War Stories Corebook Final SP Digital V2 43954 1700879313
War Stories Corebook Final SP Digital V2 43954 1700879313
War Stories Corebook Final SP Digital V2 43954 1700879313
com
A WORLD WAR II RPG
Licensed to Kaciano Ghelere, [email protected]
Licensed to Kaciano Ghelere, [email protected]
A WORLD WAR 2 RPG BY G. I. GARCIA
[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
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,
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.
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
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.
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
11
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-
12
13
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
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
14
15
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!
16
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.”
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.
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
19
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
20
21
22
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
23
24
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
25
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.
26
27
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.
28
1 GROUP Discuss your campaign concept with the GM and the players and decide what
CONCEPT kind of group your players will be making.
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.
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.
11 APPEARANCE Decide your PC’s appearance based on any relevant results from your
Upbringing, Pre-War Experience, and The War Years rolls.
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.
29
7 Polish
8 Spanish
9 Irish
Commonwealth
10
(Anzac, African, Indian, etc)
30
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.
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?
31
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.
32
Distribute 3 Skill
Key
D6 What happened? Points among these Bonus
Attribute
skills:
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.
33
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:
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
34
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?
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
35
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:
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?
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.
36
37
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.
38
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)
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.
39
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.
40
41
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.
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.
42
43
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.
44
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
45
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:
You now allocate 4 Points to skills of your choice, 6 Refugee / Guts, Perception,
and choose 1 relevant Specialization. Wanderer Stamina
46
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!
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
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.
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)
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
49
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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51
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.
52
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.
53
54
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.
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.
57
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
58
59
60
THE SKILLS
This section describes the Skills available in War Stories.
61
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.
62
63
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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65
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.
66
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?”
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.
69
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
70
71
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.
72
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.
73
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.
74
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.
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.
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).
75
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.
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.
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.
76
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.
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.
79
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.
80
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
81
82
83
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.
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!
84
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
85
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
86
» 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
87
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
88
89
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.
90
91
92
93
94
ATTACKS AGAINST
about shooting around that level of Protection and will
simply fire their weapon straight through it.
95
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.
96
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)
97
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.
98
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
101
102
103
104
105
106
107
108
HEALING ENDURANCE AND When removing Conditions, simply erase the tick
mark from the higher level and tick the lower level
109
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.
110
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.
111
» 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.
112
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)
113
3 Saddened Mourning the loss of life. -1 die to Persuasion tests. 2d6 months 1d3 weeks
114
Sandbag 1 Heavy 1
115
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.
116
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.
119
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
120
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
121
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.
122
123
124
125
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
126
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.
127
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.
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.
128
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.
129
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.
130
» 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
131
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
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.
132
“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!”
135
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
136
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.
137
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.
138
139
1 6
2
7
9
4
140
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)
141
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”
142
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)
143
7
2
4
9
144
145
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
146
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.
147
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.
1 2 3 4
148
1. Bazooka 3. Panzerschreck
2. Panzerfaust 4. PIAT
149
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.)
1 per US
M1A1 Bangalore 5-10 Tech, Dangerous,
+1 1.5m 4 3 Special 5m/+4
Torpedo UK Sections Concussive
tube
150
HEAVY TANK GUNS AND LARGER As previously mentioned, War Stories uses a clas-
sification system that groups similar Main Guns
High Explosive (HE) All Blast Radius 15m, Damage +1 AP Value Halved
151
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
152
153
154
155
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.
156
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.
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.
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!
159
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
160
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.
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.
161
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
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.
162
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.
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.
163
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.
OUTCOMES
164
THE APPROACH
CASUALTIES
165
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.
166
167
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.
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
168
44 Ruined town with several trails of smoke rising into the sky
63 An old and fine residence, with once ornate gardens now run to seed
169
170
171
112 Coloring book and crayons 212 Children’s comic (GM decides language)
115 High-fashion ladies’ hat 215 A working oil lantern, full of oil
122 Makeup bag and makeup 222 Ceramic money box with a few coins
136 A small case of socks and underwear 236 Ornate carriage clock
164 A studded leather dog collar and leash 264 Large wooden barrel, empty
172
366 Roll twice on this table 466 Roll twice on this table
173
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
174
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
1. Let’s give him enough and on time by Norman Rockwell. American soldier firing heavy machine gun.
177
178
179
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!
180
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.
181
G.I. Joe: An American soldier. Put That in Your Mess Kit! Think about it!
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.
Paragraph Trooper: Desk-bound administrator. Valley Forge: A tent city in cold weather.
182
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
183
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
184
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
185
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
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
186
187
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
188
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.
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
191
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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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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196
197
198
199
200
201
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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205
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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209
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.
Lieutenant General
General
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212
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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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THE TANK:
INTRO
SCENARIO
So here’s the lowdown:
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
219
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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224
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.
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.
226
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
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
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
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
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
231
232
233
234
235
236
237
238
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.
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
239
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.
Are there 3 or
more Damage
Points remaining?
YES NO
YES
240
VIRTUES: FUBARs:
FLAWS: ENDURANCE:
WEAPONS
. BONUS ROF RANGE DAM AMMO QUALITIES WEIGHT
NOTES
XP
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.
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
Authority Figure II
Tough (+2 to END)
Stealth I
NOTES Tactician I
Pistol II
XP
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.
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]
XP
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.
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
A failed baseball player who disappointed his tough disciplinarian father. Joined
the military to prove himself once and for all.
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)
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.
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
XP Mess Kit
Grew up on the family ranch exploring the territory before pulling his weight
moving cattle across the range. He’s ready for something more.
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)
The son of a college language professor, he grew up educated, though naive. He’s
eager to see the world.
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
XP Canteen (1/2)
Mess Kit
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!
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
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.”
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
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
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
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
255
256
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
257
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
258
259
Virtues...................................20-21
Virulence modifier..................198
Visibility.....................................83
260
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