asked for his platoon and was
informed they’d moved on, toward Carentan further
Sonny had been clambering onto the far side of the
south.
tank when it erupted in flames. His body was tossed
high and out, dropping in a heap near Reeves. The He asked for Sonny.
Private First Class believed he could hear his friend’s
They had no information to provide him apart from
ragged breaths. Of course, this too he must have imag-
the fact that the more seriously wounded men had
ined as the blast momentarily deafened him. All he
been taken to a recently captured town called Marie
actually heard was his own heavy heartbeat pulsing
St. du Mont. If his friend was alive, he would likely
rapidly in his head.
have been sent there.
Reeves could barely breathe, the hot air seared his
They eventually removed the gauze, and he looked
throat, and his eyes and face hurt something fierce.
back at himself staring at the room’s one tiny mirror.
He stumbled toward Sonny, grabbling on all fours. The
His right eye was a mess. They said it would possibly
grenade must’ve gone off too soon, he thought at the
scar along the surface, and that would likely mean his
time. He hadn’t been able to protect him. He’d laid
vision would never be the same. But his left eye was
down suppressive fire, clearing the way, but it hadn’t
healing up well enough, and he’d likely see out of it
been enough.
just fine. Soon, he’d be good as rain, they’d said.
He made contact and groped for the lapels of Sonny’s
Good as rain, thought Reeves. Yeah, sure Doc, good as
frayed jacket. He held his breath and lifted, pulling
rain.
up on the dead weight. He couldn’t do it. The bigger
soldier was just too heavy. Angry tears welled up. “Oh,” said the irritatingly cheerful attendant as he
reached for something near the cot Reeves lay on,
In a moment of desperation, he tried again, and sud-
“someone in your squad left this for you.”
denly Sonny’s body lifted off the ground. It was some-
how lighter; others had come to his aid, he realized. The man turned and brought Reeves a crumpled pack
Sergeant Baines was there beside him. He could smell of Lucky Strikes. The frayed, worn out box was in bad
his cigarette breath as he grunted in assistance. shape. It also had a hole straight through it.

“Get him away from the fire,” yelled Hank, “Bring him Reeves reached for it, looked inside at the shredded
to Slim. SLIM!!” The sergeant must’ve been yelling; cigarettes, and found a small, folded note. It read
Reeves could hear him over the drumming of his simply:
heart.
Take these. You might need them more than me.
He helped carry his sister’s fiancé, blindly. After what
felt like a long trudge, Slim dropped beside them curs- - Sonny.
ing softly, but, from the sound of it, working quickly. Reeves smiled.
Reeves had no idea if his efforts had mattered. He The orderly interrupted Reeves’s thoughts, “You’re a
blacked out. lucky guy. Those are good currency here, even if they
********************************************************* are broken up.”

“Yeah, I guess I am,” he said, leaning off the cot and


standing up. “Say, where can I get a new helmet
around here?”

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252

CHAPTER 18:

INDEX
# Allied Tanks & AT Guns -
Descriptions.....................123-124
ambush.......................................83
Armor Piercing and Protection...
....................................................95
Armor Piercing and Range....127
101st Airborne Division - history
........................................................ Ammo.................................92, 209 Armor Piercing Sabot - Tank &
200-202 AT Gun Ammunition...............127
Ammo - Special.......................156
8.8CM Pak43............................125 Armor Piercing Shell - Tank &
Ammo - Weapon Feature.......137
AT Gun Ammunition...............127
Ammo Bandolier.....................153
Armor Protection......................94
Ammo Loader - Vehicle Crew.131
Armor Save..........................85, 87

A
Ammunition for Tank & AT
Army.........................................206
Guns - descriptions..........127-128
Army Dice Pool.......................159
Ammunition for Tank & AT
Ablaze.......................................108 Army Ratio and Battle Dice
Guns - stats..............................128
Academia - Pre-War Experience. Pools.........................................159
....................................................42 Anger Issues - Combat Fatigue
Ashamed - Combat Fatigue
Result.......................................114
Action Dice................................57 Result.......................................114
Anti-Armor Munitions............151
Action Tests...............................57 Assault Rifles....................143-144
Arbitrary Death.......................188
Actions..................................81-82 Assistant Driver - Vehicle Crew..
Archetype Method - Character ..................................................131
Actions - Vehicle Crews.........126
Creation.....................................23
Adjustments.........................16, 61 Attacks vs Vehicle Passengers....
Ardennes..................................197 ..................................................130
Adjustments - Damage...........101
Area of Knowledge (AoK) - Attribute Dice......................19, 57
Advancement............................52 Specialization............................71 Attributes...................................19
Adventure Ideas...............184-186 Area of Operations (AO)........165 Authority Figure - Specialization
Affluent - Upbringing Table.....36
Arm - Critical Injury Table.....105 ....................................................73
age - of PCs................................47
Armament Critical Damage Auto-Hits....................................61
Agility (AGI)..............................19 Table.........................................128 Automatic - Weapon Quality.137
Aiming........................................81 Armor.......................................119 Availability...............................136
Aiming - Single Shot Mode of Armor Deflection....................119 Axis Tank Stats.......................121
Fire.............................................87
Armor Penetrating (AP) -
Air Support..............................209 Weapon Quality.......................137
Allied military structure.........205 Armor Penetration and Heavy
Allied Tank Stats.....................120 Armor.......................................127

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Index

B Blue Collar Labor - Pre-War


Experience................................40
Book Smart - Specialization....72
Charge! - Order..........................80
Charismatic - Talent.................75
Background Character - Chassis.....................................119
advancement.............................53 Booze and Cigarettes.............156
Cholera.....................................199
Background Character - sheet.52 Born to Lie - Specialization.....74
Churchill MK VI......................123
Background Character Combat Bounding Overwatch - see
Civilian - Professional Classes -
Impact Table............................163 Patrol Pace..............................166
War Years...................................46
Background Characters...........14 Bounding Overwatch - Tactics....
Civilian - Working Classes - War
Background Characters - ..................................................207
Years...........................................46
creating.................................49-52 Bracing - Machine Guns...........86
Clever - Talent...........................75
Background Characters in Brawler - Specialization...........69
Climber - Talent........................75
Campaign Battles.............162-163
Break-In - Specialization..........70 climbing...............................62, 82
Bailing Out...............................130
Brigade.....................................206 Close Combat.................62, 84-85
Bangalore Torpedoes.............150
Brittany....................................196 Close Combat - Specializations...
Battalion..................................206
Brutal Realism - Endurance ....................................................69
Battle Dice Pool......................159 method.......................................19 Cold Exposure........................106
Battle of the Bulge....................13 Buddy.........................................21 Combat - in Vehicles...............126
Battle Outcomes Table...........161 Bullets Are Everywhere! Rule - Combat Engineer -
Battle Phase - Campaign Battles. Field of Fire...............................91 Specialization............................73
..................................................160 Burst Fire - Mode of Fire.........88 Combat Fatigue................113-114
Battle Pools.............................161
Combat Medic - Specialization...
Battle Rolls..............................161 ....................................................74
Battlefield Tactics - Allied......207 Combined Actions in Vehicles....
Battlefield Tactics - Axis........212
Battles and Miniatures....187-188
C ..................................................132
Command..................................65
Bayonet....................................155 Calisthenics...............................62
Command - Specializations.....73
BCs - Background Characters.14 Calisthenics - Specializations.. 69
Command Advantage and Battle
Belgium..............................12, 197 Called Shot..........................84, 87 Dice Pools................................159

Big Guns - Specialization.........73 Called Shots and Armor Commander - Vehicle Crew...131
Protection..................................94
Biker - Talent.............................75 Communications -
Called Shots and Hit Locations... Specialization............................73
Binoculars................................156
....................................................94 Company..................................205
Bipod........................................156
Called Shots and Protection....96 Company and Battalion Tactics
Black Forest............................197
Called Shots and Vehicles......126 - Axis.........................................212
black market...........................200
Campaign Battles.............159-165 Compass...................................155
Blast - Weapon Quality...........137
Campaign Ideas................183-184 Concussive - Weapon Quality......
Blast Damage............................93 ..................................................137
Campaign Travel.....................165
Blast Radius...............................93 Condition Severity Penalty -
cards...........................................16
Blazing - Weapon Quality.......137 Rallying....................................111
Casualties in Campaign Battles..
Bleeding Out............................108 ..................................................162 Conditions........................101-102
Blend In - Specialization..........70 Casualty Phase - Campaign Conditions - Healing.......109, 111
Blind Rolls.................................60 Battles......................................160 Conditions Tracker.................101
Blinded.....................................108 Casualty Table.........................162 containers and Encumbrance.22
Blood Plasma..........................154 Catch and Return! - Reaction..86 Contortionist - Talent...............75

253

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Cool Head - Talent....................75 Damage Roll Table..................101 Dynamic Initiative....................79
Corps........................................206 Damage to Structures......115-116 Dysentery.................................199
Correspondent archetype........27 Damage Tracking for NPCs...102
Counselor - Specialization.......74 Damage Types.........................106
Coup de Grace........................103 Damaging Protection...............97
Cover - Heavy............................95
Cover - Light..............................95
Dangerous - Weapon Quality.137
Death - Arbitrary.....................188
E
Eagle Eyes - Talent...................75
Cover and Miniatures.............187 Death - Critical Injuries...104-105
Eagle’s Nest.............................197
Cover Protection.......................94 Debris Attacks.........................116
Easy Terrain............................166
Cover Table...............................97 Default Gritty - Endurance
Easy Track Rule - Damage for
Creating Your Own Stories....180 method.......................................19
NPCs.........................................102
Crew - Vehicle Descriptor......119 defense in depth......................208
Effects......................................108
Crew - Weapon Quality..........138 Defensive Positions and Battle
Effects - Multiple.....................109
Dice Pools................................159
Criminal - War Years.................46
Defensive Tactics - Allied......208 Elevated Attacker.....................84
Critical Damage Table -
Defensive Tactics - Axis.. 213-214 Elusive - Specialization............70
Structures................................116
Defiant - Specialization............73 Empathy (EMP)........................19
Critical Damage Table - Vehicles
..................................................128 Dehydrated..............................108 Encounters..............................168

Critical Hit.........................85, 103 Delay...........................................81 Encounters - Random


Encounters Table.............170-171
Critical Hits and Armor Dense Terrain..........................166
Protection..................................94 Encumbered..............................22
Depressed - Combat Fatigue
Critical Hits and Damage.......102 Result.......................................114 Encumbered - Close Combat
Modifier......................................84
Critical Hits and NPCs...........103 dice.............................................15
Encumbrance............................22
Critical Hits and Protection.....96 dice pool....................................16
Endurance - Healing...............109
Critical Hits and Vehicles.......126 Diehard - Talent........................75
Endurance (END).....................19
Critical Injuries - Healing.......110 Dig In - Travel Action.............167
Engaged - Close Combat..........83
Critical Injury Tables - Direct Artillery Hit....................93
Characters........................104-105 Engine/Fuel Tank Critical
Disabling....................................85 Damage Table..........................130
Crocodile.................................123 Diseased...................................108 Engineer archetype..................26
Cromwell MK IV......................123 Disengage...................................85 Entrenching Tool....................154
Dispersal - Weapon Quality...137 Equipment Advantage and
Division....................................206 Battle Dice Pools....................159

D
Dodge.........................................84 Escape and Evasion Kit.........155
Dog Tags..................................155 Experience Points (XP)...........52
d10..............................................16 Dogged - Talent.........................75 Expert Operator - Specialization
Double-Time............................166 ....................................................71
d3................................................16
Driver - Vehicle Crew.............131 Explosive Blasts.......................93
d6................................................15
Drowned..................................108 Explosive Weapons..................92
d66..............................................16
Drowning..........................106-107 Extended Range - Weapon
Damage....................................101
Quality......................................137
Damage - to Vehicles..............126 Duck and Weave -
Specialization............................70 Extra Successes........................57
Damage - Weapon Feature.....137
Duds...........................................58
Damage Roll................85, 87, 101

254

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Index

F Frontline Leader -
Specialization............................73
Frostbite...........................106, 108
H
Failure........................................58 Handling...................................119
Frostbitten...............................108 Hard to Find - Talent................75
Fall Back..................................162
FUBAR.......................................58 Hardy - Talent............................75
Falling......................................107
FUBARs and Arbitrary Death..... Head - Critical Injury Table...104
Fast Action................................81
..................................................188
Fast Aim.....................................81 Healing..............................109-111
Full Auto - Mode of Fire...........88
Fast Reflexes - Talent...............75 Heavy Anti-Tank Guns - Stats......
..................................................122
Fatigue..............................111-112
Heavy Armor and Vehicles....127
Fatigue Test - Encumbered......22

G
Heavy Labor - Specialization...69
Fear...........................................101
Heavy Protection......................95
Fearful - Combat Fatigue Result.
..................................................114 Game Master (GM).....................9 Heavy Tank Guns....................151

Features - Random Features Gas Mask..................................153 Heavy Weapons.........................62


Table..................................168-169 Gear...................................152-156 Heavy Weapons - Specializations
female characters.....................28 ....................................................70
Gear Bonus..............................135
Field Artillery - Weapon Quality. Helmet......................................155
Gear Dice.............................57, 61
137-138 Help............................................61
Gear Features...................135-136
Field Artillery and Spotters.....92 Hepatitis...................................199
Gear limits.................................21
Field of Fire...............................90 High Explosive Shell - Tank &
gender differences....................28 AT Gun Ammunition...............127
Field of Fire - Narratively
Geography - Specialization......72 Hit Location...............................87
Driven.........................................91
German Tanks & AT Guns - Hit Location Table - Characters..
Field Surgeon - Specialization.74
Descriptions.....................125-126 ..................................................103
Fighting Knife..........................155
GM Tips.............................176-180 Hit Locations and Called Shots...
Fire...........................................107
Grappling...................................85 ....................................................94
First Aid - Healing...................109
Grenade Rifle Adapter............156 Hit the Dirt - Reaction..............86
First Aid - Special Action.........81 Grenades.....................93, 147-148 Holland.....................................197
First Aid Kit.............................154 Grenades - Reaction.................86 Hollywood Heroic - Endurance
First Impression - Specialization Griswold Bag...........................153 method.......................................19
....................................................74 Hothead - Talent........................75
Grizzled Veterans - Optional
Flak Vest..................................156 Rule............................................47 Hull Down - Heavy Cover for
Flamethrowers........................150 Group Concept..........................30 Vehicles....................................127
Flashlight.................................154 Group Tests...............................59 Hull Down - Protection for
Flaws.....................................20-21 Vehicles......................................97
Grunt - Specialization...............70
Focused Strike..........................82 Hunger......................................107
Gun Savvy - Specialization......70
hygiene.....................................200
Formations - Allied.................207 Gunner - Vehicle Crew...........132
Hygiene Kit..............................155
Formations - Axis...................212 Guts............................................66
Forward Observer - Guts - Rallying your own
Specialization............................72 character..................................111
France........................................12 Guts - Specializations...............73
Free Action................................81 Guts Tests and Stress.............112
friendly fire..............................200

255

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I J Limited Range - Weapon Quality.
..................................................138
Line of Site and Miniatures....187
Illuminating Rounds - Mortars.... Jab - Weapon Quality..............138
..................................................147 Jack Reeves - sample character Lingo.........................................181
Immersion - GM Tips..............178 sheet...........................................48 Loader - Specialization.............70
Immolated................................108 Jagdpanzer 38..........................125 Loading....................................119
Incapacitated...........................103 Judge of Character - Talent.....75 Locomotion Critical Damage
Incapacitated from Conditions... jumping......................................62 Table.........................................129
..................................................102 Just a Scratch - Specialization.... Low Countries...........................12
Incapacitated from Effects.......... ....................................................73 Lucky Strikes.............................58
Incapacitated from Endurance Lucky Suppression Hits...........89
Loss...........................................101
Incapacitated from Stress............
..........................................101, 113
inclusivity..................................10 K M
Incoming! Rule - Suppression.90 Keep Watch - Travel Action...167
Infected....................................108 Key Attribute.............................19 M1 Ammunition Bag...............154
Infections.........................106, 198 Key Features....................165, 168 M10 Tank Destroyer...............124
Infectious Diseases.................198 Killer - Talent.............................76 M18 Hellcat..............................124
Infiltrate.....................................63 Knocked Down.......................108 M1916 Pistol Holster..............154
Infiltrate - Specializations........70 M1923 Cartridge Belt..............153
Influenza..................................198 M1936 Pistol Belt....................153
Initiative.....................................79 M1936 Suspenders..................153
Insight.........................................64
Insight - Specializations......71-72
L M26 Pershing...........................124
M3 Grant..................................123
Language - Specialization........72
Inspire........................................65 M4 Sherman.............................123
Languages..................................22
Inspiring - Specialization.........73 M4 Sherman Firefly................124
Languages - Tables....................37
Intellectual - Upbringing Table... M5 3-Inch AT Gun...................124
....................................................35 Launch Crew - Specialization.. 70
M5 Stuart..................................124
Intelligence (INT).....................19 Law Enforcement - Pre-War
Machine Gunner - Specialization
Experience................................39
Intense Focus - Talent..............75 ....................................................70
Leader archetype......................26
Intensity and Fire....................107 Machine Gunner - Vehicle Crew.
Leg - Critical Injury Table......105 131
Interrogator - Specialization....74
Leg Bag.....................................153 Machine Guns..................145-146
Intimidating - Talent.................75
leveling up.................................52 Machine Guns without Support..
Intuitive - Specialization..........72
Life Path Method - Character ....................................................86
Investigate - Specialization......72 Creation.....................................28 Mae West Life Jacket..............153
Iron Strike - Talent....................75 Light Anti-tank Weapons - Stats.. Main Body Critical Damage
Iron Will - Talent.......................75 ..................................................122 Table.........................................129
Light Eater - Talent...................76 Main Gun.................................119
Light Protection........................95 Main Guns - Stats....................122
Light Sleeper - Talent...............76 Make a Plan...............................80
Lightning Strike - Specialization. Malaria.....................................199
....................................................69
Maneuvers.................................80

256

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Index

Map Case..................................155 Multiple Successes with Ranged Orders.........................................80


maps...........................................16 Attacks.......................................87 Ordnance QF-17 Pounder......124
Mechanic - Specialization........73 Musette Bag.............................153 Ordnance QF-6 Pounder........124
Medals - character rewards.53-54 Other Experience - Pre-War
Medic archetype.......................25 Experience...........................43-44
Overwatch.................................82

N
Medical Aid................................66
Medical Aid - Specializations..74
Medical Aid and Infections....198
Narrative Phase - Campaign

P
Medical Pouch.........................154 Battles......................................160
Medium Terrain.......................166 Nationality - Weapon Feature.....
Melee - Specialization..............69 ..................................................136
Panther.....................................125
Melee Weapons.......................151 Nationality Table.......................30
Panzer III..................................125
Mental Conditions..................101 NCO ranks.................................53
Panzer IV..................................125
Mess Kit....................................155 Nerves of Steel - Specialization..
Panzergranate 40 - Tank & AT
....................................................73
Military - Pre-War Experience.38 Gun Ammunition....................128
Netherlands...............................12
Military - Upbringing Table......34 Paranoid - Combat Fatigue
nicknames..................................21 Result.......................................114
Military Intelligence - War Years.
....................................................46 Nimble........................................63 Paratrooper - Specialization....71
Military Service - War Years.....45 Nimble - Specializations.....70-71 Paris..........................................197
Mine - Weapon Quality...........138 Noise-Suppressed - Weapon Parry...........................................84
Quality......................................138
Mines........................................150 Partially Exposed Targets in
Non-Player Characters (NPCs).9 Cover.....................................95-96
Miniatures.........................186-188
Normandy..........................12, 196 Partisan / Resistance Fighter -
Mishaps......................................59
NPC Mooks and Stress...........113 War Years...................................45
Missed Explosive Weapon Table.
....................................................92 NPC Stats.................................216 Partisan archetype....................27

Modes of Fire.......................87-88 NPCs and Critical Hits...........103 Passengers...............................130

Modes of Fire Table..................91 Passive Tests.............................59

Modifiers..............................16, 60 Pathfinder - Specialization.......69

Modifiers - Close Combat........84 Patrol Pace aka Bounding

Modifiers - Ranged Attack.......86


Modifiers - Suppression &
O Overwatch...............................166
penicillin..................................199
Obsessive - Combat Fatigue Perception.................................64
Stress..........................................89
Result.......................................114
Morale......................................101 Perception - Specializations....72
Obstruction..........................83, 93
Morale Advantage and Battle Permanent Injuries.................106
Obstruction and Heavy Cover.....
Dice Pools................................159 Personal Armor - Damaging....97
...............................................95-96
Mortars.....................................147 Personal Armor Table..............98
Obstruction and Light Cover...95
Motorbike Ace - Specialization... Persuader - Specialization.......74
On Me! - Order...........................80
....................................................71
Persuasion.................................66
One Eye Open - Talent.............76
Move Out! - Order.....................80
Persuasion - Specializations....74
Operate.......................................63
Movement..................................82
Physical Conditions................101
Operate - Specializations.........71
Movement - Overland.............207
Pistol - Specialization...............71
Operation Market Garden........12
Multiple Hits with Ranged
Pistols................................139-140
Attacks.......................................88 Opposed Tests...........................60
Plasma and Stabilization........110

257

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Platform - Weapon Quality....138
Platoon.....................................205 R Rifle Grenade Adapter............148
Rifleman archetype...................24
Platoon and Company Tactics - Race to Berlin............................13 Rifles..................................141-142
Allied........................................208 Rage - Talent..............................76 Rocket Launchers...................149
Player Characters (PCs)............9 Rallied......................................111 RoF (Rate of Fire)....................92
Player Influence and Battle Dice Rally - Special Action...............81 Round.........................................79
Pools.........................................159
Rally Test Modifiers................111 Rout..........................................162
Player Phase - Campaign Battles
Rallying - Healing....................111 Runner - Specialization............69
..................................................160
Ramming Vehicles..................126 Rural Combat - Allied.............210
players..........................................9
Random Features...........165, 168 Rural Combat - Axis...............213
Pneumonia...............................199
Range..........................................83 Rural or Small Town -
Poisoned..................................108
Range - Weapon Feature........137 Upbringing Table......................32
Poisoning.................................107
Range and Armor Piercing....127 S.O.L. Rule - Artillery................93
Polyglot - Talent........................76
Ranged Attack Damage and Saddened - Combat Fatigue
Pouring on the Lead! Rule - Result.......................................114
Suppression...............................90 Suppression.............................102

Precise - Talent..........................76 Ranged Attacks....................86-91

prejudice....................................10 Ranged Combat.........................63

S
Pre-War Experience.................37 Ranged Combat -
Specializations..........................71
Professional - Pre-War
Experience................................41 Ranger - Specialization............70
Satchel Charge........................147
Prognosis of Infections..........198 Rank - from character
advancement.............................53 Scale and Miniatures..............187
Prone..........................................85 Scavenge - Travel Action.......167
Rank - Military Service Life Path
Prone Opponent........................84 ....................................................45 Scavenged Finds Table...172-174
Protection - Damaging.............97 Ranks - American & British Scavenger - Talent....................76
Protection and Armor-Piercing... Army.........................................211 Schizophrenic/Catatonic -
....................................................95 Ranks - German & Italian......215 Combat Fatigue Result..........114
Protection and Vehicles...........97 Rapid Fire - Mode of Fire....87-88 Scope........................................156
Protection Saves..................93-98 Rate of Fire - Vehicle Main Guns Scout - Specialization...............72
Push Your Luck.........................58 126 Scout archetype........................24
Pushed........................................58 Rate of Fire (RoF)............92, 136 SDKFZ 251 Halftrack..............125
Reactions in Close Combat.....84 Second Wind - Talent................76
Reactions to Ranged Attacks..86 Secondary Gun........................119
Recon - Travel Action.............167

Q
Section.....................................205
Recon by Fire - Tactics..........207 Semi-Automatic - Weapon
Regiment..................................206 Quality......................................138
Qualities - Gear & Weapons.........
Reliability - Vehicles...............119 Sensitive - Combat Fatigue
...........................................137-138
Reliable - Weapon Quality.....138 Result.......................................114
Qualities - Vehicles.................119
Reload........................................82 Sepsis.......................................199
Quartermaster - Specialization...
Repairing Vehicle Damage.....131 SHAEF......................................205
....................................................72
Resilient - Specialization..........70 Sharpshooter - Specialization.71
Quick to React - Specialization...
....................................................71 Rhine and Ruhr Valleys..........197 Shotguns...........................141-142

Rifle Cleaning Kit....................155 Silencing....................................85

258

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Index

Silent Assassin - Specialization... Street Kid - Upbringing Table.. 31 Swimmer - Talent......................76


....................................................69 Street Smart - Specialization...72 swimming...................................82
Silent Step - Specialization......70 Strength (STR)..........................19 Symptoms of Infections.........198
Simulating Campaign Battles.160 Stress.................................112-113
Single Shot - Weapon Quality.138 Stress and Incapacitation......113
Single-Shot - Mode of Fire.......87 Stress and NPC Mooks...........113
Size...........................................119
Skills...........................................20
Stress and Suppression
Modifiers..................................113
T
Sleep Deprivation...................107 Strong Arm - Specialization.....69 Tackling......................................85

Slow Action...............................81 Structural Critical Damage Tactician - Specialization.........73

Slow Aim....................................81 Table.........................................116 Take Cover - Reaction..............86

Slowed......................................108 Structures and Damage...115-116 Take Cover! - Order..................80

Smoke - Weapon Quality........138 Stug III......................................125 Take Them Out! - Order...........80

sneak attack..............................83 Stunned....................................108 Talents.............................20, 75-76

Sneaking aka Traveling Stunt Driver - Specialization...71 Tank Destruction Teams........214


Overwatch...............................166 Submachine Gunner - Tanker - Specialization.............71
Sniper - Specialization..............71 Specialization............................71 Targeting Multiple Opponents....
Sniper Rule - Suppression.......90 Submachine Guns............143-144 ..............................................87, 88

Social Conflict...........................98 Success.................................15, 57 Team - Weapon Quality..........138

Soothing - Talent.......................76 Sucker Punch - Talent..............76 Tech............................................65

Special Actions....................81-82 Suffocated................................108 Tech - Specializations...............73

Special Weapons.....................150 Suffocating.......................106-107 Tech - Weapon Quality...........138

Specializations....................20, 69 supplies....................................200 Terrain and Movement.............82

Specialized Weapons...........92-93 Suppressed - Effect................108 Terrain and Travel...................166

Speed........................................119 Suppression..........................89-90 Terrifying - Weapon Quality...138

Spotters......................................92 Suppression - Artillery Barrage... Theater.....................................206


....................................................90 Thick Skull - Specialization.....70
Spotters and Field Artillery...137
Suppression - Narratively Thirst........................................107
Spray - Weapon Quality..........138
Driven.........................................90
Sprinter - Talent........................76 Thrown - Weapon Quality......138
Suppression - Simultaneous....90
Sprinting....................................82 Tiger..........................................125
Suppression and Field Artillery..
Squad........................................205 Tiger II......................................126
..................................................138
Stabilization.............................110 time in game..............................79
Suppression Fire - Ranged
Stamina......................................62 Attack.........................................89 Timeline...................................191

Stamina - Specializations.........70 Suppression Fire! - Order........80 Tinkerer - Talent........................76

Stamina Tests and Fatigue........... Suppression from Ranged Tiny...........................................136


...........................................111-112 Attack Damage........................102 Tools.........................................156
Stamina Tests and Infections.198 Suppression Hits.......................89 Torso - Critical Injury Table...104
Starved.....................................108 Suppression Successes............89 Torture.....................................107
Static Initiative..........................79 Surrender.................................162 Total Recall - Talent..................76
Steady pace aka Traveling Survival......................................64 Tough - Talent............................76
Column.....................................166 Survival - Specializations.........72 Trailblazer - Specialization......72
Stealth - Specialization.............70 Sustenance - Specialization.....72 Trainer - Specialization............74
Stoic - Specialization................73

259

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Trauma.....................................113
Trauma Points.........................113 U W
Traumatized - Combat Fatigue Unaware Opponent..................84 War Years - Life Path phase.....44
Result.......................................114 Unremarkable - Talent.............76 Weapon Features.............136-138
Travel Actions.........................165 Upbringing Table......................30 Weapon Specialist archetype..25
Travel Pace..............................166 Urban Combat - Allied...........209 Weapons.........................................
Traveling Column - see Steady Urban Combat - Axis..............213 Weariness.................................101
pace..........................................166
weather....................................200
Traveling Column - Tactics....207
Traveling Overwatch - see
Sneaking..................................166
V Weather and Battle Dice Pools...
..................................................159
Weight................................22, 136
Traveling Overwatch - Tactics..... Vehicle Combat.......................126
..................................................207 Vehicle Critical Damage Table.... White Phosphorus - Mortars.147

Treated.....................................109 ..................................................128 White Phosphorus - Tank & AT


Vehicle Descriptors................119 Gun Ammunition....................128
Treatment Time - Combat
Fatigue.....................................113 Vehicle Hit Location table.....126 Wirecutters..............................154

Treatment Window - Combat Vehicle Repairs.......................131 Working Class - Upbringing


Fatigue.....................................113 Table...........................................33
Vehicle Stats............................121
Trench Foot.............................199 Wounds....................................101
Vehicles and Combined Actions.
Tripod.......................................156 ..................................................132
True Grit - Talent.......................76
Turn............................................79
Vehicles and Protection...........97
Vehicles and Ramming...........126 Z
Typhus......................................199 Venereal Diseases...................199 Zones..........................................83

Virtues...................................20-21
Virulence modifier..................198
Visibility.....................................83

260

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